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Minor refactor. gl_set_shader_viewport().
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parent
66867c9b07
commit
043bcfd1de
21
gfx/gl.c
21
gfx/gl.c
@ -1056,13 +1056,12 @@ static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex
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static void gl_render_menu(gl_t *gl)
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{
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gl_shader_use(RARCH_CG_MENU_SHADER_INDEX);
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gl_set_shader_viewport(RARCH_CG_MENU_SHADER_INDEX);
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gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width,
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gl->win_height, gl->win_width, gl->win_height, gl->frame_count,
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NULL, NULL, NULL, 0);
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gl_set_viewport(gl, gl->win_width, gl->win_height, true, false);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
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@ -1254,6 +1253,12 @@ static bool resolve_extensions(gl_t *gl)
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return true;
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}
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static void gl_set_shader_viewport(gl_t *gl, unsigned shader)
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{
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gl_shader_use(shader);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
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{
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#ifdef _WIN32
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@ -1355,10 +1360,8 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->keep_aspect = video->force_aspect;
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// Apparently need to set viewport for passes when we aren't using FBOs.
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gl_shader_use(0);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_shader_use(1);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_set_shader_viewport(gl, 0);
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gl_set_shader_viewport(gl, 1);
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bool force_smooth = false;
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if (gl_shader_filter_type(1, &force_smooth))
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@ -1506,10 +1509,8 @@ static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *p
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#endif
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// Apparently need to set viewport for passes when we aren't using FBOs.
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gl_shader_use(0);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_shader_use(1);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_set_shader_viewport(gl, 0);
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gl_set_shader_viewport(gl, 1);
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return true;
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}
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