(API Change) Improve graphics API consistency
Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
This commit is contained in:
@@ -38,9 +38,9 @@ void gs_vertex_shader::GetBuffersExpected(
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}
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}
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gs_vertex_shader::gs_vertex_shader(device_t device, const char *file,
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gs_vertex_shader::gs_vertex_shader(gs_device_t device, const char *file,
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const char *shaderString)
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: gs_shader (device, SHADER_VERTEX),
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: gs_shader (device, GS_SHADER_VERTEX),
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hasNormals (false),
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hasColors (false),
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hasTangents (false),
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@@ -72,13 +72,13 @@ gs_vertex_shader::gs_vertex_shader(device_t device, const char *file,
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if (FAILED(hr))
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throw HRError("Failed to create input layout", hr);
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viewProj = shader_getparambyname(this, "ViewProj");
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world = shader_getparambyname(this, "World");
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viewProj = gs_shader_get_param_by_name(this, "ViewProj");
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world = gs_shader_get_param_by_name(this, "World");
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}
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gs_pixel_shader::gs_pixel_shader(device_t device, const char *file,
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gs_pixel_shader::gs_pixel_shader(gs_device_t device, const char *file,
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const char *shaderString)
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: gs_shader(device, SHADER_PIXEL)
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: gs_shader(device, GS_SHADER_PIXEL)
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{
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ShaderProcessor processor(device);
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ComPtr<ID3D10Blob> shaderBlob;
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@@ -125,17 +125,17 @@ gs_pixel_shader::gs_pixel_shader(device_t device, const char *file,
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void gs_shader::BuildConstantBuffer()
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{
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for (size_t i = 0; i < params.size(); i++) {
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shader_param ¶m = params[i];
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gs_shader_param ¶m = params[i];
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size_t size = 0;
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switch (param.type) {
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case SHADER_PARAM_BOOL:
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case SHADER_PARAM_INT:
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case SHADER_PARAM_FLOAT: size = sizeof(float); break;
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case SHADER_PARAM_VEC2: size = sizeof(vec2); break;
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case SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
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case SHADER_PARAM_VEC4: size = sizeof(vec4); break;
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case SHADER_PARAM_MATRIX4X4: size = sizeof(float)*4*4;
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case GS_SHADER_PARAM_BOOL:
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case GS_SHADER_PARAM_INT:
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case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
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case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
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case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
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case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
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case GS_SHADER_PARAM_MATRIX4X4: size = sizeof(float)*4*4;
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}
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/* checks to see if this constant needs to start at a new
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@@ -168,7 +168,7 @@ void gs_shader::BuildConstantBuffer()
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}
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for (size_t i = 0; i < params.size(); i++)
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shader_setdefault(¶ms[i]);
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gs_shader_set_default(¶ms[i]);
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}
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void gs_shader::Compile(const char *shaderString, const char *file,
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@@ -193,9 +193,9 @@ void gs_shader::Compile(const char *shaderString, const char *file,
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}
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inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
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shader_param ¶m, bool &upload)
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gs_shader_param ¶m, bool &upload)
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{
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if (param.type != SHADER_PARAM_TEXTURE) {
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if (param.type != GS_SHADER_PARAM_TEXTURE) {
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if (!param.curValue.size())
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throw "Not all shader parameters were set";
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@@ -216,9 +216,9 @@ inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
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upload = true;
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param.changed = false;
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}
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} else if (param.curValue.size() == sizeof(texture_t)) {
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texture_t tex;
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memcpy(&tex, param.curValue.data(), sizeof(texture_t));
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} else if (param.curValue.size() == sizeof(gs_texture_t)) {
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gs_texture_t tex;
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memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t));
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device_load_texture(device, tex, param.textureID);
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}
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}
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@@ -250,25 +250,25 @@ void gs_shader::UploadParams()
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}
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}
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void shader_destroy(shader_t shader)
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void gs_shader_destroy(gs_shader_t shader)
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{
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delete shader;
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}
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int shader_numparams(shader_t shader)
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int gs_shader_get_num_params(gs_shader_t shader)
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{
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return (int)shader->params.size();
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}
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sparam_t shader_getparambyidx(shader_t shader, uint32_t param)
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gs_sparam_t gs_shader_get_param_by_idx(gs_shader_t shader, uint32_t param)
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{
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return &shader->params[param];
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}
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sparam_t shader_getparambyname(shader_t shader, const char *name)
