Silence a few warnings.

This commit is contained in:
Henrik Rydgård 2019-09-24 23:10:18 +02:00
parent 7481a5e810
commit 9d65ff8873
3 changed files with 13 additions and 9 deletions

View File

@ -1381,6 +1381,8 @@ VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAd
float renderWidthFactor = renderWidth_ / 480.0f;
float renderHeightFactor = renderHeight_ / 272.0f;
DEBUG_LOG(G3D, "Creating RAM framebuffer at %08x (%dx%d, stride %d, format %d)", fbAddress, width, height, stride, format);
// A target for the destination is missing - so just create one!
// Make sure this one would be found by the algorithm above so we wouldn't
// create a new one each frame.

View File

@ -6,6 +6,7 @@
android:versionName="1.8.0.0">
<!-- Note that versionCode should be in the format xyzzrrrr. Example: 16030000 -->
<!-- In this same case, versionName should be 1.6.3.0 -->
<!-- Also note that we are overriding these values anyway from gradle. -->
<uses-feature android:glEsVersion="0x00020000" />
<uses-feature android:name="android.hardware.screen.landscape" android:required="false" />

View File

@ -256,7 +256,7 @@ public:
private:
GLRenderManager *render_;
ShaderStage stage_;
ShaderLanguage language_;
ShaderLanguage language_ = ShaderLanguage::GLSL_ES_200;
GLRShader *shader_ = nullptr;
GLuint glstage_ = 0;
std::string source_; // So we can recompile in case of context loss.
@ -277,7 +277,7 @@ bool OpenGLShaderModule::Compile(GLRenderManager *render, ShaderLanguage languag
class OpenGLInputLayout : public InputLayout {
public:
OpenGLInputLayout(GLRenderManager *render) : render_(render) {}
OpenGLInputLayout(GLRenderManager *render) : render_(render), stride(0) {}
~OpenGLInputLayout();
void Compile(const InputLayoutDesc &desc);
@ -285,7 +285,7 @@ public:
return false;
}
GLRInputLayout *inputLayout_;
GLRInputLayout *inputLayout_ = nullptr;
int stride;
private:
GLRenderManager *render_;
@ -313,7 +313,7 @@ public:
return inputLayout->RequiresBuffer();
}
GLuint prim;
GLuint prim = 0;
std::vector<OpenGLShaderModule *> shaders;
OpenGLInputLayout *inputLayout = nullptr;
OpenGLDepthStencilState *depthStencil = nullptr;
@ -322,8 +322,8 @@ public:
// TODO: Optimize by getting the locations first and putting in a custom struct
UniformBufferDesc dynamicUniforms;
GLRProgram *program_ = nullptr;
private:
GLRenderManager *render_;
};
@ -501,7 +501,7 @@ private:
struct FrameData {
GLPushBuffer *push;
};
FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES];
FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES]{};
};
static constexpr int MakeIntelSimpleVer(int v1, int v2, int v3) {
@ -713,9 +713,9 @@ public:
}
GLRenderManager *render_;
GLRFramebuffer *framebuffer;
GLRFramebuffer *framebuffer = nullptr;
FBColorDepth colorDepth;
FBColorDepth colorDepth = FBO_8888;
};
void OpenGLTexture::SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) {
@ -738,7 +738,7 @@ void OpenGLTexture::SetImageData(int x, int y, int z, int width, int height, int
stride = width;
// Make a copy of data with stride eliminated.
uint8_t *texData = new uint8_t[width * height * alignment];
uint8_t *texData = new uint8_t[(size_t)(width * height * alignment)];
for (int y = 0; y < height; y++) {
memcpy(texData + y * width * alignment, data + y * stride * alignment, width * alignment);
}
@ -932,6 +932,7 @@ Pipeline *OpenGLContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
return nullptr;
}
}
ILOG("Linking shaders.");
if (pipeline->LinkShaders()) {
// Build the rest of the virtual pipeline object.
pipeline->prim = primToGL[(int)desc.prim];