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Avoid needless branch.
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parent
59c64f9c5a
commit
96c324da08
@ -559,25 +559,22 @@ static void find_uniforms(unsigned pass, GLuint prog, struct shader_uniforms *un
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find_uniforms_frame(prog, &uni->orig, frame_base);
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}
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if (pass)
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for (i = 0; i + 1 < pass; i++)
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{
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for (i = 0; i < pass - 1; i++)
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{
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snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
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clear_uniforms_frame(&uni->pass[i]);
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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}
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snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
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clear_uniforms_frame(&uni->pass[i]);
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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}
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clear_uniforms_frame(&uni->prev[0]);
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find_uniforms_frame(prog, &uni->prev[0], "Prev");
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for (i = 1; i < PREV_TEXTURES; i++)
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{
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snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
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clear_uniforms_frame(&uni->prev[i]);
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find_uniforms_frame(prog, &uni->prev[i], frame_base);
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}
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clear_uniforms_frame(&uni->prev[0]);
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find_uniforms_frame(prog, &uni->prev[0], "Prev");
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for (i = 1; i < PREV_TEXTURES; i++)
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{
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snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
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clear_uniforms_frame(&uni->prev[i]);
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find_uniforms_frame(prog, &uni->prev[i], frame_base);
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}
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glUseProgram(0);
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