mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-01-20 08:31:11 +00:00
- let FileData.GetString only return a const char pointer.
Not exposing the implementation will allow a lot more optimization in the backend and we also want to get rid of FString here.
This commit is contained in:
parent
5398045f7d
commit
eccbafc1bc
8 changed files with 31 additions and 31 deletions
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@ -182,7 +182,7 @@ static void SetupGenMidi()
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auto genmidi = fileSystem.ReadFile(lump);
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if (genmidi.GetSize() < 8 + 175 * 36 || memcmp(genmidi.GetMem(), "#OPL_II#", 8)) return;
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ZMusic_SetGenMidi((uint8_t*)genmidi.GetString().GetChars() + 8);
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ZMusic_SetGenMidi((uint8_t*)genmidi.GetString() + 8);
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}
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static void SetupWgOpn()
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@ -35,9 +35,9 @@ public:
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FileData (const FileData ©);
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FileData &operator= (const FileData ©);
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~FileData ();
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void *GetMem () { return Block.Len() == 0 ? NULL : (void *)Block.GetChars(); }
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const void *GetMem () { return Block.Len() == 0 ? NULL : (void *)Block.GetChars(); }
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size_t GetSize () { return Block.Len(); }
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const FString &GetString () const { return Block; }
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const char* GetString () const { return Block.GetChars(); }
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private:
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FileData (const FString &source);
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@ -423,27 +423,27 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump, 0); // if it's a core shader, ignore overrides by user mods.
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if (pp_lump == -1) pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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FString pp_data = fileSystem.ReadFile(pp_lump).GetString();
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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if (pp_data.IndexOf("ProcessMaterial") < 0 && pp_data.IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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if (pp_data.GetString().IndexOf("GetTexCoord") >= 0)
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if (pp_data.IndexOf("GetTexCoord") >= 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat2.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat2.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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}
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else
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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if (pp_data.IndexOf("ProcessTexel") < 0)
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{
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// this looks like an even older custom hardware shader.
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// We need to replace the ProcessTexel call to make it work.
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@ -452,7 +452,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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}
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}
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if (pp_data.GetString().IndexOf("ProcessLight") >= 0)
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if (pp_data.IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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fp_comb << "\nvec4 ProcessLight(vec4 color);\n";
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@ -460,19 +460,19 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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}
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}
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fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars();
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fp_comb << RemoveLegacyUserUniforms(pp_data).GetChars();
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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if (pp_data.IndexOf("ProcessLight") < 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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}
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// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
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if (pp_data.GetString().IndexOf("ProcessMaterial") >= 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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if (pp_data.IndexOf("ProcessMaterial") >= 0 && pp_data.IndexOf("SetupMaterial") < 0)
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{
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// This reactivates the old logic and disables all features that cannot be supported with that method.
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placeholder << "#define LEGACY_USER_SHADER\n";
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@ -491,7 +491,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
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if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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fp_comb << pp_data.GetString().GetChars() << "\n";
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fp_comb << pp_data.GetString() << "\n";
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}
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if (gl.flags & RFL_NO_CLIP_PLANES)
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@ -88,7 +88,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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FString code = fileSystem.ReadFile(lump).GetString();
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Compile(type, lumpName, code, defines, maxGlslVersion);
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}
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@ -422,27 +422,27 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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{
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump.GetChars());
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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FString pp_data = fileSystem.ReadFile(pp_lump).GetString();
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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if (pp_data.IndexOf("ProcessMaterial") < 0 && pp_data.IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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if (pp_data.GetString().IndexOf("GetTexCoord") >= 0)
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if (pp_data.IndexOf("GetTexCoord") >= 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders_gles/glsl/func_defaultmat2.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultmat2.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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}
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else
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders_gles/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultmat.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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if (pp_data.IndexOf("ProcessTexel") < 0)
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{
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// this looks like an even older custom hardware shader.
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// We need to replace the ProcessTexel call to make it work.
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@ -451,7 +451,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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}
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}
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if (pp_data.GetString().IndexOf("ProcessLight") >= 0)
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if (pp_data.IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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fp_comb << "\nvec4 ProcessLight(vec4 color);\n";
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@ -459,19 +459,19 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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}
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}
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fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars();
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fp_comb << RemoveLegacyUserUniforms(pp_data).GetChars();
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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if (pp_data.IndexOf("ProcessLight") < 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders_gles/glsl/func_defaultlight.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultlight.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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fp_comb << "\n" << pl_data.GetString();
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}
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// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
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if (pp_data.GetString().IndexOf("ProcessMaterial") >= 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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if (pp_data.IndexOf("ProcessMaterial") >= 0 && pp_data.IndexOf("SetupMaterial") < 0)
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{
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// This reactivates the old logic and disables all features that cannot be supported with that method.
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placeholder << "#define LEGACY_USER_SHADER\n";
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@ -490,7 +490,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
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if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog.GetChars());
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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fp_comb << pp_data.GetString().GetChars() << "\n";
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fp_comb << pp_data.GetString() << "\n";
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}
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if (gles.flags & RFL_NO_CLIP_PLANES)
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@ -88,7 +88,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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FString code = fileSystem.ReadFile(lump).GetString();
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Compile(type, lumpName, code, defines, maxGlslVersion);
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}
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@ -66,7 +66,7 @@ FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defin
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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FString code = fileSystem.ReadFile(lump).GetString();
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FString patchedCode;
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patchedCode.AppendFormat("#version %d\n", 450);
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@ -843,7 +843,7 @@ DEFINE_ACTION_FUNCTION(_Wads, ReadLump)
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PARAM_PROLOGUE;
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PARAM_INT(lump);
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const bool isLumpValid = lump >= 0 && lump < fileSystem.GetNumEntries();
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ACTION_RETURN_STRING(isLumpValid ? fileSystem.ReadFile(lump).GetString() : FString());
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ACTION_RETURN_STRING(isLumpValid ? fileSystem.ReadFile(lump).GetString() : "");
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}
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//==========================================================================
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