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Call gl_update_tex_filter in set_shader.
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6
gfx/gl.c
6
gfx/gl.c
@ -566,7 +566,7 @@ static void gl_update_tex_filter_frame(gl_t *gl)
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{
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bool smooth = false;
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if (!gl_shader_filter_type(gl, 1, &smooth))
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return;
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smooth = g_settings.video.smooth;
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GLuint new_filt = smooth ? GL_LINEAR : GL_NEAREST;
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if (new_filt == gl->tex_filter)
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@ -590,8 +590,6 @@ void gl_init_fbo(void *data, unsigned width, unsigned height)
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{
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gl_t *gl = (gl_t*)data;
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gl_update_tex_filter_frame(gl);
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if (gl_shader_num(gl) == 0)
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return;
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@ -1983,6 +1981,8 @@ static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *p
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return false;
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}
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gl_update_tex_filter_frame(gl);
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#ifdef HAVE_FBO
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// Set up render to texture again.
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gl_init_fbo(gl, gl->tex_w, gl->tex_h);
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