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