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SDL: fix 0.153 regression where user GLSL shaders didn't work. [R. Belmont]
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@ -1619,6 +1619,16 @@ static void texture_compute_type_subroutine(sdl_info *sdl, const render_texinfo
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texture->texpow2 = (sdl->usetexturerect)?0:sdl->texpoweroftwo;
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texture->texpow2 = (sdl->usetexturerect)?0:sdl->texpoweroftwo;
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}
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}
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if ( texture->type == TEXTURE_TYPE_NONE && sdl->useglsl &&
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texture->xprescale == 1 && texture->yprescale == 1 &&
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texsource->rowpixels <= sdl->texture_max_width )
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{
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texture->type = TEXTURE_TYPE_SHADER;
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texture->nocopy = TRUE;
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texture->texTarget = GL_TEXTURE_2D;
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texture->texpow2 = sdl->texpoweroftwo;
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}
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// determine if we can skip the copy step
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// determine if we can skip the copy step
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// if this was not already decided by the shader condition above
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// if this was not already decided by the shader condition above
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if ( texture_copy_properties[texture->format][SDL_TEXFORMAT_SRC_EQUALS_DEST] &&
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if ( texture_copy_properties[texture->format][SDL_TEXFORMAT_SRC_EQUALS_DEST] &&
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