diff --git a/gfx/drivers_shader/shader_gl_cg.c b/gfx/drivers_shader/shader_gl_cg.c index 239632c737..2fdbd71edf 100644 --- a/gfx/drivers_shader/shader_gl_cg.c +++ b/gfx/drivers_shader/shader_gl_cg.c @@ -149,7 +149,7 @@ typedef struct cg_shader_data unsigned cg_attrib_idx; CGprofile cgVProf; CGprofile cgFProf; - struct video_shader *cg_shader; + struct video_shader *shader; state_tracker_t *state_tracker; GLuint lut_textures[GFX_MAX_TEXTURES]; CGparameter cg_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS]; @@ -260,7 +260,7 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height, if (cg->prg[cg->active_idx].frame_cnt_f || cg->prg[cg->active_idx].frame_cnt_v) { - unsigned modulo = cg->cg_shader->pass[cg->active_idx - 1].frame_count_mod; + unsigned modulo = cg->shader->pass[cg->active_idx - 1].frame_count_mod; if (modulo) frame_count %= modulo; @@ -322,11 +322,11 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height, } /* Set lookup textures. */ - for (i = 0; i < cg->cg_shader->luts; i++) + for (i = 0; i < cg->shader->luts; i++) { CGparameter vparam; CGparameter fparam = cgGetNamedParameter( - cg->prg[cg->active_idx].fprg, cg->cg_shader->lut[i].id); + cg->prg[cg->active_idx].fprg, cg->shader->lut[i].id); if (fparam) { @@ -335,7 +335,7 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height, } vparam = cgGetNamedParameter(cg->prg[cg->active_idx].vprg, - cg->cg_shader->lut[i].id); + cg->shader->lut[i].id); if (vparam) { @@ -377,14 +377,14 @@ static void gl_cg_set_params(void *data, unsigned width, unsigned height, } /* #pragma parameters. */ - for (i = 0; i < cg->cg_shader->num_parameters; i++) + for (i = 0; i < cg->shader->num_parameters; i++) { CGparameter param_v = cgGetNamedParameter( - cg->prg[cg->active_idx].vprg, cg->cg_shader->parameters[i].id); + cg->prg[cg->active_idx].vprg, cg->shader->parameters[i].id); CGparameter param_f = cgGetNamedParameter( - cg->prg[cg->active_idx].fprg, cg->cg_shader->parameters[i].id); - set_param_1f(param_v, cg->cg_shader->parameters[i].current); - set_param_1f(param_f, cg->cg_shader->parameters[i].current); + cg->prg[cg->active_idx].fprg, cg->shader->parameters[i].id); + set_param_1f(param_v, cg->shader->parameters[i].current); + set_param_1f(param_f, cg->shader->parameters[i].current); } /* Set state parameters. */ @@ -447,9 +447,9 @@ static void gl_cg_destroy_resources(cg_shader_data_t *cg) gl_cg_deinit_progs(cg); - if (cg->cg_shader && cg->cg_shader->luts) + if (cg->shader && cg->shader->luts) { - glDeleteTextures(cg->cg_shader->luts, cg->lut_textures); + glDeleteTextures(cg->shader->luts, cg->lut_textures); memset(cg->lut_textures, 0, sizeof(cg->lut_textures)); } @@ -459,8 +459,8 @@ static void gl_cg_destroy_resources(cg_shader_data_t *cg) cg->state_tracker = NULL; } - free(cg->cg_shader); - cg->cg_shader = NULL; + free(cg->shader); + cg->shader = NULL; } /* Final deinit. */ @@ -575,17 +575,17 @@ static bool load_plain(cg_shader_data_t *cg, const char *path) if (!load_stock(cg)) return false; - cg->cg_shader = (struct video_shader*)calloc(1, sizeof(*cg->cg_shader)); - if (!cg->cg_shader) + cg->shader = (struct video_shader*)calloc(1, sizeof(*cg->shader)); + if (!cg->shader) return false; - cg->cg_shader->passes = 1; + cg->shader->passes = 1; if (path) { RARCH_LOG("Loading Cg file: %s\n", path); - strlcpy(cg->cg_shader->pass[0].source.path, path, - sizeof(cg->cg_shader->pass[0].source.path)); + strlcpy(cg->shader->pass[0].source.path, path, + sizeof(cg->shader->pass[0].source.path)); if (!load_program(cg, 1, path, true)) return false; } @@ -595,7 +595,7 @@ static bool load_plain(cg_shader_data_t *cg, const char *path) cg->prg[1] = cg->prg[0]; } - video_shader_resolve_parameters(NULL, cg->cg_shader); + video_shader_resolve_parameters(NULL, cg->shader); return true; } @@ -604,13 +604,13 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg) unsigned i; struct state_tracker_info tracker_info = {0}; - if (!cg->cg_shader->variables) + if (!cg->shader->variables) return true; - for (i = 0; i < cg->cg_shader->variables; i++) + for (i = 0; i < cg->shader->variables; i++) { unsigned memtype; - switch (cg->cg_shader->variable[i].ram_type) + switch (cg->shader->variable[i].ram_type) { case RARCH_STATE_WRAM: memtype = RETRO_MEMORY_SYSTEM_RAM; @@ -621,7 +621,7 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg) } if ((memtype != -1u) && - (cg->cg_shader->variable[i].addr >= pretro_get_memory_size(memtype))) + (cg->shader->variable[i].addr >= pretro_get_memory_size(memtype))) { RARCH_ERR("Address out of bounds.