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Move forced IOS viewport logic further up.
If using multipass, the forced viewport update will ruin the viewport.
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parent
7de7c3d743
commit
49e4020437
11
gfx/gl.c
11
gfx/gl.c
@ -657,9 +657,6 @@ void gl_init_fbo(void *data, unsigned width, unsigned height)
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if (scale_last.valid)
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gl->fbo_pass++;
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if (gl->fbo_pass <= 0)
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gl->fbo_pass = 1;
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if (!scale.valid)
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{
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scale.scale_x = 1.0f;
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@ -1343,6 +1340,10 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl_shader_use_func(gl, 1);
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#ifdef IOS // Apparently the viewport is lost each frame, thanks apple.
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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#endif
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#ifdef HAVE_FBO
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// Render to texture in first pass.
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if (gl->fbo_inited)
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@ -1363,10 +1364,6 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl_update_resize(gl);
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}
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#ifdef IOS // Apparently the viewport is lost each frame, thanks apple.
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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#endif
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if (frame) // Can be NULL for frame dupe / NULL render.
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{
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gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
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