mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-15 06:50:32 +00:00
Shorten some variables
This commit is contained in:
parent
2f9e8b44e3
commit
4c9077568d
@ -149,7 +149,7 @@ typedef struct cg_shader_data
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unsigned cg_attrib_idx;
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CGprofile cgVProf;
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CGprofile cgFProf;
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struct video_shader *cg_shader;
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struct video_shader *shader;
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state_tracker_t *state_tracker;
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GLuint lut_textures[GFX_MAX_TEXTURES];
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CGparameter cg_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
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@ -260,7 +260,7 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height,
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if (cg->prg[cg->active_idx].frame_cnt_f || cg->prg[cg->active_idx].frame_cnt_v)
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{
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unsigned modulo = cg->cg_shader->pass[cg->active_idx - 1].frame_count_mod;
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unsigned modulo = cg->shader->pass[cg->active_idx - 1].frame_count_mod;
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if (modulo)
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frame_count %= modulo;
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@ -322,11 +322,11 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height,
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}
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/* Set lookup textures. */
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for (i = 0; i < cg->cg_shader->luts; i++)
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for (i = 0; i < cg->shader->luts; i++)
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{
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CGparameter vparam;
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CGparameter fparam = cgGetNamedParameter(
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cg->prg[cg->active_idx].fprg, cg->cg_shader->lut[i].id);
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cg->prg[cg->active_idx].fprg, cg->shader->lut[i].id);
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if (fparam)
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{
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@ -335,7 +335,7 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height,
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}
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vparam = cgGetNamedParameter(cg->prg[cg->active_idx].vprg,
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cg->cg_shader->lut[i].id);
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cg->shader->lut[i].id);
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if (vparam)
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{
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@ -377,14 +377,14 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height,
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}
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/* #pragma parameters. */
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for (i = 0; i < cg->cg_shader->num_parameters; i++)
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for (i = 0; i < cg->shader->num_parameters; i++)
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{
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CGparameter param_v = cgGetNamedParameter(
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cg->prg[cg->active_idx].vprg, cg->cg_shader->parameters[i].id);
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cg->prg[cg->active_idx].vprg, cg->shader->parameters[i].id);
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CGparameter param_f = cgGetNamedParameter(
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cg->prg[cg->active_idx].fprg, cg->cg_shader->parameters[i].id);
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set_param_1f(param_v, cg->cg_shader->parameters[i].current);
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set_param_1f(param_f, cg->cg_shader->parameters[i].current);
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cg->prg[cg->active_idx].fprg, cg->shader->parameters[i].id);
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set_param_1f(param_v, cg->shader->parameters[i].current);
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set_param_1f(param_f, cg->shader->parameters[i].current);
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}
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/* Set state parameters. */
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@ -447,9 +447,9 @@ static void gl_cg_destroy_resources(cg_shader_data_t *cg)
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gl_cg_deinit_progs(cg);
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if (cg->cg_shader && cg->cg_shader->luts)
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if (cg->shader && cg->shader->luts)
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{
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glDeleteTextures(cg->cg_shader->luts, cg->lut_textures);
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glDeleteTextures(cg->shader->luts, cg->lut_textures);
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memset(cg->lut_textures, 0, sizeof(cg->lut_textures));
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}
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@ -459,8 +459,8 @@ static void gl_cg_destroy_resources(cg_shader_data_t *cg)
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cg->state_tracker = NULL;
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}
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free(cg->cg_shader);
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cg->cg_shader = NULL;
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free(cg->shader);
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cg->shader = NULL;
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}
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/* Final deinit. */
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@ -575,17 +575,17 @@ static bool load_plain(cg_shader_data_t *cg, const char *path)
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if (!load_stock(cg))
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return false;
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cg->cg_shader = (struct video_shader*)calloc(1, sizeof(*cg->cg_shader));
