refactor: pass structs as pointers except for background things

This commit is contained in:
2025-11-08 19:24:14 +01:00
parent 92f010ca70
commit 3b7a550b6a
23 changed files with 418 additions and 450 deletions
+84 -82
View File
@@ -112,24 +112,24 @@ static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
log_info("Texture %d linked to %s", texture_index, input->name);
}
static void init_input(ShaderProgram *program, ConfigFile config,
VideoCaptureArray inputs) {
static void init_input(ShaderProgram *program, ConfigFile *config,
VideoCaptureArray *inputs) {
unsigned int i;
unsigned tex_i;
char name[STR_LEN];
for (i = 0; i < program->in_count; i++) {
if (i < inputs.length && !inputs.values[i].error) {
if (i < inputs->length && !inputs->values[i].error) {
snprintf(name, STR_LEN, "IN_%d_OUT", i + 1);
tex_i = config_file_get_int(config, name, 0);
link_input_to_texture(program, &inputs.values[i], tex_i);
link_input_to_texture(program, &inputs->values[i], tex_i);
} else {
log_warn("Cannot link input %d", i + 1);
}
}
}
static void init_framebuffers(ShaderProgram *program, ConfigFile config) {
static void init_framebuffers(ShaderProgram *program, ConfigFile *config) {
unsigned int i;
unsigned tex_i;
char name[STR_LEN];
@@ -235,7 +235,7 @@ static void init_shaders(ShaderProgram *program, Project *project) {
}
static void init_single_program(ShaderProgram *program, unsigned int i,
ConfigFile config, StateConfig state_config) {
ConfigFile *config, StateConfig *state_config) {
unsigned int j, k, index1, index2;
char name[STR_LEN];
char *prefix;
@@ -334,10 +334,10 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
if (program->midi_lengths.length == 0) {
index1 = 0;
for (j = 0; j < state_config.midi_active_counts.length; j++) {
for (k = 0; k < state_config.midi_active_counts.values[j]; k++) {
for (j = 0; j < state_config->midi_active_counts.length; j++) {
for (k = 0; k < state_config->midi_active_counts.values[j]; k++) {
program->midi_lengths.values[index1++] =
state_config.midi_counts.values[j];
state_config->midi_counts.values[j];
}
}
program->midi_lengths.length = index1;
@@ -345,8 +345,8 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi");
index2 = 0;
for (j = 0; j < state_config.midi_active_counts.length; j++) {
for (k = 0; k < state_config.midi_active_counts.values[j]; k++) {
for (j = 0; j < state_config->midi_active_counts.length; j++) {
for (k = 0; k < state_config->midi_active_counts.values[j]; k++) {
snprintf(name, STR_LEN, "%s%d_%d", prefix, j + 1, k + 1);
program->imidi_locations[i * program->midi_lengths.length + index2++] =
glGetUniformLocation(program->programs[i], name);
@@ -368,8 +368,8 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
log_info("Program %d initialized", i + 1);
}
static void init_programs(ShaderProgram *program, ConfigFile config,
StateConfig state_config) {
static void init_programs(ShaderProgram *program, ConfigFile *config,
StateConfig *state_config) {
unsigned int i;
for (i = 0; i < program->frag_count; i++) {
@@ -378,21 +378,21 @@ static void init_programs(ShaderProgram *program, ConfigFile config,
}
void shaders_init(ShaderProgram *program, Project *project,
SharedContext *context, VideoCaptureArray inputs,
SharedContext *context, VideoCaptureArray *inputs,
bool rebind) {
if (!rebind) {
program->error = false;
program->last_resolution[0] = context->resolution[0];
program->last_resolution[1] = context->resolution[1];
program->tex_count = config_file_get_int(project->config, "TEX_COUNT", 9);
program->tex_count = config_file_get_int(&project->config, "TEX_COUNT", 9);
program->frag_count = project->frag_count;
program->frag_output_index =
config_file_get_int(project->config, "FRAG_OUTPUT", 1) - 1;
config_file_get_int(&project->config, "FRAG_OUTPUT", 1) - 1;
program->frag_monitor_index =
config_file_get_int(project->config, "FRAG_MONITOR", 1) - 1;
config_file_get_int(&project->config, "FRAG_MONITOR", 1) - 1;
program->sub_type_count =
config_file_get_int(project->config, "SUB_TYPE_COUNT", 0);
program->in_count = config_file_get_int(project->config, "IN_COUNT", 0);
config_file_get_int(&project->config, "SUB_TYPE_COUNT", 0);
program->in_count = config_file_get_int(&project->config, "IN_COUNT", 0);
program->sub_variant_count = project->state_config.state_max;
program->active_count = project->state_config.midi_active_counts.length;
program->midi_lengths.length = 0;
