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https://github.com/ZDoom/gzdoom-gles.git
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- fixed compile bugs
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8fcc170e8f
commit
2cf6d213e2
5 changed files with 5 additions and 19 deletions
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@ -4,7 +4,6 @@ class FCanvasTexture;
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// This list keeps track of the cameras that draw into canvas textures.
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struct FCanvasTextureEntry
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{
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FCanvasTextureInfo *Next;
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TObjPtr<AActor*> Viewpoint;
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FCanvasTexture *Texture;
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FTextureID PicNum;
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@ -22,4 +21,4 @@ struct FCanvasTextureInfo
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void Serialize(FSerializer &arc);
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void Mark();
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};
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};
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@ -272,7 +272,7 @@ public:
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return i;
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}
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template<class Func> const
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template<class Func>
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unsigned int FindEx(Func compare) const
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{
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unsigned int i;
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@ -399,11 +399,11 @@ bool FTexture::LoadHiresTexture(FTextureBuffer &texbuffer, bool checkonly)
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if (dwdata[i] == 0xffffff00 || dwdata[i] == 0xffff00ff) dwdata[i] = 0;
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}
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}
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texbuffer.mBuffer = buffer;
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}
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FContentIdBuilder contentId;
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contentId.id = 0;
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contentId.imageID = HiresTexture->GetImage()->GetId();
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texbuffer.mBuffer = buffer;
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texbuffer.mWidth = w;
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texbuffer.mHeight = h;
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texbuffer.mContentId = contentId.id;
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@ -673,7 +673,7 @@ FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
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if (flags & CTF_CheckHires)
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{
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// No image means that this cannot be checked,
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if (GetImage() && LoadHiresTexture(result)) return result;
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if (GetImage() && LoadHiresTexture(result, checkonly)) return result;
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}
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int exx = !!(flags & CTF_Expand);
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@ -337,7 +337,6 @@ public:
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FSoftwareTexture *GetSoftwareTexture();
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protected:
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//int16_t LeftOffset, TopOffset;
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DVector2 Scale;
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@ -435,19 +434,7 @@ protected:
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// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
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// should use these, so that if changes are needed, this is the only place to edit.
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// For the original software renderer
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int GetLeftOffsetSW() { return _LeftOffset[r_spriteadjustSW]; }
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int GetTopOffsetSW() { return _TopOffset[r_spriteadjustSW]; }
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int GetScaledLeftOffsetSW() { return GetScaledLeftOffset(r_spriteadjustSW); }
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int GetScaledTopOffsetSW() { return GetScaledTopOffset(r_spriteadjustSW); }
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// For the softpoly renderer, in case it wants adjustment
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int GetLeftOffsetPo() { return _LeftOffset[r_spriteadjustSW]; }
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int GetTopOffsetPo() { return _TopOffset[r_spriteadjustSW]; }
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int GetScaledLeftOffsetPo() { return GetScaledLeftOffset(r_spriteadjustSW); }
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int GetScaledTopOffsetPo() { return GetScaledTopOffset(r_spriteadjustSW); }
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// For the hardware renderer
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// For the hardware renderer. The software renderer's have been offloaded to FSoftwareTexture
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int GetLeftOffsetHW() { return _LeftOffset[r_spriteadjustHW]; }
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int GetTopOffsetHW() { return _TopOffset[r_spriteadjustHW]; }
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