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[client] allow texture stretch when in GL buffer mode
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@ -293,6 +293,9 @@ int renderThread(void * unused)
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SDL_RenderClear(state.renderer);
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if (state.hasBufferStorage)
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{
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int w, h;
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SDL_GetWindowSize(state.window, &w, &h);
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// copy the buffer to the texture and let the guest advance
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memcpySSE(texPixels[texIndex], pixels + state.shm->dataPos, texSize);
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ivshmem_kick_irq(state.shm->guestID, 0);
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@ -314,10 +317,10 @@ int renderThread(void * unused)
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// draw the screen
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f , 0.0f );
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glTexCoord2f(1.0f, 0.0f); glVertex2f(state.shm->width, 0.0f );
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glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f , state.shm->height);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(state.shm->width, state.shm->height);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0);
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glTexCoord2f(1.0f, 0.0f); glVertex2i(w, 0);
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0, h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(w, h);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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