OGL: use StringFromFormat where appropriate
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c04358fbe2
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@ -40,7 +40,7 @@ UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
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UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
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UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
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static char s_glsl_header[1024] = "";
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static std::string s_glsl_header = "";
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static std::string GetGLSLVersionString()
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{
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@ -91,14 +91,10 @@ void SHADER::SetProgramVariables()
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// Bind Texture Samplers
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for (int a = 0; a <= 9; ++a)
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{
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char name[10];
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if (a < 8)
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snprintf(name, 8, "samp[%d]", a);
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else
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snprintf(name, 8, "samp%d", a);
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std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, name);
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int loc = glGetUniformLocation(glprogid, name.c_str());
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if (loc != -1)
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glUniform1i(loc, a);
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}
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@ -129,9 +125,8 @@ void SHADER::SetProgramBindings()
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for (int i = 0; i < 8; i++)
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{
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char attrib_name[8];
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snprintf(attrib_name, 8, "tex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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std::string attrib_name = StringFromFormat("tex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name.c_str());
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}
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}
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@ -344,7 +339,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
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{
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GLuint result = glCreateShader(type);
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const char *src[] = {s_glsl_header, code};
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const char *src[] = {s_glsl_header.c_str(), code};
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glShaderSource(result, 2, src, nullptr);
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glCompileShader(result);
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@ -566,7 +561,7 @@ void ProgramShaderCache::CreateHeader()
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}
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}
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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s_glsl_header = StringFromFormat(
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"%s\n"
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"%s\n" // ubo
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"%s\n" // early-z
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