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(gl_common.c) Cleanups
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@ -79,18 +79,15 @@ void gl_load_texture_data(GLuint id,
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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bool gl_load_luts(const struct video_shader *generic_shader,
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bool gl_load_luts(const struct video_shader *shader,
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GLuint *textures_lut)
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GLuint *textures_lut)
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{
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{
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unsigned i;
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unsigned i;
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unsigned num_luts = min(generic_shader->luts, GFX_MAX_TEXTURES);
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unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES);
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if (!generic_shader->luts)
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if (!shader->luts)
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return true;
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return true;
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/* Original shader_glsl.c code only generated one
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* texture handle. I assume it was a bug, but if not,
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* replace num_luts with 1 when GLSL is used. */
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glGenTextures(num_luts, textures_lut);
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glGenTextures(num_luts, textures_lut);
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for (i = 0; i < num_luts; i++)
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for (i = 0; i < num_luts; i++)
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@ -99,19 +96,19 @@ bool gl_load_luts(const struct video_shader *generic_shader,
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enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
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enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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generic_shader->lut[i].path);
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shader->lut[i].path);
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if (!texture_image_load(&img, generic_shader->lut[i].path))
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if (!texture_image_load(&img, shader->lut[i].path))
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{
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{
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RARCH_ERR("Failed to load texture image from: \"%s\"\n",
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RARCH_ERR("Failed to load texture image from: \"%s\"\n",
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generic_shader->lut[i].path);
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shader->lut[i].path);
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return false;
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return false;
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}
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}
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if (generic_shader->lut[i].filter == RARCH_FILTER_NEAREST)
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if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_NEAREST;
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filter_type = TEXTURE_FILTER_NEAREST;
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if (generic_shader->lut[i].mipmap)
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if (shader->lut[i].mipmap)
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{
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{
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if (filter_type == TEXTURE_FILTER_NEAREST)
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if (filter_type == TEXTURE_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
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filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
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@ -120,7 +117,7 @@ bool gl_load_luts(const struct video_shader *generic_shader,
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}
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}
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gl_load_texture_data(textures_lut[i],
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gl_load_texture_data(textures_lut[i],
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generic_shader->lut[i].wrap,
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shader->lut[i].wrap,
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filter_type, 4,
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filter_type, 4,
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img.width, img.height,
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img.width, img.height,
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img.pixels, sizeof(uint32_t));
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img.pixels, sizeof(uint32_t));
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