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if (!cg->cg_shader)
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cg->shader = (struct video_shader*)calloc(1, sizeof(*cg->shader));
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if (!cg->shader)
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return false;
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cg->cg_shader->passes = 1;
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cg->shader->passes = 1;
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if (path)
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{
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RARCH_LOG("Loading Cg file: %s\n", path);
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strlcpy(cg->cg_shader->pass[0].source.path, path,
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sizeof(cg->cg_shader->pass[0].source.path));
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strlcpy(cg->shader->pass[0].source.path, path,
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sizeof(cg->shader->pass[0].source.path));
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if (!load_program(cg, 1, path, true))
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return false;
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}
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@ -595,7 +595,7 @@ static bool load_plain(cg_shader_data_t *cg, const char *path)
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cg->prg[1] = cg->prg[0];
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}
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video_shader_resolve_parameters(NULL, cg->cg_shader);
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video_shader_resolve_parameters(NULL, cg->shader);
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return true;
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}
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@ -604,13 +604,13 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg)
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unsigned i;
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struct state_tracker_info tracker_info = {0};
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if (!cg->cg_shader->variables)
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if (!cg->shader->variables)
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return true;
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for (i = 0; i < cg->cg_shader->variables; i++)
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for (i = 0; i < cg->shader->variables; i++)
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{
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unsigned memtype;
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switch (cg->cg_shader->variable[i].ram_type)
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switch (cg->shader->variable[i].ram_type)
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{
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case RARCH_STATE_WRAM:
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memtype = RETRO_MEMORY_SYSTEM_RAM;
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@ -621,7 +621,7 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg)
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}
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if ((memtype != -1u) &&
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(cg->cg_shader->variable[i].addr >= pretro_get_memory_size(memtype)))
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(cg->shader->variable[i].addr >= pretro_get_memory_size(memtype)))
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{
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RARCH_ERR("Address out of bounds.\n");
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return false;
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@ -630,18 +630,18 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg)
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tracker_info.wram = (uint8_t*)
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pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM);
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tracker_info.info = cg->cg_shader->variable;
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tracker_info.info_elem = cg->cg_shader->variables;
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tracker_info.info = cg->shader->variable;
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tracker_info.info_elem = cg->shader->variables;
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#ifdef HAVE_PYTHON
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if (*cg->cg_shader->script_path)
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if (*cg->shader->script_path)
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{
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tracker_info.script = cg->cg_shader->script_path;
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tracker_info.script = cg->shader->script_path;
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tracker_info.script_is_file = true;
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}
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tracker_info.script_class =
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*cg->cg_shader->script_class ? cg->cg_shader->script_class : NULL;
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*cg->shader->script_class ? cg->shader->script_class : NULL;
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#endif
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cg->state_tracker = state_tracker_init(&tracker_info);
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@ -654,10 +654,10 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg)
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static bool load_shader(cg_shader_data_t *cg, unsigned i)
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{
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RARCH_LOG("Loading Cg shader: \"%s\".\n",
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cg->cg_shader->pass[i].source.path);
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cg->shader->pass[i].source.path);
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if (!load_program(cg, i + 1,
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cg->cg_shader->pass[i].source.path, true))
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cg->shader->pass[i].source.path, true))
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return false;
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return true;
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@ -679,39 +679,39 @@ static bool load_preset(cg_shader_data_t *cg, const char *path)