@@ -407,11 +407,11 @@ void shaders_init(ShaderProgram *program, Project *project,
init_textures(program, context);
init_input(program, project->config, inputs);
init_input(program, &project->config, inputs);
init_framebuffers(program, project->config);
init_framebuffers(program, &project->config);
init_programs(program, project->config, project->state_config);
init_programs(program, &project->config, &project->state_config);
init_vertices(program);
@@ -423,28 +423,28 @@ void shaders_init(ShaderProgram *program, Project *project,
;
}
void shaders_update(ShaderProgram program, File fragment_shader,
void shaders_update(ShaderProgram *program, File *fragment_shader,
unsigned int i) {
bool result;
result = compile_shader(program.fragment_shaders[i], fragment_shader.path,
fragment_shader.content);
result = compile_shader(program->fragment_shaders[i], fragment_shader->path,
fragment_shader->content);
if (result) {
glLinkProgram(program.programs[i]);
glLinkProgram(program->programs[i]);
log_info("Program %d updated", i + 1);
}
}
static void update_viewport(ShaderProgram program, SharedContext *context) {
static void update_viewport(ShaderProgram *program, SharedContext *context) {
unsigned int i;
// viewport changed
if (context->resolution[0] != program.last_resolution[0] ||
context->resolution[1] != program.last_resolution[1]) {
if (context->resolution[0] != program->last_resolution[0] ||
context->resolution[1] != program->last_resolution[1]) {
// clean and resize all textures
for (i = 0; i < program.tex_count; i++) {
for (i = 0; i < program->tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0],
context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
@@ -477,12 +477,12 @@ static void write_uniform_multi_3f(GLuint location, unsigned int count,
}
}
static void use_program(ShaderProgram program, int i, bool output,
static void use_program(ShaderProgram *program, int i, bool output,
SharedContext *context) {
unsigned int j, k, offset;
GLuint subroutines[ARRAY_SIZE];
// use specific shader program
glUseProgram(program.programs[i]);
glUseProgram(program->programs[i]);
if (output) {
glViewport(0, 0, context->resolution[0], context->resolution[1]);
@@ -496,118 +496,120 @@ static void use_program(ShaderProgram program, int i, bool output,
glViewport(0, 0, context->tex_resolution[0], context->tex_resolution[1]);
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
// set fragment uniforms
write_uniform_1f(program.itime_locations[i], context->time);
write_uniform_1f(program.itempo_locations[i], context->tempo.tempo);
write_uniform_1f(program.ibeats_locations[i], context->tempo_total);
write_uniform_1i(program.ifps_locations[i], context->fps);
write_uniform_1i(program.idemo_locations[i], context->demo ? 1 : 0);
write_uniform_1i(program.iautorand_locations[i],
write_uniform_1f(program->itime_locations[i], context->time);
write_uniform_1f(program->itempo_locations[i], context->tempo.tempo);
write_uniform_1f(program->ibeats_locations[i], context->tempo_total);
write_uniform_1i(program->ifps_locations[i], context->fps);
write_uniform_1i(program->idemo_locations[i], context->demo ? 1 : 0);
write_uniform_1i(program->iautorand_locations[i],
context->auto_random ? 1 : 0);
write_uniform_1i(program.ipage_locations[i], context->page);
write_uniform_1i(program.iselected_locations[i], context->selected + 1);
write_uniform_2f(program.ires_locations[i], &context->resolution);
write_uniform_2f(program.itexres_locations[i], &context->tex_resolution);
write_uniform_1i(program->ipage_locations[i], context->page);
write_uniform_1i(program->iselected_locations[i], context->selected + 1);
write_uniform_2f(program->ires_locations[i], &context->resolution);
write_uniform_2f(program->itexres_locations[i], &context->tex_resolution);
for (j = 0; j < program.active_count; j++) {
write_uniform_1i(program.iactive_locations[i * program.active_count + j],
for (j = 0; j < program->active_count; j++) {
write_uniform_1i(program->iactive_locations[i * program->active_count + j],
context->active[j] + 1);
}
for (j = 0; j < program.in_count; j++) {
write_uniform_2f(program.iinres_locations[i * program.in_count + j],
for (j = 0; j < program->in_count; j++) {
write_uniform_2f(program->iinres_locations[i * program->in_count + j],
&context->input_resolutions[j]);
write_uniform_1i(program.iinfmt_locations[i * program.in_count + j],
