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(GL) Will have to rework set_viewport for the GL drivers -
video drivers should not be calling video_driver_build_info as they could be on a separate thread
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@ -390,6 +390,7 @@ static void gl2_set_viewport(gl_t *gl,
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bool force_full, bool allow_rotate)
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{
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gfx_ctx_aspect_t aspect_data;
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settings_t *settings = config_get_ptr();
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int x = 0;
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int y = 0;
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float device_aspect = (float)viewport_width / viewport_height;
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@ -401,7 +402,7 @@ static void gl2_set_viewport(gl_t *gl,
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video_context_driver_translate_aspect(&aspect_data);
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if (video_info->scale_integer && !force_full)
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if (settings->bools.video_scale_integer && !force_full)
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{
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video_viewport_get_scaled_integer(&gl->vp,
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viewport_width, viewport_height,
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@ -414,13 +415,14 @@ static void gl2_set_viewport(gl_t *gl,
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float desired_aspect = video_driver_get_aspect_ratio();
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#if defined(HAVE_MENU)
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if (video_info->aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
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if (settings->uints.video_aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
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{
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const struct video_viewport *custom = video_viewport_get_custom();
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/* GL has bottom-left origin viewport. */
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x = video_info->custom_vp_x;
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y = height - video_info->custom_vp_y - video_info->custom_vp_height;
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viewport_width = video_info->custom_vp_width;
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viewport_height = video_info->custom_vp_height;
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x = custom->x;
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y = height - custom->y - custom->height;
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viewport_width = custom->width;
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viewport_height = custom->height;
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}
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else
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#endif
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