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Cleanups
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057444433d
commit
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@ -51,24 +51,12 @@
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#include "../common/win32_common.h"
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#endif
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#include "../video_driver.h"
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#define set_texture_coords(coords, xamt, yamt) \
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coords[2] = xamt; \
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coords[6] = xamt; \
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coords[5] = yamt; \
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coords[7] = yamt
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/* Used when rendering to an FBO.
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* Texture coords have to be aligned
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* with vertex coordinates. */
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static const GLfloat fbo_vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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#ifdef 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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@ -208,8 +196,6 @@ void gl_check_fbo_dimensions(gl_t *gl)
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}
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}
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static GLfloat fbo_tex_coords[8] = {0.0f};
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void gl_renderchain_render(gl_t *gl,
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video_frame_info_t *video_info,
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uint64_t frame_count,
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@ -221,6 +207,7 @@ void gl_renderchain_render(gl_t *gl,
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video_shader_ctx_coords_t coords;
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video_shader_ctx_params_t params;
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video_shader_ctx_info_t shader_info;
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static GLfloat fbo_tex_coords[8] = {0.0f};
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struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
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struct video_tex_info *fbo_info = NULL;
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const struct video_fbo_rect *prev_rect = NULL;
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@ -639,6 +626,16 @@ void gl_renderchain_recompute_pass_sizes(gl_t *gl,
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void gl_renderchain_start_render(gl_t *gl, video_frame_info_t *video_info)
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{
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/* Used when rendering to an FBO.
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* Texture coords have to be aligned
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* with vertex coordinates. */
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static const GLfloat fbo_vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[0]);
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