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Removed IsFeatureEnabled() from RendererImpl.

+40 -44
+38 -39
SDL_gpu/GL_common/SDL_gpu_GL_common.inl
··· 1138 1138 1139 1139 init_features(renderer); 1140 1140 1141 - if(!renderer->impl->IsFeatureEnabled(renderer, required_features)) 1141 + if(!IsFeatureEnabled(renderer, required_features)) 1142 1142 { 1143 1143 GPU_PushErrorCode("GPU_CreateTargetFromWindow", GPU_ERROR_BACKEND_ERROR, "Renderer does not support required features."); 1144 1144 target->context->failed = 1; ··· 1199 1199 #ifndef SDL_GPU_DISABLE_SHADERS 1200 1200 // Load default shaders 1201 1201 1202 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 1202 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 1203 1203 { 1204 1204 Uint32 v, f, p; 1205 1205 ··· 1409 1409 1410 1410 1411 1411 #ifndef SDL_GPU_DISABLE_SHADERS 1412 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 1412 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 1413 1413 glUseProgram(target->context->current_shader_program); 1414 1414 #endif 1415 1415 ··· 4052 4052 setClipRect(renderer, target); 4053 4053 4054 4054 #ifdef SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK 4055 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4055 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4056 4056 applyTransforms(); 4057 4057 #endif 4058 4058 ··· 4123 4123 4124 4124 4125 4125 #ifdef SDL_GPU_USE_BUFFER_PIPELINE_FALLBACK 4126 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4126 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4127 4127 #endif 4128 4128 #ifdef SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 4129 4129 { ··· 4270 4270 setClipRect(renderer, target); 4271 4271 4272 4272 #ifdef SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK 4273 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4273 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4274 4274 applyTransforms(); 4275 4275 #endif 4276 4276 ··· 4346 4346 4347 4347 4348 4348 #ifdef SDL_GPU_USE_BUFFER_PIPELINE_FALLBACK 4349 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4349 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4350 4350 #endif 4351 4351 #ifdef SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 4352 4352 { ··· 4735 4735 4736 4736 4737 4737 #ifdef SDL_GPU_USE_BUFFER_PIPELINE_FALLBACK 4738 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4738 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4739 4739 #endif 4740 4740 #ifdef SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 4741 4741 { ··· 4840 4840 4841 4841 4842 4842 #ifdef SDL_GPU_USE_BUFFER_PIPELINE_FALLBACK 4843 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4843 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4844 4844 #endif 4845 4845 #ifdef SDL_GPU_USE_FIXED_FUNCTION_PIPELINE 4846 4846 { ··· 4934 4934 applyTexturing(renderer); 4935 4935 4936 4936 #ifdef SDL_GPU_APPLY_TRANSFORMS_TO_GL_STACK 4937 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4937 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_VERTEX_SHADER)) 4938 4938 applyTransforms(); 4939 4939 #endif 4940 4940 ··· 5320 5320 #ifndef SDL_GPU_DISABLE_SHADERS 5321 5321 int linked; 5322 5322 5323 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5323 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5324 5324 return 0; 5325 5325 5326 5326 glLinkProgram(program_object); ··· 5349 5349 #ifndef SDL_GPU_DISABLE_SHADERS 5350 5350 GLuint p; 5351 5351 5352 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5352 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5353 5353 return 0; 5354 5354 5355 5355 p = glCreateProgram(); ··· 5366 5366 static void FreeShader(GPU_Renderer* renderer, Uint32 shader_object) 5367 5367 { 5368 5368 #ifndef SDL_GPU_DISABLE_SHADERS 5369 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5369 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5370 5370 glDeleteShader(shader_object); 5371 5371 #endif 5372 5372 } ··· 5374 5374 static void FreeShaderProgram(GPU_Renderer* renderer, Uint32 program_object) 5375 5375 { 5376 5376 #ifndef SDL_GPU_DISABLE_SHADERS 5377 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5377 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5378 5378 glDeleteProgram(program_object); 5379 5379 #endif 5380 5380 } ··· 5382 5382 static void AttachShader(GPU_Renderer* renderer, Uint32 program_object, Uint32 shader_object) 5383 5383 { 5384 5384 #ifndef SDL_GPU_DISABLE_SHADERS 5385 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5385 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5386 5386 glAttachShader(program_object, shader_object); 5387 5387 #endif 5388 5388 } ··· 5390 5390 static void DetachShader(GPU_Renderer* renderer, Uint32 program_object, Uint32 shader_object) 5391 5391 { 5392 5392 #ifndef SDL_GPU_DISABLE_SHADERS 5393 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5393 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5394 5394 glDetachShader(program_object, shader_object); 5395 5395 #endif 5396 5396 } ··· 