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https://github.com/libretro/RetroArch
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Cleanups
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f67bfa24ef
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@ -658,11 +658,8 @@ static void gl2_renderchain_render(
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gl->coords.vertices = 4;
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gl->shader->set_coords(gl,
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gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp);
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gl->shader->set_coords(gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -729,11 +726,8 @@ static void gl2_renderchain_render(
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gl->coords.vertices = 4;
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gl->shader->set_coords(gl,
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gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp);
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gl->shader->set_coords(gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -1986,11 +1980,8 @@ static void gl2_render_overlay(gl_t *gl, video_frame_info_t *video_info)
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gl->coords.color = gl->overlay_color_coord;
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gl->coords.vertices = 4 * gl->overlays;
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gl->shader->set_coords(gl,
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gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp_no_rot);
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gl->shader->set_coords(gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
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for (i = 0; i < gl->overlays; i++)
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{
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@ -2364,15 +2355,13 @@ static void gl2_render_osd_background(
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video_info->shader_driver->use(gl,
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video_info->shader_data, VIDEO_SHADER_STOCK_BLEND, true);
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gl->shader->set_coords(gl, gl->shader_data,
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&coords);
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gl->shader->set_coords(gl->shader_data, &coords);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp_no_rot);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
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uniform_param.type = UNIFORM_4F;
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uniform_param.enabled = true;
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@ -2470,11 +2459,8 @@ static INLINE void gl2_draw_texture(gl_t *gl, video_frame_info_t *video_info)
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gl->coords.vertices = 4;
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gl->shader->set_coords(gl,
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gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp_no_rot);
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gl->shader->set_coords(gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
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glEnable(GL_BLEND);
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@ -2669,11 +2655,8 @@ static bool gl2_frame(void *data, const void *frame,
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gl->coords.vertices = 4;
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gl->shader->set_coords(gl,
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gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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&gl->mvp);
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gl->shader->set_coords(gl->shader_data, &gl->coords);
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gl->shader->set_mvp(gl->shader_data, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -255,10 +255,8 @@ static void gl_raster_font_draw_vertices(gl_raster_t *font,
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font->atlas->dirty = false;
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}
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font->gl->shader->set_coords(font->gl,
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font->gl->shader_data, coords);
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font->gl->shader->set_mvp(font->gl, font->gl->shader_data,
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font->gl->shader->set_coords(font->gl->shader_data, coords);
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font->gl->shader->set_mvp(font->gl->shader_data,
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&font->gl->mvp_no_rot);
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glDrawArrays(GL_TRIANGLES, 0, coords->vertices);
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@ -244,7 +244,7 @@ static void gl_cg_reset_attrib(void *data)
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cg->attribs_index = 0;
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}
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static bool gl_cg_set_mvp(void *data, void *shader_data,
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static bool gl_cg_set_mvp(void *shader_data,
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const void *mat_data)
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{
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cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
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@ -258,7 +258,8 @@ static bool gl_cg_set_mvp(void *data, void *shader_data,
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return false;
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}
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static bool gl_cg_set_coords(void *handle_data, void *shader_data, const struct video_coords *coords)
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static bool gl_cg_set_coords(void *shader_data,
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const struct video_coords *coords)
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{
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cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
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@ -1410,13 +1410,11 @@ static void gl_glsl_set_params(void *dat, void *shader_data)
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}
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}
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static bool gl_glsl_set_mvp(void *data, void *shader_data, const void *mat_data)
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static bool gl_glsl_set_mvp(void *shader_data, const void *mat_data)
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{
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int loc;
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glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;
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(void)data;
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if (!glsl || !glsl->shader->modern)
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return false;
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@ -1448,7 +1446,7 @@ static bool gl_glsl_set_mvp(void *data, void *shader_data, const void *mat_data)
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buffer[y + size] = coord2[y]; \
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size += multiplier * coords->vertices; \
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static bool gl_glsl_set_coords(void *handle_data, void *shader_data,
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static bool gl_glsl_set_coords(void *shader_data,
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const struct video_coords *coords)
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{
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GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
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@ -234,10 +234,8 @@ typedef struct shader_backend
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enum gfx_wrap_type (*wrap_type)(void *data, unsigned index);
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void (*shader_scale)(void *data,
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unsigned index, struct gfx_fbo_scale *scale);
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bool (*set_coords)(void *handle_data,
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void *shader_data, const struct video_coords *coords);
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bool (*set_mvp)(void *data, void *shader_data,
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const void *mat_data);
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bool (*set_coords)(void *shader_data, const struct video_coords *coords);
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bool (*set_mvp)(void *shader_data, const void *mat_data);
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unsigned (*get_prev_textures)(void *data);
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bool (*get_feedback_pass)(void *data, unsigned *pass);
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bool (*mipmap_input)(void *data, unsigned index);
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@ -116,13 +116,10 @@ static void menu_display_gl_draw(menu_display_ctx_draw_t *draw,
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draw->coords->lut_tex_coord = menu_display_gl_get_default_tex_coords();
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menu_display_gl_viewport(draw, video_info);
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if (draw)
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glBindTexture(GL_TEXTURE_2D, (GLuint)draw->texture);
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glBindTexture(GL_TEXTURE_2D, (GLuint)draw->texture);
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gl->shader->set_coords(gl,
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gl->shader_data, draw->coords);
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gl->shader->set_mvp(gl, gl->shader_data,
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gl->shader->set_coords(gl->shader_data, draw->coords);
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gl->shader->set_mvp(gl->shader_data,
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draw->matrix_data ? (math_matrix_4x4*)draw->matrix_data
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: (math_matrix_4x4*)menu_display_gl_get_default_mvp(video_info));
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