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Make it compile
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parent
b8b5802599
commit
3385e28611
5 changed files with 14 additions and 4 deletions
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@ -68,6 +68,6 @@ void GLUniformBuffer::SetData(const void *data)
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if (mBufferId != 0)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glBufferData(GL_UNIFORM_BUFFER, size, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW);
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}
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}
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@ -9,11 +9,10 @@ class GLUniformBuffer : public IUniformBuffer
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unsigned mBufferId;
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bool mStaticDraw;
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protected:
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public:
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GLUniformBuffer(size_t size, bool staticdraw = false);
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~GLUniformBuffer();
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void Bind() override;
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void SetData(const void *data) override;
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unsigned ID() const
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@ -21,4 +20,4 @@ protected:
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return mBufferId;
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}
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}
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};
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@ -38,6 +38,7 @@
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#include "gl/textures/gl_samplers.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_uniformbuffer.h"
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#include "gl/models/gl_models.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl_debug.h"
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@ -355,6 +356,10 @@ FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
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return new FGLModelRenderer(mli);
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}
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IUniformBuffer *OpenGLFrameBuffer::CreateUniformBuffer(size_t size, bool staticuse)
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{
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return new GLUniformBuffer(size, staticuse);
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}
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void OpenGLFrameBuffer::UnbindTexUnit(int no)
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{
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@ -44,6 +44,8 @@ public:
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bool RenderBuffersEnabled() override;
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void SetViewportRects(IntRect *bounds) override;
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void BlurScene(float amount) override;
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IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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@ -319,6 +319,7 @@ public:
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class FUniquePalette;
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class IHardwareTexture;
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class FTexture;
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class IUniformBuffer;
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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@ -412,6 +413,9 @@ public:
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virtual int GetClientHeight() = 0;
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virtual bool RenderBuffersEnabled() { return false; };
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virtual void BlurScene(float amount) {}
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// Interface to hardware rendering resources
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virtual IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) { return nullptr; }
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// Begin 2D drawing operations.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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