5405 5405 { 5406 5406 GPU_Target* target = renderer->current_context_target; 5407 5407 #ifndef SDL_GPU_DISABLE_SHADERS 5408 - if(renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5408 + if(IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5409 5409 { 5410 5410 if(program_object == 0) // Implies default shader 5411 5411 { ··· 5461 5461 static int GetAttributeLocation(GPU_Renderer* renderer, Uint32 program_object, const char* attrib_name) 5462 5462 { 5463 5463 #ifndef SDL_GPU_DISABLE_SHADERS 5464 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5464 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5465 5465 return -1; 5466 5466 program_object = get_proper_program_id(renderer, program_object); 5467 5467 if(program_object == 0) ··· 5475 5475 static int GetUniformLocation(GPU_Renderer* renderer, Uint32 program_object, const char* uniform_name) 5476 5476 { 5477 5477 #ifndef SDL_GPU_DISABLE_SHADERS 5478 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5478 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5479 5479 return -1; 5480 5480 program_object = get_proper_program_id(renderer, program_object); 5481 5481 if(program_object == 0) ··· 5490 5490 { 5491 5491 GPU_ShaderBlock b; 5492 5492 program_object = get_proper_program_id(renderer, program_object); 5493 - if(program_object == 0 || !renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5493 + if(program_object == 0 || !IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5494 5494 { 5495 5495 b.position_loc = -1; 5496 5496 b.texcoord_loc = -1; ··· 5535 5535 #ifndef SDL_GPU_DISABLE_SHADERS 5536 5536 Uint32 new_texture; 5537 5537 5538 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5538 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5539 5539 return; 5540 5540 5541 5541 renderer->impl->FlushBlitBuffer(renderer); ··· 5561 5561 static void GetUniformiv(GPU_Renderer* renderer, Uint32 program_object, int location, int* values) 5562 5562 { 5563 5563 #ifndef SDL_GPU_DISABLE_SHADERS 5564 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5564 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5565 5565 return; 5566 5566 program_object = get_proper_program_id(renderer, program_object); 5567 5567 if(program_object != 0) ··· 5572 5572 static void SetUniformi(GPU_Renderer* renderer, int location, int value) 5573 5573 { 5574 5574 #ifndef SDL_GPU_DISABLE_SHADERS 5575 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5575 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5576 5576 return; 5577 5577 renderer->impl->FlushBlitBuffer(renderer); 5578 5578 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5584 5584 static void SetUniformiv(GPU_Renderer* renderer, int location, int num_elements_per_value, int num_values, int* values) 5585 5585 { 5586 5586 #ifndef SDL_GPU_DISABLE_SHADERS 5587 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5587 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5588 5588 return; 5589 5589 renderer->impl->FlushBlitBuffer(renderer); 5590 5590 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5611 5611 static void GetUniformuiv(GPU_Renderer* renderer, Uint32 program_object, int location, unsigned int* values) 5612 5612 { 5613 5613 #ifndef SDL_GPU_DISABLE_SHADERS 5614 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5614 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5615 5615 return; 5616 5616 program_object = get_proper_program_id(renderer, program_object); 5617 5617 if(program_object != 0) ··· 5626 5626 static void SetUniformui(GPU_Renderer* renderer, int location, unsigned int value) 5627 5627 { 5628 5628 #ifndef SDL_GPU_DISABLE_SHADERS 5629 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5629 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5630 5630 return; 5631 5631 renderer->impl->FlushBlitBuffer(renderer); 5632 5632 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5642 5642 static void SetUniformuiv(GPU_Renderer* renderer, int location, int num_elements_per_value, int num_values, unsigned int* values) 5643 5643 { 5644 5644 #ifndef SDL_GPU_DISABLE_SHADERS 5645 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5645 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5646 5646 return; 5647 5647 renderer->impl->FlushBlitBuffer(renderer); 5648 5648 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5687 5687 static void GetUniformfv(GPU_Renderer* renderer, Uint32 program_object, int location, float* values) 5688 5688 { 5689 5689 #ifndef SDL_GPU_DISABLE_SHADERS 5690 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5690 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5691 5691 return; 5692 5692 program_object = get_proper_program_id(renderer, program_object); 5693 5693 if(program_object != 0) ··· 5698 5698 static void SetUniformf(GPU_Renderer* renderer, int location, float value) 5699 5699 { 5700 5700 #ifndef SDL_GPU_DISABLE_SHADERS 5701 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5701 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5702 5702 return; 5703 5703 