mirror of
https://github.com/thepigeongenerator/mcaselector-lite.git
synced 2025-12-17 11:25:45 +01:00
cleanup shader code
added a cast to uintptr_t, since we're (pretty) certain that both array pointers point to the same array. Other than that, made the shader initialization code more consise
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@@ -11,14 +11,16 @@
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#define NAM_S(name) _binary_res_##name##_start // name of a start variable
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#define NAM_E(name) _binary_res_##name##_end // name of an end variable
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// macro for generating the variable declarations
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#define DEF_GLSL(name) \
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extern char const NAM_S(name)[]; \
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extern char const NAM_E(name)[]
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// NOTE: we are currently just sucking up the memory costs for ease. We can either include the source files themselves. Or use compression, where I'd prefer the latter for ease of installation.
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// NOLINTBEGIN (bugprone-reserved-identifier)
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extern char const NAM_S(sh_vert_glsl)[];
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extern char const NAM_E(sh_vert_glsl)[];
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extern char const NAM_S(sh_frag_glsl)[];
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extern char const NAM_E(sh_frag_glsl)[];
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extern char const NAM_S(sh_geom_glsl)[];
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extern char const NAM_E(sh_geom_glsl)[];
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DEF_GLSL(sh_vert_glsl);
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DEF_GLSL(sh_frag_glsl);
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DEF_GLSL(sh_geom_glsl);
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// NOLINTEND
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/* compile a shader */
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@@ -34,13 +36,13 @@ static GLuint shader_compile(GLenum type, char const* src, size_t len) {
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char log[ilen];
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glGetShaderInfoLog(shader, ilen, &ilen, log);
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log[ilen - 1] = '\0'; // terminate the string one character sooner since the log includes a newline
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error("error whilst compiling shader type '0x%x': '%s'", type, log);
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error("error whilst compiling shader type '0X%X': '%s'", type, log);
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}
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return shader;
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}
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#define COMPILE_NAME(_type, _name) shader_compile(_type, NAM_S(_name), NAM_E(_name) - NAM_S(_name))
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#define COMPILE_NAME(_type, _name) shader_compile(_type, NAM_S(_name), (uintptr_t)NAM_E(_name) - (uintptr_t)NAM_S(_name))
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int shader_init(GLuint pipe) {
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GLuint vs = COMPILE_NAME(GL_VERTEX_SHADER, sh_vert_glsl);
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GLuint fs = COMPILE_NAME(GL_FRAGMENT_SHADER, sh_frag_glsl);
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