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https://github.com/libretro/RetroArch
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Cleanups
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d562bf38cb
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4e63113f72
@ -113,14 +113,11 @@ struct uniform_cg_data
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static void gl_cg_set_uniform_parameter(
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void *data,
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struct uniform_info *param,
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void *_shader_info_data,
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void *uniform_data)
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{
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CGparameter location;
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cg_shader_data_t *cg_data = (cg_shader_data_t*)data;
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(void)_shader_info_data;
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if (!param || !param->enabled)
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return;
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@ -326,7 +323,7 @@ static void gl_cg_set_texture_info(
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uniform_data[3].loc = params->tex_size_f;
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for (i = 0; i < 4; i++)
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[i], NULL, &uniform_data[i]);
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[i], &uniform_data[i]);
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if (params->coord)
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{
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@ -442,7 +439,7 @@ static void gl_cg_set_params(void *data, void *shader_data,
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}
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for (i = 0; i < uniform_count; i++)
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[i], &cg_data->prg[i], &uniform_data[i]);
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[i], &uniform_data[i]);
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/* Set orig texture. */
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gl_cg_set_texture_info(cg_data, &cg_data->prg[cg_data->active_idx].orig, info);
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@ -506,7 +503,7 @@ static void gl_cg_set_params(void *data, void *shader_data,
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uniform_params[1].result.f.v0 = cg_data->shader->parameters[i].current;
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for (j = 0; j < 2; j++)
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[j], &cg_data->prg[j], &pragma_cg_params[j]);
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[j], &pragma_cg_params[j]);
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}
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/* Set state parameters. */
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@ -541,7 +538,7 @@ static void gl_cg_set_params(void *data, void *shader_data,
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uniform_params[1].result.f.v0 = tracker_info[i].value;
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for (j = 0; j < 2; j++)
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[j], &cg_data->prg[j], &pragma_cg_params[j]);
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gl_cg_set_uniform_parameter(cg_data, &uniform_params[j], &pragma_cg_params[j]);
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}
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}
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}
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@ -1052,14 +1052,11 @@ error:
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static void gl_glsl_set_uniform_parameter(
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void *data,
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struct uniform_info *param,
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void *shader_info_data,
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void *uniform_data)
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{
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GLint location = 0;
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glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;
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(void)shader_info_data;
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if (!param)
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return;
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@ -1194,7 +1191,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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uniform_count++;
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for (i = 0; i < uniform_count; i++)
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gl_glsl_set_uniform_parameter(glsl, &uniform_params[i], NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &uniform_params[i], NULL);
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/* Set lookup textures. */
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for (i = 0; i < glsl->shader->luts; i++)
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@ -1212,7 +1209,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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lut_uniform.type = UNIFORM_1I;
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lut_uniform.result.integer.v0 = texunit;
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gl_glsl_set_uniform_parameter(glsl, &lut_uniform, NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &lut_uniform, NULL);
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texunit++;
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}
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@ -1234,7 +1231,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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orig_tex_uniform.type = UNIFORM_1I;
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orig_tex_uniform.result.integer.v0 = texunit;
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gl_glsl_set_uniform_parameter(glsl, &orig_tex_uniform, NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &orig_tex_uniform, NULL);
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glBindTexture(GL_TEXTURE_2D, info->tex);
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texunit++;
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@ -1257,7 +1254,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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orig_uniforms[1].enabled = true;
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for (j = 0; j < 2; j++)
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gl_glsl_set_uniform_parameter(glsl, &orig_uniforms[i], NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &orig_uniforms[i], NULL);
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/* Pass texture coordinates. */
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if (uni->orig.tex_coord >= 0)
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@ -1285,7 +1282,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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feedback_texture_param.type = UNIFORM_1I;
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feedback_texture_param.result.integer.v0 = texunit;
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gl_glsl_set_uniform_parameter(glsl, &feedback_texture_param, NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &feedback_texture_param, NULL);
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glBindTexture(GL_TEXTURE_2D, feedback_info->tex);
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texunit++;
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@ -1308,7 +1305,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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feedback_uniforms[1].enabled = true;
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for (j = 0; j < 2; j++)
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gl_glsl_set_uniform_parameter(glsl, &feedback_uniforms[i], NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &feedback_uniforms[i], NULL);
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/* Pass texture coordinates. */
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if (uni->feedback.tex_coord >= 0)
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@ -1359,7 +1356,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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fbo_tex_params[2].enabled = true;
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for (j = 0; j < 3; j++)
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gl_glsl_set_uniform_parameter(glsl, &fbo_tex_params[i], NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &fbo_tex_params[i], NULL);
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if (uni->pass[i].tex_coord >= 0)
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{
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@ -1411,7 +1408,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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prev_tex_params[2].enabled = true;
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for (j = 0; j < 3; j++)
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gl_glsl_set_uniform_parameter(glsl, &prev_tex_params[i], NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &prev_tex_params[i], NULL);
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/* Pass texture coordinates. */
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if (uni->prev[i].tex_coord >= 0)
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@ -1448,7 +1445,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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pragma_param.type = UNIFORM_1F;
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pragma_param.result.f.v0 = glsl->shader->parameters[i].current;
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gl_glsl_set_uniform_parameter(glsl, &pragma_param, NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &pragma_param, NULL);
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}
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/* Set state parameters. */
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@ -1473,7 +1470,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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state_param.type = UNIFORM_1F;
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state_param.result.f.v0 = state_info[i].value;
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gl_glsl_set_uniform_parameter(glsl, &state_param, NULL, NULL);
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gl_glsl_set_uniform_parameter(glsl, &state_param, NULL);
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}
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}
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}
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@ -106,13 +106,11 @@ void hlsl_set_proj_matrix(void *data, XMMATRIX rotation_value)
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static void hlsl_set_uniform_parameter(
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void *data,
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struct uniform_info *param,
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void *_shader_info_data,
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void *uniform_data)
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{
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hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)data;
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(void)hlsl;
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(void)_shader_info_data;
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if (!param || !param->enabled)
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return;
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@ -77,7 +77,6 @@ static void shader_null_set_params(void *data, void *shader_data,
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static void shader_null_set_uniform_parameter(
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void *data,
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struct uniform_info *param,
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void *shader_info_data,
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void *uniform_data)
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{
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}
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@ -164,7 +164,7 @@ typedef struct shader_backend
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const void *feedback_info,
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const void *fbo_info, unsigned fbo_info_cnt);
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void (*set_uniform_parameter)(void *data, struct uniform_info *param,
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void *shader_info_data, void *uniform_data);
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void *uniform_data);
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bool (*compile_program)(void *data, unsigned idx,
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void *program_data, struct shader_program_info *program_info);
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