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https://github.com/libretro/RetroArch
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More buildfixes
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@ -67,16 +67,16 @@ typedef struct gl2_renderchain
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/* Prototypes */
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/* Prototypes */
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#define gl_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
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#define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
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static INLINE void gl_bind_backbuffer(void)
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static INLINE void gl2_bind_backbuffer(void)
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{
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{
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#ifdef IOS
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#ifdef IOS
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/* There is no default frame buffer on 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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void cocoagl_bind_game_view_fbo(void);
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cocoagl_bind_game_view_fbo();
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cocoagl_bind_game_view_fbo();
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#else
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#else
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gl_bind_fb(0);
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gl2_bind_fb(0);
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#endif
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#endif
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}
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}
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@ -149,7 +149,7 @@ static bool gl_recreate_fbo(
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GLuint* texture
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GLuint* texture
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)
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)
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{
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{
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gl_bind_fb(fbo);
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gl2_bind_fb(fbo);
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glDeleteTextures(1, texture);
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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@ -282,7 +282,7 @@ static void gl2_renderchain_render(
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memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
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memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
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fbo_tex_info_cnt++;
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fbo_tex_info_cnt++;
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gl_bind_fb(gl->fbo[i]);
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gl2_bind_fb(gl->fbo[i]);
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shader_info.data = gl;
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shader_info.data = gl;
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shader_info.idx = i + 1;
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shader_info.idx = i + 1;
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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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fbo_tex_info_cnt++;
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/* Render our FBO texture to back buffer. */
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/* Render our FBO texture to back buffer. */
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gl_bind_backbuffer();
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gl2_bind_backbuffer();
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shader_info.data = gl;
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shader_info.data = gl;
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shader_info.idx = gl->fbo_pass + 1;
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shader_info.idx = gl->fbo_pass + 1;
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@ -472,7 +472,7 @@ static bool gl_create_fbo_targets(gl_t *gl)
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{
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{
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GLenum status;
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GLenum status;
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gl_bind_fb(gl->fbo[i]);
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gl2_bind_fb(gl->fbo[i]);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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@ -486,7 +486,7 @@ static bool gl_create_fbo_targets(gl_t *gl)
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GLenum status;
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GLenum status;
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glGenFramebuffers(1, &gl->fbo_feedback);
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glGenFramebuffers(1, &gl->fbo_feedback);
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gl_bind_fb(gl->fbo_feedback);
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gl2_bind_fb(gl->fbo_feedback);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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gl->fbo_feedback_texture, 0);
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gl->fbo_feedback_texture, 0);
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@ -721,7 +721,7 @@ static void gl2_renderchain_start_render(void *data,
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gl_t *gl = (gl_t*)data;
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gl_t *gl = (gl_t*)data;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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gl_bind_fb(gl->fbo[0]);
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gl2_bind_fb(gl->fbo[0]);
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gl_set_viewport(gl,
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gl_set_viewport(gl,
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video_info, gl->fbo_rect[0].img_width,
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video_info, gl->fbo_rect[0].img_width,
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@ -890,7 +890,7 @@ static bool gl2_renderchain_init_hw_render(
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for (i = 0; i < gl->textures; i++)
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for (i = 0; i < gl->textures; i++)
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{
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{
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gl_bind_fb(gl->hw_render_fbo[i]);
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gl2_bind_fb(gl->hw_render_fbo[i]);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
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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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}
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}
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gl_bind_backbuffer();
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gl2_bind_backbuffer();
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gl->hw_render_fbo_init = true;
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gl->hw_render_fbo_init = true;
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context_bind_hw_render(false);
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context_bind_hw_render(false);
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