(Shaders) Refactors

This commit is contained in:
twinaphex 2016-04-13 19:58:40 +02:00
parent 29495d4973
commit f28c0475b5
2 changed files with 16 additions and 14 deletions

View File

@ -609,7 +609,7 @@ static void gl_cg_deinit(void *data)
listing_##type = strdup(list); \
}
static bool gl_cg_load_program(void *data, unsigned idx,
static bool gl_cg_compile_program(void *data, unsigned idx,
const char *prog, bool path_is_file)
{
const char *argv[2 + GFX_MAX_SHADERS];
@ -722,7 +722,7 @@ static void gl_cg_set_program_base_attrib(void *data, unsigned i)
static bool gl_cg_load_stock(void *data)
{
if (!gl_cg_load_program(data, 0, stock_cg_gl_program, false))
if (!gl_cg_compile_program(data, 0, stock_cg_gl_program, false))
{
RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
@ -750,7 +750,7 @@ static bool gl_cg_load_plain(void *data, const char *path)
RARCH_LOG("Loading Cg file: %s\n", path);
strlcpy(cg_data->shader->pass[0].source.path, path,
sizeof(cg_data->shader->pass[0].source.path));
if (!gl_cg_load_program(data, 1, path, true))
if (!gl_cg_compile_program(data, 1, path, true))
return false;
}
else
@ -834,7 +834,7 @@ static bool gl_cg_load_shader(void *data, unsigned i)
RARCH_LOG("Loading Cg shader: \"%s\".\n",
cg_data->shader->pass[i].source.path);
if (!gl_cg_load_program(data, i + 1,
if (!gl_cg_compile_program(cg_data, i + 1,
cg_data->shader->pass[i].source.path, true))
return false;

View File

@ -420,8 +420,9 @@ static bool gl_glsl_link_program(GLuint prog)
}
static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
unsigned idx,
const char *vertex,
const char *fragment, unsigned i)
const char *fragment)
{
GLuint vert = 0;
GLuint frag = 0;
@ -438,7 +439,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
glsl,
vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
{
RARCH_ERR("Failed to compile vertex shader #%u\n", i);
RARCH_ERR("Failed to compile vertex shader #%u\n", idx);
goto error;
}
@ -452,7 +453,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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);
RARCH_ERR("Failed to compile fragment shader #%u\n", idx);
goto error;
}
@ -481,7 +482,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
return prog;
error:
RARCH_ERR("Failed to link program #%u.\n", i);
RARCH_ERR("Failed to link program #%u.\n", idx);
return 0;
}
@ -543,7 +544,7 @@ static bool gl_glsl_compile_programs(
vertex = pass->source.string.vertex;
fragment = pass->source.string.fragment;
gl_prog[i] = gl_glsl_compile_program(glsl, vertex, fragment, i);
gl_prog[i] = gl_glsl_compile_program(glsl, i, vertex, fragment);
if (!gl_prog[i])
{
@ -917,7 +918,7 @@ static void *gl_glsl_init(void *data, const char *path)
}
}
if (!(glsl->gl_program[0] = gl_glsl_compile_program(glsl, stock_vertex, stock_fragment, 0)))
if (!(glsl->gl_program[0] = gl_glsl_compile_program(glsl, 0, stock_vertex, stock_fragment)))
{
RARCH_ERR("GLSL stock programs failed to compile.\n");
goto error;
@ -971,11 +972,12 @@ static void *gl_glsl_init(void *data, const char *path)
{
glsl->gl_program[GL_SHADER_STOCK_BLEND] = gl_glsl_compile_program(
glsl,
GL_SHADER_STOCK_BLEND,
glsl_core ?
stock_vertex_core_blend : stock_vertex_modern_blend,
glsl_core ?
stock_fragment_core_blend : stock_fragment_modern_blend,
GL_SHADER_STOCK_BLEND);
stock_fragment_core_blend : stock_fragment_modern_blend
);
gl_glsl_find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND],
&glsl->uniforms[GL_SHADER_STOCK_BLEND]);
}
@ -987,9 +989,9 @@ static void *gl_glsl_init(void *data, const char *path)
glsl->gl_program[GL_SHADER_STOCK_XMB] = gl_glsl_compile_program(
glsl,
GL_SHADER_STOCK_XMB,
stock_vertex_xmb,
stock_fragment_xmb,
GL_SHADER_STOCK_XMB);
stock_fragment_xmb);
gl_glsl_reset_attrib(glsl);