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- removed Windows.h include from gl_system.h and cleaned up that file. This means that most OpenGL sources can now be compiled without any Windows dependencies, which is significantly faster.
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396c570a96
commit
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3 changed files with 4 additions and 84 deletions
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@ -1,40 +1,6 @@
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#ifndef __GL_PCH_H
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#define __GL_PCH_H
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#ifdef _WIN32
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//#define __RPCNDR_H__ // this header causes problems!
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//#define __wtypes_h__
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#define WIN32_LEAN_AND_MEAN
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#define _WIN32_WINDOWS 0x410
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#ifndef _WIN32_WINNT
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#define _WIN32_WINNT 0x0501 // Support the mouse wheel and session notification.
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#define _WIN32_IE 0x0500
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#endif
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#define DIRECTINPUT_VERSION 0x800
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#define DIRECTDRAW_VERSION 0x0300
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#define DWORD WINDOWS_DWORD // I don't want to depend on this throughout the GL code!
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#ifdef _MSC_VER
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#pragma warning(disable : 4995) // MIPS
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#endif
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#include <windows.h>
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#include <mmsystem.h>
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#include <winsock.h>
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#ifndef __WINE__
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#include <dshow.h>
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#endif
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#include <d3d9.h>
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//#include <dsound.h>
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//#include <dinput.h>
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//#include <lmcons.h>
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//#include <shlobj.h>
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#endif
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#undef DWORD
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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#include <math.h>
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#include <float.h>
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#include <limits.h>
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@ -73,33 +39,6 @@
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#include <OpenGL/OpenGL.h>
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#endif
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#ifdef _WIN32
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#define DWORD WINDOWS_DWORD // I don't want to depend on this throughout the GL code!
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//#include "gl/api/wglext.h"
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#ifndef __WINE__
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#undef DWORD
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#endif
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#else
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typedef unsigned char byte;
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typedef float FLOAT;
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template <typename T>
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inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
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#define _access(a,b) access(a,b)
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#endif
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#ifdef LoadMenu
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#undef LoadMenu
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#endif
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#ifdef DrawText
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#undef DrawText
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#endif
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#ifdef GetCharWidth
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#undef GetCharWidth
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#endif
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#undef S_NORMAL
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#undef OPAQUE
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#ifdef _MSC_VER
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@ -111,7 +50,4 @@ inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
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#pragma warning(disable : 4305) // truncate from double to float
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#endif
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#ifdef WIN32
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#undef WIN32
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#endif
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#endif //__GL_PCH_H
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@ -9,7 +9,6 @@
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extern IVideo *Video;
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extern BOOL AppActive;
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EXTERN_CVAR (Float, dimamount)
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EXTERN_CVAR (Color, dimcolor)
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@ -19,8 +18,6 @@ EXTERN_CVAR(Int, vid_defheight);
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EXTERN_CVAR(Int, vid_renderer);
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EXTERN_CVAR(Int, vid_adapter);
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extern HINSTANCE g_hInst;
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extern HWND Window;
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extern IVideo *Video;
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struct FRenderer;
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@ -43,7 +40,7 @@ public:
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// unused but must be defined
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virtual void Blank ();
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virtual bool PaintToWindow ();
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virtual HRESULT GetHR();
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virtual long/*HRESULT*/ GetHR(); // windows.h pollution prevention.
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virtual bool CreateResources ();
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virtual void ReleaseResources ();
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@ -76,12 +73,12 @@ protected:
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void SetGammaTable(uint16_t * tbl);
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float m_Gamma, m_Brightness, m_Contrast;
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WORD m_origGamma[768];
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BOOL m_supportsGamma;
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uint16_t m_origGamma[768];
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bool m_supportsGamma;
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bool m_Fullscreen;
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int m_Width, m_Height, m_Bits, m_RefreshHz;
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int m_Lock;
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char m_displayDeviceNameBuffer[CCHDEVICENAME];
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char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
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char *m_displayDeviceName;
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int SwapInterval;
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@ -34,21 +34,8 @@
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#ifndef __WIN32IFACE_H
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#define __WIN32IFACE_H
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#ifndef DIRECTDRAW_VERSION
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#define DIRECTDRAW_VERSION 0x0300
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#endif
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#ifndef DIRECT3D_VERSION
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#define DIRECT3D_VERSION 0x0900
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <ddraw.h>
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#include <d3d9.h>
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#include "hardware.h"
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#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
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EXTERN_CVAR (Bool, vid_vsync)
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