Remove 'shader' param from shader param functions
This commit is contained in:
@@ -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(this, ¶ms[i]);
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shader_setdefault(¶ms[i]);
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}
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void gs_shader::Compile(const char *shaderString, const char *file,
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@@ -276,16 +276,6 @@ sparam_t shader_getparambyname(shader_t shader, const char *name)
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return NULL;
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}
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void shader_getparaminfo(shader_t shader, sparam_t param,
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struct shader_param_info *info)
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{
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if (!param || !shader)
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return;
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info->name = param->name.c_str();
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info->type = param->type;
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}
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sparam_t shader_getviewprojmatrix(shader_t shader)
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{
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if (shader->type != SHADER_VERTEX)
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@@ -302,8 +292,17 @@ sparam_t shader_getworldmatrix(shader_t shader)
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return static_cast<gs_vertex_shader*>(shader)->world;
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}
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static inline void shader_setval_inline(gs_shader *shader, shader_param *param,
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const void *data, size_t size)
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void shader_getparaminfo(sparam_t param, struct shader_param_info *info)
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{
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if (!param)
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return;
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info->name = param->name.c_str();
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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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{
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assert(param);
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if (!param)
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@@ -319,64 +318,61 @@ static inline void shader_setval_inline(gs_shader *shader, shader_param *param,
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}
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}
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void shader_setbool(shader_t shader, sparam_t param, bool val)
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void shader_setbool(sparam_t param, bool val)
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{
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shader_setval_inline(shader, param, &val, sizeof(bool));
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shader_setval_inline(param, &val, sizeof(bool));
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}
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void shader_setfloat(shader_t shader, sparam_t param, float val)
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void shader_setfloat(sparam_t param, float val)
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{
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shader_setval_inline(shader, param, &val, sizeof(float));
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shader_setval_inline(param, &val, sizeof(float));
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}
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void shader_setint(shader_t shader, sparam_t param, int val)
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void shader_setint(sparam_t param, int val)
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{
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shader_setval_inline(shader, param, &val, sizeof(int));
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shader_setval_inline(param, &val, sizeof(int));
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}
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void shader_setmatrix3(shader_t shader, sparam_t param,
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const struct matrix3 *val)
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void shader_setmatrix3(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(shader, param, &mat, sizeof(matrix4));
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shader_setval_inline(param, &mat, sizeof(matrix4));
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}
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void shader_setmatrix4(shader_t shader, sparam_t param,
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const struct matrix4 *val)
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void shader_setmatrix4(sparam_t param, const struct matrix4 *val)
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{
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shader_setval_inline(shader, param, val, sizeof(matrix4));
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shader_setval_inline(param, val, sizeof(matrix4));
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}
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void shader_setvec2(shader_t shader, sparam_t param, const struct vec2 *val)
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void shader_setvec2(sparam_t param, const struct vec2 *val)
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{
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shader_setval_inline(shader, param, val, sizeof(vec2));
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shader_setval_inline(param, val, sizeof(vec2));
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}
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void shader_setvec3(shader_t shader, sparam_t param, const struct vec3 *val)
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void shader_setvec3(sparam_t param, const struct vec3 *val)
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{
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shader_setval_inline(shader, param, val, sizeof(float) * 3);
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shader_setval_inline(param, val, sizeof(float) * 3);
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}
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void shader_setvec4(shader_t shader, sparam_t param, const struct vec4 *val)
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void shader_setvec4(sparam_t param, const struct vec4 *val)
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{
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shader_setval_inline(shader, param, val, sizeof(vec4));
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shader_setval_inline(param, val, sizeof(vec4));
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}
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void shader_settexture(shader_t shader, sparam_t param, texture_t val)
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void shader_settexture(sparam_t param, texture_t val)
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{
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shader_setval_inline(shader, param, &val, sizeof(texture_t));
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shader_setval_inline(param, &val, sizeof(texture_t));
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}
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void shader_setval(shader_t shader, sparam_t param, const void *val,
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size_t size)
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void shader_setval(sparam_t param, const void *val, size_t size)
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{
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shader_setval_inline(shader, param, val, size);
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shader_setval_inline(param, val, size);
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}
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void shader_setdefault(shader_t shader, sparam_t param)
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void shader_setdefault(sparam_t param)
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{
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if (param->defaultValue.size())
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shader_setval_inline(shader, param, param->defaultValue.data(),
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shader_setval_inline(param, param->defaultValue.data(),
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param->defaultValue.size());
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}
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@@ -379,7 +379,7 @@ void gs_device::UpdateViewProjMatrix()
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matrix4_transpose(&curViewProjMatrix, &curViewProjMatrix);
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if (curVertexShader->viewProj)
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shader_setmatrix4(curVertexShader, curVertexShader->viewProj,
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shader_setmatrix4(curVertexShader->viewProj,
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&curViewProjMatrix);
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}
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