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(Cg/GLSL) Name some variables the same
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78d48c53d2
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242e579b89
@ -98,19 +98,20 @@ struct shader_program_cg_data
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typedef struct cg_shader_data
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{
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struct shader_program_cg_data prg[GFX_MAX_SHADERS];
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struct video_shader *shader;
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char alias_define[GFX_MAX_SHADERS][128];
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unsigned active_idx;
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struct
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{
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CGparameter elems[32 * PREV_TEXTURES + 2 + 4 + GFX_MAX_SHADERS];
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unsigned index;
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} attribs;
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CGprofile cgVProf;
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CGprofile cgFProf;
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struct video_shader *shader;
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state_tracker_t *state_tracker;
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struct shader_program_cg_data prg[GFX_MAX_SHADERS];
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GLuint lut_textures[GFX_MAX_TEXTURES];
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char cg_alias_define[GFX_MAX_SHADERS][128];
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state_tracker_t *state_tracker;
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CGcontext cgCtx;
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} cg_shader_data_t;
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@ -630,8 +631,8 @@ static bool gl_cg_compile_program(
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argv[argc++] = "-DPARAMETER_UNIFORM";
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for (i = 0; i < GFX_MAX_SHADERS; i++)
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{
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if (*(cg_data->cg_alias_define[i]))
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argv[argc++] = cg_data->cg_alias_define[i];
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if (*(cg_data->alias_define[i]))
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argv[argc++] = cg_data->alias_define[i];
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}
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argv[argc] = NULL;
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@ -916,8 +917,8 @@ static bool gl_cg_load_preset(void *data, const char *path)
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for (i = 0; i < cg_data->shader->passes; i++)
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if (*cg_data->shader->pass[i].alias)
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snprintf(cg_data->cg_alias_define[i],
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sizeof(cg_data->cg_alias_define[i]),
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snprintf(cg_data->alias_define[i],
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sizeof(cg_data->alias_define[i]),
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"-D%s_ALIAS",
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cg_data->shader->pass[i].alias);
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@ -1130,7 +1131,7 @@ static void *gl_cg_init(void *data, const char *path)
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cgGLEnableProfile(cg_data->cgFProf);
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cgGLEnableProfile(cg_data->cgVProf);
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memset(cg_data->cg_alias_define, 0, sizeof(cg_data->cg_alias_define));
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memset(cg_data->alias_define, 0, sizeof(cg_data->alias_define));
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if (path && string_is_equal(path_get_extension(path), "cgp"))
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{
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@ -134,8 +134,8 @@ typedef struct glsl_shader_data
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struct video_shader *shader;
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struct shader_uniforms uniforms[GFX_MAX_SHADERS];
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struct cache_vbo vbo[GFX_MAX_SHADERS];
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char glsl_alias_define[1024];
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unsigned glsl_active_index;
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char alias_define[1024];
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unsigned active_idx;
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struct
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{
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GLint elems[32 * PREV_TEXTURES + 2 + 4 + GFX_MAX_SHADERS];
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@ -143,8 +143,8 @@ typedef struct glsl_shader_data
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} attribs;
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struct shader_program_glsl_data prg[GFX_MAX_SHADERS];
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GLuint gl_teximage[GFX_MAX_TEXTURES];
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state_tracker_t *gl_state_tracker;
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GLuint lut_textures[GFX_MAX_TEXTURES];
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state_tracker_t *state_tracker;
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} glsl_shader_data_t;
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static bool glsl_core;
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@ -276,7 +276,7 @@ static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl,
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source[0] = version;
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source[1] = define;
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source[2] = glsl->glsl_alias_define;
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source[2] = glsl->alias_define;
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source[3] = program;
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glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
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@ -650,17 +650,17 @@ static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
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}
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if (glsl->shader && glsl->shader->luts)
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glDeleteTextures(glsl->shader->luts, glsl->gl_teximage);
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glDeleteTextures(glsl->shader->luts, glsl->lut_textures);
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memset(glsl->prg, 0, sizeof(glsl->prg));
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memset(glsl->uniforms, 0, sizeof(glsl->uniforms));
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glsl->glsl_active_index = 0;
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glsl->active_idx = 0;
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gl_glsl_deinit_shader(glsl);
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if (glsl->gl_state_tracker)
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state_tracker_free(glsl->gl_state_tracker);
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glsl->gl_state_tracker = NULL;
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if (glsl->state_tracker)
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state_tracker_free(glsl->state_tracker);
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glsl->state_tracker = NULL;
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gl_glsl_reset_attrib(glsl);
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@ -804,7 +804,7 @@ static void *gl_glsl_init(void *data, const char *path)
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/* Find all aliases we use in our GLSLP and add #defines for them so
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* that a shader can choose a fallback if we are not using a preset. */
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*glsl->glsl_alias_define = '\0';
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*glsl->alias_define = '\0';
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for (i = 0; i < glsl->shader->passes; i++)
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{
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if (*glsl->shader->pass[i].alias)
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@ -813,7 +813,7 @@ static void *gl_glsl_init(void *data, const char *path)
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snprintf(define, sizeof(define), "#define %s_ALIAS\n",
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glsl->shader->pass[i].alias);
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strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define));
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strlcat(glsl->alias_define, define, sizeof(glsl->alias_define));
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}
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}
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@ -830,7 +830,7 @@ static void *gl_glsl_init(void *data, const char *path)
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if (!gl_glsl_compile_programs(glsl, &glsl->prg[1]))
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goto error;
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if (!gl_load_luts(glsl->shader, glsl->gl_teximage))
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if (!gl_load_luts(glsl->shader, glsl->lut_textures))
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{
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RARCH_ERR("[GL]: Failed to load LUTs.\n");
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goto error;
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@ -863,8 +863,8 @@ static void *gl_glsl_init(void *data, const char *path)
