flatten state
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+9
-15
@@ -300,13 +300,9 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state");
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for (j = 0; j < program->frag_count; j++) {
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for (k = 0; k < program->sub_type_count; k++) {
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sprintf(name, "%s%d_%d", prefix, j + 1, k + 1);
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program
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->istate_locations[i * program->frag_count * program->sub_type_count +
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j * program->sub_type_count + k] =
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glGetUniformLocation(program->programs[i], name);
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}
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sprintf(name, "%s%d", prefix, j + 1);
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program->istate_locations[i * program->frag_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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for (j = 0; j < program->sub_type_count; j++) {
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@@ -510,18 +506,16 @@ static void use_program(ShaderProgram program, int i, bool output,
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}
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// set subroutines for fragment and update state uniforms
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k = context->state[i];
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for (j = 0; j < program.sub_type_count; j++) {
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k = context->sub_state[i * program.sub_type_count + j];
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subroutines[j] = program.sub_locations[i * program.sub_type_count *
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program.sub_variant_count +
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j * program.sub_variant_count + k];
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for (k = 0; k < program.frag_count; k++) {
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glUniform1i(
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program.istate_locations[i * program.frag_count *
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program.sub_type_count +
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k * program.sub_type_count + j],
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(const GLint)context->sub_state[k * program.sub_type_count + j]);
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}
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}
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for (j = 0; j < program.frag_count; j++) {
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glUniform1i(program.istate_locations[i * program.frag_count + j],
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(const GLint)context->state[j]);
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}
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
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