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- use a unique_ptr for the GL debug object.
This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
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989dcfcf1c
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c7798d5503
3 changed files with 2 additions and 5 deletions
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@ -175,7 +175,7 @@ void OpenGLFrameBuffer::InitializeState()
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GLRenderer->Initialize(GetWidth(), GetHeight());
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static_cast<GLDataBuffer*>(mLights->GetBuffer())->BindBase();
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mDebug = std::make_shared<FGLDebug>();
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mDebug = std::make_unique<FGLDebug>();
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mDebug->Update();
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}
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@ -20,7 +20,6 @@ class OpenGLFrameBuffer : public SystemGLFrameBuffer
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public:
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explicit OpenGLFrameBuffer() {}
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OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
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~OpenGLFrameBuffer();
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bool CompileNextShader() override;
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@ -66,7 +65,7 @@ public:
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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std::unique_ptr<FGLDebug> mDebug; // Debug API
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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@ -10,7 +10,6 @@ namespace OpenGLESRenderer
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{
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class FHardwareTexture;
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class FGLDebug;
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class OpenGLFrameBuffer : public SystemGLFrameBuffer
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{
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@ -61,7 +60,6 @@ public:
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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