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return false;
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}
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cg->cg_shader = (struct video_shader*)calloc(1, sizeof(*cg->cg_shader));
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if (!cg->cg_shader)
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cg->shader = (struct video_shader*)calloc(1, sizeof(*cg->shader));
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if (!cg->shader)
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{
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config_file_free(conf);
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return false;
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}
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if (!video_shader_read_conf_cgp(conf, cg->cg_shader))
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if (!video_shader_read_conf_cgp(conf, cg->shader))
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{
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RARCH_ERR("Failed to parse CGP file.\n");
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config_file_free(conf);
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return false;
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}
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video_shader_resolve_relative(cg->cg_shader, path);
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video_shader_resolve_parameters(conf, cg->cg_shader);
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video_shader_resolve_relative(cg->shader, path);
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video_shader_resolve_parameters(conf, cg->shader);
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config_file_free(conf);
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if (cg->cg_shader->passes > GFX_MAX_SHADERS - 3)
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if (cg->shader->passes > GFX_MAX_SHADERS - 3)
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{
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RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n",
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GFX_MAX_SHADERS - 3);
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cg->cg_shader->passes = GFX_MAX_SHADERS - 3;
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cg->shader->passes = GFX_MAX_SHADERS - 3;
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}
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for (i = 0; i < cg->cg_shader->passes; i++)
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if (*cg->cg_shader->pass[i].alias)
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for (i = 0; i < cg->shader->passes; i++)
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if (*cg->shader->pass[i].alias)
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snprintf(cg->cg_alias_define[i],
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sizeof(cg->cg_alias_define[i]),
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"-D%s_ALIAS",
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cg->cg_shader->pass[i].alias);
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cg->shader->pass[i].alias);
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for (i = 0; i < cg->cg_shader->passes; i++)
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for (i = 0; i < cg->shader->passes; i++)
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{
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if (!load_shader(cg, i))
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{
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@ -720,7 +720,7 @@ static bool load_preset(cg_shader_data_t *cg, const char *path)
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}
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}
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if (!gl_load_luts(cg->cg_shader, cg->lut_textures))
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if (!gl_load_luts(cg->shader, cg->lut_textures))
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{
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RARCH_ERR("Failed to load lookup textures ...\n");
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return false;
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@ -907,8 +907,8 @@ static void set_program_attributes(cg_shader_data_t *cg, unsigned i)
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snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i - (j + 1));
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set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], pass_str);
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if (*cg->cg_shader->pass[j].alias)
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set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], cg->cg_shader->pass[j].alias);
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if (*cg->shader->pass[j].alias)
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set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], cg->shader->pass[j].alias);
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}
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}
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@ -977,7 +977,7 @@ static bool gl_cg_init(void *data, const char *path)
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}
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cg->prg[0].mvp = cgGetNamedParameter(cg->prg[0].vprg, "IN.mvp_matrix");
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for (i = 1; i <= cg->cg_shader->passes; i++)
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for (i = 1; i <= cg->shader->passes; i++)
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set_program_attributes(cg, i);
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/* If we aren't using last pass non-FBO shader,
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@ -985,7 +985,7 @@ static bool gl_cg_init(void *data, const char *path)
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*
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* Just use prg[0] for that pass, which will be
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* pass-through. */
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cg->prg[cg->cg_shader->passes + 1] = cg->prg[0];
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cg->prg[cg->shader->passes + 1] = cg->prg[0];
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/* No need to apply Android hack in Cg. */
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cg->prg[GL_SHADER_STOCK_BLEND] = cg->prg[0];
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@ -1026,7 +1026,7 @@ static unsigned gl_cg_num(void)
