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https://github.com/libretro/RetroArch.git
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[VITA] Fix name collision
This commit is contained in:
parent
ccbff758b4
commit
e649617297
4
deps/vitaGL/source/framebuffers.c
vendored
4
deps/vitaGL/source/framebuffers.c
vendored
@ -137,7 +137,7 @@ void glFramebufferTexture(GLenum target, GLenum attachment, GLuint tex_id, GLint
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}
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// Aliasing to make code more readable
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texture *tex = &textures[tex_id];
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texture *tex = &vgl_textures[tex_id];
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// Extracting texture sizes
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fb->width = sceGxmTextureGetWidth(&tex->gxm_tex);
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@ -186,7 +186,7 @@ void vglTexImageDepthBuffer(GLenum target) {
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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switch (target) {
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case GL_TEXTURE_2D:
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4
deps/vitaGL/source/legacy.c
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4
deps/vitaGL/source/legacy.c
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@ -429,7 +429,7 @@ void glEnd(void) {
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}
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// Checking if we have to write a texture
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if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (textures[texture2d_idx].valid)) {
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if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (vgl_textures[texture2d_idx].valid)) {
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// Setting proper vertex and fragment programs
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sceGxmSetVertexProgram(gxm_context, texture2d_vertex_program_patched);
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sceGxmSetFragmentProgram(gxm_context, texture2d_fragment_program_patched);
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@ -474,7 +474,7 @@ void glEnd(void) {
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
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// Setting in use texture
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sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
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sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
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// Properly generating vertices, uv map and indices buffers
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vector3f *vertices;
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2
deps/vitaGL/source/state.h
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2
deps/vitaGL/source/state.h
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@ -161,7 +161,7 @@ extern GLfloat pol_units; // Current units for glPolygonOffset
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// Texture Units
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extern texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
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extern texture textures[TEXTURES_NUM]; // Available texture slots
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extern texture vgl_textures[TEXTURES_NUM]; // Available texture slots
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extern int8_t server_texture_unit; // Current in use server side texture unit
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extern int8_t client_texture_unit; // Current in use client side texture unit
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extern palette *color_table; // Current in-use color table
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28
deps/vitaGL/source/textures.c
vendored
28
deps/vitaGL/source/textures.c
vendored
@ -24,7 +24,7 @@
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#include "shared.h"
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texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
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texture textures[TEXTURES_NUM]; // Available texture slots
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texture vgl_textures[TEXTURES_NUM]; // Available texture slots
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palette *color_table = NULL; // Current in-use color table
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int8_t server_texture_unit = 0; // Current in use server side texture unit
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@ -48,9 +48,9 @@ void glGenTextures(GLsizei n, GLuint *res) {
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// Reserving a texture and returning its id if available
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int i, j = 0;
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for (i = 0; i < TEXTURES_NUM; i++) {
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if (!(textures[i].used)) {
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if (!(vgl_textures[i].used)) {
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res[j++] = i;
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textures[i].used = 1;
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vgl_textures[i].used = 1;
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}
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if (j >= n)
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break;
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@ -83,12 +83,12 @@ void glDeleteTextures(GLsizei n, const GLuint *gl_textures) {
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// Aliasing to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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// Deallocating given textures and invalidating used texture ids
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// Deallocating given vgl_textures and invalidating used texture ids
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int j;
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for (j = 0; j < n; j++) {
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GLuint i = gl_textures[j];
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textures[i].used = 0;
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gpu_free_texture(&textures[i]);
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vgl_textures[i].used = 0;
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gpu_free_texture(&vgl_textures[i]);
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}
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}
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@ -96,7 +96,7 @@ void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei widt
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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SceGxmTextureFormat tex_format;
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uint8_t data_bpp = 0;
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@ -315,7 +315,7 @@ void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, G
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *target_texture = &textures[texture2d_idx];
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texture *target_texture = &vgl_textures[texture2d_idx];
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// Calculating implicit texture stride and start address of requested texture modification
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uint32_t orig_w = sceGxmTextureGetWidth(&target_texture->gxm_tex);
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@ -497,7 +497,7 @@ void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat, G
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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SceGxmTextureFormat tex_format;
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@ -604,7 +604,7 @@ void glTexParameteri(GLenum target, GLenum pname, GLint param) {
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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switch (target) {
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case GL_TEXTURE_2D:
