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(GL/PS3) Get rid of gl_cg_reinit - no longer needed anymore
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@ -389,17 +389,6 @@ static void gl_cg_deinit(void)
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static bool gl_cg_init(const char *path);
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static bool gl_cg_init(const char *path);
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// Deinit as much as possible without resetting context (broken on PS3),
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// and reinit cleanly.
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// If this fails, we're kinda screwed without resetting everything on PS3.
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bool gl_cg_reinit(const char *path)
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{
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if (cg_active)
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gl_cg_deinit_state();
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return gl_cg_init(path);
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}
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#define SET_LISTING(type) \
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#define SET_LISTING(type) \
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{ \
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{ \
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const char *list = cgGetLastListing(cgCtx); \
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const char *list = cgGetLastListing(cgCtx); \
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@ -20,10 +20,6 @@
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#include "shader_common.h"
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#include "shader_common.h"
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#include <stdint.h>
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#include <stdint.h>
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bool gl_cg_reinit(const char *path);
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// Used on PS3, but not really platform specific.
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#define RARCH_CG_MAX_SHADERS 16
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#define RARCH_CG_MAX_SHADERS 16
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void gl_cg_set_compiler_args(const char **argv);
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void gl_cg_set_compiler_args(const char **argv);
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