From df972d0fd5cd2a0b0c52c5cc3ec90a93747c69f8 Mon Sep 17 00:00:00 2001 From: twinaphex Date: Sat, 23 Jan 2016 04:53:20 +0100 Subject: [PATCH] (shader_glsl.c) Uniquely name functions --- gfx/drivers_shader/shader_glsl.c | 104 +++++++++++++++---------------- 1 file changed, 52 insertions(+), 52 deletions(-) diff --git a/gfx/drivers_shader/shader_glsl.c b/gfx/drivers_shader/shader_glsl.c index 9e4507d131..2c47098b52 100644 --- a/gfx/drivers_shader/shader_glsl.c +++ b/gfx/drivers_shader/shader_glsl.c @@ -227,7 +227,7 @@ static bool glsl_core; static unsigned glsl_major; static unsigned glsl_minor; -static GLint get_uniform(glsl_shader_data_t *glsl, +static GLint gl_glsl_get_uniform(glsl_shader_data_t *glsl, GLuint prog, const char *base) { unsigned i; @@ -250,7 +250,7 @@ static GLint get_uniform(glsl_shader_data_t *glsl, return -1; } -static GLint get_attrib(glsl_shader_data_t *glsl, +static GLint gl_glsl_get_attrib(glsl_shader_data_t *glsl, GLuint prog, const char *base) { unsigned i; @@ -273,7 +273,7 @@ static GLint get_attrib(glsl_shader_data_t *glsl, return -1; } -static void print_shader_log(GLuint obj) +static void gl_glsl_print_shader_log(GLuint obj) { char *info_log = NULL; GLint max_len, info_len = 0; @@ -295,7 +295,7 @@ static void print_shader_log(GLuint obj) free(info_log); } -static void print_linker_log(GLuint obj) +static void gl_glsl_print_linker_log(GLuint obj) { char *info_log = NULL; GLint max_len, info_len = 0; @@ -317,7 +317,7 @@ static void print_linker_log(GLuint obj) free(info_log); } -static bool compile_shader(glsl_shader_data_t *glsl, +static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl, GLuint shader, const char *define, const char *program) { @@ -359,19 +359,19 @@ static bool compile_shader(glsl_shader_data_t *glsl, glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &status); - print_shader_log(shader); + gl_glsl_print_shader_log(shader); return status == GL_TRUE; } -static bool link_program(GLuint prog) +static bool gl_glsl_link_program(GLuint prog) { GLint status; glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &status); - print_linker_log(prog); + gl_glsl_print_linker_log(prog); if (status != GL_TRUE) return false; @@ -380,7 +380,7 @@ static bool link_program(GLuint prog) return true; } -static GLuint compile_program(glsl_shader_data_t *glsl, +static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl, const char *vertex, const char *fragment, unsigned i) { @@ -392,7 +392,7 @@ static GLuint compile_program(glsl_shader_data_t *glsl, { RARCH_LOG("Found GLSL vertex shader.\n"); vert = glCreateShader(GL_VERTEX_SHADER); - if (!compile_shader( + if (!gl_glsl_compile_shader( glsl, vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex)) { @@ -407,7 +407,7 @@ static GLuint compile_program(glsl_shader_data_t *glsl, { RARCH_LOG("Found GLSL fragment shader.\n"); frag = glCreateShader(GL_FRAGMENT_SHADER); - if (!compile_shader(glsl, frag, + if (!gl_glsl_compile_shader(glsl, frag, "#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment)) { RARCH_ERR("Failed to compile fragment shader #%u\n", i); @@ -420,7 +420,7 @@ static GLuint compile_program(glsl_shader_data_t *glsl, if (vertex || fragment) { RARCH_LOG("Linking GLSL program.\n"); - if (!link_program(prog)) + if (!gl_glsl_link_program(prog)) { RARCH_ERR("Failed to link program #%u.