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vo_opengl: describe the remainder passes after user shaders
On optional hook points, we store to a temp FBO and then read from it again to complete any operations that may still be left (e.g. sigmoidization after MAIN/LINEAR). In theory this mechanism should be reworked to avoid the temporary FBO until the next time we actually need one - and also skip redundant passes if we the next thing we need *is* a FBO - but both are those are tricky. Anyway, in the meantime, at least we can label the (semi-)redundant passes that get generated when using user shaders.
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@@ -1356,6 +1356,7 @@ found:
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p->texture_w = img.w;
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p->texture_h = img.h;
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p->components = img.components;
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pass_describe(p, "(remainder pass)");
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}
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static void load_shader(struct gl_video *p, struct bstr body)
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