Create default_ortho static variable
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@ -87,6 +87,14 @@
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#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
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#endif
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#define set_texture_coords(coords, xamt, yamt) \
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coords[2] = xamt; \
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coords[6] = xamt; \
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coords[5] = yamt; \
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coords[7] = yamt
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static struct video_ortho default_ortho = {0, 1, 0, 1, -1, 1};
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#ifdef IOS
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/* There is no default frame buffer on iOS. */
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void cocoagl_bind_game_view_fbo(void);
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@ -266,11 +274,6 @@ static void gl_render_overlay(gl_t *gl, video_frame_info_t *video_info)
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}
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#endif
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#define set_texture_coords(coords, xamt, yamt) \
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coords[2] = xamt; \
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coords[6] = xamt; \
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coords[5] = yamt; \
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coords[7] = yamt
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static void gl_set_projection(gl_t *gl,
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struct video_ortho *ortho, bool allow_rotate)
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@ -311,7 +314,6 @@ void gl_set_viewport(void *data, video_frame_info_t *video_info,
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int x = 0;
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int y = 0;
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float device_aspect = (float)viewport_width / viewport_height;
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struct video_ortho ortho = {0, 1, 0, 1, -1, 1};
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gl_t *gl = (gl_t*)data;
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unsigned height = video_info->height;
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@ -389,7 +391,7 @@ void gl_set_viewport(void *data, video_frame_info_t *video_info,
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#endif
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glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
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gl_set_projection(gl, &ortho, allow_rotate);
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gl_set_projection(gl, &default_ortho, allow_rotate);
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/* Set last backbuffer viewport. */
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if (!force_full)
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@ -502,13 +504,12 @@ static uintptr_t gl_get_current_framebuffer(void *data)
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static void gl_set_rotation(void *data, unsigned rotation)
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{
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gl_t *gl = (gl_t*)data;
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struct video_ortho ortho = {0, 1, 0, 1, -1, 1};
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if (!gl)
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return;
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gl->rotation = 90 * rotation;
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gl_set_projection(gl, &ortho, true);
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gl_set_projection(gl, &default_ortho, true);
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}
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static void gl_set_video_mode(void *data, unsigned width, unsigned height,
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