write_uniform_1i(program->iinfmt_locations[i * program->in_count + j],
context->input_formats[j]);
write_uniform_1i(program.iinfps_locations[i * program.in_count + j],
write_uniform_1i(program->iinfps_locations[i * program->in_count + j],
context->input_fps[j]);
}
// set seeds uniforms
for (j = 0; j < program.frag_count; j++) {
write_uniform_1i(program.iseed_locations[i * program.frag_count + j],
for (j = 0; j < program->frag_count; j++) {
write_uniform_1i(program->iseed_locations[i * program->frag_count + j],
context->seeds[j]);
}
for (j = 0; j < program.frag_count; j++) {
write_uniform_1i(program.istate_locations[i * program.frag_count + j],
for (j = 0; j < program->frag_count; j++) {
write_uniform_1i(program->istate_locations[i * program->frag_count + j],
context->state.values[j] + 1);
}
offset = 0;
for (j = 0; j < program.midi_lengths.length; j++) {
for (j = 0; j < program->midi_lengths.length; j++) {
write_uniform_multi_3f(
program.imidi_locations[i * program.midi_lengths.length + j],
program.midi_lengths.values[j], context->values + offset);
offset += program.midi_lengths.values[j];
program->imidi_locations[i * program->midi_lengths.length + j],
program->midi_lengths.values[j], context->values + offset);
offset += program->midi_lengths.values[j];
}
// set subroutines for fragment and update state uniforms
k = context->state.values[i];
for (j = 0; j < program.sub_type_count; j++) {
subroutines[j] = program.sub_locations[i * program.sub_type_count *
program.sub_variant_count +
j * program.sub_variant_count + k];
for (j = 0; j < program->sub_type_count; j++) {
subroutines[j] = program->sub_locations[i * program->sub_type_count *
program->sub_variant_count +
j * program->sub_variant_count + k];
}
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program->sub_type_count,
subroutines);
// set GL_TEXTURE(X) to uniform sampler2D texX
for (j = 0; j < program.tex_count; j++) {
write_uniform_1i(program.textures_locations[i * program.tex_count + j], j);
for (j = 0; j < program->tex_count; j++) {
write_uniform_1i(program->textures_locations[i * program->tex_count + j],
j);
}
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void shaders_compute(ShaderProgram program, SharedContext *context,
void shaders_compute(ShaderProgram *program, SharedContext *context,
bool monitor, bool output_only) {
unsigned int i;
if (!output_only) {
glBindVertexArray(program.vertex_array[0]);
glBindVertexArray(program->vertex_array[0]);
update_viewport(program, context);
for (i = 0; i < program.frag_count; i++) {
if (i != program.frag_output_index && i != program.frag_monitor_index) {
for (i = 0; i < program->frag_count; i++) {
if (i != program->frag_output_index && i != program->frag_monitor_index) {
use_program(program, i, false, context);
}
}
} else {
glBindVertexArray(program.vertex_array[1]);
glBindVertexArray(program->vertex_array[1]);
rebind_textures(&program);
rebind_textures(program);
}
use_program(program,
monitor ? program.frag_monitor_index : program.frag_output_index,
monitor ? program->frag_monitor_index
: program->frag_output_index,
true, context);
}
void shaders_free(ShaderProgram program) {
void shaders_free(ShaderProgram *program) {
unsigned int i;
for (i = 0; i < program.frag_count; i++) {
glDeleteProgram(program.programs[i]);
for (i = 0; i < program->frag_count; i++) {
glDeleteProgram(program->programs[i]);
}
glDeleteFramebuffers(program.frag_count, program.frame_buffers);
glDeleteTextures(program.tex_count, program.textures);
glDeleteBuffers(1, &program.vertex_buffer);
glDeleteFramebuffers(program->frag_count, program->frame_buffers);
glDeleteTextures(program->tex_count, program->textures);
glDeleteBuffers(1, &program->vertex_buffer);
}
void shaders_free_window(ShaderProgram program, bool secondary) {
glDeleteVertexArrays(1, &program.vertex_array[secondary ? 1 : 0]);
void shaders_free_window(ShaderProgram *program, bool secondary) {
glDeleteVertexArrays(1, &program->vertex_array[secondary ? 1 : 0]);
}
void shaders_free_input(ShaderProgram program, VideoCapture input) {
if (!input.error && input.dma_image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(program.egl_display, input.dma_image);
void shaders_free_input(ShaderProgram *program, VideoCapture *input) {
if (!input->error && input->dma_image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(program->egl_display, input->dma_image);
}
}