mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Minor code cleanup
--HG-- branch : minor
This commit is contained in:
@@ -36,38 +36,6 @@ namespace graphics
|
||||
namespace opengl
|
||||
{
|
||||
|
||||
namespace
|
||||
{
|
||||
// temporarily attaches a shader program (for setting uniforms, etc)
|
||||
// reattaches the originally active program when destroyed
|
||||
struct TemporaryAttacher
|
||||
{
|
||||
TemporaryAttacher(graphics::Shader *shader, bool attachNow)
|
||||
: curShader(shader)
|
||||
, prevShader(Shader::current)
|
||||
{
|
||||
if (attachNow)
|
||||
attach();
|
||||
}
|
||||
|
||||
~TemporaryAttacher()
|
||||
{
|
||||
if (prevShader != nullptr)
|
||||
prevShader->attach();
|
||||
else
|
||||
Shader::attachDefault();
|
||||
}
|
||||
|
||||
void attach()
|
||||
{
|
||||
curShader->attach(true);
|
||||
}
|
||||
|
||||
graphics::Shader *curShader;
|
||||
graphics::Shader *prevShader;
|
||||
};
|
||||
} // anonymous namespace
|
||||
|
||||
Shader::Shader(const ShaderSource &source)
|
||||
: shaderSource(source)
|
||||
, program(0)
|
||||
@@ -749,43 +717,39 @@ GLint Shader::getAttribLocation(const std::string &name)
|
||||
return location;
|
||||
}
|
||||
|
||||
void Shader::setVideoTextures(GLuint ytexture, GLuint cbtexture, GLuint crtexture)
|
||||
void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t crtexture)
|
||||
{
|
||||
// Set up the texture units that will be used by the shader to sample from
|
||||
// the textures, if they haven't been set up yet.
|
||||
if (videoTextureUnits[0] == 0)
|
||||
{
|
||||
TemporaryAttacher attacher(this, true);
|
||||
|
||||
const GLint locs[3] = {
|
||||
builtinUniforms[BUILTIN_VIDEO_Y_CHANNEL],
|
||||
builtinUniforms[BUILTIN_VIDEO_CB_CHANNEL],
|
||||
builtinUniforms[BUILTIN_VIDEO_CR_CHANNEL]
|
||||
const BuiltinUniform builtins[3] = {
|
||||
BUILTIN_VIDEO_Y_CHANNEL,
|
||||
BUILTIN_VIDEO_CB_CHANNEL,
|
||||
BUILTIN_VIDEO_CR_CHANNEL,
|
||||
};
|
||||
|
||||
const char *names[3] = {nullptr, nullptr, nullptr};
|
||||
getConstant(BUILTIN_VIDEO_Y_CHANNEL, names[0]);
|
||||
getConstant(BUILTIN_VIDEO_CB_CHANNEL, names[1]);
|
||||
getConstant(BUILTIN_VIDEO_CR_CHANNEL, names[2]);
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (locs[i] >= 0 && names[i] != nullptr)
|
||||
{
|
||||
const UniformInfo *info = getUniformInfo(names[i]);
|
||||
if (info != nullptr)
|
||||
{
|
||||
videoTextureUnits[i] = getFreeTextureUnits(1);
|
||||
textureUnits[videoTextureUnits[i]].active = true;
|
||||
GLint loc = builtinUniforms[builtins[i]];
|
||||
const char *name = nullptr;;
|
||||
|
||||
info->ints[0] = videoTextureUnits[i];
|
||||
updateUniform(info, 1);
|
||||
}
|
||||
if (loc >= 0 && getConstant(builtins[i], name) && name != nullptr)
|
||||
{
|
||||
const UniformInfo *info = getUniformInfo(name);
|
||||
if (info == nullptr)
|
||||
continue;
|
||||
|
||||
videoTextureUnits[i] = getFreeTextureUnits(1);
|
||||
textureUnits[videoTextureUnits[i]].active = true;
|
||||
|
||||
info->ints[0] = videoTextureUnits[i];
|
||||
updateUniform(info, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const GLuint textures[3] = {ytexture, cbtexture, crtexture};
|
||||
const GLuint textures[3] = {(GLuint) ytexture, (GLuint) cbtexture, (GLuint) crtexture};
|
||||
|
||||
// Bind the textures to their respective texture units.
|
||||
for (int i = 0; i < 3; i++)
|
||||
|
||||
Reference in New Issue
Block a user