diff --git a/gles3_builders.py b/gles3_builders.py index c10af00024e..24f7320af2c 100644 --- a/gles3_builders.py +++ b/gles3_builders.py @@ -254,96 +254,96 @@ public: }} /* clang-format off */ -#define TRY_GET_UNIFORM if (version_get_uniform(p_uniform, p_version, p_variant, p_specialization) < 0) return +#define TRY_GET_UNIFORM(var_name) int var_name = version_get_uniform(p_uniform, p_version, p_variant, p_specialization); if (var_name < 0) return /* clang-format on */ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1f(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1f(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1ui(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1i(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1ui(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1i(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1ui(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value); + TRY_GET_UNIFORM(uniform_location); + glUniform1i(uniform_location, p_value); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color &p_color, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLfloat col[4] = {{ p_color.r, p_color.g, p_color.b, p_color.a }}; - glUniform4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, col); + glUniform4fv(uniform_location, 1, col); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2 &p_vec2, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLfloat vec2[2] = {{ float(p_vec2.x), float(p_vec2.y) }}; - glUniform2fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, vec2); + glUniform2fv(uniform_location, 1, vec2); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i &p_vec2, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLint vec2[2] = {{ GLint(p_vec2.x), GLint(p_vec2.y) }}; - glUniform2iv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, vec2); + glUniform2iv(uniform_location, 1, vec2); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3 &p_vec3, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLfloat vec3[3] = {{ float(p_vec3.x), float(p_vec3.y), float(p_vec3.z) }}; - glUniform3fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, vec3); + glUniform3fv(uniform_location, 1, vec3); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector4 &p_vec4, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLfloat vec4[4] = {{ float(p_vec4.x), float(p_vec4.y), float(p_vec4.z), float(p_vec4.w) }}; - glUniform4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, vec4); + glUniform4fv(uniform_location, 1, vec4); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform2f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b); + TRY_GET_UNIFORM(uniform_location); + glUniform2f(uniform_location, p_a, p_b); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform3f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b, p_c); + TRY_GET_UNIFORM(uniform_location); + glUniform3f(uniform_location, p_a, p_b, p_c); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; - glUniform4f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b, p_c, p_d); + TRY_GET_UNIFORM(uniform_location); + glUniform4f(uniform_location, p_a, p_b, p_c, p_d); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D &p_transform, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); const Transform3D &tr = p_transform; GLfloat matrix[16] = {{ /* build a 16x16 matrix */ @@ -365,11 +365,11 @@ public: (GLfloat)1 }}; - glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, false, matrix); + glUniformMatrix4fv(uniform_location, 1, false, matrix); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D &p_transform, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); const Transform2D &tr = p_transform; GLfloat matrix[16] = {{ /* build a 16x16 matrix */ @@ -391,11 +391,11 @@ public: (GLfloat)1 }}; - glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, false, matrix); + glUniformMatrix4fv(uniform_location, 1, false, matrix); }} _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection &p_matrix, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{ - TRY_GET_UNIFORM; + TRY_GET_UNIFORM(uniform_location); GLfloat matrix[16]; for (int i = 0; i < 4; i++) {{ @@ -404,7 +404,7 @@ public: }} }} - glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, false, matrix); + glUniformMatrix4fv(uniform_location, 1, false, matrix); }} #undef TRY_GET_UNIFORM diff --git a/tests/python_build/fixtures/gles3/vertex_fragment.out b/tests/python_build/fixtures/gles3/vertex_fragment.out index 886ed7de7be..8d5358aa361 100644 --- a/tests/python_build/fixtures/gles3/vertex_fragment.out +++ b/tests/python_build/fixtures/gles3/vertex_fragment.out @@ -30,13 +30,13 @@ protected: R"( precision highp float; precision highp int; - +/* clang-format on */ layout(location = 0) in highp vec3 vertex; out highp vec4 position_interp; void main() { - position_interp = vec4(vertex.x,1,0,1); + position_interp = vec4(vertex.x, 1, 0, 1); } )" diff --git a/tests/python_build/fixtures/glsl/compute.out b/tests/python_build/fixtures/glsl/compute.out index 9d8e112bc5f..ba2c94b0713 100644 --- a/tests/python_build/fixtures/glsl/compute.out +++ b/tests/python_build/fixtures/glsl/compute.out @@ -5,7 +5,6 @@ R"(#[compute] #VERSION_DEFINES - #define M_PI 3.14159265359 void main() { diff --git a/tests/python_build/fixtures/glsl/vertex_fragment.out b/tests/python_build/fixtures/glsl/vertex_fragment.out index 9cd7f5562f2..a3539f3db26 100644 --- a/tests/python_build/fixtures/glsl/vertex_fragment.out +++ b/tests/python_build/fixtures/glsl/vertex_fragment.out @@ -12,9 +12,8 @@ lines = "#define MODE_LINES"; layout(location = 0) out vec3 uv_interp; void main() { - #ifdef MODE_LINES - uv_interp = vec3(0,0,1); + uv_interp = vec3(0, 0, 1); #endif } @@ -29,7 +28,7 @@ void main() { layout(location = 0) out vec4 dst_color; void main() { - dst_color = vec4(1,1,0,0); + dst_color = vec4(1, 1, 0, 0); } )" };