\n"); return false; @@ -630,18 +630,18 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg) tracker_info.wram = (uint8_t*) pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM); - tracker_info.info = cg->cg_shader->variable; - tracker_info.info_elem = cg->cg_shader->variables; + tracker_info.info = cg->shader->variable; + tracker_info.info_elem = cg->shader->variables; #ifdef HAVE_PYTHON - if (*cg->cg_shader->script_path) + if (*cg->shader->script_path) { - tracker_info.script = cg->cg_shader->script_path; + tracker_info.script = cg->shader->script_path; tracker_info.script_is_file = true; } tracker_info.script_class = - *cg->cg_shader->script_class ? cg->cg_shader->script_class : NULL; + *cg->shader->script_class ? cg->shader->script_class : NULL; #endif cg->state_tracker = state_tracker_init(&tracker_info); @@ -654,10 +654,10 @@ static bool gl_cg_load_imports(cg_shader_data_t *cg) static bool load_shader(cg_shader_data_t *cg, unsigned i) { RARCH_LOG("Loading Cg shader: \"%s\".\n", - cg->cg_shader->pass[i].source.path); + cg->shader->pass[i].source.path); if (!load_program(cg, i + 1, - cg->cg_shader->pass[i].source.path, true)) + cg->shader->pass[i].source.path, true)) return false; return true; @@ -679,39 +679,39 @@ static bool load_preset(cg_shader_data_t *cg, const char *path) return false; } - cg->cg_shader = (struct video_shader*)calloc(1, sizeof(*cg->cg_shader)); - if (!cg->cg_shader) + cg->shader = (struct video_shader*)calloc(1, sizeof(*cg->shader)); + if (!cg->shader) { config_file_free(conf); return false; } - if (!video_shader_read_conf_cgp(conf, cg->cg_shader)) + if (!video_shader_read_conf_cgp(conf, cg->shader)) { RARCH_ERR("Failed to parse CGP file.\n"); config_file_free(conf); return false; } - video_shader_resolve_relative(cg->cg_shader, path); - video_shader_resolve_parameters(conf, cg->cg_shader); + video_shader_resolve_relative(cg->shader, path); + video_shader_resolve_parameters(conf, cg->shader); config_file_free(conf); - if (cg->cg_shader->passes > GFX_MAX_SHADERS - 3) + if (cg->shader->passes > GFX_MAX_SHADERS - 3) { RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", GFX_MAX_SHADERS - 3); - cg->cg_shader->passes = GFX_MAX_SHADERS - 3; + cg->shader->passes = GFX_MAX_SHADERS - 3; } - for (i = 0; i < cg->cg_shader->passes; i++) - if (*cg->cg_shader->pass[i].alias) + for (i = 0; i < cg->shader->passes; i++) + if (*cg->shader->pass[i].alias) snprintf(cg->cg_alias_define[i], sizeof(cg->cg_alias_define[i]), "-D%s_ALIAS", - cg->cg_shader->pass[i].alias); + cg->shader->pass[i].alias); - for (i = 0; i < cg->cg_shader->passes; i++) + for (i = 0; i < cg->shader->passes; i++) { if (!load_shader(cg, i)) { @@ -720,7 +720,7 @@ static bool load_preset(cg_shader_data_t *cg, const char *path) } } - if (!gl_load_luts(cg->cg_shader, cg->lut_textures)) + if (!gl_load_luts(cg->shader, cg->lut_textures)) { RARCH_ERR("Failed to load lookup textures ...\n"); return false; @@ -907,8 +907,8 @@ static void set_program_attributes(cg_shader_data_t *cg, unsigned i) snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i - (j + 1)); set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], pass_str); - if (*cg->cg_shader->pass[j].alias) - set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], cg->cg_shader->pass[j].alias); + if (*cg->shader->pass[j].alias) + set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], cg->shader->pass[j].alias); } } @@ -977,7 +977,7 @@ static bool gl_cg_init(void *data, const char *path) } cg->prg[0].mvp = cgGetNamedParameter(cg->prg[0].vprg, "IN.mvp_matrix"); - for (i = 1; i <= cg->cg_shader->passes; i++) + for (i = 1; i <= cg->shader->passes; i++) set_program_attributes(cg, i); /* If we aren't using last pass non-FBO shader, @@ -985,7 +985,7 @@ static bool gl_cg_init(void *data, const char *path) * * Just use prg[0] for that pass, which will be * pass-through. */ - cg->prg[cg->cg_shader->passes + 1] = cg->prg[0]; + cg->prg[cg->shader->passes + 1] = cg->prg[0]; /* No need to apply Android hack in Cg. */ cg->prg[GL_SHADER_STOCK_BLEND] = cg->prg[0]; @@ -1026,7 +1026,7 @@ static unsigned gl_cg_num(void) cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (!cg) return 0; - return cg->cg_shader->passes; + return cg->shader->passes; } static bool gl_cg_filter_type(unsigned idx, bool *smooth) @@ -1034,10 +1034,10 @@ static bool gl_cg_filter_type(unsigned idx, bool *smooth) driver_t *driver = driver_get_ptr(); cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (cg && idx && - (cg->cg_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC) + (cg->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC) ) { - *smooth = (cg->cg_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR); + *smooth = (cg->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR); return true; } @@ -1049,7 +1049,7 @@ static enum gfx_wrap_type gl_cg_wrap_type(unsigned idx) driver_t *driver = driver_get_ptr(); cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (cg && idx) - return cg->cg_shader->pass[idx - 1].wrap; + return cg->shader->pass[idx - 1].wrap; return RARCH_WRAP_BORDER; } @@ -1058,7 +1058,7 @@ static void gl_cg_shader_scale(unsigned idx, struct gfx_fbo_scale *scale) driver_t *driver = driver_get_ptr(); cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (cg && idx) - *scale = cg->cg_shader->pass[idx - 1].fbo; + *scale = cg->shader->pass[idx - 1].fbo; else scale->valid = false; } @@ -1073,7 +1073,7 @@ static unsigned gl_cg_get_prev_textures(void) if (!cg) return 0; - for (i = 1; i <= cg->cg_shader->passes; i++) + for (i = 1; i <= cg->shader->passes; i++) for (j = 0; j < PREV_TEXTURES; j++) if (cg->prg[i].prev[j].tex) max_prev = max(j + 1, max_prev); @@ -1086,7 +1086,7 @@ static bool gl_cg_mipmap_input(unsigned idx) driver_t *driver = driver_get_ptr(); cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (cg && idx) - return cg->cg_shader->pass[idx - 1].mipmap; + return cg->shader->pass[idx - 1].mipmap; return false; } @@ -1096,7 +1096,7 @@ static struct video_shader *gl_cg_get_current_shader(void) cg_shader_data_t *cg = (cg_shader_data_t*)driver->video_shader_data; if (!cg) return NULL; - return cg->cg_shader; + return cg->shader; } const shader_backend_t gl_cg_backend = { diff --git a/gfx/drivers_shader/shader_glsl.c b/gfx/drivers_shader/shader_glsl.c index b78fb56b42..1101674c85 100644 --- a/gfx/drivers_shader/shader_glsl.c +++ b/gfx/drivers_shader/shader_glsl.c @@ -204,7 +204,7 @@ static const char *stock_fragment_core_blend = typedef struct glsl_shader_data { - struct video_shader *glsl_shader; + struct video_shader *shader; struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS]; struct cache_vbo glsl_vbo[GFX_MAX_SHADERS]; char glsl_alias_define[1024]; @@ -227,7 +227,7 @@ static GLint get_uniform(glsl_shader_data_t *glsl, GLint loc; char buf[64] = {0}; - snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base); + snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base); loc = glGetUniformLocation(prog, buf); if (loc >= 0) return loc; @@ -250,7 +250,7 @@ static GLint get_attrib(glsl_shader_data_t *glsl, GLint loc; char buf[64] = {0}; - snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base); + snprintf(buf, sizeof(buf), "%s%s", glsl->shader->prefix, base); loc = glGetUniformLocation(prog, buf); if (loc >= 0) return loc; @@ -451,12 +451,12 @@ static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog) { unsigned i; - for (i = 0; i < glsl->glsl_shader->passes; i++) + for (i = 0; i < glsl->shader->passes; i++) { const char *vertex = NULL; const char *fragment = NULL; struct video_shader_pass *pass = (struct video_shader_pass*) - &glsl->glsl_shader->pass[i]; + &glsl->shader->pass[i]; /* If we load from GLSLP (CGP), * load the file here, and pretend @@ -601,8 +601,8 @@ static void find_uniforms(glsl_shader_data_t *glsl, uni->frame_count = get_uniform(glsl, prog, "FrameCount"); uni->frame_direction = get_uniform(glsl, prog, "FrameDirection"); - for (i = 0; i < glsl->glsl_shader->luts; i++) - uni->lut_texture[i] = glGetUniformLocation(prog, glsl->glsl_shader->lut[i].id); + 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*))