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Should fix weird viewport bug with some FBO shaders.
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parent
7c5f36be61
commit
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5
gfx/gl.c
5
gfx/gl.c
@ -896,7 +896,6 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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glDrawArrays(GL_QUADS, 0, 4);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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}
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@ -1034,6 +1033,8 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->keep_aspect = video->force_aspect;
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// Apparently need to set viewport for passes when we aren't using FBOs.
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gl_shader_use(0);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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gl_shader_use(1);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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@ -1164,6 +1165,8 @@ static bool gl_xml_shader(void *data, const char *path)
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gl_init_fbo(gl, gl->tex_w, gl->tex_h);
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// Apparently need to set viewport for passes when we aren't using FBOs.
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gl_shader_use(0);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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gl_shader_use(1);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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