mirror of
https://github.com/libretro/RetroArch
synced 2025-03-28 19:20:35 +00:00
(GLSL) Rename gl_uniforms and glsl_vbo
This commit is contained in:
parent
f68d98a6a4
commit
960783987d
@ -251,8 +251,8 @@ static const char *stock_fragment_xmb =
|
||||
typedef struct glsl_shader_data
|
||||
{
|
||||
struct video_shader *shader;
|
||||
struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
|
||||
struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
|
||||
struct shader_uniforms uniforms[GFX_MAX_SHADERS];
|
||||
struct cache_vbo vbo[GFX_MAX_SHADERS];
|
||||
char glsl_alias_define[1024];
|
||||
unsigned glsl_active_index;
|
||||
unsigned gl_attrib_index;
|
||||
@ -746,7 +746,7 @@ static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
|
||||
glDeleteTextures(glsl->shader->luts, glsl->gl_teximage);
|
||||
|
||||
memset(glsl->gl_program, 0, sizeof(glsl->gl_program));
|
||||
memset(glsl->gl_uniforms, 0, sizeof(glsl->gl_uniforms));
|
||||
memset(glsl->uniforms, 0, sizeof(glsl->uniforms));
|
||||
glsl->glsl_active_index = 0;
|
||||
|
||||
gl_glsl_deinit_shader(glsl);
|
||||
@ -759,15 +759,15 @@ static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
|
||||
|
||||
for (i = 0; i < GFX_MAX_SHADERS; i++)
|
||||
{
|
||||
if (glsl->glsl_vbo[i].vbo_primary)
|
||||
glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
|
||||
if (glsl->glsl_vbo[i].vbo_secondary)
|
||||
glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);
|
||||
if (glsl->vbo[i].vbo_primary)
|
||||
glDeleteBuffers(1, &glsl->vbo[i].vbo_primary);
|
||||
if (glsl->vbo[i].vbo_secondary)
|
||||
glDeleteBuffers(1, &glsl->vbo[i].vbo_secondary);
|
||||
|
||||
free(glsl->glsl_vbo[i].buffer_primary);
|
||||
free(glsl->glsl_vbo[i].buffer_secondary);
|
||||
free(glsl->vbo[i].buffer_primary);
|
||||
free(glsl->vbo[i].buffer_secondary);
|
||||
}
|
||||
memset(&glsl->glsl_vbo, 0, sizeof(glsl->glsl_vbo));
|
||||
memset(&glsl->vbo, 0, sizeof(glsl->vbo));
|
||||
}
|
||||
|
||||
static void gl_glsl_deinit(void *data)
|
||||
@ -929,7 +929,7 @@ static void *gl_glsl_init(void *data, const char *path)
|
||||
}
|
||||
|
||||
for (i = 0; i <= glsl->shader->passes; i++)
|
||||
gl_glsl_find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]);
|
||||
gl_glsl_find_uniforms(glsl, i, glsl->gl_program[i], &glsl->uniforms[i]);
|
||||
|
||||
#ifdef GLSL_DEBUG
|
||||
if (!gl_check_error())
|
||||
@ -961,7 +961,7 @@ static void *gl_glsl_init(void *data, const char *path)
|
||||
}
|
||||
|
||||
glsl->gl_program[glsl->shader->passes + 1] = glsl->gl_program[0];
|
||||
glsl->gl_uniforms[glsl->shader->passes + 1] = glsl->gl_uniforms[0];
|
||||
glsl->uniforms[glsl->shader->passes + 1] = glsl->uniforms[0];
|
||||
|
||||
if (glsl->shader->modern)
|
||||
{
|
||||
@ -973,12 +973,12 @@ static void *gl_glsl_init(void *data, const char *path)
|
||||
stock_fragment_core_blend : stock_fragment_modern_blend,
|
||||
GL_SHADER_STOCK_BLEND);
|
||||
gl_glsl_find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND],
|
||||
&glsl->gl_uniforms[GL_SHADER_STOCK_BLEND]);
|
||||
&glsl->uniforms[GL_SHADER_STOCK_BLEND]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glsl->gl_program [GL_SHADER_STOCK_BLEND] = glsl->gl_program[0];
|
||||
glsl->gl_uniforms[GL_SHADER_STOCK_BLEND] = glsl->gl_uniforms[0];
