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(PS3) Add raw PSGL ifdefs
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@ -12,7 +12,7 @@ RMENU_IMG_DIR := media/rmenu
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DOWNLOAD_SHADERS = 1
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STRIPPING_ENABLE = 0
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DEBUG = 0
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HAVE_GCMGL = 1
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HAVE_GCMGL = 0
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HAVE_LOGGER = 0
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HAVE_FREETYPE = 0
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HAVE_RLAUNCH = 0
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2
gfx/gl.c
2
gfx/gl.c
@ -744,7 +744,7 @@ static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
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if (stencil)
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{
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#if defined(HAVE_OPENGLES2) || defined(OSX_PPC)
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#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || defined(OSX_PPC)
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// GLES2 is a bit weird, as always. :P
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// There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL.
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glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT,
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@ -86,6 +86,11 @@
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_EXT
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
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#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_SCE
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES
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#else
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8
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@ -95,10 +100,16 @@
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#ifdef OSX_PPC
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_EXT
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#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_OES
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#else
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE
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#endif
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#if defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
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#define glGenerateMipmap glGenerateMipmapOES
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#endif
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static inline bool gl_check_error(void)
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{
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int error = glGetError();
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