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(shader_common.c) Some build fixes for PS3
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@ -40,10 +40,12 @@ void gl_load_texture_data(GLuint obj, const struct texture_image *img,
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glTexImage2D(GL_TEXTURE_2D,
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glTexImage2D(GL_TEXTURE_2D,
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, img->width, img->height,
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, img->width, img->height,
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img->pixels);
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img->pixels);
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#ifndef HAVE_PSGL
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if (mipmap)
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if (mipmap)
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{
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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#endif
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}
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}
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bool gl_load_luts(const struct gfx_shader *generic_shader, GLuint *lut_textures)
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bool gl_load_luts(const struct gfx_shader *generic_shader, GLuint *lut_textures)
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