From c08650f1f9243b28c899309d9b4db40bb4bcccae Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Higor=20Eur=C3=ADpedes?= Date: Sat, 17 Sep 2016 20:57:17 -0300 Subject: [PATCH] Remove trailing whitespace --- gfx/drivers/gl.c | 118 +++++++++++++++---------------- gfx/drivers/gl_capabilities.c | 26 +++---- gfx/drivers/gl_capabilities.h | 4 +- gfx/drivers_shader/shader_glsl.c | 54 +++++++------- 4 files changed, 101 insertions(+), 101 deletions(-) diff --git a/gfx/drivers/gl.c b/gfx/drivers/gl.c index a10dd8d506..d362e0e07c 100644 --- a/gfx/drivers/gl.c +++ b/gfx/drivers/gl.c @@ -2,7 +2,7 @@ * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2016 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli - * + * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. @@ -104,7 +104,7 @@ static const GLfloat vertexes_flipped[] = { }; /* Used when rendering to an FBO. - * Texture coords have to be aligned + * Texture coords have to be aligned * with vertex coordinates. */ static const GLfloat vertexes[] = { 0, 0, @@ -341,8 +341,8 @@ void gl_set_viewport(void *data, unsigned viewport_width, if (fabsf(device_aspect - desired_aspect) < 0.0001f) { - /* If the aspect ratios of screen and desired aspect - * ratio are sufficiently equal (floating point stuff), + /* If the aspect ratios of screen and desired aspect + * ratio are sufficiently equal (floating point stuff), * assume they are actually equal. */ } @@ -401,7 +401,7 @@ static bool gl_shader_init(gl_t *gl) video_shader_ctx_init_t init_data; enum rarch_shader_type type; settings_t *settings = config_get_ptr(); - const char *shader_path = (settings->video.shader_enable + const char *shader_path = (settings->video.shader_enable && *settings->path.shader) ? settings->path.shader : NULL; if (!gl) @@ -411,7 +411,7 @@ static bool gl_shader_init(gl_t *gl) } type = video_shader_parse_type(shader_path, - gl_query_core_context_in_use() + gl_query_core_context_in_use() ? RARCH_SHADER_GLSL : DEFAULT_SHADER_TYPE); switch (type) @@ -521,7 +521,7 @@ static void gl_update_input_size(gl_t *gl, unsigned width, bool set_coords = false; - if ((width != gl->last_width[gl->tex_index] || + if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) { /* Resolution change. Need to clear out texture. */ @@ -547,12 +547,12 @@ static void gl_update_input_size(gl_t *gl, unsigned width, set_coords = true; } - else if ((width != + else if ((width != gl->last_width[(gl->tex_index + gl->textures - 1) % gl->textures]) || - (height != + (height != gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures])) { - /* We might have used different texture coordinates + /* We might have used different texture coordinates * last frame. Edge case if resolution changes very rapidly. */ set_coords = true; } @@ -582,7 +582,7 @@ static void gl_init_textures_data(gl_t *gl) gl->prev_info[i].tex_size[0] = gl->tex_w; gl->prev_info[i].input_size[1] = gl->tex_h; gl->prev_info[i].tex_size[1] = gl->tex_h; - memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); + memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); } } @@ -598,7 +598,7 @@ static void gl_init_textures_reference(gl_t *gl, unsigned i, #ifdef HAVE_PSGL glTextureReferenceSCE(GL_TEXTURE_2D, 1, - gl->tex_w, gl->tex_h, 0, + gl->tex_w, gl->tex_h, 0, internal_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); @@ -632,7 +632,7 @@ static void gl_init_textures(gl_t *gl, const video_info_t *video) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo); glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, - gl->tex_w * gl->tex_h * gl->base_size * gl->textures, + gl->tex_w * gl->tex_h * gl->base_size * gl->textures, NULL, GL_STREAM_DRAW); #endif @@ -684,7 +684,7 @@ static INLINE void gl_copy_frame(gl_t *gl, const void *frame, #if defined(HAVE_PSGL) { unsigned h; - size_t buffer_addr = gl->tex_w * gl->tex_h * + size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size; size_t buffer_stride = gl->tex_w * gl->base_size; const uint8_t *frame_copy = frame; @@ -729,7 +729,7 @@ static INLINE void gl_copy_frame(gl_t *gl, const void *frame, { bool use_rgba = video_driver_supports_rgba(); - glPixelStorei(GL_UNPACK_ALIGNMENT, + glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(width * gl->base_size)); /* Fallback for GLES devices without GL_BGRA_EXT. */ @@ -761,7 +761,7 @@ static INLINE void gl_copy_frame(gl_t *gl, const void *frame, if (width != pitch_width) { - /* Slow path - conv_buffer is preallocated + /* Slow path - conv_buffer is preallocated * just in case we hit this path. */ unsigned h; @@ -777,7 +777,7 @@ static INLINE void gl_copy_frame(gl_t *gl, const void *frame, glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, - gl->texture_fmt, data_buf); + gl->texture_fmt, data_buf); } } #else @@ -790,7 +790,7 @@ static INLINE void gl_copy_frame(gl_t *gl, const void *frame, /* Convert to 32-bit textures on desktop GL. * * It is *much* faster (order of magnitude on my setup) - * to use a custom SIMD-optimized conversion routine + * to use a custom SIMD-optimized conversion routine * than letting GL do it. */ video_frame_convert_rgb16_to_rgb32( &gl->scaler, @@ -847,7 +847,7 @@ void gl_load_texture_data( glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); - + if (!gl_check_capability(GL_CAPS_MIPMAP)) { /* Assume no mipmapping support. */ @@ -1141,7 +1141,7 @@ static bool gl_frame(void *data, const void *frame, { gl_check_fbo_dimensions(gl); - /* Go back to what we're supposed to do, + /* Go back to what we're supposed to do, * render to FBO #0. */ gl_renderchain_start_render(gl); } @@ -1156,7 +1156,7 @@ static bool gl_frame(void *data, const void *frame, glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); /* Can be NULL for frame dupe / NULL render. */ - if (frame) + if (frame) { #ifdef HAVE_FBO if (!gl->hw_render_fbo_init) @@ -1166,13 +1166,13 @@ static bool gl_frame(void *data, const void *frame, gl_copy_frame(gl, frame, frame_width, frame_height, pitch); } - /* No point regenerating mipmaps + /* No point regenerating mipmaps * if there are no new frames. */ if (gl->tex_mipmap && gl_check_capability(GL_CAPS_MIPMAP)) glGenerateMipmap(GL_TEXTURE_2D); } - /* Have to reset rendering state which libretro core + /* Have to reset rendering state which libretro core * could easily have overridden. */ #ifdef HAVE_FBO if (gl->hw_render_fbo_init) @@ -1345,7 +1345,7 @@ static bool gl_frame(void *data, const void *frame, performance_counter_init(&gl_fence, "gl_fence"); performance_counter_start(&gl_fence); glClear(GL_COLOR_BUFFER_BIT); - gl->fences[gl->fence_count++] = + gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); while (gl->fence_count > settings->video.hard_sync_frames) @@ -1491,7 +1491,7 @@ static bool resolve_extensions(gl_t *gl, const char *context_ident) video_driver_get_hw_context(); gl_query_core_context_set(hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE); - + if (gl_query_core_context_in_use()) { RARCH_LOG("[GL]: Using Core GL context.\n"); @@ -1504,10 +1504,10 @@ static bool resolve_extensions(gl_t *gl, const char *context_ident) } /* GL_RGB565 internal format support. - * Even though ES2 support is claimed, the format + * Even though ES2 support is claimed, the format * is not supported on older ATI catalyst drivers. * - * The speed gain from using GL_RGB565 is worth + * The speed gain from using GL_RGB565 is worth * adding some workarounds for. */ gl->have_es2_compat = gl_check_capability(GL_CAPS_ES2_COMPAT); @@ -1624,11 +1624,11 @@ static void gl_init_pbo_readback(gl_t *gl) #endif /* Only bother with this if we're doing GPU recording. - * Check recording_is_enabled() and not - * driver.recording_data, because recording is + * Check recording_is_enabled() and not + * driver.recording_data, because recording is * not initialized yet. */ - gl->pbo_readback_enable = settings->video.gpu_record + gl->pbo_readback_enable = settings->video.gpu_record && *recording_enabled; if (!gl->pbo_readback_enable) @@ -1640,7 +1640,7 @@ static void gl_init_pbo_readback(gl_t *gl) for (i = 0; i < 4; i++) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]); - glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * + glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t), NULL, GL_STREAM_READ); } @@ -1693,7 +1693,7 @@ static const gfx_ctx_driver_t *gl_get_context(gl_t *gl) api = GFX_CTX_OPENGL_API; api_name = "OpenGL"; #endif - + (void)api_name; gl_shared_context_use = settings->video.shared_context @@ -1896,7 +1896,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo goto error; /* Clear out potential error flags in case we use cached context. */ - glGetError(); + glGetError(); vendor = (const char*)glGetString(GL_VENDOR); renderer = (const char*)glGetString(GL_RENDERER); @@ -1934,7 +1934,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo temp_height = mode.height; mode.width = 0; mode.height = 0; - + /* Get real known video size, which might have been altered by context. */ if (temp_width != 0 && temp_height != 0) @@ -1946,7 +1946,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo hwr = video_driver_get_hw_context(); - gl->vertex_ptr = hwr->bottom_left_origin + gl->vertex_ptr = hwr->bottom_left_origin ? vertexes : vertexes_flipped; /* Better pipelining with GPU due to synchronous glSubTexImage. @@ -2010,7 +2010,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo gl->tex_w = gl->tex_h = (RARCH_SCALE_BASE * video->input_scale); gl->keep_aspect = video->force_aspect; - /* Apparently need to set viewport for passes + /* Apparently need to set viewport for passes * when we aren't using FBOs. */ gl_set_shader_viewport(gl, 0); gl_set_shader_viewport(gl, 1); @@ -2021,14 +2021,14 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo shader_filter.smooth = &force_smooth; if (video_shader_driver_filter_type(&shader_filter)) - gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ? - GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) + gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ? + GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (force_smooth ? GL_LINEAR : GL_NEAREST); else - gl->tex_min_filter = gl->tex_mipmap ? - (video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) + gl->tex_min_filter = gl->tex_mipmap ? + (video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (video->smooth ? GL_LINEAR : GL_NEAREST); - + gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter); wrap_info.idx = 1; @@ -2055,7 +2055,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo gl->coords.lut_tex_coord = tex_coords; gl->coords.vertices = 4; - /* Empty buffer that we use to clear out + /* Empty buffer that we use to clear out * the texture with on res change. */ gl->empty_buf = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h); @@ -2072,7 +2072,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo #ifdef HAVE_FBO gl_renderchain_init(gl, gl->tex_w, gl->tex_h); - if (gl->hw_render_use && + if (gl->hw_render_use && !gl_init_hw_render(gl, gl->tex_w, gl->tex_h)) goto error; #endif @@ -2081,10 +2081,10 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo inp.input_data = input_data; video_context_driver_input_driver(&inp); - + if (settings->video.font_enable) { - if (!font_driver_init_first(NULL, NULL, gl, *settings->path.font + if (!font_driver_init_first(NULL, NULL, gl, *settings->path.font ? settings->path.font : NULL, settings->video.font_size, false, FONT_DRIVER_RENDER_OPENGL_API)) RARCH_ERR("[GL]: Failed to initialize font renderer.\n"); @@ -2190,8 +2190,8 @@ static void gl_update_tex_filter_frame(gl_t *gl) gl->tex_mipmap = video_shader_driver_mipmap_input(&mip_level); gl->video_info.smooth = smooth; - new_filt = gl->tex_mipmap ? (smooth ? - GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) + new_filt = gl->tex_mipmap ? (smooth ? + GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (smooth ? GL_LINEAR : GL_NEAREST); if (new_filt == gl->tex_min_filter && wrap_mode == gl->wrap_mode) @@ -2366,7 +2366,7 @@ static bool gl_read_viewport(void *data, uint8_t *buffer) /* Don't readback if we're in menu mode. * We haven't buffered up enough frames yet, come back later. */ - if (!gl->pbo_readback_valid[gl->pbo_readback_index]) + if (!gl->pbo_readback_valid[gl->pbo_readback_index]) goto error; gl->pbo_readback_valid[gl->pbo_readback_index] = false; @@ -2404,15 +2404,15 @@ static bool gl_read_viewport(void *data, uint8_t *buffer) glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } - else /* Use slow synchronous readbacks. Use this with plain screenshots + else /* Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case. */ #endif { - /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE + /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE * readbacks so do just that. - * GLES2 also doesn't support reading back data - * from front buffer, so render a cached frame - * and have gl_frame() do the readback while it's + * GLES2 also doesn't support reading back data + * from front buffer, so render a cached frame + * and have gl_frame() do the readback while it's * in the back buffer. * * Keep codepath similar for GLES and desktop GL. @@ -2528,12 +2528,12 @@ bool gl_load_luts(const struct video_shader *shader, } #ifdef HAVE_OVERLAY -static bool gl_overlay_load(void *data, +static bool gl_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, j; gl_t *gl = (gl_t*)data; - const struct texture_image *images = + const struct texture_image *images = (const struct texture_image*)image_data; if (!gl) @@ -2557,8 +2557,8 @@ static bool gl_overlay_load(void *data, gl->overlay_color_coord = (GLfloat*) calloc(4 * 4 * num_images, sizeof(GLfloat)); - if ( !gl->overlay_vertex_coord - || !gl->overlay_tex_coord + if ( !gl->overlay_vertex_coord + || !gl->overlay_tex_coord || !gl->overlay_color_coord) return false; @@ -2567,7 +2567,7 @@ static bool gl_overlay_load(void *data, for (i = 0; i < num_images; i++) { - unsigned alignment = video_pixel_get_alignment(images[i].width + unsigned alignment = video_pixel_get_alignment(images[i].width * sizeof(uint32_t)); gl_load_texture_data(gl->overlay_tex[i], @@ -2724,7 +2724,7 @@ static void video_texture_load_gl( { /* Generate the OpenGL texture object */ glGenTextures(1, (GLuint*)id); - gl_load_texture_data((GLuint)*id, + gl_load_texture_data((GLuint)*id, RARCH_WRAP_EDGE, filter_type, 4 /* TODO/FIXME - dehardcode */, ti->width, ti->height, ti->pixels, diff --git a/gfx/drivers/gl_capabilities.c b/gfx/drivers/gl_capabilities.c index 53fb92d118..4e8d86aad3 100644 --- a/gfx/drivers/gl_capabilities.c +++ b/gfx/drivers/gl_capabilities.c @@ -2,7 +2,7 @@ * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2016 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli - * + * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. @@ -112,7 +112,7 @@ bool gl_check_capability(enum gl_capability_enum enum_idx) if (version && sscanf(version, "%u.%u", &major, &minor) != 2) #endif major = minor = 0; - + (void)vendor; switch (enum_idx) @@ -165,15 +165,15 @@ bool gl_check_capability(enum gl_capability_enum enum_idx) && !gl_query_extension("EXT_framebuffer_object")) return false; - if (glGenFramebuffers - && glBindFramebuffer - && glFramebufferTexture2D - && glCheckFramebufferStatus - && glDeleteFramebuffers - && glGenRenderbuffers - && glBindRenderbuffer - && glFramebufferRenderbuffer - && glRenderbufferStorage + if (glGenFramebuffers + && glBindFramebuffer + && glFramebufferTexture2D + && glCheckFramebufferStatus + && glDeleteFramebuffers + && glGenRenderbuffers + && glBindRenderbuffer + && glFramebufferRenderbuffer + && glRenderbufferStorage && glDeleteRenderbuffers) return true; break; @@ -203,7 +203,7 @@ bool gl_check_capability(enum gl_capability_enum enum_idx) video_driver_get_hw_context(); if (major >= 3) return true; - if (hwr->stencil + if (hwr->stencil && !gl_query_extension("OES_packed_depth_stencil") && !gl_query_extension("EXT_packed_depth_stencil")) return false; @@ -271,7 +271,7 @@ bool gl_check_capability(enum gl_capability_enum enum_idx) if (major >= 3 || gl_query_extension("EXT_sRGB")) return true; #elif defined(HAVE_FBO) - if (gl_query_core_context_in_use() || + if (gl_query_core_context_in_use() || (gl_query_extension("EXT_texture_sRGB") && gl_query_extension("ARB_framebuffer_sRGB"))) return true; diff --git a/gfx/drivers/gl_capabilities.h b/gfx/drivers/gl_capabilities.h index 9739f12218..e6bffe6aa6 100644 --- a/gfx/drivers/gl_capabilities.h +++ b/gfx/drivers/gl_capabilities.h @@ -2,7 +2,7 @@ * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2016 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli - * + * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. @@ -138,7 +138,7 @@ #define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV #define RARCH_GL_FORMAT16 GL_UNSIGNED_INT_8_8_8_8_REV -/* GL_RGB565 internal format isn't in desktop GL +/* GL_RGB565 internal format isn't in desktop GL * until 4.1 core (ARB_ES2_compatibility). * Check for this. */ #ifndef GL_RGB565 diff --git a/gfx/drivers_shader/shader_glsl.c b/gfx/drivers_shader/shader_glsl.c index 649b9d1431..2849ae1896 100644 --- a/gfx/drivers_shader/shader_glsl.c +++ b/gfx/drivers_shader/shader_glsl.c @@ -1,6 +1,6 @@ /* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen - * + * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. @@ -93,7 +93,7 @@ struct shader_uniforms int frame_direction; int lut_texture[GFX_MAX_TEXTURES]; - + struct shader_uniforms_frame orig; struct shader_uniforms_frame feedback; struct shader_uniforms_frame pass[GFX_MAX_SHADERS]; @@ -290,7 +290,7 @@ static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl, static bool gl_glsl_link_program(GLuint prog) { GLint status; - + glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &status); @@ -358,7 +358,7 @@ static bool gl_glsl_compile_program( goto error; /* Clean up dead memory. We're not going to relink the program. - * Detaching first seems to kill some mobile drivers + * Detaching first seems to kill some mobile drivers * (according to the intertubes anyways). */ if (program->vprg) glDeleteShader(program->vprg); @@ -445,8 +445,8 @@ static bool gl_glsl_compile_programs( shader_prog_info.fragment = fragment; shader_prog_info.is_file = false; - if (!gl_glsl_compile_program(glsl, i, - &program[i], + if (!gl_glsl_compile_program(glsl, i, + &program[i], &shader_prog_info)) { RARCH_ERR("Failed to create GL program #%u.