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(RGL PS3) Remove SRGB remap (unused)
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@ -355,8 +355,6 @@ extern "C" {
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//
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//
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GLenum DrawBuffer, ReadBuffer;
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GLenum DrawBuffer, ReadBuffer;
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GLboolean ShaderSRGBRemap;
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GLboolean Blending; // enable for mrt color target 0
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GLboolean Blending; // enable for mrt color target 0
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GLenum BlendEquationRGB;
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GLenum BlendEquationRGB;
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GLenum BlendEquationAlpha;
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GLenum BlendEquationAlpha;
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@ -113,7 +113,6 @@ typedef enum rglGcmEnum
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RGLGCM_BLEND = 0x0be0,
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RGLGCM_BLEND = 0x0be0,
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RGLGCM_COLOR_LOGIC_OP = 0x0bf2,
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RGLGCM_COLOR_LOGIC_OP = 0x0bf2,
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RGLGCM_DITHER = 0x0bd0,
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RGLGCM_DITHER = 0x0bd0,
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RGLGCM_PSHADER_SRGB_REMAPPING = 0xff06,
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// glVertexAttribPointer
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// glVertexAttribPointer
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RGLGCM_VERTEX_ATTRIB_ARRAY0 = 0x8650,
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RGLGCM_VERTEX_ATTRIB_ARRAY0 = 0x8650,
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@ -3705,8 +3705,6 @@ static void rglResetContext (void *data)
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LContext->DrawBuffer = LContext->ReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
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LContext->DrawBuffer = LContext->ReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
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LContext->ShaderSRGBRemap = GL_FALSE;
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LContext->Blending = GL_FALSE;
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LContext->Blending = GL_FALSE;
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LContext->BlendColor.R = 0.0f;
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LContext->BlendColor.R = 0.0f;
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LContext->BlendColor.G = 0.0f;
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LContext->BlendColor.G = 0.0f;
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@ -3962,10 +3960,6 @@ GLAPI void APIENTRY glEnable( GLenum cap )
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LContext->CurrentImageUnit->fragmentTarget );
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LContext->CurrentImageUnit->fragmentTarget );
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LContext->needValidate |= RGL_VALIDATE_TEXTURES_USED;
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LContext->needValidate |= RGL_VALIDATE_TEXTURES_USED;
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break;
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break;
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case GL_SHADER_SRGB_REMAP_SCE:
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LContext->ShaderSRGBRemap = GL_TRUE;
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LContext->needValidate |= RGL_VALIDATE_SHADER_SRGB_REMAP;
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break;
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case GL_BLEND:
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case GL_BLEND:
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LContext->Blending = GL_TRUE;
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LContext->Blending = GL_TRUE;
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LContext->needValidate |= RGL_VALIDATE_BLENDING;
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LContext->needValidate |= RGL_VALIDATE_BLENDING;
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@ -3994,10 +3988,6 @@ GLAPI void APIENTRY glDisable( GLenum cap )
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LContext->CurrentImageUnit->fragmentTarget );
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LContext->CurrentImageUnit->fragmentTarget );
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LContext->needValidate |= RGL_VALIDATE_TEXTURES_USED;
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LContext->needValidate |= RGL_VALIDATE_TEXTURES_USED;
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break;
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break;
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case GL_SHADER_SRGB_REMAP_SCE:
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LContext->ShaderSRGBRemap = GL_FALSE;
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LContext->needValidate |= RGL_VALIDATE_SHADER_SRGB_REMAP;
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break;
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case GL_BLEND:
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case GL_BLEND:
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LContext->Blending = GL_FALSE;
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LContext->Blending = GL_FALSE;
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LContext->needValidate |= RGL_VALIDATE_BLENDING;
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LContext->needValidate |= RGL_VALIDATE_BLENDING;
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