fix buildbot

This commit is contained in:
Jaime Passos 2019-03-18 20:04:28 -03:00
parent 5c399b0944
commit 1de35b9076

View file

@ -515,7 +515,7 @@ static GLuint gl_currentshaderprogram = 0;
static GLuint gl_shaderprograms[MAXSHADERPROGRAMS];
typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, GLchar**, GLint*);
typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
typedef void (APIENTRY *PFNglCompileShader) (GLuint);
typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*);
typedef void (APIENTRY *PFNglDeleteShader) (GLuint);
@ -532,7 +532,7 @@ typedef void (APIENTRY *PFNglUniform4f) (GLint, GLfloat, GLfloat, GLfloat, GL
typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*);
typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*);
typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*);
typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, GLchar*);
typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, const GLchar*);
static PFNglCreateShader pglCreateShader;
static PFNglShaderSource pglShaderSource;
@ -602,7 +602,7 @@ static PFNglGetUniformLocation pglGetUniformLocation;
"}\n" \
"}\0"
static char *fragment_shaders[] = {
static const char *fragment_shaders[] = {
// Default shader
"uniform sampler2D tex;\n"
"uniform vec4 mix_color;\n"
@ -672,7 +672,7 @@ static char *fragment_shaders[] = {
"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
"}\0"
static char *vertex_shaders[] = {
static const char *vertex_shaders[] = {
// Default shader
SHARED_VERTEX_SHADER,
@ -740,8 +740,8 @@ EXPORT void HWRAPI(LoadShaders) (void)
for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++)
{
GLchar* vert_shader = vertex_shaders[i];
GLchar* frag_shader = fragment_shaders[i];
const GLchar* vert_shader = vertex_shaders[i];
const GLchar* frag_shader = fragment_shaders[i];
if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
break;
@ -1922,13 +1922,6 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
}
}
// Macro to
// Macro to what? Why isn't this comment finished?
// Did I accidentally delete the rest of the line?
// Did it decide it didn't want to be part of the code anymore?
// Did the macro hurt its feelings?
#define BUFFER_OFFSET(i) ((void*)(i))
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)
@ -2110,7 +2103,7 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (nextFrameIndex != -1)
nextframe = &mesh->frames[nextFrameIndex % mesh->numFrames];
if (!nextframe || pol == 0.0f)
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
// Zoom! Take advantage of just shoving the entire arrays to the GPU.
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
@ -2179,6 +2172,7 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
pglLoadIdentity();
if (stransform)
{
boolean fovx90;
// keep a trace of the transformation for md2
memcpy(&md2_transform, stransform, sizeof (md2_transform));
@ -2199,7 +2193,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
special_splitscreen = (stransform->splitscreen == 1 && stransform->fovxangle == 90.0f);
fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f;
special_splitscreen = (stransform->splitscreen && fovx90);
if (special_splitscreen)
GLPerspective(53.13f, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
@ -2602,6 +2597,9 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
FRGBAFloat clearColour;
INT32 texsize = 2048;
float off[12];
float fix[8];
if(screen_width <= 1024)
texsize = 1024;
if(screen_width <= 512)
@ -2623,7 +2621,6 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
yoff = newaspect / origaspect;
}
float off[12];
off[0] = -xoff;
off[1] = -yoff;
off[2] = 1.0f;
@ -2637,7 +2634,7 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
off[10] = -yoff;
off[11] = 1.0f;
float fix[8];
fix[0] = 0.0f;
fix[1] = 0.0f;
fix[2] = 0.0f;