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (!cg)
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return 0;
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return cg->cg_shader->passes;
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return cg->shader->passes;
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}
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static bool gl_cg_filter_type(unsigned idx, bool *smooth)
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@ -1034,10 +1034,10 @@ static bool gl_cg_filter_type(unsigned idx, bool *smooth)
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driver_t *driver = driver_get_ptr();
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (cg && idx &&
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(cg->cg_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
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(cg->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
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)
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{
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*smooth = (cg->cg_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
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*smooth = (cg->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
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return true;
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}
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@ -1049,7 +1049,7 @@ static enum gfx_wrap_type gl_cg_wrap_type(unsigned idx)
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driver_t *driver = driver_get_ptr();
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (cg && idx)
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return cg->cg_shader->pass[idx - 1].wrap;
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return cg->shader->pass[idx - 1].wrap;
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return RARCH_WRAP_BORDER;
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}
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@ -1058,7 +1058,7 @@ static void gl_cg_shader_scale(unsigned idx, struct gfx_fbo_scale *scale)
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driver_t *driver = driver_get_ptr();
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (cg && idx)
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*scale = cg->cg_shader->pass[idx - 1].fbo;
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*scale = cg->shader->pass[idx - 1].fbo;
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else
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scale->valid = false;
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}
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@ -1073,7 +1073,7 @@ static unsigned gl_cg_get_prev_textures(void)
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if (!cg)
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return 0;
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for (i = 1; i <= cg->cg_shader->passes; i++)
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for (i = 1; i <= cg->shader->passes; i++)
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for (j = 0; j < PREV_TEXTURES; j++)
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if (cg->prg[i].prev[j].tex)
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max_prev = max(j + 1, max_prev);
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@ -1086,7 +1086,7 @@ static bool gl_cg_mipmap_input(unsigned idx)
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driver_t *driver = driver_get_ptr();
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (cg && idx)
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return cg->cg_shader->pass[idx - 1].mipmap;
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return cg->shader->pass[idx - 1].mipmap;
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return false;
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}
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@ -1096,7 +1096,7 @@ static struct video_shader *gl_cg_get_current_shader(void)
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cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data;
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if (!cg)
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return NULL;
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return cg->cg_shader;
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return cg->shader;
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}
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const shader_backend_t gl_cg_backend = {
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@ -204,7 +204,7 @@ static const char *stock_fragment_core_blend =
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typedef struct glsl_shader_data
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{
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struct video_shader *glsl_shader;
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struct video_shader *shader;
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struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
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struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
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char glsl_alias_define[1024];
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@ -227,7 +227,7 @@ static GLint get_uniform(glsl_shader_data_t *glsl,
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GLint loc;
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char buf[64] = {0};
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snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
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snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base);
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loc = glGetUniformLocation(prog, buf);
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if (loc >= 0)
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return loc;
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@ -250,7 +250,7 @@ static GLint get_attrib(glsl_shader_data_t *glsl,
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GLint loc;
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char buf[64] = {0};
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snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
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snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base);
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loc = glGetUniformLocation(prog, buf);
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if (loc >= 0)
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return loc;
