(GLSL) CLeanups
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@ -423,9 +423,12 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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const char *vertex,
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const char *vertex,
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const char *fragment, unsigned i)
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const char *fragment, unsigned i)
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{
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{
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GLuint vert = 0, frag = 0, prog = glCreateProgram();
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GLuint vert = 0;
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GLuint frag = 0;
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GLuint prog = glCreateProgram();
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if (!prog)
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if (!prog)
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return 0;
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goto error;
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if (vertex)
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if (vertex)
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{
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{
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@ -436,7 +439,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
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vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
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{
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{
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RARCH_ERR("Failed to compile vertex shader #%u\n", i);
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RARCH_ERR("Failed to compile vertex shader #%u\n", i);
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return 0;
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goto error;
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}
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}
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glAttachShader(prog, vert);
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glAttachShader(prog, vert);
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@ -450,7 +453,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
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{
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{
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RARCH_ERR("Failed to compile fragment shader #%u\n", i);
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RARCH_ERR("Failed to compile fragment shader #%u\n", i);
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return 0;
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goto error;
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}
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}
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glAttachShader(prog, frag);
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glAttachShader(prog, frag);
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@ -460,10 +463,7 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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{
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{
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RARCH_LOG("Linking GLSL program.\n");
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RARCH_LOG("Linking GLSL program.\n");
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if (!gl_glsl_link_program(prog))
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if (!gl_glsl_link_program(prog))
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{
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goto error;
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RARCH_ERR("Failed to link program #%u.\n", i);
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return 0;
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}
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/* Clean up dead memory. We're not going to relink the program.
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/* Clean up dead memory. We're not going to relink the program.
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* Detaching first seems to kill some mobile drivers
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* Detaching first seems to kill some mobile drivers
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@ -479,6 +479,10 @@ static GLuint gl_glsl_compile_program(glsl_shader_data_t *glsl,
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}
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}
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return prog;
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return prog;
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error:
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RARCH_ERR("Failed to link program #%u.\n", i);
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return 0;
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}
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}
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static void gl_glsl_strip_parameter_pragmas(char *source)
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static void gl_glsl_strip_parameter_pragmas(char *source)
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