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(Android/GL) Avoid some function pointers
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b072eba321
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3f50384a3b
@ -19,6 +19,11 @@
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#define context_update_window_title_func(var) gfx_ctx_update_window_title(var)
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#define context_destroy_func() gfx_ctx_destroy()
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#define gl_shader_use_func(vid, num) gl_glsl_use(num)
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#define gl_shader_num_func(vid) gl_glsl_num()
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#define gl_shader_set_params_func(vid, width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt) gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt)
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#define gl_shader_set_coords_func(vid, coords, mat) gl_glsl_set_coords(coords); gl_glsl_set_mvp(mat)
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#ifdef HAVE_FBO
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#define context_set_fbo_func(var) gl->ctx_driver->set_fbo(var)
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#endif
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34
gfx/gl.c
34
gfx/gl.c
@ -527,15 +527,15 @@ void gl_deinit_fbo(gl_t *gl)
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void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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{
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// No need to use FBOs.
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if (!g_settings.video.render_to_texture && gl_shader_num(gl) == 0)
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if (!g_settings.video.render_to_texture && gl_shader_num_func(gl) == 0)
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return;
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struct gl_fbo_scale scale, scale_last;
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gl_shader_scale(gl, 1, &scale);
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gl_shader_scale(gl, gl_shader_num(gl), &scale_last);
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gl_shader_scale(gl, gl_shader_num_func(gl), &scale_last);
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// No need to use FBOs.
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if (gl_shader_num(gl) == 1 && !scale.valid && !g_settings.video.render_to_texture)
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if (gl_shader_num_func(gl) == 1 && !scale.valid && !g_settings.video.render_to_texture)
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return;
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if (!load_fbo_proc(gl))
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@ -544,7 +544,7 @@ void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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return;
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}
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gl->fbo_pass = gl_shader_num(gl) - 1;
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gl->fbo_pass = gl_shader_num_func(gl) - 1;
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if (scale_last.valid)
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gl->fbo_pass++;
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@ -620,7 +620,7 @@ void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate)
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}
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gl->mvp = proj;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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gl_shader_set_coords_func(gl, &gl->coords, &gl->mvp);
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}
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void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate)
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@ -781,19 +781,19 @@ static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
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memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
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gl_shader_use(gl, i + 1);
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gl_shader_use_func(gl, i + 1);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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// Render to FBO with certain size.
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gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
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gl_shader_set_params(gl, prev_rect->img_width, prev_rect->img_height,
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gl_shader_set_params_func(gl, prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp.width, gl->vp.height, gl->frame_count,
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tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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gl_shader_set_coords_func(gl, &gl->coords, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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fbo_tex_info_cnt++;
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@ -808,20 +808,20 @@ static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
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// Render our FBO texture to back buffer.
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pglBindFramebuffer(GL_FRAMEBUFFER, 0);
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gl_shader_use(gl, gl->fbo_pass + 1);
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gl_shader_use_func(gl, gl->fbo_pass + 1);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_shader_set_params(gl, prev_rect->img_width, prev_rect->img_height,
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gl_shader_set_params_func(gl, prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp.width, gl->vp.height, gl->frame_count,
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tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
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gl->coords.vertex = vertex_ptr;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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gl_shader_set_coords_func(gl, &gl->coords, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl->coords.tex_coord = gl->tex_coords;
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@ -1066,7 +1066,7 @@ static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex
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static inline void gl_set_shader_viewport(gl_t *gl, unsigned shader)
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{
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gl_shader_use(gl, shader);
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gl_shader_use_func(gl, shader);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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@ -1101,7 +1101,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl_t *gl = (gl_t*)data;
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gl_shader_use(gl, 1);
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gl_shader_use_func(gl, 1);
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gl->frame_count++;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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@ -1146,13 +1146,13 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
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glClear(GL_COLOR_BUFFER_BIT);
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gl_shader_set_params(gl, width, height,
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gl_shader_set_params_func(gl, width, height,
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gl->tex_w, gl->tex_h,
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gl->vp.width, gl->vp.height,
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gl->frame_count,
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&tex_info, gl->prev_info, NULL, 0);
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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gl_shader_set_coords_func(gl, &gl->coords, &gl->mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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#ifdef HAVE_FBO
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@ -1477,7 +1477,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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return NULL;
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}
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RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num(gl));
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RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num_func(gl));
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gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
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gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
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@ -1516,7 +1516,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->coords.tex_coord = gl->tex_coords;
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gl->coords.color = white_color;
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gl->coords.lut_tex_coord = tex_coords;
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gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
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gl_shader_set_coords_func(gl, &gl->coords, &gl->mvp);
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// Empty buffer that we use to clear out the texture with on res change.
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gl->empty_buf = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
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@ -58,6 +58,11 @@
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#if defined(ANDROID) && defined(HAVE_GRIFFIN)
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#include "../console/griffin/hook_context.h"
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#else
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#define gl_shader_use_func(vid, num) gl_shader_use(vid, num)
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#define gl_shader_num_func(vid) gl_shader_num(vid)
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#define gl_shader_set_params_func(vid, width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt) gl_shader_set_params(vid, width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt)
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#define gl_shader_set_coords_func(vid, coords, mat) gl_shader_set_coords(vid, coords, mat)
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#define context_get_video_size_func(win, height) gl->ctx_driver->get_video_size(win, height)
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#define context_update_window_title_func(var) gl->ctx_driver->update_window_title(var)
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#define context_destroy_func() gl->ctx_driver->destroy()
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