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(shader_glsl.c) Small cleanups
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@ -415,12 +415,7 @@ static bool gl_glsl_load_source_path(struct video_shader_pass *pass,
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const char *path)
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{
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ssize_t len;
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int nitems = 0;
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if (!pass)
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return false;
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nitems = filestream_read_file(path,
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int nitems = filestream_read_file(path,
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(void**)&pass->source.string.vertex, &len);
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if (nitems <= 0 || len <= 0)
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@ -451,17 +446,18 @@ static bool gl_glsl_compile_programs(
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* load the file here, and pretend
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* we were really using XML all along.
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*/
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if (*pass->source.path && !gl_glsl_load_source_path(
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pass, pass->source.path))
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if ( !string_is_empty(pass->source.path)
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&& !gl_glsl_load_source_path(pass, pass->source.path))
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{
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RARCH_ERR("Failed to load GLSL shader: %s.\n",
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pass->source.path);
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return false;
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}
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*pass->source.path = '\0';
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vertex = pass->source.string.vertex;
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fragment = pass->source.string.fragment;
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*pass->source.path = '\0';
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vertex = pass->source.string.vertex;
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fragment = pass->source.string.fragment;
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shader_prog_info.vertex = vertex;
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shader_prog_info.fragment = fragment;
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@ -561,10 +557,10 @@ static void gl_glsl_find_uniforms_frame(glsl_shader_data_t *glsl,
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texture[0] = texture_size[0] = input_size[0] = tex_coord[0] = '\0';
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snprintf(texture, sizeof(texture), "%s%s", base, "Texture");
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snprintf(texture, sizeof(texture), "%s%s", base, "Texture");
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snprintf(texture_size, sizeof(texture_size), "%s%s", base, "TextureSize");
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snprintf(input_size, sizeof(input_size), "%s%s", base, "InputSize");
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snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
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snprintf(input_size, sizeof(input_size), "%s%s", base, "InputSize");
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snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
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if (frame->texture < 0)
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frame->texture = gl_glsl_get_uniform(glsl, prog, texture);
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@ -888,7 +884,7 @@ static void *gl_glsl_init(void *data, const char *path)
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retro_ctx_memory_info_t mem_info;
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struct state_tracker_info info = {0};
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mem_info.id = RETRO_MEMORY_SYSTEM_RAM;
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mem_info.id = RETRO_MEMORY_SYSTEM_RAM;
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core_get_memory(&mem_info);
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