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Use C99 bool internally in SDL
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parent
6501e90018
commit
8f546bb3c9
450 changed files with 6046 additions and 6033 deletions
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@ -55,7 +55,7 @@ struct GL_ShaderContext
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PFNGLUNIFORM3FARBPROC glUniform3fARB;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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SDL_bool GL_ARB_texture_rectangle_supported;
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bool GL_ARB_texture_rectangle_supported;
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GL_ShaderData shaders[NUM_SHADERS];
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const float *shader_params[NUM_SHADERS];
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@ -330,7 +330,7 @@ static const char *shader_source[NUM_SHADERS][2] = {
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/* *INDENT-ON* */ // clang-format on
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static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
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static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
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{
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GLint status;
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const char *sources[2];
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@ -342,7 +342,7 @@ static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const c
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ctx->glCompileShaderARB(shader);
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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if (status == 0) {
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SDL_bool isstack;
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bool isstack;
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GLint length;
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char *info;
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@ -357,13 +357,13 @@ static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const c
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#endif
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SDL_small_free(info, isstack);
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return SDL_FALSE;
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return false;
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} else {
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return SDL_TRUE;
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return true;
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}
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}
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static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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{
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const int num_tmus_bound = 4;
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const char *vert_defines = "";
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@ -372,7 +372,7 @@ static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_Shader
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GLint location;
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if (index == SHADER_NONE) {
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return SDL_TRUE;
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return true;
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}
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ctx->glGetError();
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@ -394,13 +394,13 @@ static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_Shader
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// Create the vertex shader
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data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
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return SDL_FALSE;
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return false;
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}
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// Create the fragment shader
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data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
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return SDL_FALSE;
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return false;
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}
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// ... and in the darkness bind them
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@ -433,7 +433,7 @@ static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
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GL_ShaderContext *GL_CreateShaderContext(void)
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{
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GL_ShaderContext *ctx;
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SDL_bool shaders_supported;
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bool shaders_supported;
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int i;
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ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
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@ -444,11 +444,11 @@ GL_ShaderContext *GL_CreateShaderContext(void)
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if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
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(SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
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SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
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ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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ctx->GL_ARB_texture_rectangle_supported = true;
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}
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// Check for shader support
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shaders_supported = SDL_FALSE;
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shaders_supported = false;
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if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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@ -483,7 +483,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
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ctx->glUniform1fARB &&
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ctx->glUniform3fARB &&
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ctx->glUseProgramObjectARB) {
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shaders_supported = SDL_TRUE;
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shaders_supported = true;
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}
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}
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