|
||||
glsl->uniforms[GL_SHADER_STOCK_BLEND] = glsl->uniforms[0];
|
||||
}
|
||||
|
||||
glsl->gl_program[GL_SHADER_STOCK_XMB] = gl_glsl_compile_program(
|
||||
@ -991,8 +991,8 @@ static void *gl_glsl_init(void *data, const char *path)
|
||||
|
||||
for (i = 0; i < GFX_MAX_SHADERS; i++)
|
||||
{
|
||||
glGenBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
|
||||
glGenBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);
|
||||
glGenBuffers(1, &glsl->vbo[i].vbo_primary);
|
||||
glGenBuffers(1, &glsl->vbo[i].vbo_secondary);
|
||||
}
|
||||
|
||||
return glsl;
|
||||
@ -1036,7 +1036,7 @@ static void gl_glsl_set_params(void *data, void *shader_data,
|
||||
if (!glsl)
|
||||
return;
|
||||
|
||||
uni = (const struct shader_uniforms*)&glsl->gl_uniforms[glsl->glsl_active_index];
|
||||
uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->glsl_active_index];
|
||||
|
||||
(void)data;
|
||||
|
||||
@ -1216,9 +1216,9 @@ static void gl_glsl_set_params(void *data, void *shader_data,
|
||||
|
||||
if (size)
|
||||
{
|
||||
gl_glsl_set_attribs(glsl, glsl->glsl_vbo[glsl->glsl_active_index].vbo_secondary,
|
||||
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_secondary,
|
||||
&glsl->glsl_vbo[glsl->glsl_active_index].size_secondary,
|
||||
gl_glsl_set_attribs(glsl, glsl->vbo[glsl->glsl_active_index].vbo_secondary,
|
||||
&glsl->vbo[glsl->glsl_active_index].buffer_secondary,
|
||||
&glsl->vbo[glsl->glsl_active_index].size_secondary,
|
||||
buffer, size, attribs, attribs_size);
|
||||
}
|
||||
|
||||
@ -1266,7 +1266,7 @@ static bool gl_glsl_set_mvp(void *data, void *shader_data, const math_matrix_4x4
|
||||
return false;
|
||||
}
|
||||
|
||||
loc = glsl->gl_uniforms[glsl->glsl_active_index].mvp;
|
||||
loc = glsl->uniforms[glsl->glsl_active_index].mvp;
|
||||
if (loc >= 0)
|
||||
glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
|
||||
|
||||
@ -1303,7 +1303,7 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void
|
||||
}
|
||||
|
||||
attr = attribs;
|
||||
uni = &glsl->gl_uniforms[glsl->glsl_active_index];
|
||||
uni = &glsl->uniforms[glsl->glsl_active_index];
|
||||
|
||||
if (uni->tex_coord >= 0)
|
||||
{
|
||||
@ -1358,14 +1358,12 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void
|
||||
}
|
||||
|
||||
if (size)
|
||||
{
|
||||
gl_glsl_set_attribs(glsl,
|
||||
glsl->glsl_vbo[glsl->glsl_active_index].vbo_primary,
|
||||
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_primary,
|
||||
&glsl->glsl_vbo[glsl->glsl_active_index].size_primary,
|
||||
glsl->vbo[glsl->glsl_active_index].vbo_primary,
|
||||
&glsl->vbo[glsl->glsl_active_index].buffer_primary,
|
||||
&glsl->vbo[glsl->glsl_active_index].size_primary,
|
||||
buffer, size,
|
||||
attribs, attribs_size);
|
||||
}
|
||||
|
||||
if (buffer != short_buffer)
|
||||
free(buffer);
|
||||
@ -1437,7 +1435,7 @@ static unsigned gl_glsl_get_prev_textures(void *data)
|
||||
|
||||
for (i = 1; i <= glsl->shader->passes; i++)
|
||||
for (j = 0; j < PREV_TEXTURES; j++)
|
||||
if (glsl->gl_uniforms[i].prev[j].texture >= 0)
|
||||
if (glsl->uniforms[i].prev[j].texture >= 0)
|
||||
max_prev = MAX(j + 1, max_prev);
|
||||
|
||||
return max_prev;
|
||||
|
Loading…
x
Reference in New Issue
Block a user