style: better local variables

This commit is contained in:
2025-11-10 15:39:26 +01:00
parent cfbeeda57a
commit a8af10c1c5
10 changed files with 107 additions and 124 deletions
+40 -51
View File
@@ -36,11 +36,9 @@ static void init_gl(ShaderProgram *program) {
}
static void init_textures(ShaderProgram *program, SharedContext *context) {
unsigned int i;
glGenTextures(program->tex_count, program->textures);
for (i = 0; i < program->tex_count; i++) {
for (unsigned int i = 0; i < program->tex_count; i++) {
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
@@ -64,8 +62,7 @@ static void init_textures(ShaderProgram *program, SharedContext *context) {
}
static void rebind_textures(ShaderProgram *program) {
unsigned int i;
for (i = 0; i < program->tex_count; i++) {
for (unsigned int i = 0; i < program->tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
}
@@ -115,11 +112,10 @@ static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
static void init_input(ShaderProgram *program, ConfigFile *config,
VideoCaptureArray *inputs) {
unsigned int i;
unsigned tex_i;
unsigned int tex_i;
char name[STR_LEN];
for (i = 0; i < program->in_count; i++) {
for (unsigned int i = 0; i < program->in_count; i++) {
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);
@@ -131,13 +127,12 @@ static void init_input(ShaderProgram *program, ConfigFile *config,
}
static void init_framebuffers(ShaderProgram *program, ConfigFile *config) {
unsigned int i;
unsigned tex_i;
unsigned int tex_i;
char name[STR_LEN];
glGenFramebuffers(program->frag_count, program->frame_buffers);
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
if (i == program->frag_output_index || i == program->frag_monitor_index) {
continue;
}
@@ -172,14 +167,12 @@ static void init_vertices(ShaderProgram *program) {
}
static void bind_vertices(ShaderProgram *program, unsigned int index) {
unsigned int i;
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
glGenVertexArrays(1, &program->vertex_array[index]);
glBindVertexArray(program->vertex_array[index]);
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
@@ -216,15 +209,13 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
}
static void init_shaders(ShaderProgram *program, Project *project) {
unsigned int i;
// compile vertex shader
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program->error |= !compile_shader(
program->vertex_shader, "internal vertex shader", vertex_shader_text);
// compile fragment shaders
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
program->error |= !compile_shader(program->fragment_shaders[i],
project->fragment_shaders[i][0].path,
@@ -238,9 +229,11 @@ static void init_shaders(ShaderProgram *program, Project *project) {
static void init_single_program(ShaderProgram *program, unsigned int i,
ConfigFile *config, StateConfig *state_config) {
unsigned int j, k, index1, index2;
unsigned int index1;
unsigned int index2;
char name[STR_LEN];
char *prefix;
program->programs[i] = glCreateProgram();
glAttachShader(program->programs[i], program->vertex_shader);
@@ -280,7 +273,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX",
"iInputResolution");
for (j = 0; j < program->in_count; j++) {
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinres_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
@@ -288,37 +281,37 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
prefix =
config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat");
for (j = 0; j < program->in_count; j++) {
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinfmt_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS");
for (j = 0; j < program->in_count; j++) {
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinfps_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed");
for (j = 0; j < program->frag_count; j++) {
for (unsigned int j = 0; j < program->frag_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iseed_locations[i * program->frag_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState");
for (j = 0; j < program->frag_count; j++) {
for (unsigned int j = 0; j < program->frag_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->istate_locations[i * program->frag_count + j] =
glGetUniformLocation(program->programs[i], name);
}
for (j = 0; j < program->sub_type_count; j++) {
for (unsigned int j = 0; j < program->sub_type_count; j++) {
snprintf(name, STR_LEN, "SUB_%d_PREFIX", j + 1);
prefix = config_file_get_str(config, name, 0);
for (k = 0; k < program->sub_variant_count; k++) {
for (unsigned int k = 0; k < program->sub_variant_count; k++) {
snprintf(name, STR_LEN, "%s%d", prefix, k + 1);
program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
@@ -328,7 +321,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
}
prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive");
for (j = 0; j < program->active_count; j++) {
for (unsigned int j = 0; j < program->active_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iactive_locations[i * program->active_count + j] =
glGetUniformLocation(program->programs[i], name);
@@ -336,8 +329,9 @@ 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 (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
for (unsigned int k = 0; k < state_config->midi_active_counts.values[j];
k++) {
program->midi_lengths.values[index1++] =
state_config->midi_counts.values[j];
}
@@ -347,8 +341,9 @@ 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 (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
for (unsigned int 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);
@@ -357,7 +352,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
// create texX uniforms pointer
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex");
for (j = 0; j < program->tex_count; j++) {
for (unsigned int j = 0; j < program->tex_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j);
program->textures_locations[i * program->tex_count + j] =
glGetUniformLocation(program->programs[i], name);
@@ -372,9 +367,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
static void init_programs(ShaderProgram *program, ConfigFile *config,
StateConfig *state_config) {
unsigned int i;
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
init_single_program(program, i, config, state_config);
}
}
@@ -440,13 +433,11 @@ void shaders_update(ShaderProgram *program, File *fragment_shader,
}
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]) {
// clean and resize all textures
for (i = 0; i < program->tex_count; i++) {
for (unsigned int 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);
@@ -481,7 +472,9 @@ static void write_uniform_multi_3f(GLuint location, unsigned int count,
static void use_program(ShaderProgram *program, int i, bool output,
SharedContext *context) {
unsigned int j, k, offset, subcount;
unsigned int k;
unsigned int offset;
unsigned int subcount;
GLuint subroutines[ARRAY_SIZE];
// use specific shader program
glUseProgram(program->programs[i]);
@@ -514,12 +507,12 @@ static void use_program(ShaderProgram *program, int i, bool output,
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++) {
for (unsigned int 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++) {
for (unsigned int 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],
@@ -529,18 +522,18 @@ static void use_program(ShaderProgram *program, int i, bool output,
}
// set seeds uniforms
for (j = 0; j < program->frag_count; j++) {
for (unsigned int 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++) {
for (unsigned int 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 (unsigned int 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);
@@ -550,7 +543,7 @@ static void use_program(ShaderProgram *program, int i, bool output,
// set subroutines for fragment and update state uniforms
k = context->state.values[i];
subcount = 0;
for (j = 0; j < program->sub_type_count; j++) {
for (unsigned int j = 0; j < program->sub_type_count; j++) {
if (program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
j * program->sub_variant_count + k] !=
@@ -567,7 +560,7 @@ static void use_program(ShaderProgram *program, int i, bool output,
}
// set GL_TEXTURE(X) to uniform sampler2D texX
for (j = 0; j < program->tex_count; j++) {
for (unsigned int j = 0; j < program->tex_count; j++) {
write_uniform_1i(program->textures_locations[i * program->tex_count + j],
j);
}
@@ -578,14 +571,12 @@ static void use_program(ShaderProgram *program, int i, bool output,
void shaders_compute(ShaderProgram *program, SharedContext *context,
bool monitor, bool output_only) {
unsigned int i;
if (!output_only) {
glBindVertexArray(program->vertex_array[0]);
update_viewport(program, context);
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
if (i != program->frag_output_index && i != program->frag_monitor_index) {
use_program(program, i, false, context);
}
@@ -603,9 +594,7 @@ void shaders_compute(ShaderProgram *program, SharedContext *context,
}
void shaders_free(ShaderProgram *program) {
unsigned int i;
for (i = 0; i < program->frag_count; i++) {
for (unsigned int i = 0; i < program->frag_count; i++) {
glDeleteProgram(program->programs[i]);
}