faster code: unsigned int
This commit is contained in:
+1
-1
@@ -3,9 +3,9 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string.h>
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#include "args.h"
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#include "config.h"
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#include "config.h"
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#include "logs.h"
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#include "logs.h"
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#include "types.h"
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static void print_help(int status_code) {
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static void print_help(int status_code) {
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puts(PACKAGE
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puts(PACKAGE
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+6
-6
@@ -26,7 +26,7 @@ static void key_callback(Window *window, int key,
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}
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}
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}
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}
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static int compute_fps(Window *window, Timer *timer) {
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static unsigned int compute_fps(Window *window, Timer *timer) {
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static double fps;
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static double fps;
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char title[100];
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char title[100];
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@@ -36,12 +36,12 @@ static int compute_fps(Window *window, Timer *timer) {
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window_update_title(window, title);
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window_update_title(window, title);
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}
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}
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return (int)round(fps);
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return (unsigned int)round(fps);
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}
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}
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static void hot_reload(ShaderProgram program, File *common_shader_code,
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static void hot_reload(ShaderProgram program, File *common_shader_code,
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File *fragment_shaders) {
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File *fragment_shaders) {
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int i;
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unsigned int i;
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bool force_update;
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bool force_update;
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force_update = false;
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force_update = false;
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@@ -78,7 +78,7 @@ static void loop(Window *window, ShaderProgram program, bool hr,
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window_refresh(window);
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window_refresh(window);
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}
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}
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File read_fragment_shader_file(char *frag_path, int i) {
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File read_fragment_shader_file(char *frag_path, unsigned int i) {
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File fragment_shader;
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File fragment_shader;
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char *file_path;
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char *file_path;
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@@ -95,7 +95,7 @@ File read_fragment_shader_file(char *frag_path, int i) {
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static void init_files(char *frag_path, File *common_shader_code,
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static void init_files(char *frag_path, File *common_shader_code,
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File *fragment_shaders) {
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File *fragment_shaders) {
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int i;
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unsigned int i;
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for (i = 0; i < FRAG_COUNT + 1; i++) {
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for (i = 0; i < FRAG_COUNT + 1; i++) {
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if (i == 0) {
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if (i == 0) {
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@@ -109,7 +109,7 @@ static void init_files(char *frag_path, File *common_shader_code,
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}
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}
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static void free_files(File *common_shader_code, File *fragment_shaders) {
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static void free_files(File *common_shader_code, File *fragment_shaders) {
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int i;
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unsigned int i;
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for (i = 0; i < FRAG_COUNT; i++) {
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for (i = 0; i < FRAG_COUNT; i++) {
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file_free(&fragment_shaders[i], true);
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file_free(&fragment_shaders[i], true);
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+10
-8
@@ -33,7 +33,7 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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}
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}
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static void init_textures(ShaderProgram *program, Context context) {
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static void init_textures(ShaderProgram *program, Context context) {
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int i;
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unsigned int i;
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glGenTextures(TEX_COUNT, program->textures);
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glGenTextures(TEX_COUNT, program->textures);
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@@ -56,7 +56,7 @@ static void init_textures(ShaderProgram *program, Context context) {
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}
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}
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static void init_framebuffers(ShaderProgram *program) {
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static void init_framebuffers(ShaderProgram *program) {
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int i, j;
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unsigned int i, j;
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glGenFramebuffers(FRAG_COUNT, program->frame_buffers);
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glGenFramebuffers(FRAG_COUNT, program->frame_buffers);
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@@ -98,7 +98,7 @@ static void init_vertices(ShaderProgram *program) {
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}
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}
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static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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int i;
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unsigned int i;
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// compile vertex shader
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// compile vertex shader
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program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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@@ -124,8 +124,9 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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}
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}
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}
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}
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static void init_single_program(ShaderProgram *program, int i, bool output) {
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static void init_single_program(ShaderProgram *program, unsigned int i,
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int j;
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bool output) {
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unsigned int j;
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char name[32];
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char name[32];
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program->programs[i] = glCreateProgram();
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program->programs[i] = glCreateProgram();
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@@ -187,7 +188,7 @@ static void init_single_program(ShaderProgram *program, int i, bool output) {
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}
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}
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ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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int i;
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unsigned int i;
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ShaderProgram program;
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ShaderProgram program;
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program.error = false;
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program.error = false;
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@@ -219,7 +220,8 @@ ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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return program;
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return program;
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}
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}
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void shaders_update(ShaderProgram program, File *fragment_shaders, int i) {
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void shaders_update(ShaderProgram program, File *fragment_shaders,
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unsigned int i) {
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bool result;
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bool result;
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result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
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result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
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@@ -233,7 +235,7 @@ void shaders_update(ShaderProgram program, File *fragment_shaders, int i) {
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}
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}
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void shaders_apply(ShaderProgram program, Context context) {
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void shaders_apply(ShaderProgram program, Context context) {
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int i, j;
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unsigned int i, j;
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GLuint subroutines[3];
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GLuint subroutines[3];
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vec2 resolution;
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vec2 resolution;
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+2
-1
@@ -5,7 +5,8 @@
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ShaderProgram shaders_init(File *fragment_shader, Context context);
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ShaderProgram shaders_init(File *fragment_shader, Context context);
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void shaders_update(ShaderProgram program, File *fragment_shaders, int i);
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void shaders_update(ShaderProgram program, File *fragment_shaders,
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unsigned int i);
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void shaders_apply(ShaderProgram program, Context context);
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void shaders_apply(ShaderProgram program, Context context);
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+1
-1
@@ -26,7 +26,7 @@ double timer_reset(Timer *timer) {
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secs = (double)(stop.tv_usec - timer->start.tv_usec) / 1000000 +
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secs = (double)(stop.tv_usec - timer->start.tv_usec) / 1000000 +
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(double)(stop.tv_sec - timer->start.tv_sec);
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(double)(stop.tv_sec - timer->start.tv_sec);
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per_secs = ((float)timer->counter) / secs;
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per_secs = (double)timer->counter / secs;
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timer->start = stop;
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timer->start = stop;
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timer->counter = 0;
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timer->counter = 0;
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+1
-1
@@ -68,7 +68,7 @@ typedef struct Context {
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int width;
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int width;
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int height;
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int height;
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double time;
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double time;
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int fps;
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unsigned int fps;
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} Context;
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} Context;
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typedef struct Timer {
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typedef struct Timer {
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