\n", i); return 0; @@ -435,14 +435,14 @@ static GLuint compile_program(glsl_shader_data_t *glsl, glDeleteShader(frag); glUseProgram(prog); - glUniform1i(get_uniform(glsl, prog, "Texture"), 0); + glUniform1i(gl_glsl_get_uniform(glsl, prog, "Texture"), 0); glUseProgram(0); } return prog; } -static bool load_source_path(struct video_shader_pass *pass, +static bool gl_glsl_load_source_path(struct video_shader_pass *pass, const char *path) { ssize_t len; @@ -454,7 +454,7 @@ static bool load_source_path(struct video_shader_pass *pass, return pass->source.string.fragment && pass->source.string.vertex; } -static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog) +static bool gl_glsl_compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog) { unsigned i; @@ -469,7 +469,7 @@ static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog) * load the file here, and pretend * we were really using XML all along. */ - if (*pass->source.path && !load_source_path(pass, pass->source.path)) + if (*pass->source.path && !gl_glsl_load_source_path(pass, pass->source.path)) { RARCH_ERR("Failed to load GLSL shader: %s.\n", pass->source.path); return false; @@ -479,7 +479,7 @@ static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog) vertex = pass->source.string.vertex; fragment = pass->source.string.fragment; - gl_prog[i] = compile_program(glsl, vertex, fragment, i); + gl_prog[i] = gl_glsl_compile_program(glsl, vertex, fragment, i); if (!gl_prog[i]) { @@ -554,7 +554,7 @@ static void gl_glsl_set_attribs(glsl_shader_data_t *glsl, glBindBuffer(GL_ARRAY_BUFFER, 0); } -static void clear_uniforms_frame(struct shader_uniforms_frame *frame) +static void gl_glsl_clear_uniforms_frame(struct shader_uniforms_frame *frame) { frame->texture = -1; frame->texture_size = -1; @@ -562,7 +562,7 @@ static void clear_uniforms_frame(struct shader_uniforms_frame *frame) frame->tex_coord = -1; } -static void find_uniforms_frame(glsl_shader_data_t *glsl, +static void gl_glsl_find_uniforms_frame(glsl_shader_data_t *glsl, GLuint prog, struct shader_uniforms_frame *frame, const char *base) { @@ -577,16 +577,16 @@ static void find_uniforms_frame(glsl_shader_data_t *glsl, snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord"); if (frame->texture < 0) - frame->texture = get_uniform(glsl, prog, texture); + frame->texture = gl_glsl_get_uniform(glsl, prog, texture); if (frame->texture_size < 0) - frame->texture_size = get_uniform(glsl, prog, texture_size); + frame->texture_size = gl_glsl_get_uniform(glsl, prog, texture_size); if (frame->input_size < 0) - frame->input_size = get_uniform(glsl, prog, input_size); + frame->input_size = gl_glsl_get_uniform(glsl, prog, input_size); if (frame->tex_coord < 0) - frame->tex_coord = get_attrib(glsl, prog, tex_coord); + frame->tex_coord = gl_glsl_get_attrib(glsl, prog, tex_coord); } -static void find_uniforms(glsl_shader_data_t *glsl, +static void gl_glsl_find_uniforms(glsl_shader_data_t *glsl, unsigned pass, GLuint prog, struct shader_uniforms *uni) { @@ -595,52 +595,52 @@ static void find_uniforms(glsl_shader_data_t *glsl, glUseProgram(prog); - uni->mvp = get_uniform(glsl, prog, "MVPMatrix"); - uni->tex_coord = get_attrib(glsl, prog, "TexCoord"); - uni->vertex_coord = get_attrib(glsl, prog, "VertexCoord"); - uni->color = get_attrib(glsl, prog, "Color"); - uni->lut_tex_coord = get_attrib(glsl, prog, "LUTTexCoord"); + uni->mvp = gl_glsl_get_uniform(glsl, prog, "MVPMatrix"); + uni->tex_coord = gl_glsl_get_attrib(glsl, prog, "TexCoord"); + uni->vertex_coord = gl_glsl_get_attrib(glsl, prog, "VertexCoord"); + uni->color = gl_glsl_get_attrib(glsl, prog, "Color"); + uni->lut_tex_coord = gl_glsl_get_attrib(glsl, prog, "LUTTexCoord"); - uni->input_size = get_uniform(glsl, prog, "InputSize"); - uni->output_size = get_uniform(glsl, prog, "OutputSize"); - uni->texture_size = get_uniform(glsl, prog, "TextureSize"); + uni->input_size = gl_glsl_get_uniform(glsl, prog, "InputSize"); + uni->output_size = gl_glsl_get_uniform(glsl, prog, "OutputSize"); + uni->texture_size = gl_glsl_get_uniform(glsl, prog, "TextureSize"); - uni->frame_count = get_uniform(glsl, prog, "FrameCount"); - uni->frame_direction = get_uniform(glsl, prog, "FrameDirection"); + uni->frame_count = gl_glsl_get_uniform(glsl, prog, "FrameCount"); + uni->frame_direction = gl_glsl_get_uniform(glsl, prog, "FrameDirection"); for (i = 0; i < glsl->shader->luts; i++) uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id); - clear_uniforms_frame(&uni->orig); - find_uniforms_frame(glsl, prog, &uni->orig, "Orig"); - clear_uniforms_frame(&uni->feedback); - find_uniforms_frame(glsl, prog, &uni->feedback, "Feedback"); + gl_glsl_clear_uniforms_frame(&uni->orig); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, "Orig"); + gl_glsl_clear_uniforms_frame(&uni->feedback); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->feedback, "Feedback"); if (pass > 1) { snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass); - find_uniforms_frame(glsl, prog, &uni->orig, frame_base); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, frame_base); } for (i = 0; i + 1 < pass; i++) { snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1); - clear_uniforms_frame(&uni->pass[i]); - find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); + gl_glsl_clear_uniforms_frame(&uni->pass[i]); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1)); - find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); if (*glsl->shader->pass[i].alias) - find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->shader->pass[i].alias); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->shader->pass[i].alias); } - clear_uniforms_frame(&uni->prev[0]); - find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev"); + gl_glsl_clear_uniforms_frame(&uni->prev[0]); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev"); for (i = 1; i < PREV_TEXTURES; i++) { snprintf(frame_base, sizeof(frame_base), "Prev%u", i); - clear_uniforms_frame(&uni->prev[i]); - find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base); + gl_glsl_clear_uniforms_frame(&uni->prev[i]); + gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base); } glUseProgram(0); @@ -853,13 +853,13 @@ static void *gl_glsl_init(void *data, const char *path) } } - if (!(glsl->gl_program[0] = compile_program(glsl, stock_vertex, stock_fragment, 0))) + if (!(glsl->gl_program[0] = gl_glsl_compile_program(glsl, stock_vertex, stock_fragment, 0))) { RARCH_ERR("GLSL stock programs failed to compile.\n"); goto error; } - if (!compile_programs(glsl, &glsl->gl_program[1])) + if (!gl_glsl_compile_programs(glsl, &glsl->gl_program[1])) goto error; if (!gl_load_luts(glsl->shader, glsl->gl_teximage)) @@ -869,7 +869,7 @@ static void *gl_glsl_init(void *data, const char *path) } for (i = 0; i <= glsl->shader->passes; i++) - find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]); + gl_glsl_find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]); #ifdef GLSL_DEBUG if (!gl_check_error()) @@ -900,14 +900,14 @@ static void *gl_glsl_init(void *data, const char *path) if (glsl->shader->modern) { - glsl->gl_program[GL_SHADER_STOCK_BLEND] = compile_program( + glsl->gl_program[GL_SHADER_STOCK_BLEND] = gl_glsl_compile_program( glsl, glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend, glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND); - find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND], + gl_glsl_find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND], &glsl->gl_uniforms[GL_SHADER_STOCK_BLEND]); } else