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Rename GL_SHADER_STOCK_BLEND to VIDEO_SHADER_STOCK_BLEND
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7f6ff3ba84
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@ -1767,7 +1767,7 @@ static INLINE void gl_draw_texture(gl_t *gl)
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glBindTexture(GL_TEXTURE_2D, gl->menu_texture);
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shader_info.data = gl;
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shader_info.idx = GL_SHADER_STOCK_BLEND;
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shader_info.idx = VIDEO_SHADER_STOCK_BLEND;
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shader_info.set_active = true;
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video_shader_driver_ctl(SHADER_CTL_USE, &shader_info);
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@ -3606,7 +3606,7 @@ static void gl_render_overlay(gl_t *gl)
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/* Ensure that we reset the attrib array. */
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shader_info.data = gl;
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shader_info.idx = GL_SHADER_STOCK_BLEND;
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shader_info.idx = VIDEO_SHADER_STOCK_BLEND;
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shader_info.set_active = true;
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video_shader_driver_ctl(SHADER_CTL_USE, &shader_info);
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@ -407,7 +407,7 @@ static void gl_raster_font_setup_viewport(gl_raster_t *font, bool full_screen)
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glBindTexture(GL_TEXTURE_2D, font->tex);
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shader_info.data = NULL;
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shader_info.idx = GL_SHADER_STOCK_BLEND;
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shader_info.idx = VIDEO_SHADER_STOCK_BLEND;
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shader_info.set_active = true;
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video_shader_driver_ctl(SHADER_CTL_USE, &shader_info);
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@ -342,7 +342,7 @@ static void gl_cg_set_params(void *data, void *shader_data,
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if (!cg_data || (cg_data->active_idx == 0))
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return;
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if (cg_data->active_idx == GL_SHADER_STOCK_BLEND)
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if (cg_data->active_idx == VIDEO_SHADER_STOCK_BLEND)
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return;
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/* Set frame. */
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@ -1147,7 +1147,7 @@ static void *gl_cg_init(void *data, const char *path)
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cg_data->prg[cg_data->shader->passes + 1] = cg_data->prg[0];
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/* No need to apply Android hack in Cg. */
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cg_data->prg[GL_SHADER_STOCK_BLEND] = cg_data->prg[0];
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cg_data->prg[VIDEO_SHADER_STOCK_BLEND] = cg_data->prg[0];
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cgGLBindProgram(cg_data->prg[1].fprg);
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cgGLBindProgram(cg_data->prg[1].vprg);
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@ -1007,18 +1007,18 @@ static void *gl_glsl_init(void *data, const char *path)
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gl_glsl_compile_program(
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glsl,
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GL_SHADER_STOCK_BLEND,
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&glsl->prg[GL_SHADER_STOCK_BLEND],
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VIDEO_SHADER_STOCK_BLEND,
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&glsl->prg[VIDEO_SHADER_STOCK_BLEND],
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&shader_prog_info
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);
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gl_glsl_find_uniforms(glsl, 0, glsl->prg[GL_SHADER_STOCK_BLEND].id,
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&glsl->uniforms[GL_SHADER_STOCK_BLEND]);
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gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_STOCK_BLEND].id,
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&glsl->uniforms[VIDEO_SHADER_STOCK_BLEND]);
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}
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else
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{
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glsl->prg[GL_SHADER_STOCK_BLEND] = glsl->prg[0];
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glsl->uniforms[GL_SHADER_STOCK_BLEND] = glsl->uniforms[0];
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glsl->prg[VIDEO_SHADER_STOCK_BLEND] = glsl->prg[0];
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glsl->uniforms[VIDEO_SHADER_STOCK_BLEND] = glsl->uniforms[0];
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}
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shader_prog_info.vertex = stock_vertex_xmb;
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@ -1027,8 +1027,8 @@ static void *gl_glsl_init(void *data, const char *path)
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gl_glsl_compile_program(
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glsl,
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GL_SHADER_STOCK_XMB,
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&glsl->prg[GL_SHADER_STOCK_XMB],
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VIDEO_SHADER_MENU,
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&glsl->prg[VIDEO_SHADER_MENU],
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&shader_prog_info);
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gl_glsl_reset_attrib(glsl);
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@ -31,8 +31,8 @@
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#include "video_shader_parse.h"
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#define GL_SHADER_STOCK_BLEND (GFX_MAX_SHADERS - 1)
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#define GL_SHADER_STOCK_XMB (GFX_MAX_SHADERS - 2)
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#define VIDEO_SHADER_STOCK_BLEND (GFX_MAX_SHADERS - 1)
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#define VIDEO_SHADER_MENU (GFX_MAX_SHADERS - 2)
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#endif
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@ -27,7 +27,7 @@ extern "C" {
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#endif
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#ifndef GFX_MAX_SHADERS
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#define GFX_MAX_SHADERS 24
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#define GFX_MAX_SHADERS 25
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#endif
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#ifndef GFX_MAX_TEXTURES
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@ -83,7 +83,7 @@ static void menu_display_gl_blend_begin(void)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader_info.data = NULL;
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shader_info.idx = GL_SHADER_STOCK_BLEND;
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shader_info.idx = VIDEO_SHADER_STOCK_BLEND;
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shader_info.set_active = true;
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video_shader_driver_ctl(SHADER_CTL_USE, &shader_info);
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