runloop.c - Simplify check_shader_dir

This commit is contained in:
twinaphex 2014-10-05 05:46:27 +02:00
parent 3dd290e4f6
commit 54a5402189

View File

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