From 7a63b5e69e389dfb150b070678b975106ee02c47 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sat, 31 Oct 2020 11:08:01 +0100 Subject: [PATCH] Cleanup --- Common/Net/Resolve.cpp | 3 ++- GPU/GLES/FragmentShaderGeneratorGLES.cpp | 17 +++++++++-------- GPU/GLES/ShaderManagerGLES.cpp | 12 ++++++------ 3 files changed, 17 insertions(+), 15 deletions(-) diff --git a/Common/Net/Resolve.cpp b/Common/Net/Resolve.cpp index aac2cdb6fd..37fde61481 100644 --- a/Common/Net/Resolve.cpp +++ b/Common/Net/Resolve.cpp @@ -24,10 +24,12 @@ #include #endif +#include "Common/Log.h" #include "Common/TimeUtil.h" namespace net { + void Init() { #ifdef _WIN32 @@ -45,7 +47,6 @@ void Shutdown() } bool DNSResolve(const std::string &host, const std::string &service, addrinfo **res, std::string &error, DNSType type) { - #if PPSSPP_PLATFORM(SWITCH) // Force IPv4 lookups. if (type == DNSType::IPV6) { diff --git a/GPU/GLES/FragmentShaderGeneratorGLES.cpp b/GPU/GLES/FragmentShaderGeneratorGLES.cpp index 101a2af019..a48c5a9b35 100644 --- a/GPU/GLES/FragmentShaderGeneratorGLES.cpp +++ b/GPU/GLES/FragmentShaderGeneratorGLES.cpp @@ -468,7 +468,8 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } if (doTexture) { - std::string texcoord = StringFromFormat("%sv_texcoord", compat.inPrefix); + char texcoord[64]; + snprintf(texcoord, sizeof(texcoord), "%sv_texcoord", compat.inPrefix); // TODO: Not sure the right way to do this for projection. // This path destroys resolution on older PowerVR no matter what I do if projection is needed, // so we disable it on SGX 540 and lesser, and live with the consequences. @@ -507,7 +508,7 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str()); - texcoord = "fixedcoord"; + truncate_cpy(texcoord, "fixedcoord"); // We already projected it. doTextureProjection = false; } @@ -517,28 +518,28 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha if (doTextureProjection) { WRITE(p, " vec4 t = tex.Sample(samp, %sv_texcoord.xy / %sv_texcoord.z)%s;\n", compat.inPrefix, compat.inPrefix, bgraTexture ? ".bgra" : ""); } else { - WRITE(p, " vec4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord.c_str(), bgraTexture ? ".bgra" : ""); + WRITE(p, " vec4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); } } else if (compat.shaderLanguage == HLSL_D3D9) { if (doTextureProjection) { WRITE(p, " vec4 t = tex2Dproj(tex, vec4(%sv_texcoord.x, %sv_texcoord.y, 0, %sv_texcoord.z))%s;\n", compat.inPrefix, compat.inPrefix, compat.inPrefix, bgraTexture ? ".bgra" : ""); } else { - WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord.c_str(), bgraTexture ? ".bgra" : ""); + WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); } } else { if (doTextureProjection) { - WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord.c_str()); + WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord); } else { - WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord.c_str()); + WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord); } } } else { if (doTextureProjection) { // We don't use textureProj because we need better control and it's probably not much of a savings anyway. // However it is good for precision on older hardware like PowerVR. - WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord.c_str(), texcoord.c_str()); + WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord); } else { - WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord.c_str()); + WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord); } WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0));\n"); WRITE(p, " vec2 fraction;\n"); diff --git a/GPU/GLES/ShaderManagerGLES.cpp b/GPU/GLES/ShaderManagerGLES.cpp index c1303a1c29..86625deb38 100644 --- a/GPU/GLES/ShaderManagerGLES.cpp +++ b/GPU/GLES/ShaderManagerGLES.cpp @@ -597,6 +597,9 @@ void ShaderManagerGLES::DetectShaderLanguage() { compat.glslES30 = true; compat.bitwiseOps = true; compat.texelFetch = "texelFetch"; + compat.varying_vs = "out"; + compat.varying_fs = "in"; + compat.attribute = "in"; } else { compat.shaderLanguage = ShaderLanguage::GLSL_140; compat.glslVersionNumber = 100; // GLSL ES 1.0 @@ -619,6 +622,9 @@ void ShaderManagerGLES::DetectShaderLanguage() { compat.glslES30 = true; compat.bitwiseOps = true; compat.texelFetch = "texelFetch"; + compat.varying_vs = "out"; + compat.varying_fs = "in"; + compat.attribute = "in"; } else if (gl_extensions.VersionGEThan(3, 0, 0)) { compat.shaderLanguage = ShaderLanguage::GLSL_140; compat.glslVersionNumber = 130; @@ -652,12 +658,6 @@ void ShaderManagerGLES::DetectShaderLanguage() { compat.lastFragData = "gl_LastFragColorARM"; } } - - if (compat.glslES30 || gl_extensions.IsCoreContext) { - compat.varying_vs = "out"; - compat.varying_fs = "in"; - compat.attribute = "in"; - } } void ShaderManagerGLES::Clear() {