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(PS3) Don't use custom type macros in ps3_video_psgl.c anymore
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@ -199,10 +199,17 @@ extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
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#define pglActiveTexture glActiveTexture
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#endif
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#ifdef __CELLOS_LV2__
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#define RARCH_GL_INTERNAL_FORMAT GL_ARGB_SCE
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#define RARCH_GL_TEXTURE_TYPE GL_ARGB_SCE
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8
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#define RARCH_GL_FORMAT16 GL_RGB5_A1
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#else
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#define RARCH_GL_INTERNAL_FORMAT GL_RGBA
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#define RARCH_GL_TEXTURE_TYPE GL_BGRA
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
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#define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_1_5_5_5_REV
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#endif
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void gl_shader_use(unsigned index);
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void gl_set_projection(gl_t *gl, bool allow_rotate);
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@ -306,8 +306,9 @@ static void gl_create_fbo_textures(gl_t *gl)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_ARGB_SCE, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_ARGB_SCE,
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GL_UNSIGNED_INT_8_8_8_8, NULL);
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0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height,
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0, RARCH_GL_TEXTURE_TYPE,
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RARCH_GL_FORMAT32, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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