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glsl->shader->script_class : NULL;
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#endif
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glsl->gl_state_tracker = state_tracker_init(&info);
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if (!glsl->gl_state_tracker)
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glsl->state_tracker = state_tracker_init(&info);
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if (!glsl->state_tracker)
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RARCH_WARN("Failed to init state tracker.\n");
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}
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@ -1021,9 +1021,9 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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if (!glsl)
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return;
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uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->glsl_active_index];
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uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->active_idx];
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if (glsl->prg[glsl->glsl_active_index].id == 0)
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if (glsl->prg[glsl->active_idx].id == 0)
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return;
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input_size [0] = (float)width;
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@ -1059,9 +1059,9 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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uniform_count += 3;
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if (uni->frame_count >= 0 && glsl->glsl_active_index)
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if (uni->frame_count >= 0 && glsl->active_idx)
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{
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unsigned modulo = glsl->shader->pass[glsl->glsl_active_index - 1].frame_count_mod;
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unsigned modulo = glsl->shader->pass[glsl->active_idx - 1].frame_count_mod;
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if (modulo)
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frame_count %= modulo;
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@ -1093,7 +1093,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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/* Have to rebind as HW render could override this. */
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glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);
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glBindTexture(GL_TEXTURE_2D, glsl->lut_textures[i]);
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lut_uniform.enabled = true;
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lut_uniform.location = uni->lut_texture[i];
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@ -1104,7 +1104,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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texunit++;
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}
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if (glsl->glsl_active_index)
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if (glsl->active_idx)
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{
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unsigned j;
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struct uniform_info orig_uniforms[2] = {{0}};
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@ -1316,9 +1316,9 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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}
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if (size)
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gl_glsl_set_attribs(glsl, glsl->vbo[glsl->glsl_active_index].vbo_secondary,
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&glsl->vbo[glsl->glsl_active_index].buffer_secondary,
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&glsl->vbo[glsl->glsl_active_index].size_secondary,
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gl_glsl_set_attribs(glsl, glsl->vbo[glsl->active_idx].vbo_secondary,
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&glsl->vbo[glsl->active_idx].buffer_secondary,
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&glsl->vbo[glsl->active_idx].size_secondary,
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buffer, size, attribs, attribs_size);
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glActiveTexture(GL_TEXTURE0);
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@ -1329,7 +1329,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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struct uniform_info pragma_param = {0};
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pragma_param.lookup.enable = true;
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pragma_param.lookup.idx = glsl->glsl_active_index;
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pragma_param.lookup.idx = glsl->active_idx;
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pragma_param.lookup.ident = glsl->shader->parameters[i].id;
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pragma_param.lookup.type = SHADER_PROGRAM_COMBINED;
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pragma_param.enabled = true;
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@ -1340,13 +1340,13 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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}
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/* Set state parameters. */
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if (glsl->gl_state_tracker)
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if (glsl->state_tracker)
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{
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static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
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static unsigned cnt = 0;
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if (glsl->glsl_active_index == 1)
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cnt = state_tracker_get_uniform(glsl->gl_state_tracker, state_info,
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if (glsl->active_idx == 1)
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cnt = state_tracker_get_uniform(glsl->state_tracker, state_info,
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GFX_MAX_VARIABLES, frame_count);
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for (i = 0; i < cnt; i++)
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@ -1354,7 +1354,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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struct uniform_info state_param = {0};
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state_param.lookup.enable = true;
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state_param.lookup.idx = glsl->glsl_active_index;
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state_param.lookup.idx = glsl->active_idx;
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state_param.lookup.ident = state_info[i].id;
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state_param.lookup.type = SHADER_PROGRAM_COMBINED;
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state_param.enabled = true;
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@ -1376,7 +1376,7 @@ static bool gl_glsl_set_mvp(void *data, void *shader_data, const math_matrix_4x4
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if (!glsl || !glsl->shader->modern)
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goto fallback;
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loc = glsl->uniforms[glsl->glsl_active_index].mvp;
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loc = glsl->uniforms[glsl->active_idx].mvp;
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if (loc >= 0)
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glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
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@ -1422,7 +1422,7 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struc
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goto fallback;
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attr = attribs;
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uni = &glsl->uniforms[glsl->glsl_active_index];
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uni = &glsl->uniforms[glsl->active_idx];
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if (uni->tex_coord >= 0)
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gl_glsl_set_coord_array(attr, uni->tex_coord, coords->tex_coord, coords, size, 2);
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@ -1438,9 +1438,9 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struc
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if (size)
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gl_glsl_set_attribs(glsl,
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glsl->vbo[glsl->glsl_active_index].vbo_primary,
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&glsl->vbo[glsl->glsl_active_index].buffer_primary,
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&glsl->vbo[glsl->glsl_active_index].size_primary,
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glsl->vbo[glsl->active_idx].vbo_primary,
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&glsl->vbo[glsl->active_idx].buffer_primary,
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&glsl->vbo[glsl->active_idx].size_primary,
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buffer, size,
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attribs, attribs_size);
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@ -1465,7 +1465,7 @@ static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_ac
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return;
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gl_glsl_reset_attrib(glsl);
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glsl->glsl_active_index = idx;
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glsl->active_idx = idx;
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id = glsl->prg[idx].id;
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}
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else
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