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https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
Fixed compilation of OS X with native backend
TODO: check Linux build
This commit is contained in:
parent
de6f13f0b4
commit
3816b46938
3 changed files with 100 additions and 34 deletions
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@ -86,9 +86,6 @@ template <typename T>
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inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
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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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#define _access(a,b) access(a,b)
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#endif
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#endif
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#ifndef _WIN32
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#include <SDL.h>
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#endif
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#ifdef LoadMenu
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#ifdef LoadMenu
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@ -373,16 +373,7 @@ private:
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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struct CapabilityChecker
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class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private NonCopyable
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{
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CapabilityChecker();
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};
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// ---------------------------------------------------------------------------
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class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private CapabilityChecker, private NonCopyable
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{
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{
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typedef OpenGLFrameBuffer Super;
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typedef OpenGLFrameBuffer Super;
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@ -1164,12 +1155,14 @@ SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool
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, m_lock(-1)
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, m_lock(-1)
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, m_isUpdatePending(false)
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, m_isUpdatePending(false)
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, m_supportsGamma(true)
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, m_supportsGamma(true)
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, m_gammaTexture(GAMMA_TABLE_SIZE, 1, false, false, true, true)
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, m_gammaProgram("gamma_correction")
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, m_gammaTexture(GAMMA_TABLE_SIZE, 1, true)
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{
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{
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}
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}
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SDLGLFB::SDLGLFB()
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SDLGLFB::SDLGLFB()
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: m_gammaTexture(0, 0, false, false, false, false)
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: m_gammaProgram(nullptr)
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, m_gammaTexture(0, 0, false)
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{
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{
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}
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}
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@ -1393,7 +1386,7 @@ bool BoundTextureSaveAsPNG(const GLenum target, const char* const path)
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RenderTarget::RenderTarget(const GLsizei width, const GLsizei height)
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RenderTarget::RenderTarget(const GLsizei width, const GLsizei height)
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: m_ID(0)
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: m_ID(0)
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, m_oldID(0)
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, m_oldID(0)
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, m_texture(width, height, false, false, true, true)
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, m_texture(width, height, true)
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{
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{
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glGenFramebuffersEXT(1, &m_ID);
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glGenFramebuffersEXT(1, &m_ID);
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@ -1439,20 +1432,6 @@ GLuint RenderTarget::GetBoundID()
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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CapabilityChecker::CapabilityChecker()
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{
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if (!(gl.flags & RFL_FRAMEBUFFER))
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{
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I_FatalError(
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"The graphics hardware in your system does not support Frame Buffer Object (FBO).\n"
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"It is required to run this version of " GAMENAME ".\n");
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}
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}
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// ---------------------------------------------------------------------------
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CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen)
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CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen)
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: OpenGLFrameBuffer(hMonitor, width, height, bits, refreshHz, fullscreen)
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: OpenGLFrameBuffer(hMonitor, width, height, bits, refreshHz, fullscreen)
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, m_renderTarget(width, height)
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, m_renderTarget(width, height)
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@ -1525,8 +1504,8 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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{
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{
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m_renderTarget.Unbind();
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m_renderTarget.Unbind();
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m_renderTarget.GetColorTexture().Bind(0, 0);
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m_renderTarget.GetColorTexture().Bind(0, 0, 0);
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m_gammaTexture.Bind(1, 0);
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m_gammaTexture.Bind(1, 0, 0);
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if (rbOpts.dirty)
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if (rbOpts.dirty)
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{
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{
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@ -1540,7 +1519,7 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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glViewport(rbOpts.shiftX, rbOpts.shiftY, rbOpts.width, rbOpts.height);
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glViewport(rbOpts.shiftX, rbOpts.shiftY, rbOpts.width, rbOpts.height);
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m_gammaProgram.Bind(0.0f);
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m_gammaProgram.Bind();
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BoundTextureDraw2D(Width, Height);
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BoundTextureDraw2D(Width, Height);
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glViewport(0, 0, Width, Height);
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glViewport(0, 0, Width, Height);
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@ -1550,7 +1529,7 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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void CocoaOpenGLFrameBuffer::SetSmoothPicture(const bool smooth)
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void CocoaOpenGLFrameBuffer::SetSmoothPicture(const bool smooth)
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{
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{
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FHardwareTexture& texture = m_renderTarget.GetColorTexture();
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FHardwareTexture& texture = m_renderTarget.GetColorTexture();
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texture.Bind(0, 0);
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texture.Bind(0, 0, 0);
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BoundTextureSetFilter(GL_TEXTURE_2D, smooth ? GL_LINEAR : GL_NEAREST);
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BoundTextureSetFilter(GL_TEXTURE_2D, smooth ? GL_LINEAR : GL_NEAREST);
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}
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}
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90
src/posix/cocoa/sdlglvideo.h
Normal file
90
src/posix/cocoa/sdlglvideo.h
Normal file
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@ -0,0 +1,90 @@
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/*
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** sdlglvideo.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2012-2014 Alexey Lysiuk
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// IMPORTANT NOTE!
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// This file was intentially named sdlglvideo.h but it has nothing with SDL
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// The name was selected to avoid spreding of changes over the project
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// The same applies to SDLGLFB class
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// See gl/system/gl_framebuffer.h for details about its usage
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#ifndef COCOA_SDLGLVIDEO_H_INCLUDED
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#define COCOA_SDLGLVIDEO_H_INCLUDED
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#include "v_video.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_hwtexture.h"
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class SDLGLFB : public DFrameBuffer
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{
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public:
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// This must have the same parameters as the Windows version, even if they are not used!
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SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen);
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~SDLGLFB();
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virtual bool Lock(bool buffered = true);
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virtual void Unlock();
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virtual bool IsLocked();
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virtual bool IsFullscreen();
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virtual void SetVSync(bool vsync);
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int GetTrueHeight() { return GetHeight(); }
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protected:
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int m_lock;
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bool m_isUpdatePending;
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bool m_supportsGamma;
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FShader m_gammaProgram;
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FHardwareTexture m_gammaTexture;
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static const size_t GAMMA_TABLE_SIZE = 256;
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uint32_t m_gammaTable[GAMMA_TABLE_SIZE];
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SDLGLFB();
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void InitializeState();
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bool CanUpdate();
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void SwapBuffers();
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void SetGammaTable(WORD* table);
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};
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#endif // COCOA_SDLGLVIDEO_H_INCLUDED
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