Buildfixes
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@ -873,7 +873,7 @@ static void gl_create_fbo_texture(gl_t *gl,
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GLenum min_filter = mipmapped ? base_mip_filt : base_filt;
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GLenum min_filter = mipmapped ? base_mip_filt : base_filt;
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if (gl->shader->filter_type(gl->shader_data,
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if (gl->shader->filter_type(gl->shader_data,
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i + 2, smooth))
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i + 2, &smooth))
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{
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{
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min_filter = mipmapped ? (smooth ?
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min_filter = mipmapped ? (smooth ?
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
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@ -3454,7 +3454,7 @@ static void *gl_init(const video_info_t *video,
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gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, mip_level);
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gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, mip_level);
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if (gl->shader->filter_type(gl->shader_data,
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if (gl->shader->filter_type(gl->shader_data,
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1, force_smooth))
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1, &force_smooth))
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gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ?
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gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ?
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
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: (force_smooth ? GL_LINEAR : GL_NEAREST);
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: (force_smooth ? GL_LINEAR : GL_NEAREST);
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@ -3593,7 +3593,7 @@ static void gl_update_tex_filter_frame(gl_t *gl)
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gl_context_bind_hw_render(gl, false);
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gl_context_bind_hw_render(gl, false);
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if (!gl->shader->filter_type(gl->shader_data,
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if (!gl->shader->filter_type(gl->shader_data,
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1, smooth))
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1, &smooth))
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smooth = settings->bools.video_smooth;
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smooth = settings->bools.video_smooth;
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mip_level = 1;
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mip_level = 1;
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