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@ -714,7 +714,7 @@ void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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switch (target) {
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case GL_TEXTURE_2D:
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@ -805,7 +805,7 @@ void glGenerateMipmap(GLenum target) {
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// Setting some aliases to make code more readable
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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#ifndef SKIP_ERROR_HANDLING
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// Checking if current texture is valid
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@ -926,7 +926,7 @@ void *vglGetTexDataPointer(GLenum target) {
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// Aliasing texture unit for cleaner code
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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switch (target) {
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case GL_TEXTURE_2D:
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@ -944,7 +944,7 @@ SceGxmTexture *vglGetGxmTexture(GLenum target) {
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// Aliasing texture unit for cleaner code
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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texture *tex = &textures[texture2d_idx];
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texture *tex = &vgl_textures[texture2d_idx];
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switch (target) {
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case GL_TEXTURE_2D:
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22
deps/vitaGL/source/vitaGL.c
vendored
22
deps/vitaGL/source/vitaGL.c
vendored
@ -689,8 +689,8 @@ void vglInitWithCustomSizes(uint32_t gpu_pool_size, int width, int height, int r
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// Init texture slots
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for (j = 0; j < TEXTURES_NUM; j++) {
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textures[j].used = 0;
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textures[j].valid = 0;
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vgl_textures[j].used = 0;
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vgl_textures[j].valid = 0;
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}
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// Init custom shaders
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@ -1354,7 +1354,7 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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}
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if (tex_unit->texture_array_state) {
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if (!(textures[texture2d_idx].valid))
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if (!(vgl_textures[texture2d_idx].valid))
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return;
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if (tex_unit->color_array_state) {
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sceGxmSetVertexProgram(gxm_context, texture2d_rgba_vertex_program_patched);
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@ -1417,7 +1417,7 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
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}
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sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
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sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
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vector3f *vertices = NULL;
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vector2f *uv_map = NULL;
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vector4f *colors = NULL;
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@ -1646,7 +1646,7 @@ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *gl_in
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}
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if (tex_unit->texture_array_state) {
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if (!(textures[texture2d_idx].valid))
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if (!(vgl_textures[texture2d_idx].valid))
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return;
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if (tex_unit->color_array_state) {
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sceGxmSetVertexProgram(gxm_context, texture2d_rgba_vertex_program_patched);
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@ -1709,7 +1709,7 @@ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *gl_in
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
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}
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sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
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sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
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vector3f *vertices = NULL;
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vector2f *uv_map = NULL;
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vector4f *colors = NULL;
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@ -2106,13 +2106,13 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
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if (!skip_draw) {
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if (cur_program != 0) {
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_vglDrawObjects_CustomShadersIMPL(mode, count, implicit_wvp);
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sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
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sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
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// TEXUNIT1 support for custom shaders
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texture_unit *tex_unit2 = &texture_units[client_texture_unit + 1];
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int texture2d_idx2 = tex_unit2->tex_id;
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if (textures[texture2d_idx2].valid)
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sceGxmSetFragmentTexture(gxm_context, 1, &textures[texture2d_idx2].gxm_tex);
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if (vgl_textures[texture2d_idx2].valid)
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sceGxmSetFragmentTexture(gxm_context, 1, &vgl_textures[texture2d_idx2].gxm_tex);
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sceGxmDraw(gxm_context, gxm_p, SCE_GXM_INDEX_FORMAT_U16, tex_unit->index_object, count);
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} else {
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@ -2122,7 +2122,7 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
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mvp_modified = GL_FALSE;
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}
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if (tex_unit->texture_array_state) {
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if (!(textures[texture2d_idx].valid))
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if (!(vgl_textures[texture2d_idx].valid))
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return;
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if (tex_unit->color_array_state) {
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if (tex_unit->color_object_type == GL_FLOAT)
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@ -2193,7 +2193,7 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
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sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
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}
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sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
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sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
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sceGxmSetVertexStream(gxm_context, 0, tex_unit->vertex_object);
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sceGxmSetVertexStream(gxm_context, 1, tex_unit->texture_object);
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if (tex_unit->color_array_state)
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