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@ -451,12 +451,12 @@ static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog)
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{
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unsigned i;
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for (i = 0; i < glsl->glsl_shader->passes; i++)
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for (i = 0; i < glsl->shader->passes; i++)
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{
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const char *vertex = NULL;
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const char *fragment = NULL;
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struct video_shader_pass *pass = (struct video_shader_pass*)
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&glsl->glsl_shader->pass[i];
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&glsl->shader->pass[i];
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/* If we load from GLSLP (CGP),
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* load the file here, and pretend
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@ -601,8 +601,8 @@ static void find_uniforms(glsl_shader_data_t *glsl,
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uni->frame_count = get_uniform(glsl, prog, "FrameCount");
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uni->frame_direction = get_uniform(glsl, prog, "FrameDirection");
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for (i = 0; i < glsl->glsl_shader->luts; i++)
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uni->lut_texture[i] = glGetUniformLocation(prog, glsl->glsl_shader->lut[i].id);
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for (i = 0; i < glsl->shader->luts; i++)
|
||||
uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id);
|
||||
|
||||
clear_uniforms_frame(&uni->orig);
|
||||
find_uniforms_frame(glsl, prog, &uni->orig, "Orig");
|
||||
@ -620,8 +620,8 @@ static void find_uniforms(glsl_shader_data_t *glsl,
|
||||
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
|
||||
find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
|
||||
|
||||
if (*glsl->glsl_shader->pass[i].alias)
|
||||
find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->glsl_shader->pass[i].alias);
|
||||
if (*glsl->shader->pass[i].alias)
|
||||
find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->shader->pass[i].alias);
|
||||
}
|
||||
|
||||
clear_uniforms_frame(&uni->prev[0]);
|
||||
@ -640,18 +640,18 @@ static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl)
|
||||
{
|
||||
unsigned i;
|
||||
|
||||
if (!glsl || !glsl->glsl_shader)
|
||||
if (!glsl || !glsl->shader)
|
||||
return;
|
||||
|
||||
for (i = 0; i < glsl->glsl_shader->passes; i++)
|
||||
for (i = 0; i < glsl->shader->passes; i++)
|
||||
{
|
||||
free(glsl->glsl_shader->pass[i].source.string.vertex);
|
||||
free(glsl->glsl_shader->pass[i].source.string.fragment);
|
||||
free(glsl->shader->pass[i].source.string.vertex);
|
||||
free(glsl->shader->pass[i].source.string.fragment);
|
||||
}
|
||||
|
||||
free(glsl->glsl_shader->script);
|
||||
free(glsl->glsl_shader);
|
||||
glsl->glsl_shader = NULL;
|
||||
free(glsl->shader->script);
|
||||
free(glsl->shader);
|
||||
glsl->shader = NULL;
|
||||
}
|
||||
|
||||
static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
|
||||
@ -670,8 +670,8 @@ static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
|
||||
glDeleteProgram(glsl->gl_program[i]);
|
||||
}
|
||||
|
||||
if (glsl->glsl_shader && glsl->glsl_shader->luts)
|
||||
glDeleteTextures(glsl->glsl_shader->luts, glsl->gl_teximage);
|
||||
if (glsl->shader && glsl->shader->luts)
|
||||
glDeleteTextures(glsl->shader->luts, glsl->gl_teximage);
|
||||
|
||||
memset(glsl->gl_program, 0, sizeof(glsl->gl_program));
|
||||
memset(glsl->gl_uniforms, 0, sizeof(glsl->gl_uniforms));
|
||||
@ -752,8 +752,8 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
}
|
||||
#endif
|
||||
|
||||
glsl->glsl_shader = (struct video_shader*)calloc(1, sizeof(*glsl->glsl_shader));
|
||||
if (!glsl->glsl_shader)
|
||||
glsl->shader = (struct video_shader*)calloc(1, sizeof(*glsl->shader));
|
||||
if (!glsl->shader)
|
||||
{
|
||||
free(glsl);
|
||||
return false;
|
||||
@ -766,10 +766,10 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
|
||||
if (!strcmp(path_ext, "glsl"))
|
||||
{
|
||||
strlcpy(glsl->glsl_shader->pass[0].source.path, path,
|
||||
sizeof(glsl->glsl_shader->pass[0].source.path));
|
||||
glsl->glsl_shader->passes = 1;
|
||||
glsl->glsl_shader->modern = true;
|
||||
strlcpy(glsl->shader->pass[0].source.path, path,
|
||||
sizeof(glsl->shader->pass[0].source.path));
|
||||
glsl->shader->passes = 1;
|
||||
glsl->shader->modern = true;
|
||||
ret = true;
|
||||
}
|
||||
else if (!strcmp(path_ext, "glslp"))
|
||||
@ -777,8 +777,8 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
conf = config_file_new(path);
|
||||
if (conf)
|
||||
{
|
||||
ret = video_shader_read_conf_cgp(conf, glsl->glsl_shader);
|
||||
glsl->glsl_shader->modern = true;
|
||||
ret = video_shader_read_conf_cgp(conf, glsl->shader);
|
||||
glsl->shader->modern = true;
|
||||
}
|
||||
else
|
||||
ret = false;
|
||||
@ -789,7 +789,7 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
if (!ret)
|
||||
{
|
||||
RARCH_ERR("[GL]: Failed to parse GLSL shader.\n");
|
||||
free(glsl->glsl_shader);
|
||||
free(glsl->shader);
|
||||
free(glsl);
|
||||
return false;
|
||||
}
|
||||
@ -797,16 +797,16 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
else
|
||||
{
|
||||
RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
|
||||
glsl->glsl_shader->passes = 1;
|
||||
glsl->glsl_shader->pass[0].source.string.vertex =
|
||||
glsl->shader->passes = 1;
|
||||
glsl->shader->pass[0].source.string.vertex =
|
||||
strdup(glsl_core ? stock_vertex_core : stock_vertex_modern);
|
||||
glsl->glsl_shader->pass[0].source.string.fragment =
|
||||
glsl->shader->pass[0].source.string.fragment =
|
||||
strdup(glsl_core ? stock_fragment_core : stock_fragment_modern);
|
||||
glsl->glsl_shader->modern = true;
|
||||
glsl->shader->modern = true;
|
||||
}
|
||||
|
||||
video_shader_resolve_relative(glsl->glsl_shader, path);
|
||||
video_shader_resolve_parameters(conf, glsl->glsl_shader);
|
||||
video_shader_resolve_relative(glsl->shader, path);
|
||||
video_shader_resolve_parameters(conf, glsl->shader);
|
||||
|
||||
if (conf)
|
||||
{
|
||||
@ -814,9 +814,9 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
conf = NULL;
|
||||
}
|
||||
|
||||
stock_vertex = (glsl->glsl_shader->modern) ?
|
||||
stock_vertex = (glsl->shader->modern) ?
|
||||
stock_vertex_modern : stock_vertex_legacy;
|
||||
stock_fragment = (glsl->glsl_shader->modern) ?
|
||||
stock_fragment = (glsl->shader->modern) ?
