Improve the header includes, cont'd
Also check in the modulemap file, and add a option to build with clang's -fmodules. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@@ -1,11 +1,15 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <stdbool.h>
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#include <locale.h>
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#include <stdbool.h>
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#include "common.h"
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#include "log.h"
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#include "region.h"
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#include "string_utils.h"
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#include "utils.h"
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#include "compiler.h"
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#include "config.h"
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#include "backend/gl/gl_common.h"
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@@ -420,8 +424,7 @@ bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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GL_TEXTURE_2D, tex_scr2,
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0); // XXX wrong, should use tex_tgt
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glDrawBuffers(1, (GLenum[]){GL_COLOR_ATTACHMENT0});
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
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GL_FRAMEBUFFER_COMPLETE) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer attachment failed.");
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goto end;
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}
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@@ -451,10 +454,8 @@ bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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// Texture coordinates
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const GLfloat texture_x1 = (crect.x1 - dx) * texfac_x;
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const GLfloat texture_y1 = (crect.y1 - dy) * texfac_y;
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const GLfloat texture_x2 =
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texture_x1 + (crect.x2 - crect.x1) * texfac_x;
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const GLfloat texture_y2 =
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texture_y1 + (crect.y2 - crect.y1) * texfac_y;
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const GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1) * texfac_x;
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const GLfloat texture_y2 = texture_y1 + (crect.y2 - crect.y1) * texfac_y;
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// Vertex coordinates
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// For passes before the last one, we are drawing into a buffer,
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@@ -470,10 +471,8 @@ bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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GLfloat vx2 = vx1 + (crect.x2 - crect.x1);
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GLfloat vy2 = vy1 + (crect.y2 - crect.y1);
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GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2,
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texture_x1};
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GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2,
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texture_y2};
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GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
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GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
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GLint vx[] = {vx1, vx2, vx2, vx1};
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GLint vy[] = {vy1, vy1, vy2, vy2};
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@@ -595,7 +594,8 @@ static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *sh
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/**
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* Initialize GL blur filters.
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*
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* Fill `passes` with blur filters, won't create more than MAX_BLUR_FILTER number of filters
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* Fill `passes` with blur filters, won't create more than MAX_BLUR_FILTER number of
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* filters
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*/
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bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap) {
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assert(ps->o.blur_kerns[0]);
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@@ -663,8 +663,7 @@ bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_ca
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int nele = wid * hei - 1;
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unsigned int len =
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strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) +
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strlen(extension) +
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(strlen(shader_add) + strlen(texture_func) + 42) * nele +
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strlen(extension) + (strlen(shader_add) + strlen(texture_func) + 42) * nele +
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strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
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char *shader_str = ccalloc(len, char);
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char *pc = shader_str;
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@@ -681,8 +680,7 @@ bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_ca
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if (0.0 == val)
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continue;
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sum += val;
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sprintf(pc, shader_add, val, texture_func, k - wid / 2,
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j - hei / 2);
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sprintf(pc, shader_add, val, texture_func, k - wid / 2, j - hei / 2);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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}
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