renderer->impl->FlushBlitBuffer(renderer); 5704 5704 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5710 5710 static void SetUniformfv(GPU_Renderer* renderer, int location, int num_elements_per_value, int num_values, float* values) 5711 5711 { 5712 5712 #ifndef SDL_GPU_DISABLE_SHADERS 5713 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5713 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5714 5714 return; 5715 5715 renderer->impl->FlushBlitBuffer(renderer); 5716 5716 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5736 5736 static void SetUniformMatrixfv(GPU_Renderer* renderer, int location, int num_matrices, int num_rows, int num_columns, Uint8 transpose, float* values) 5737 5737 { 5738 5738 #ifndef SDL_GPU_DISABLE_SHADERS 5739 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5739 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5740 5740 return; 5741 5741 renderer->impl->FlushBlitBuffer(renderer); 5742 5742 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5795 5795 static void SetAttributef(GPU_Renderer* renderer, int location, float value) 5796 5796 { 5797 5797 #ifndef SDL_GPU_DISABLE_SHADERS 5798 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5798 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5799 5799 return; 5800 5800 renderer->impl->FlushBlitBuffer(renderer); 5801 5801 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5818 5818 static void SetAttributei(GPU_Renderer* renderer, int location, int value) 5819 5819 { 5820 5820 #ifndef SDL_GPU_DISABLE_SHADERS 5821 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5821 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5822 5822 return; 5823 5823 renderer->impl->FlushBlitBuffer(renderer); 5824 5824 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5841 5841 static void SetAttributeui(GPU_Renderer* renderer, int location, unsigned int value) 5842 5842 { 5843 5843 #ifndef SDL_GPU_DISABLE_SHADERS 5844 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5844 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5845 5845 return; 5846 5846 renderer->impl->FlushBlitBuffer(renderer); 5847 5847 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5865 5865 static void SetAttributefv(GPU_Renderer* renderer, int location, int num_elements, float* value) 5866 5866 { 5867 5867 #ifndef SDL_GPU_DISABLE_SHADERS 5868 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5868 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5869 5869 return; 5870 5870 renderer->impl->FlushBlitBuffer(renderer); 5871 5871 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5902 5902 static void SetAttributeiv(GPU_Renderer* renderer, int location, int num_elements, int* value) 5903 5903 { 5904 5904 #ifndef SDL_GPU_DISABLE_SHADERS 5905 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5905 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5906 5906 return; 5907 5907 renderer->impl->FlushBlitBuffer(renderer); 5908 5908 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5939 5939 static void SetAttributeuiv(GPU_Renderer* renderer, int location, int num_elements, unsigned int* value) 5940 5940 { 5941 5941 #ifndef SDL_GPU_DISABLE_SHADERS 5942 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5942 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5943 5943 return; 5944 5944 renderer->impl->FlushBlitBuffer(renderer); 5945 5945 if(renderer->current_context_target->context->current_shader_program == 0) ··· 5979 5979 GPU_CONTEXT_DATA* cdata; 5980 5980 GPU_AttributeSource* a; 5981 5981 5982 - if(!renderer->impl->IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5982 + if(!IsFeatureEnabled(renderer, GPU_FEATURE_BASIC_SHADERS)) 5983 5983 return; 5984 5984 if(source.location < 0 || source.location >= 16) 5985 5985 return; ··· 6029 6029 6030 6030 #define SET_COMMON_FUNCTIONS(impl) \ 6031 6031 impl->Init = &Init; \ 6032 - impl->IsFeatureEnabled = &IsFeatureEnabled; \ 6033 6032 impl->CreateTargetFromWindow = &CreateTargetFromWindow; \ 6034 6033 impl->CreateAliasTarget = &CreateAliasTarget; \ 6035 6034 impl->MakeCurrent = &MakeCurrent; \
+2 -2
SDL_gpu/SDL_gpu.c
··· 407 407 { 408 408 if(current_renderer == NULL || current_renderer->current_context_target == NULL) 409 409 return 0; 410 - 411 - return current_renderer->impl->IsFeatureEnabled(current_renderer, feature); 410 + 411 + return ((current_renderer->enabled_features & feature) == feature); 412 412 } 413 413 414 414 GPU_Target* GPU_CreateTargetFromWindow(Uint32 windowID)
-3
SDL_gpu/SDL_gpu_RendererImpl.h
··· 12 12 */ 13 13 GPU_Target* (*Init)(GPU_Renderer* renderer, GPU_RendererID renderer_request, Uint16 w, Uint16 h, GPU_WindowFlagEnum SDL_flags); 14 14 15 - /*! \see GPU_IsFeatureEnabled() */ 16 - Uint8 (*IsFeatureEnabled)(GPU_Renderer* renderer, GPU_FeatureEnum feature); 17 - 18 15 /*! \see GPU_CreateTargetFromWindow 19 16 * The extra parameter is used internally to reuse/reinit a target. */ 20 17 GPU_Target* (*CreateTargetFromWindow)(GPU_Renderer* renderer, Uint32 windowID, GPU_Target* target);