|
||||
stock_fragment_modern : stock_fragment_legacy;
|
||||
|
||||
if (glsl_core)
|
||||
@ -826,13 +826,13 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
}
|
||||
|
||||
#ifdef HAVE_OPENGLES2
|
||||
if (!glsl->glsl_shader->modern)
|
||||
if (!glsl->shader->modern)
|
||||
{
|
||||
RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n");
|
||||
goto error;
|
||||
}
|
||||
#else
|
||||
if (glsl_core && !glsl->glsl_shader->modern)
|
||||
if (glsl_core && !glsl->shader->modern)
|
||||
{
|
||||
RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n");
|
||||
goto error;
|
||||
@ -842,14 +842,14 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
/* Find all aliases we use in our GLSLP and add #defines for them so
|
||||
* that a shader can choose a fallback if we are not using a preset. */
|
||||
*glsl->glsl_alias_define = '\0';
|
||||
for (i = 0; i < glsl->glsl_shader->passes; i++)
|
||||
for (i = 0; i < glsl->shader->passes; i++)
|
||||
{
|
||||
if (*glsl->glsl_shader->pass[i].alias)
|
||||
if (*glsl->shader->pass[i].alias)
|
||||
{
|
||||
char define[128] = {0};
|
||||
|
||||
snprintf(define, sizeof(define), "#define %s_ALIAS\n",
|
||||
glsl->glsl_shader->pass[i].alias);
|
||||
glsl->shader->pass[i].alias);
|
||||
strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define));
|
||||
}
|
||||
}
|
||||
@ -863,13 +863,13 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
if (!compile_programs(glsl, &glsl->gl_program[1]))
|
||||
goto error;
|
||||
|
||||
if (!gl_load_luts(glsl->glsl_shader, glsl->gl_teximage))
|
||||
if (!gl_load_luts(glsl->shader, glsl->gl_teximage))
|
||||
{
|
||||
RARCH_ERR("[GL]: Failed to load LUTs.\n");
|
||||
goto error;
|
||||
}
|
||||
|
||||
for (i = 0; i <= glsl->glsl_shader->passes; i++)
|
||||
for (i = 0; i <= glsl->shader->passes; i++)
|
||||
find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]);
|
||||
|
||||
#ifdef GLSL_DEBUG
|
||||
@ -877,18 +877,18 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
RARCH_WARN("Detected GL error in GLSL.\n");
|
||||
#endif
|
||||
|
||||
if (glsl->glsl_shader->variables)
|
||||
if (glsl->shader->variables)
|
||||
{
|
||||
struct state_tracker_info info = {0};
|
||||
|
||||
info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM);
|
||||
info.info = glsl->glsl_shader->variable;
|
||||
info.info_elem = glsl->glsl_shader->variables;
|
||||
info.info = glsl->shader->variable;
|
||||
info.info_elem = glsl->shader->variables;
|
||||
|
||||
#ifdef HAVE_PYTHON
|
||||
info.script = glsl->glsl_shader->script;
|
||||
info.script_class = *glsl->glsl_shader->script_class ?
|
||||
glsl->glsl_shader->script_class : NULL;
|
||||
info.script = glsl->shader->script;
|
||||
info.script_class = *glsl->shader->script_class ?
|
||||
glsl->shader->script_class : NULL;
|
||||
#endif
|
||||
|
||||
glsl->gl_state_tracker = state_tracker_init(&info);
|
||||
@ -896,10 +896,10 @@ static bool gl_glsl_init(void *data, const char *path)
|
||||
RARCH_WARN("Failed to init state tracker.\n");
|
||||
}
|
||||
|
||||
glsl->gl_program[glsl->glsl_shader->passes + 1] = glsl->gl_program[0];
|
||||
glsl->gl_uniforms[glsl->glsl_shader->passes + 1] = glsl->gl_uniforms[0];
|
||||
glsl->gl_program[glsl->shader->passes + 1] = glsl->gl_program[0];
|
||||
glsl->gl_uniforms[glsl->shader->passes + 1] = glsl->gl_uniforms[0];
|
||||
|
||||
if (glsl->glsl_shader->modern)
|
||||
if (glsl->shader->modern)
|
||||
{
|
||||
glsl->gl_program[GL_SHADER_STOCK_BLEND] = compile_program(
|
||||
glsl,
|
||||
@ -988,7 +988,7 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
|
||||
|
||||
if (uni->frame_count >= 0 && glsl->glsl_active_index)
|
||||
{
|
||||
unsigned modulo = glsl->glsl_shader->pass[glsl->glsl_active_index - 1].frame_count_mod;
|
||||
unsigned modulo = glsl->shader->pass[glsl->glsl_active_index - 1].frame_count_mod;
|
||||
|
||||
if (modulo)
|
||||
frame_count %= modulo;
|
||||
@ -999,7 +999,7 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
