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Cleanups
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@ -532,7 +532,8 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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{
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{
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RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
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RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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else
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height,
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@ -566,7 +567,8 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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GL_UNSIGNED_BYTE, NULL);
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GL_UNSIGNED_BYTE, NULL);
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#else
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#else
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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else
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else
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glTexImage2D(GL_TEXTURE_2D,
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_SRGB8_ALPHA8,
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0, GL_SRGB8_ALPHA8,
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@ -586,7 +588,8 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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/* Avoid potential performance
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/* Avoid potential performance
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* reductions on particular platforms. */
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* reductions on particular platforms. */
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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if (gl_check_capability(GL_CAPS_TEX_STORAGE))
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glTexStorage2D(GL_TEXTURE_2D, 1, RARCH_GL_INTERNAL_FORMAT32, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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glTexStorage2D(GL_TEXTURE_2D, 1, RARCH_GL_INTERNAL_FORMAT32,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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else
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else
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glTexImage2D(GL_TEXTURE_2D,
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glTexImage2D(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT32,
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0, RARCH_GL_INTERNAL_FORMAT32,
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