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Fixed checking against cached shader params (thanks @ccawley2011!)
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@@ -772,7 +772,9 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, SDL_Texture *texture, GL
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if (data->drawstate.program &&
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data->drawstate.program->vertex_shader == vertex &&
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data->drawstate.program->fragment_shader == fragment &&
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data->drawstate.program->shader_params == shader_params) {
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(!shader_params ||
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(data->drawstate.program->shader_params &&
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SDL_memcmp(shader_params, data->drawstate.program->shader_params, shader_params_len) == 0))) {
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return true;
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}
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@@ -789,7 +791,7 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, SDL_Texture *texture, GL
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if (shader_params &&
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(!program->shader_params ||
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SDL_memcmp(shader_params, program->shader_params, shader_params_len) != 0)) {
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SDL_memcmp(shader_params, program->shader_params, shader_params_len) != 0)) {
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#ifdef SDL_HAVE_YUV
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if (ftype >= GLES2_SHADER_FRAGMENT_TEXTURE_YUV) {
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// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
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@@ -813,7 +815,7 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, SDL_Texture *texture, GL
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}
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else
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#endif
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if (shader_params) {
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{
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_TEXEL_SIZE], shader_params[0], shader_params[1], shader_params[2], shader_params[3]);
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}
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