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(Cg) Cleanups
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@ -440,16 +440,6 @@ static void gl_cg_set_params(void *data, void *shader_data,
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for (i = 0; i < uniform_count; i++)
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gl_cg_set_uniform_parameter(cg, &uniform_params[i], &uniform_data[i]);
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/* Set orig texture. */
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].orig, info);
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/* Set feedback texture. */
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].feedback, feedback_info);
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/* Set previous textures. */
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for (i = 0; i < PREV_TEXTURES; i++)
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].prev[i], &prev_info[i]);
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/* Set lookup textures. */
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for (i = 0; i < cg->shader->luts; i++)
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{
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@ -462,13 +452,23 @@ static void gl_cg_set_params(void *data, void *shader_data,
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cg_gl_set_texture_parameter(vparam, cg->lut_textures[i]);
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}
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/* Set FBO textures. */
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if (cg->active_idx)
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{
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/* Set original texture. */
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].orig, info);
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/* Set feedback texture. */
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].feedback, feedback_info);
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/* Bind FBO textures. */
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for (i = 0; i < fbo_info_cnt; i++)
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].fbo[i], &fbo_info[i]);
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}
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/* Set previous textures. */
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for (i = 0; i < PREV_TEXTURES; i++)
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gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].prev[i], &prev_info[i]);
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/* #pragma parameters. */
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for (i = 0; i < cg->shader->num_parameters; i++)
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{
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