Turn gl_set_shader_viewport into gl_set_shader_viewports

This commit is contained in:
twinaphex 2017-05-19 19:39:46 +02:00
parent 79bcc5efc9
commit 452c02653e

View File

@ -808,7 +808,7 @@ static INLINE void gl_copy_frame(gl_t *gl,
#endif
}
static INLINE void gl_set_shader_viewport(gl_t *gl, unsigned idx)
static INLINE void gl_set_shader_viewports(gl_t *gl)
{
unsigned width, height;
video_shader_ctx_info_t shader_info;
@ -816,7 +816,14 @@ static INLINE void gl_set_shader_viewport(gl_t *gl, unsigned idx)
video_driver_get_size(&width, &height);
shader_info.data = gl;
shader_info.idx = idx;
shader_info.idx = 0;
shader_info.set_active = true;
video_shader_driver_use(shader_info);
gl_set_viewport_wrapper(gl, width, height, false, true);
shader_info.data = gl;
shader_info.idx = 1;
shader_info.set_active = true;
video_shader_driver_use(shader_info);
@ -1986,8 +1993,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
/* Apparently need to set viewport for passes
* when we aren't using FBOs. */
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
gl_set_shader_viewports(gl);
mip_level = 1;
gl->tex_mipmap = video_shader_driver_mipmap_input(&mip_level);
@ -2272,8 +2278,7 @@ static bool gl_set_shader(void *data,
#endif
/* Apparently need to set viewport for passes when we aren't using FBOs. */
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
gl_set_shader_viewports(gl);
context_bind_hw_render(true);
#if defined(_WIN32) && !defined(_XBOX)
/* Shader dialog is disabled for now, until video_threaded issues are fixed.