\n", i); @@ -472,7 +472,7 @@ static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl) static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems, const GLfloat *data, size_t elems) { - if (elems != *buffer_elems || + if (elems != *buffer_elems || memcmp(data, *buffer, elems * sizeof(GLfloat))) { if (elems > *buffer_elems) @@ -712,12 +712,12 @@ static void *gl_glsl_init(void *data, const char *path) shader_support = glCreateProgram && glUseProgram && glCreateShader && glDeleteShader && glShaderSource && glCompileShader && glAttachShader && glDetachShader && glLinkProgram && glGetUniformLocation - && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv + && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv && glUniformMatrix4fv - && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv - && glGetProgramInfoLog + && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv + && glGetProgramInfoLog && glDeleteProgram && glGetAttachedShaders - && glGetAttribLocation && glEnableVertexAttribArray + && glGetAttribLocation && glEnableVertexAttribArray && glDisableVertexAttribArray && glVertexAttribPointer && glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer; @@ -766,9 +766,9 @@ static void *gl_glsl_init(void *data, const char *path) { RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n"); glsl->shader->passes = 1; - glsl->shader->pass[0].source.string.vertex = + glsl->shader->pass[0].source.string.vertex = strdup(glsl_core ? stock_vertex_core : stock_vertex_modern); - glsl->shader->pass[0].source.string.fragment = + glsl->shader->pass[0].source.string.fragment = strdup(glsl_core ? stock_fragment_core : stock_fragment_modern); glsl->shader->modern = true; } @@ -877,17 +877,17 @@ static void *gl_glsl_init(void *data, const char *path) if (!glsl->state_tracker) RARCH_WARN("Failed to init state tracker.\n"); } - + glsl->prg[glsl->shader->passes + 1] = glsl->prg[0]; glsl->uniforms[glsl->shader->passes + 1] = glsl->uniforms[0]; if (glsl->shader->modern) { - shader_prog_info.vertex = - glsl_core ? + shader_prog_info.vertex = + glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend; - shader_prog_info.fragment = - glsl_core ? + shader_prog_info.fragment = + glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend; shader_prog_info.is_file = false; @@ -1011,12 +1011,12 @@ static void gl_glsl_set_uniform_parameter( } static void gl_glsl_set_params(void *data, void *shader_data, - unsigned width, unsigned height, - unsigned tex_width, unsigned tex_height, + unsigned width, unsigned height, + unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count, - const void *_info, - const void *_prev_info, + const void *_info, + const void *_prev_info, const void *_feedback_info, const void *_fbo_info, unsigned fbo_info_cnt) { @@ -1186,7 +1186,7 @@ static void gl_glsl_set_params(void *data, void *shader_data, texunit++; } - + if (uni->prev[i].texture_size >= 0) glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size); @@ -1218,7 +1218,7 @@ static void gl_glsl_set_params(void *data, void *shader_data, /* #pragma parameters. */ for (i = 0; i < glsl->shader->num_parameters; i++) { - + int location = glGetUniformLocation( glsl->prg[glsl->active_idx].id, glsl->shader->parameters[i].id); @@ -1294,7 +1294,7 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struc buffer = short_buffer; if (coords->vertices > 4) - buffer = (GLfloat*)calloc(coords->vertices * + buffer = (GLfloat*)calloc(coords->vertices * (2 + 2 + 4 + 2), sizeof(*buffer)); if (!buffer) @@ -1348,7 +1348,7 @@ static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_ac glsl->active_idx = idx; id = glsl->prg[idx].id; } - else + else id = (GLuint)idx; glUseProgram(id); @@ -1365,7 +1365,7 @@ static unsigned gl_glsl_num(void *data) static bool gl_glsl_filter_type(void *data, unsigned idx, bool *smooth) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; - if (glsl && idx + if (glsl && idx && (glsl->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC) ) {