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Silence a few warnings.
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7481a5e810
commit
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@ -1381,6 +1381,8 @@ VirtualFramebuffer *FramebufferManagerCommon::CreateRAMFramebuffer(uint32_t fbAd
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float renderWidthFactor = renderWidth_ / 480.0f;
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float renderHeightFactor = renderHeight_ / 272.0f;
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DEBUG_LOG(G3D, "Creating RAM framebuffer at %08x (%dx%d, stride %d, format %d)", fbAddress, width, height, stride, format);
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// A target for the destination is missing - so just create one!
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// Make sure this one would be found by the algorithm above so we wouldn't
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// create a new one each frame.
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@ -6,6 +6,7 @@
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android:versionName="1.8.0.0">
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<!-- Note that versionCode should be in the format xyzzrrrr. Example: 16030000 -->
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<!-- In this same case, versionName should be 1.6.3.0 -->
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<!-- Also note that we are overriding these values anyway from gradle. -->
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<uses-feature android:glEsVersion="0x00020000" />
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<uses-feature android:name="android.hardware.screen.landscape" android:required="false" />
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@ -256,7 +256,7 @@ public:
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private:
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GLRenderManager *render_;
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ShaderStage stage_;
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ShaderLanguage language_;
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ShaderLanguage language_ = ShaderLanguage::GLSL_ES_200;
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GLRShader *shader_ = nullptr;
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GLuint glstage_ = 0;
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std::string source_; // So we can recompile in case of context loss.
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@ -277,7 +277,7 @@ bool OpenGLShaderModule::Compile(GLRenderManager *render, ShaderLanguage languag
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class OpenGLInputLayout : public InputLayout {
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public:
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OpenGLInputLayout(GLRenderManager *render) : render_(render) {}
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OpenGLInputLayout(GLRenderManager *render) : render_(render), stride(0) {}
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~OpenGLInputLayout();
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void Compile(const InputLayoutDesc &desc);
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@ -285,7 +285,7 @@ public:
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return false;
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}
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GLRInputLayout *inputLayout_;
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GLRInputLayout *inputLayout_ = nullptr;
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int stride;
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private:
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GLRenderManager *render_;
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@ -313,7 +313,7 @@ public:
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return inputLayout->RequiresBuffer();
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}
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GLuint prim;
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GLuint prim = 0;
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std::vector<OpenGLShaderModule *> shaders;
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OpenGLInputLayout *inputLayout = nullptr;
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OpenGLDepthStencilState *depthStencil = nullptr;
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@ -322,8 +322,8 @@ public:
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// TODO: Optimize by getting the locations first and putting in a custom struct
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UniformBufferDesc dynamicUniforms;
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GLRProgram *program_ = nullptr;
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private:
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GLRenderManager *render_;
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};
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@ -501,7 +501,7 @@ private:
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struct FrameData {
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GLPushBuffer *push;
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};
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FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES];
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FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES]{};
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};
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static constexpr int MakeIntelSimpleVer(int v1, int v2, int v3) {
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@ -713,9 +713,9 @@ public:
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}
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GLRenderManager *render_;
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GLRFramebuffer *framebuffer;
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GLRFramebuffer *framebuffer = nullptr;
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FBColorDepth colorDepth;
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FBColorDepth colorDepth = FBO_8888;
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};
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void OpenGLTexture::SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) {
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@ -738,7 +738,7 @@ void OpenGLTexture::SetImageData(int x, int y, int z, int width, int height, int
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stride = width;
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// Make a copy of data with stride eliminated.
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uint8_t *texData = new uint8_t[width * height * alignment];
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uint8_t *texData = new uint8_t[(size_t)(width * height * alignment)];
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for (int y = 0; y < height; y++) {
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memcpy(texData + y * width * alignment, data + y * stride * alignment, width * alignment);
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}
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@ -932,6 +932,7 @@ Pipeline *OpenGLContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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return nullptr;
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}
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}
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ILOG("Linking shaders.");
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if (pipeline->LinkShaders()) {
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// Build the rest of the virtual pipeline object.
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pipeline->prim = primToGL[(int)desc.prim];
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