Many warning fixes
This commit is contained in:
@@ -303,27 +303,27 @@ OpenGLRenderer::find_uniforms(struct glsl_shader *glsl, int num_pass)
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u->orig.texture_size = get_uniform(p, "OrigTextureSize");
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for (i = 0; i < glsl->num_passes; ++i) {
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sprintf(s, "Pass%dTexture", (i + 1));
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snprintf(s, sizeof(s) -1, "Pass%dTexture", (i + 1));
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u->pass[i].texture = get_uniform(p, s);
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sprintf(s, "Pass%dInputSize", (i + 1));
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snprintf(s, sizeof(s) -1, "Pass%dInputSize", (i + 1));
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u->pass[i].input_size = get_uniform(p, s);
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sprintf(s, "Pass%dTextureSize", (i + 1));
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snprintf(s, sizeof(s) -1, "Pass%dTextureSize", (i + 1));
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u->pass[i].texture_size = get_uniform(p, s);
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sprintf(s, "PassPrev%dTexture", num_pass - i);
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snprintf(s, sizeof(s) -1, "PassPrev%dTexture", num_pass - i);
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u->prev_pass[i].texture = get_uniform(p, s);
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sprintf(s, "PassPrev%dInputSize", num_pass - i);
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snprintf(s, sizeof(s) -1, "PassPrev%dInputSize", num_pass - i);
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u->prev_pass[i].input_size = get_uniform(p, s);
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sprintf(s, "PassPrev%dTextureSize", num_pass - i);
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snprintf(s, sizeof(s) -1, "PassPrev%dTextureSize", num_pass - i);
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u->prev_pass[i].texture_size = get_uniform(p, s);
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}
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u->prev[0].texture = get_uniform(p, "PrevTexture");
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u->prev[0].tex_coord = get_attrib(p, "PrevTexCoord");
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for (i = 1; i < MAX_PREV; ++i) {
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sprintf(s, "Prev%dTexture", i);
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snprintf(s, sizeof(s) -1, "Prev%dTexture", i);
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u->prev[i].texture = get_uniform(p, s);
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sprintf(s, "Prev%dTexCoord", i);
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snprintf(s, sizeof(s) -1, "Prev%dTexCoord", i);
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u->prev[i].tex_coord = get_attrib(p, s);
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}
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for (i = 0; i < MAX_PREV; ++i)
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@@ -434,23 +434,21 @@ OpenGLRenderer::delete_prev(struct shader_prev *prev)
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void
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OpenGLRenderer::delete_shader(struct glsl_shader *glsl)
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{
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int i;
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for (i = 0; i < glsl->num_passes; ++i)
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for (int i = 0; i < glsl->num_passes; ++i)
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delete_pass(&glsl->passes[i]);
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if (glsl->has_prev) {
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delete_pass(&glsl->prev_scene);
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for (i = 0; i < MAX_PREV; ++i)
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for (int i = 0; i < MAX_PREV; ++i)
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delete_prev(&glsl->prev[i]);
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}
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for (i = 0; i < glsl->num_lut_textures; ++i)
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for (int i = 0; i < glsl->num_lut_textures; ++i)
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delete_texture(&glsl->lut_textures[i].texture);
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}
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void
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OpenGLRenderer::delete_glsl(glsl_t *glsl)
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{
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int i;
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for (i = 0; i < glsl->num_shaders; ++i)
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for (int i = 0; i < glsl->num_shaders; ++i)
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delete_shader(&glsl->shaders[i]);
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delete_pass(&glsl->scene);
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delete_pass(&glsl->fs_color);
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@@ -622,7 +620,6 @@ load_texture(const char *f, struct shader_texture *tex)
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glsl_t *
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OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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{
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int i, j;
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glslp_t *p = glslp_parse(f);
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if (p) {
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@@ -639,10 +636,10 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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gshader->num_lut_textures = p->num_textures;
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for (i = 0; i < p->num_textures; ++i) {
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for (int i = 0; i < p->num_textures; ++i) {
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struct texture *texture = &p->textures[i];
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sprintf(file, "%s%s", path, texture->path);
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snprintf(file, sizeof(file) - 1, "%s%s", path, texture->path);
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struct shader_lut_texture *tex = &gshader->lut_textures[i];
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strcpy(tex->name, texture->name);
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@@ -681,18 +678,18 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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gshader->input_filter_linear = p->input_filter_linear;
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gshader->num_parameters = p->num_parameters;
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for (j = 0; j < gshader->num_parameters; ++j)
