added z-stencil buffers to GL and made a GS_MAX_TEXTURES macro
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@@ -29,7 +29,6 @@ static inline void shader_param_init(struct shader_param *param)
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memset(param, 0, sizeof(struct shader_param));
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}
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static inline void shader_param_free(struct shader_param *param)
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{
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bfree(param->name);
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@@ -50,6 +49,7 @@ static void gl_get_program_info(GLuint program, char **error_string)
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errors = bmalloc(info_len+1);
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memset(errors, 0, info_len+1);
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glGetProgramInfoLog(program, info_len, &chars_written, errors);
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gl_success("glGetProgramInfoLog");
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*error_string = errors;
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}
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@@ -154,7 +154,8 @@ static struct gs_shader *shader_create(device_t device, enum shader_type type,
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bool success = true;
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memset(shader, 0, sizeof(struct gs_shader));
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shader->type = type;
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shader->device = device;
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shader->type = type;
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gl_shader_parser_init(&glsp);
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if (!gl_shader_parse(&glsp, shader_str, file))
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@@ -306,6 +307,7 @@ void shader_setvec4(shader_t shader, sparam_t param,
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void shader_settexture(shader_t shader, sparam_t param, texture_t val)
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{
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param->texture = val;
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}
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static void shader_setval_data(shader_t shader, sparam_t param,
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