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(RGUI/GL) Create gl_init_rgui_texture (avoids duplication of code)
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9fb92127aa
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gfx/gl.c
30
gfx/gl.c
@ -1043,10 +1043,24 @@ static void gl_init_textures_data(void *data)
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#ifdef HAVE_RGUI
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static void gl_init_rgui_texture(void *data)
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{
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gl_t *gl = (gl_t*)data;
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glGenTextures(1, &gl->rgui_texture);
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glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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#endif
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#if defined(HAVE_PSGL)
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#if defined(HAVE_PSGL)
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static inline void gl_copy_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch)
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static inline void gl_copy_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch)
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{
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{
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gl_t *gl = (gl_t*)data;
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gl_t *gl = (gl_t*)data;
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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const uint8_t *frame_copy = frame;
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@ -1073,12 +1087,7 @@ static void gl_init_textures(void *data, const video_info_t *video)
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glGenTextures(TEXTURES, gl->texture);
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glGenTextures(TEXTURES, gl->texture);
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#ifdef HAVE_RGUI
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#ifdef HAVE_RGUI
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glGenTextures(1, &gl->rgui_texture);
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gl_init_rgui_texture(gl);
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glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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#endif
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#endif
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for (unsigned i = 0; i < TEXTURES; i++)
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for (unsigned i = 0; i < TEXTURES; i++)
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@ -1191,12 +1200,7 @@ static void gl_init_textures(void *data, const video_info_t *video)
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glGenTextures(TEXTURES, gl->texture);
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glGenTextures(TEXTURES, gl->texture);
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#ifdef HAVE_RGUI
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#ifdef HAVE_RGUI
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glGenTextures(1, &gl->rgui_texture);
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gl_init_rgui_texture(gl);
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glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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#endif
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#endif
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for (unsigned i = 0; i < TEXTURES; i++)
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for (unsigned i = 0; i < TEXTURES; i++)
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