use arrays

This commit is contained in:
2025-09-30 19:26:54 +02:00
parent e379df8665
commit 0119ed2fec
4 changed files with 56 additions and 46 deletions
+17 -18
View File
@@ -112,16 +112,16 @@ static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
}
static void init_input(ShaderProgram *program, ConfigFile config,
VideoCapture *inputs, unsigned int input_count) {
VideoCaptureArray inputs) {
unsigned int i;
unsigned tex_i;
char name[256];
for (i = 0; i < program->in_count; i++) {
if (i < input_count && !inputs[i].error) {
if (i < inputs.length && !inputs.values[i].error) {
sprintf(name, "IN_%d_OUT", i + 1);
tex_i = config_file_get_int(config, name, 0);
link_input_to_texture(program, &inputs[i], tex_i);
link_input_to_texture(program, &inputs.values[i], tex_i);
} else {
log_warn("Cannot link input %d", i + 1);
}
@@ -212,7 +212,7 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
return status_params == GL_TRUE;
}
static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
static void init_shaders(ShaderProgram *program, FileArray fragment_shaders) {
unsigned int i;
// compile vertex shader
@@ -223,9 +223,9 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
// compile fragment shaders
for (i = 0; i < program->frag_count; i++) {
program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
program->error |=
!compile_shader(program->fragment_shaders[i], fragment_shaders[i].path,
fragment_shaders[i].content);
program->error |= !compile_shader(program->fragment_shaders[i],
fragment_shaders.values[i].path,
fragment_shaders.values[i].content);
if (program->error) {
return;
@@ -348,11 +348,9 @@ static void init_programs(ShaderProgram *program, ConfigFile config) {
}
}
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile config,
SharedContext *context, VideoCapture *inputs,
unsigned int input_count,
unsigned int sub_variant_count,
unsigned int active_count, ShaderProgram *previous) {
ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config,
SharedContext *context, VideoCaptureArray inputs,
StateConfig state_config, ShaderProgram *previous) {
ShaderProgram program;
if (previous == NULL) {
@@ -367,8 +365,8 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile config,
config_file_get_int(config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count = config_file_get_int(config, "SUB_TYPE_COUNT", 0);
program.in_count = config_file_get_int(config, "IN_COUNT", 0);
program.sub_variant_count = sub_variant_count;
program.active_count = active_count;
program.sub_variant_count = state_config.state_max;
program.active_count = state_config.src_count;
if (program.frag_count > MAX_FRAG) {
log_error("FRAG_COUNT over %d", MAX_FRAG);
@@ -386,7 +384,7 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile config,
init_textures(&program, context);
init_input(&program, config, inputs, input_count);
init_input(&program, config, inputs);
init_framebuffers(&program, config);
@@ -405,12 +403,13 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile config,
return program;
}
void shaders_update(ShaderProgram program, File *fragment_shaders,
void shaders_update(ShaderProgram program, FileArray fragment_shaders,
unsigned int i) {
bool result;
result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
fragment_shaders[i].content);
result = compile_shader(program.fragment_shaders[i],
fragment_shaders.values[i].path,
fragment_shaders.values[i].content);
if (result) {
glLinkProgram(program.programs[i]);