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gs_sparam_t gs_shader_get_param_by_name(gs_shader_t shader, const char *name)
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{
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for (size_t i = 0; i < shader->params.size(); i++) {
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shader_param ¶m = shader->params[i];
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gs_shader_param ¶m = shader->params[i];
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if (strcmp(param.name.c_str(), name) == 0)
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return ¶m;
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}
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@@ -276,23 +276,24 @@ sparam_t shader_getparambyname(shader_t shader, const char *name)
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return NULL;
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}
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sparam_t shader_getviewprojmatrix(shader_t shader)
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gs_sparam_t gs_shader_get_viewproj_matrix(gs_shader_t shader)
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{
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if (shader->type != SHADER_VERTEX)
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if (shader->type != GS_SHADER_VERTEX)
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return NULL;
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return static_cast<gs_vertex_shader*>(shader)->viewProj;
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}
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sparam_t shader_getworldmatrix(shader_t shader)
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gs_sparam_t gs_shader_get_world_matrix(gs_shader_t shader)
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{
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if (shader->type != SHADER_VERTEX)
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if (shader->type != GS_SHADER_VERTEX)
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return NULL;
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return static_cast<gs_vertex_shader*>(shader)->world;
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}
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void shader_getparaminfo(sparam_t param, struct shader_param_info *info)
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void gs_shader_get_param_info(gs_sparam_t param,
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struct gs_shader_param_info *info)
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{
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if (!param)
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return;
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@@ -301,8 +302,8 @@ void shader_getparaminfo(sparam_t param, struct shader_param_info *info)
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info->type = param->type;
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}
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static inline void shader_setval_inline(shader_param *param, const void *data,
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size_t size)
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static inline void shader_setval_inline(gs_shader_param *param,
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const void *data, size_t size)
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{
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assert(param);
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if (!param)
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@@ -318,59 +319,59 @@ static inline void shader_setval_inline(shader_param *param, const void *data,
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}
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}
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void shader_setbool(sparam_t param, bool val)
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void gs_shader_set_bool(gs_sparam_t param, bool val)
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{
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shader_setval_inline(param, &val, sizeof(bool));
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}
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void shader_setfloat(sparam_t param, float val)
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void gs_shader_set_float(gs_sparam_t param, float val)
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{
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shader_setval_inline(param, &val, sizeof(float));
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}
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void shader_setint(sparam_t param, int val)
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void gs_shader_set_int(gs_sparam_t param, int val)
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{
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shader_setval_inline(param, &val, sizeof(int));
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}
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void shader_setmatrix3(sparam_t param, const struct matrix3 *val)
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void gs_shader_setmatrix3(gs_sparam_t param, const struct matrix3 *val)
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{
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struct matrix4 mat;
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matrix4_from_matrix3(&mat, val);
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shader_setval_inline(param, &mat, sizeof(matrix4));
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}
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void shader_setmatrix4(sparam_t param, const struct matrix4 *val)
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void gs_shader_set_matrix4(gs_sparam_t param, const struct matrix4 *val)
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{
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shader_setval_inline(param, val, sizeof(matrix4));
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}
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void shader_setvec2(sparam_t param, const struct vec2 *val)
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void gs_shader_set_vec2(gs_sparam_t param, const struct vec2 *val)
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{
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shader_setval_inline(param, val, sizeof(vec2));
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}
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void shader_setvec3(sparam_t param, const struct vec3 *val)
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void gs_shader_set_vec3(gs_sparam_t param, const struct vec3 *val)
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{
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shader_setval_inline(param, val, sizeof(float) * 3);
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}
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void shader_setvec4(sparam_t param, const struct vec4 *val)
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void gs_shader_set_vec4(gs_sparam_t param, const struct vec4 *val)
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{
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shader_setval_inline(param, val, sizeof(vec4));
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}
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void shader_settexture(sparam_t param, texture_t val)
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void gs_shader_set_texture(gs_sparam_t param, gs_texture_t val)
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{
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shader_setval_inline(param, &val, sizeof(texture_t));
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shader_setval_inline(param, &val, sizeof(gs_texture_t));
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}
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void shader_setval(sparam_t param, const void *val, size_t size)
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void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
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{
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shader_setval_inline(param, val, size);
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}
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void shader_setdefault(sparam_t param)
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void gs_shader_set_default(gs_sparam_t param)
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{
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if (param->defaultValue.size())
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shader_setval_inline(param, param->defaultValue.data(),
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