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for (int j = 0; j < gshader->num_parameters; ++j)
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memcpy(&gshader->parameters[j], &p->parameters[j], sizeof(struct shader_parameter));
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gshader->num_passes = p->num_shaders;
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for (i = 0; i < p->num_shaders; ++i) {
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for (int i = 0; i < p->num_shaders; ++i) {
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struct shader *shader = &p->shaders[i];
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struct shader_pass *pass = &gshader->passes[i];
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strcpy(pass->alias, shader->alias);
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if (!strlen(pass->alias))
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sprintf(pass->alias, "Pass %u", (i + 1));
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snprintf(pass->alias, sizeof(pass->alias) - 1, "Pass %u", (i + 1));
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ogl3_log("Creating pass %u (%s)\n", (i + 1), pass->alias);
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ogl3_log("Loading shader %s...\n", shader->shader_fn);
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@@ -726,7 +723,7 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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if (num_shader == glsl->num_shaders - 1) {
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pass->fbo.id = -1;
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for (j = 0; j < 2; ++j) {
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for (uint8_t j = 0; j < 2; ++j) {
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if (pass->scale.mode[j] != SCALE_SOURCE || pass->scale.value[j] != 1) {
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setup_fbo(shader, &pass->fbo);
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break;
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@@ -755,7 +752,7 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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if (gshader->has_prev) {
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struct shader scene_shader_conf;
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memset(&scene_shader_conf, 0, sizeof(struct shader));
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for (i = 0; i < MAX_PREV; ++i) {
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for (int i = 0; i < MAX_PREV; ++i) {
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setup_fbo(&scene_shader_conf, &gshader->prev[i].fbo);
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}
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}
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@@ -772,7 +769,6 @@ OpenGLRenderer::load_glslp(glsl_t *glsl, int num_shader, const char *f)
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glsl_t *
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OpenGLRenderer::load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
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{
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int i;
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glsl_t *glsl;
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glsl = (glsl_t *) malloc(sizeof(glsl_t));
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@@ -780,7 +776,7 @@ OpenGLRenderer::load_shaders(int num, char shaders[MAX_USER_SHADERS][512])
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glsl->num_shaders = num;
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int failed = 0;
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for (i = num - 1; i >= 0; --i) {
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for (int i = num - 1; i >= 0; --i) {
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const char *f = shaders[i];
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if (f && strlen(f)) {
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if (!load_glslp(glsl, i, f)) {
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@@ -800,13 +796,12 @@ void
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OpenGLRenderer::read_shader_config()
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{
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char s[512];
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int i, j;
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for (i = 0; i < active_shader->num_shaders; ++i) {
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for (int i = 0; i < active_shader->num_shaders; ++i) {
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struct glsl_shader *shader = &active_shader->shaders[i];
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char *name = shader->name;
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sprintf(s, "GL3 Shaders - %s", name);
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snprintf(s, sizeof(s) -1, "GL3 Shaders - %s", name);
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// shader->shader_refresh_rate = config_get_float(CFG_MACHINE, s, "shader_refresh_rate", -1);
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for (j = 0; j < shader->num_parameters; ++j) {
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for (int j = 0; j < shader->num_parameters; ++j) {
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struct shader_parameter *param = &shader->parameters[j];
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param->value = config_get_double(s, param->id, param->default_value);
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}
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@@ -1233,7 +1228,6 @@ OpenGLRenderer::resizeEvent(QResizeEvent *event)
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void
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OpenGLRenderer::render_pass(struct render_data *data)
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{
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int i;
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GLuint texture_unit = 0;
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// ogl3_log("pass %d: %gx%g, %gx%g -> %gx%g, %gx%g, %gx%g\n", num_pass, pass->state.input_size[0],
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@@ -1278,7 +1272,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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if (data->shader) {
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/* parameters */
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for (i = 0; i < data->shader->num_parameters; ++i)
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for (int i = 0; i < data->shader->num_parameters; ++i)
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if (u->parameters[i] >= 0)
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glw.glUniform1f(u->parameters[i], data->shader->parameters[i].value);
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@@ -1296,7 +1290,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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if (u->orig.texture_size >= 0)
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glw.glUniform2fv(u->orig.texture_size, 1, orig->state.input_texture_size);
