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https://github.com/libretro/RetroArch
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Cleanups
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@ -87,14 +87,6 @@
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static struct video_ortho default_ortho = {0, 1, 0, 1, -1, 1};
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#ifdef IOS
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/* There is no default frame buffer on iOS. */
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void cocoagl_bind_game_view_fbo(void);
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#define gl_bind_backbuffer() cocoagl_bind_game_view_fbo()
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#else
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#define gl_bind_backbuffer() glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0)
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#endif
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/* Used for the last pass when rendering to the back buffer. */
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static const GLfloat vertexes_flipped[] = {
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0, 1,
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@ -1263,7 +1255,8 @@ static bool gl_frame(void *data, const void *frame,
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gl_update_input_size(gl, frame_width, frame_height, pitch, false);
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if (!gl->fbo_inited)
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{
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gl_bind_backbuffer();
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if (gl->renderchain_driver->bind_backbuffer)
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gl->renderchain_driver->bind_backbuffer();
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gl_set_viewport(gl, video_info, width, height, false, true);
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}
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@ -69,7 +69,7 @@ typedef struct gl2_renderchain
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#define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
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static INLINE void gl2_bind_backbuffer(void)
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static void gl2_renderchain_bind_backbuffer(void)
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{
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#ifdef IOS
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/* There is no default frame buffer on iOS. */
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@ -358,7 +358,7 @@ static void gl2_renderchain_render(
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fbo_tex_info_cnt++;
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/* Render our FBO texture to back buffer. */
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gl2_bind_backbuffer();
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gl2_renderchain_bind_backbuffer();
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shader_info.data = gl;
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shader_info.idx = gl->fbo_pass + 1;
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@ -937,7 +937,7 @@ static bool gl2_renderchain_init_hw_render(
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}
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}
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gl2_bind_backbuffer();
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gl2_renderchain_bind_backbuffer();
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gl->hw_render_fbo_init = true;
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context_bind_hw_render(false);
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@ -1111,6 +1111,7 @@ static void *gl2_renderchain_new(void)
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}
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gl_renderchain_driver_t gl2_renderchain = {
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gl2_renderchain_bind_backbuffer,
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gl2_renderchain_deinit_fbo,
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gl2_renderchain_viewport_info,
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gl2_renderchain_read_viewport,
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@ -827,6 +827,7 @@ typedef struct d3d_renderchain_driver
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typedef struct gl_renderchain_driver
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{
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void (*bind_backbuffer)(void);
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void (*deinit_fbo)(void *data);
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void (*viewport_info)(
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void *data, struct video_viewport *vp);
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