|
||||
glUniform1i(uni->frame_direction, global->rewind.frame_is_reverse ? -1 : 1);
|
||||
|
||||
|
||||
for (i = 0; i < glsl->glsl_shader->luts; i++)
|
||||
for (i = 0; i < glsl->shader->luts; i++)
|
||||
{
|
||||
if (uni->lut_texture[i] < 0)
|
||||
continue;
|
||||
@ -1115,12 +1115,12 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
/* #pragma parameters. */
|
||||
for (i = 0; i < glsl->glsl_shader->num_parameters; i++)
|
||||
for (i = 0; i < glsl->shader->num_parameters; i++)
|
||||
{
|
||||
int location = glGetUniformLocation(
|
||||
glsl->gl_program[glsl->glsl_active_index],
|
||||
glsl->glsl_shader->parameters[i].id);
|
||||
glUniform1f(location, glsl->glsl_shader->parameters[i].current);
|
||||
glsl->shader->parameters[i].id);
|
||||
glUniform1f(location, glsl->shader->parameters[i].current);
|
||||
}
|
||||
|
||||
/* Set state parameters. */
|
||||
@ -1151,7 +1151,7 @@ static bool gl_glsl_set_mvp(void *data, const math_matrix_4x4 *mat)
|
||||
|
||||
(void)data;
|
||||
|
||||
if (!glsl || !glsl->glsl_shader->modern)
|
||||
if (!glsl || !glsl->shader->modern)
|
||||
{
|
||||
gl_ff_matrix(mat);
|
||||
return false;
|
||||
@ -1177,7 +1177,7 @@ static bool gl_glsl_set_coords(const void *data)
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
|
||||
if (!glsl || !glsl->glsl_shader->modern || !coords)
|
||||
if (!glsl || !glsl->shader->modern || !coords)
|
||||
{
|
||||
gl_ff_vertex(coords);
|
||||
return false;
|
||||
@ -1285,8 +1285,8 @@ static unsigned gl_glsl_num(void)
|
||||
{
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (glsl && glsl->glsl_shader)
|
||||
return glsl->glsl_shader->passes;
|
||||
if (glsl && glsl->shader)
|
||||
return glsl->shader->passes;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -1295,10 +1295,10 @@ static bool gl_glsl_filter_type(unsigned idx, bool *smooth)
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (glsl && idx
|
||||
&& (glsl->glsl_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
|
||||
&& (glsl->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
|
||||
)
|
||||
{
|
||||
*smooth = (glsl->glsl_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
|
||||
*smooth = (glsl->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@ -1309,7 +1309,7 @@ static enum gfx_wrap_type gl_glsl_wrap_type(unsigned idx)
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (glsl && idx)
|
||||
return glsl->glsl_shader->pass[idx - 1].wrap;
|
||||
return glsl->shader->pass[idx - 1].wrap;
|
||||
return RARCH_WRAP_BORDER;
|
||||
}
|
||||
|
||||
@ -1318,7 +1318,7 @@ static void gl_glsl_shader_scale(unsigned idx, struct gfx_fbo_scale *scale)
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (glsl && idx)
|
||||
*scale = glsl->glsl_shader->pass[idx - 1].fbo;
|
||||
*scale = glsl->shader->pass[idx - 1].fbo;
|
||||
else
|
||||
scale->valid = false;
|
||||
}
|
||||
@ -1333,7 +1333,7 @@ static unsigned gl_glsl_get_prev_textures(void)
|
||||
if (!glsl)
|
||||
return 0;
|
||||
|
||||
for (i = 1; i <= glsl->glsl_shader->passes; i++)
|
||||
for (i = 1; i <= glsl->shader->passes; i++)
|
||||
for (j = 0; j < PREV_TEXTURES; j++)
|
||||
if (glsl->gl_uniforms[i].prev[j].texture >= 0)
|
||||
max_prev = max(j + 1, max_prev);
|
||||
@ -1346,7 +1346,7 @@ static bool gl_glsl_mipmap_input(unsigned idx)
|
||||
driver_t *driver = driver_get_ptr();
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (glsl && idx)
|
||||
return glsl->glsl_shader->pass[idx - 1].mipmap;
|
||||
return glsl->shader->pass[idx - 1].mipmap;
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -1356,7 +1356,7 @@ static struct video_shader *gl_glsl_get_current_shader(void)
|
||||
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
|
||||
if (!glsl)
|
||||
return NULL;
|
||||
return glsl->glsl_shader;
|
||||
return glsl->shader;
|
||||
}
|
||||
|
||||
void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*))
|
||||
|
Loading…
Reference in New Issue
Block a user