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for (i = 0; i < data->pass; ++i) {
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for (int i = 0; i < data->pass; ++i) {
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if (u->pass[i].texture >= 0) {
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glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
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glw.glBindTexture(GL_TEXTURE_2D, passes[i].fbo.texture.id);
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@@ -1323,7 +1317,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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if (data->shader->has_prev) {
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/* loop through each previous frame */
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for (i = 0; i < MAX_PREV; ++i) {
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for (int i = 0; i < MAX_PREV; ++i) {
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if (u->prev[i].texture >= 0) {
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glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
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glw.glBindTexture(GL_TEXTURE_2D, data->shader->prev[i].fbo.texture.id);
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@@ -1340,7 +1334,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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}
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}
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for (i = 0; i < data->shader->num_lut_textures; ++i) {
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for (int i = 0; i < data->shader->num_lut_textures; ++i) {
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if (u->lut_textures[i] >= 0) {
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glw.glActiveTexture(GL_TEXTURE0 + texture_unit);
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glw.glBindTexture(GL_TEXTURE_2D, data->shader->lut_textures[i].texture.id);
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@@ -1364,7 +1358,7 @@ OpenGLRenderer::render_pass(struct render_data *data)
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glw.glDisableVertexAttribArray(data->shader_pass->uniforms.color);
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if (data->shader && data->shader->has_prev) {
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for (i = 0; i < MAX_PREV; ++i) {
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for (int i = 0; i < MAX_PREV; ++i) {
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if (u->prev[i].tex_coord >= 0)
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glw.glDisableVertexAttribArray(u->prev[i].tex_coord);
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}
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@@ -1401,10 +1395,11 @@ OpenGLRenderer::render()
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if (notReady())
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return;
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int s, i, j;
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struct {
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uint32_t x, y, w, h;
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uint32_t x;
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uint32_t y;
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uint32_t w;
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uint32_t h;
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} window_rect;
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window_rect.x = destination.x();
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@@ -1434,7 +1429,10 @@ OpenGLRenderer::render()
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struct shader_pass *pass = &active_shader->scene;
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struct {
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uint32_t x, y, w, h;
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uint32_t x;
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uint32_t y;
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uint32_t w;
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uint32_t h;
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} rect;
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rect.x = 0;
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rect.y = 0;
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@@ -1496,20 +1494,20 @@ OpenGLRenderer::render()
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struct shader_pass *orig = &active_shader->scene;
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struct shader_pass *input = &active_shader->scene;
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for (s = 0; s < active_shader->num_shaders; ++s) {
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for (int s = 0; s < active_shader->num_shaders; ++s) {
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struct glsl_shader *shader = &active_shader->shaders[s];
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int frame_count = frameCounter;
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/* loop through each pass */
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for (i = 0; i < shader->num_passes; ++i) {
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for (int i = 0; i < shader->num_passes; ++i) {
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bool resetFiltering = false;
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struct shader_pass *pass = &shader->passes[i];
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memcpy(pass->state.input_size, input->state.output_size, 2 * sizeof(GLfloat));
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memcpy(pass->state.input_texture_size, input->state.output_texture_size, 2 * sizeof(GLfloat));
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for (j = 0; j < 2; ++j) {
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for (uint8_t j = 0; j < 2; ++j) {
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if (pass->scale.mode[j] == SCALE_VIEWPORT)
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pass->state.output_size[j] = orig_output_size[j] * pass->scale.value[j];
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else if (pass->scale.mode[j] == SCALE_ABSOLUTE)
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@@ -1640,7 +1638,7 @@ OpenGLRenderer::render()
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memcpy(pass->state.input_size, input->state.output_size, 2 * sizeof(GLfloat));
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memcpy(pass->state.input_texture_size, input->state.output_texture_size, 2 * sizeof(GLfloat));
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for (j = 0; j < 2; ++j) {
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for (uint8_t j = 0; j < 2; ++j) {
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if (pass->scale.mode[j] == SCALE_VIEWPORT)
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pass->state.output_size[j] = orig_output_size[j] * pass->scale.value[j];
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else if (pass->scale.mode[j] == SCALE_ABSOLUTE)
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