finish up GLSL conversion stuff and make some minor tweaks to shader parser
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@@ -971,8 +971,6 @@ static inline void ep_write_param(struct dstr *shader, struct ep_param *param,
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struct dstr new;
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dstr_init_copy(&new, param->name);
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darray_push_back(sizeof(struct dstr), used_params, &new);
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dstr_cat(shader, "uniform ");
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}
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dstr_cat(shader, param->type);
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@@ -304,8 +304,7 @@ error:
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static inline int sp_check_for_keyword(struct shader_parser *sp,
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const char *keyword, bool *val)
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{
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bool new_val;
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new_val = token_is(&sp->cfp, keyword);
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bool new_val = token_is(&sp->cfp, keyword);
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if (new_val) {
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if (!next_valid_token(&sp->cfp))
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return PARSE_EOF;
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@@ -325,7 +324,7 @@ static inline int sp_parse_func_param(struct shader_parser *sp,
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struct shader_func *func, struct shader_var *var)
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{
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int errcode;
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bool is_uniform;
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bool is_uniform = false;
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if (!next_valid_token(&sp->cfp))
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return PARSE_EOF;
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@@ -418,7 +417,7 @@ static void sp_parse_function(struct shader_parser *sp, char *type, char *name)
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if (errorcode != PARSE_SUCCESS)
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goto error;
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func.return_mapping = mapping;
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func.mapping = mapping;
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if (!next_valid_token(&sp->cfp))
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goto error;
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@@ -141,10 +141,10 @@ static inline void shader_struct_free(struct shader_struct *ss)
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struct shader_func {
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char *name;
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char *return_type;
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char *return_mapping;
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char *mapping;
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DARRAY(struct shader_var) params;
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const struct cf_token *start, *end;
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struct cf_token *start, *end;
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};
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static inline void shader_func_init(struct shader_func *sf,
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@@ -153,7 +153,7 @@ static inline void shader_func_init(struct shader_func *sf,
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da_init(sf->params);
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sf->return_type = return_type;
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sf->return_mapping = NULL;
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sf->mapping = NULL;
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sf->name = name;
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sf->start = NULL;
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sf->end = NULL;
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@@ -168,7 +168,7 @@ static inline void shader_func_free(struct shader_func *sf)
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bfree(sf->name);
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bfree(sf->return_type);
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bfree(sf->return_mapping);
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bfree(sf->mapping);
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da_free(sf->params);
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}
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