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https://github.com/libretro/RetroArch
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@ -31,7 +31,9 @@ struct gl_cached_state
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GLuint ids[MAX_TEXTURE];
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} bind_textures;
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#ifndef HAVE_OPENGLES
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GLenum colorlogicop;
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#endif
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struct
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{
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@ -724,7 +726,10 @@ static void glsm_state_setup(void)
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gl_state.cap_translate[SGL_ALPHA_TEST] = GL_ALPHA_TEST;
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gl_state.cap_translate[SGL_SCISSOR_TEST] = GL_SCISSOR_TEST;
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gl_state.cap_translate[SGL_STENCIL_TEST] = GL_STENCIL_TEST;
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#ifndef HAVE_OPENGLES
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gl_state.cap_translate[SGL_COLOR_LOGIC_OP] = GL_COLOR_LOGIC_OP;
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#endif
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for (i = 0; i < MAX_ATTRIB; i++)
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gl_state.vertex_attrib_pointer.enabled[i] = 0;
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@ -751,7 +756,9 @@ static void glsm_state_setup(void)
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gl_state.depthfunc.func = GL_LESS;
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#ifndef HAVE_OPENGLES
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gl_state.colorlogicop = GL_COPY;
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#endif
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#ifdef CORE
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glGenVertexArrays(1, &gl_state.vao);
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@ -100,7 +100,9 @@ enum
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SGL_DITHER,
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SGL_SAMPLE_ALPHA_TO_COVERAGE,
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SGL_SAMPLE_COVERAGE,
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#ifndef HAVE_OPENGLES
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SGL_COLOR_LOGIC_OP,
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#endif
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SGL_CAP_MAX
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};
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@ -61,6 +61,7 @@ extern "C" {
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#define glGetProgramiv rglGetProgramiv
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#define glGetShaderiv rglGetShaderiv
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#define glAttachShader rglAttachShader
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#define glDetachShader rglDetachShader
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#define glShaderSource rglShaderSource
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#define glCompileShader rglCompileShader
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#define glCreateProgram rglCreateProgram
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@ -109,6 +110,8 @@ extern "C" {
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#define glPolygonOffset rglPolygonOffset
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#define glPixelStorei rglPixelStorei
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#define glReadBuffer rglReadBuffer
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#define glUniformMatrix4fv rglUniformMatrix4fv
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#define glGetAttribLocation rglGetAttribLocation
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void rglReadBuffer(GLenum mode);
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void rglPixelStorei(GLenum pname, GLint param);
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@ -207,7 +210,10 @@ void rglBlitFramebuffer(
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GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void rglDetachShader(GLuint program, GLuint shader);
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void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
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const GLfloat *value);
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GLint rglGetAttribLocation(GLuint program, const GLchar *name);
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#ifdef __cplusplus
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}
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