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https://github.com/libretro/RetroArch
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(shader_gl_core) Remove std::string usage and std::to_string usage
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@ -826,7 +826,7 @@ private:
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void reflect_parameter(const std::string &name, slang_semantic_meta &meta);
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void reflect_parameter(const std::string &name, slang_texture_semantic_meta &meta);
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void reflect_parameter_array(const std::string &name, std::vector<slang_texture_semantic_meta> &meta);
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void reflect_parameter_array(const char *name, std::vector<slang_texture_semantic_meta> &meta);
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};
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bool Pass::build()
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@ -925,20 +925,24 @@ void Pass::reflect_parameter(const std::string &name, slang_texture_semantic_met
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}
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}
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void Pass::reflect_parameter_array(const std::string &name, std::vector<slang_texture_semantic_meta> &meta)
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void Pass::reflect_parameter_array(const char *name, std::vector<slang_texture_semantic_meta> &meta)
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{
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size_t i;
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for (i = 0; i < meta.size(); i++)
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{
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std::string n = name + std::to_string(i);
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char n[128];
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snprintf(n, sizeof(n), "%s%zu", name, i);
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slang_texture_semantic_meta *m = (slang_texture_semantic_meta*)&meta[i];
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if (m->uniform)
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{
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int vert = glGetUniformLocation(pipeline,
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(std::string("RARCH_UBO_VERTEX_INSTANCE.") + n).c_str());
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int frag = glGetUniformLocation(pipeline,
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(std::string("RARCH_UBO_FRAGMENT_INSTANCE.") + n).c_str());
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int vert, frag;
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char vert_n[256];
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char frag_n[256];
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snprintf(vert_n, sizeof(vert_n), "RARCH_UBO_VERTEX_INSTANCE.%s", n);
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snprintf(frag_n, sizeof(frag_n), "RARCH_UBO_FRAGMENT_INSTANCE.%s", n);
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vert = glGetUniformLocation(pipeline, vert_n);
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frag = glGetUniformLocation(pipeline, frag_n);
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if (vert >= 0)
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m->location.ubo_vertex = vert;
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@ -948,10 +952,13 @@ void Pass::reflect_parameter_array(const std::string &name, std::vector<slang_te
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if (m->push_constant)
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{
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int vert = glGetUniformLocation(pipeline,
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(std::string("RARCH_PUSH_VERTEX_INSTANCE.") + n).c_str());
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int frag = glGetUniformLocation(pipeline,
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(std::string("RARCH_PUSH_FRAGMENT_INSTANCE.") + n).c_str());
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int vert, frag;
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char vert_n[256];
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char frag_n[256];
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snprintf(vert_n, sizeof(vert_n), "RARCH_PUSH_VERTEX_INSTANCE.%s", n);
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snprintf(frag_n, sizeof(frag_n), "RARCH_PUSH_FRAGMENT_INSTANCE.%s", n);
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vert = glGetUniformLocation(pipeline, vert_n);
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frag = glGetUniformLocation(pipeline, frag_n);
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if (vert >= 0)
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m->location.push_vertex = vert;
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