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https://github.com/libretro/RetroArch
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Create gl_bind_texture
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b3d8146009
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faab2526c8
@ -175,6 +175,16 @@ static INLINE void gl_ff_matrix(const math_matrix_4x4 *mat)
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}
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#endif
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static INLINE void gl_bind_texture(GLuint id, GLint wrap_mode, GLint mag_filter,
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GLint min_filter)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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}
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static INLINE unsigned gl_wrap_type_to_enum(enum gfx_wrap_type type)
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{
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switch (type)
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@ -595,11 +595,8 @@ static void gl_init_textures(gl_t *gl, const video_info_t *video)
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for (i = 0; i < gl->textures; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter);
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gl_bind_texture(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter,
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gl->tex_min_filter);
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if (gl->renderchain_driver->init_texture_reference)
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gl->renderchain_driver->init_texture_reference(
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@ -687,11 +684,7 @@ void gl_load_texture_data(
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break;
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}
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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gl_bind_texture(id, wrap, mag_filter, min_filter);
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glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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glTexImage2D(GL_TEXTURE_2D,
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@ -2089,11 +2082,8 @@ static void gl_update_tex_filter_frame(gl_t *gl)
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if (!gl->texture[i])
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continue;
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glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter);
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gl_bind_texture(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter,
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gl->tex_min_filter);
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}
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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@ -190,11 +190,8 @@ static void *gl_raster_font_init_font(void *data,
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video_context_driver_make_current(false);
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glGenTextures(1, &font->tex);
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glBindTexture(GL_TEXTURE_2D, font->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl_bind_texture(font->tex, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR);
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font->atlas = font->font_driver->get_atlas(font->font_data);
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font->tex_width = next_pow2(font->atlas->width);
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@ -302,11 +302,8 @@ static void event_process_camera_frame(void *pbuf_ptr)
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}
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outputTexture = RCVOpenGLTextureGetName(renderTexture);
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glBindTexture(GL_TEXTURE_2D, outputTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl_bind_texture(outputTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR);
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CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
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[[NSNotificationCenter defaultCenter] postNotificationName:@"NewCameraTextureReady" object:nil];
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