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Create struct shader_program_info
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parent
f28c0475b5
commit
1e9aed1683
@ -421,8 +421,7 @@ static bool gl_glsl_link_program(GLuint prog)
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static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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unsigned idx,
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const char *vertex,
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const char *fragment)
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struct shader_program_info *program_info)
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{
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GLuint vert = 0;
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GLuint frag = 0;
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@ -431,13 +430,13 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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if (!prog)
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goto error;
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if (vertex)
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if (program_info->vertex)
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{
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RARCH_LOG("Found GLSL vertex shader.\n");
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vert = glCreateShader(GL_VERTEX_SHADER);
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if (!gl_glsl_compile_shader(
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glsl,
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vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
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vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", program_info->vertex))
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{
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RARCH_ERR("Failed to compile vertex shader #%u\n", idx);
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goto error;
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@ -446,12 +445,12 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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glAttachShader(prog, vert);
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}
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if (fragment)
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if (program_info->fragment)
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{
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RARCH_LOG("Found GLSL fragment shader.\n");
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frag = glCreateShader(GL_FRAGMENT_SHADER);
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if (!gl_glsl_compile_shader(glsl, frag,
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", program_info->fragment))
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{
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RARCH_ERR("Failed to compile fragment shader #%u\n", idx);
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goto error;
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@ -460,7 +459,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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glAttachShader(prog, frag);
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}
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if (vertex || fragment)
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if (program_info->vertex || program_info->fragment)
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{
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RARCH_LOG("Linking GLSL program.\n");
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if (!gl_glsl_link_program(prog))
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@ -523,6 +522,7 @@ static bool gl_glsl_compile_programs(
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for (i = 0; i < glsl->shader->passes; i++)
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{
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struct shader_program_info shader_prog_info;
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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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@ -544,7 +544,11 @@ static bool gl_glsl_compile_programs(
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vertex = pass->source.string.vertex;
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fragment = pass->source.string.fragment;
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gl_prog[i] = gl_glsl_compile_program(glsl, i, vertex, fragment);
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shader_prog_info.vertex = vertex;
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shader_prog_info.fragment = fragment;
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shader_prog_info.is_file = false;
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gl_prog[i] = gl_glsl_compile_program(glsl, i, &shader_prog_info);
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if (!gl_prog[i])
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{
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@ -790,6 +794,7 @@ static void gl_glsl_deinit(void *data)
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static void *gl_glsl_init(void *data, const char *path)
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{
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unsigned i;
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struct shader_program_info shader_prog_info;
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config_file_t *conf = NULL;
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const char *stock_vertex = NULL;
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const char *stock_fragment = NULL;
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@ -918,7 +923,11 @@ static void *gl_glsl_init(void *data, const char *path)
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}
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}
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if (!(glsl->gl_program[0] = gl_glsl_compile_program(glsl, 0, stock_vertex, stock_fragment)))
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shader_prog_info.vertex = stock_vertex;
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shader_prog_info.fragment = stock_fragment;
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shader_prog_info.is_file = false;
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if (!(glsl->gl_program[0] = gl_glsl_compile_program(glsl, 0, &shader_prog_info)))
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{
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RARCH_ERR("GLSL stock programs failed to compile.\n");
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goto error;
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@ -970,13 +979,18 @@ static void *gl_glsl_init(void *data, const char *path)
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if (glsl->shader->modern)
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{
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shader_prog_info.vertex =
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glsl_core ?
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stock_vertex_core_blend : stock_vertex_modern_blend;
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shader_prog_info.fragment =
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glsl_core ?
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stock_fragment_core_blend : stock_fragment_modern_blend;
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shader_prog_info.is_file = false;
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glsl->gl_program[GL_SHADER_STOCK_BLEND] = gl_glsl_compile_program(
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glsl,
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GL_SHADER_STOCK_BLEND,
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glsl_core ?
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stock_vertex_core_blend : stock_vertex_modern_blend,
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glsl_core ?
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stock_fragment_core_blend : stock_fragment_modern_blend
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&shader_prog_info
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);
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gl_glsl_find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND],
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&glsl->uniforms[GL_SHADER_STOCK_BLEND]);
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@ -987,11 +1001,14 @@ static void *gl_glsl_init(void *data, const char *path)
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glsl->uniforms[GL_SHADER_STOCK_BLEND] = glsl->uniforms[0];
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}
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shader_prog_info.vertex = stock_vertex_xmb;
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shader_prog_info.fragment = stock_fragment_xmb;
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shader_prog_info.is_file = false;
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glsl->gl_program[GL_SHADER_STOCK_XMB] = gl_glsl_compile_program(
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glsl,
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GL_SHADER_STOCK_XMB,
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stock_vertex_xmb,
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stock_fragment_xmb);
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&shader_prog_info);
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gl_glsl_reset_attrib(glsl);
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@ -90,6 +90,14 @@ enum shader_uniform_type
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UNIFORM_1I
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};
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struct shader_program_info
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{
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const char *vertex;
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const char *fragment;
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const char *combined;
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bool is_file;
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};
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struct uniform_info
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{
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enum shader_uniform_type type;
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