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https://github.com/libretro/RetroArch
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Rename loadTexture to gl_load_texture_image
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@ -53,7 +53,7 @@ void gl_ff_matrix(const math_matrix_4x4 *mat)
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/* This function should only be used without mipmaps
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and when data == NULL */
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void loadTexture(GLenum target,
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void gl_load_texture_image(GLenum target,
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GLint level,
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GLint internalFormat,
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GLsizei width,
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@ -177,7 +177,7 @@ static INLINE unsigned gl_wrap_type_to_enum(enum gfx_wrap_type type)
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bool gl_query_core_context_in_use(void);
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void gl_ff_vertex(const struct video_coords *coords);
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void gl_ff_matrix(const math_matrix_4x4 *mat);
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void loadTexture(GLenum target,
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void gl_load_texture_image(GLenum target,
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GLint level,
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GLint internalFormat,
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GLsizei width,
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@ -606,7 +606,7 @@ static void gl_init_textures_reference(gl_t *gl, unsigned i,
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if (gl->egl_images)
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return;
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loadTexture(GL_TEXTURE_2D,
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gl_load_texture_image(GL_TEXTURE_2D,
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0, internal_fmt, gl->tex_w, gl->tex_h, 0, texture_type,
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texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
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#endif
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@ -163,7 +163,7 @@ static bool gl_recreate_fbo(
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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loadTexture(GL_TEXTURE_2D,
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gl_load_texture_image(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT32,
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fbo_rect->width,
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fbo_rect->height,
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@ -524,7 +524,7 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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if (fp_fbo && gl->has_fp_fbo)
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{
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RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
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loadTexture(GL_TEXTURE_2D, 0, GL_RGBA32F,
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gl_load_texture_image(GL_TEXTURE_2D, 0, GL_RGBA32F,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height,
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0, GL_RGBA, GL_FLOAT, NULL);
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}
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@ -555,7 +555,7 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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gl->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT,
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GL_UNSIGNED_BYTE, NULL);
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#else
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loadTexture(GL_TEXTURE_2D,
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gl_load_texture_image(GL_TEXTURE_2D,
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0, GL_SRGB8_ALPHA8,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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@ -572,7 +572,7 @@ static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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#else
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/* Avoid potential performance
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* reductions on particular platforms. */
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loadTexture(GL_TEXTURE_2D,
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gl_load_texture_image(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT32,
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gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
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RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL);
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