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https://github.com/libretro/RetroArch
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runloop.c - Simplify check_shader_dir
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parent
3dd290e4f6
commit
54a5402189
38
runloop.c
38
runloop.c
@ -376,51 +376,45 @@ static void check_shader_dir(bool pressed_next, bool pressed_prev)
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char msg[PATH_MAX];
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const char *shader = NULL, *ext = NULL;
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enum rarch_shader_type type = RARCH_SHADER_NONE;
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bool should_apply = false;
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if (!g_extern.shader_dir.list || !driver.video->set_shader)
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return;
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if (pressed_next)
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{
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should_apply = true;
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g_extern.shader_dir.ptr = (g_extern.shader_dir.ptr + 1) %
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g_extern.shader_dir.list->size;
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}
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else if (pressed_prev)
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{
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should_apply = true;
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if (g_extern.shader_dir.ptr == 0)
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g_extern.shader_dir.ptr = g_extern.shader_dir.list->size - 1;
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else
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g_extern.shader_dir.ptr--;
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}
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if (!should_apply)
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else
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return;
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{
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shader = g_extern.shader_dir.list->elems[g_extern.shader_dir.ptr].data;
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ext = path_get_extension(shader);
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shader = g_extern.shader_dir.list->elems[g_extern.shader_dir.ptr].data;
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ext = path_get_extension(shader);
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if (strcmp(ext, "glsl") == 0 || strcmp(ext, "glslp") == 0)
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type = RARCH_SHADER_GLSL;
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else if (strcmp(ext, "cg") == 0 || strcmp(ext, "cgp") == 0)
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type = RARCH_SHADER_CG;
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if (strcmp(ext, "glsl") == 0 || strcmp(ext, "glslp") == 0)
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type = RARCH_SHADER_GLSL;
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else if (strcmp(ext, "cg") == 0 || strcmp(ext, "cgp") == 0)
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type = RARCH_SHADER_CG;
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if (type == RARCH_SHADER_NONE)
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return;
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if (type == RARCH_SHADER_NONE)
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return;
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msg_queue_clear(g_extern.msg_queue);
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msg_queue_clear(g_extern.msg_queue);
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snprintf(msg, sizeof(msg), "Shader #%u: \"%s\".",
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(unsigned)g_extern.shader_dir.ptr, shader);
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msg_queue_push(g_extern.msg_queue, msg, 1, 120);
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RARCH_LOG("Applying shader \"%s\".\n", shader);
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snprintf(msg, sizeof(msg), "Shader #%u: \"%s\".",
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(unsigned)g_extern.shader_dir.ptr, shader);
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msg_queue_push(g_extern.msg_queue, msg, 1, 120);
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RARCH_LOG("Applying shader \"%s\".\n", shader);
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if (!driver.video->set_shader(driver.video_data, type, shader))
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RARCH_WARN("Failed to apply shader.\n");
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}
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if (!driver.video->set_shader(driver.video_data, type, shader))
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RARCH_WARN("Failed to apply shader.\n");
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}
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/*
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