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Remove XML stuff.
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parent
77f110c23e
commit
909b25c7ac
@ -45,10 +45,6 @@
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#include "../gfx/shader_cg.h"
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#endif
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#ifdef HAVE_XML
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#include "shader_glsl.h"
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#endif
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#define BLUE 0xffff0000u
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#define WHITE 0xffffffffu
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@ -88,22 +84,9 @@ static const GLfloat white_color[] = {
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static bool load_fbo_proc(void) { return true; }
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#endif
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#if defined(HAVE_XML)
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PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL;
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PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL;
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static inline bool load_gl_proc(void)
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{
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LOAD_SYM(glClientActiveTexture);
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LOAD_SYM(glActiveTexture);
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return pglClientActiveTexture && pglActiveTexture;
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}
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#else
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static inline bool load_gl_proc(void) { return true; }
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#endif
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#define MAX_SHADERS 16
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#if defined(HAVE_XML) || defined(HAVE_CG)
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#if defined(HAVE_CG)
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#define TEXTURES 8
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#else
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#define TEXTURES 1
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@ -171,11 +154,6 @@ static bool gl_shader_init(void)
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if (strlen(g_settings.video.cg_shader_path) > 0)
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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#ifdef HAVE_XML
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if (strlen(g_settings.video.bsnes_shader_path) > 0)
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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break;
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}
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@ -187,14 +165,6 @@ static bool gl_shader_init(void)
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}
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#endif
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#ifdef HAVE_XML
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case SSNES_SHADER_BSNES:
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{
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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break;
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}
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#endif
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default:
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break;
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}
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@ -207,10 +177,6 @@ static void gl_shader_use(unsigned index)
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#ifdef HAVE_CG
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gl_cg_use(index);
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#endif
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#ifdef HAVE_XML
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gl_glsl_use(index);
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#endif
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}
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static void gl_shader_deinit(void)
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@ -218,10 +184,6 @@ static void gl_shader_deinit(void)
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#ifdef HAVE_CG
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gl_cg_deinit();
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#endif
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#ifdef HAVE_XML
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gl_glsl_deinit();
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#endif
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}
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static void gl_shader_set_proj_matrix(void)
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@ -229,10 +191,6 @@ static void gl_shader_set_proj_matrix(void)
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#ifdef HAVE_CG
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gl_cg_set_proj_matrix();
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_proj_matrix();
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#endif
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}
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static void gl_shader_set_params(unsigned width, unsigned height,
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@ -249,13 +207,6 @@ static void gl_shader_set_params(unsigned width, unsigned height,
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out_width, out_height,
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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}
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static unsigned gl_shader_num(void)
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@ -267,12 +218,6 @@ static unsigned gl_shader_num(void)
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num = cg_num;
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#endif
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#ifdef HAVE_XML
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unsigned glsl_num = gl_glsl_num();
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if (glsl_num > num)
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num = glsl_num;
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#endif
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return num;
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}
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@ -284,11 +229,6 @@ static bool gl_shader_filter_type(unsigned index, bool *smooth)
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valid = gl_cg_filter_type(index, smooth);
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#endif
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#ifdef HAVE_XML
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if (!valid)
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valid = gl_glsl_filter_type(index, smooth);
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#endif
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return valid;
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}
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@ -300,11 +240,6 @@ static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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if (!scale->valid)
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gl_cg_shader_scale(index, scale);
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#endif
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#ifdef HAVE_XML
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if (!scale->valid)
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gl_glsl_shader_scale(index, scale);
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#endif
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}
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#endif
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///////////////////
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@ -553,7 +488,7 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_f
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static inline void set_lut_texture_coords(const GLfloat *coords)
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{
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#if defined(HAVE_XML) || defined(HAVE_CG)
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#if defined(HAVE_CG)
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// For texture images.
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pglClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -579,7 +514,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl_shader_use(1);
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gl->frame_count++;
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#if defined(HAVE_XML) || defined(HAVE_CG)
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#if defined(HAVE_CG)
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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#endif
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@ -710,7 +645,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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set_texture_coords(gl->tex_coords, xamt, yamt);
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}
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#if defined(HAVE_XML) || defined(HAVE_CG)
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#if defined(HAVE_CG)
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// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
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else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
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{
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@ -835,7 +770,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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}
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#endif
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#if defined(HAVE_XML) || defined(HAVE_CG)
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#if defined(HAVE_CG)
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memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1));
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memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info));
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gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
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@ -988,16 +923,6 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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video->vsync ? glEnable(GL_VSYNC_SCE) : glDisable(GL_VSYNC_SCE);
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#if defined(HAVE_XML)
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// Win32 GL lib doesn't have some functions needed for XML shaders.
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// Need to load dynamically :(
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if (!load_gl_proc())
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{
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psgl_deinit(gl);
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return NULL;
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}
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#endif
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gl->vsync = video->vsync;
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SSNES_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
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@ -1135,54 +1060,6 @@ static bool gl_focus(void *data)
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return true;
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}
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#ifdef HAVE_XML
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static bool gl_xml_shader(void *data, const char *path)
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{
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gl_t *gl = data;
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//if (!gl_check_error())
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// SSNES_WARN("Error happened before deinit!\n");
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//if (!gl_check_error())
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// SSNES_WARN("Error happened in deinit!\n");
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#ifdef HAVE_FBO
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if (gl->fbo_inited)
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{
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glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
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memset(gl->fbo, 0, sizeof(gl->fbo));
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gl->fbo_inited = false;
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gl->render_to_tex = false;
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gl->fbo_pass = 0;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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}
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#endif
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gl_shader_deinit();
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//if (!gl_check_error())
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// SSNES_WARN("Failed to deinit rendering path properly!\n");
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if (!gl_glsl_init(path))
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return false;
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// Set up render to texture.
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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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return true;
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}
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#endif
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const video_driver_t video_gl = {
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.init = gl_init,
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.frame = gl_frame,
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@ -1190,8 +1067,6 @@ const video_driver_t video_gl = {
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.set_nonblock_state = gl_set_nonblock_state,
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.focus = gl_focus,
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.free = gl_free,
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#ifdef HAVE_XML
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.xml_shader = gl_xml_shader,
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#endif
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.ident = "gl"
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};
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