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Split YUV2RGB shader into GL/GLES #12794
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a few missing overrides discovered by jenkins
void SetContrast(float contrast) override { m_contrast = contrast; } | ||
void SetNonLinStretch(float stretch) override { m_stretch = stretch; } | ||
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virtual GLint GetVertexLoc() { return m_hVertex; } |
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void SetNonLinStretch(float stretch) override { m_stretch = stretch; } | ||
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virtual GLint GetVertexLoc() { return m_hVertex; } | ||
virtual GLint GetYcoordLoc() { return m_hYcoord; } |
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virtual GLint GetVertexLoc() { return m_hVertex; } | ||
virtual GLint GetYcoordLoc() { return m_hYcoord; } | ||
virtual GLint GetUcoordLoc() { return m_hUcoord; } |
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virtual GLint GetVertexLoc() { return m_hVertex; } | ||
virtual GLint GetYcoordLoc() { return m_hYcoord; } | ||
virtual GLint GetUcoordLoc() { return m_hUcoord; } | ||
virtual GLint GetVcoordLoc() { return m_hVcoord; } |
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virtual GLint GetUcoordLoc() { return m_hUcoord; } | ||
virtual GLint GetVcoordLoc() { return m_hVcoord; } | ||
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virtual void SetMatrices(GLfloat *p, GLfloat *m) { m_proj = p; m_model = m; } |
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virtual GLint GetVcoordLoc() { return m_hVcoord; } | ||
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virtual void SetMatrices(GLfloat *p, GLfloat *m) { m_proj = p; m_model = m; } | ||
virtual void SetAlpha(GLfloat alpha) { m_alpha = alpha; } |
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jenkins build and merge |
Tested on GL and GLES this works the same way as before.
This cleans up much of the ifdefs in the code.
Should be tested on windows as this affects it and I don't build for windows.