diff --git a/src/gl/system/gl_swframebuffer.cpp b/src/gl/system/gl_swframebuffer.cpp index fd0bb395e..2f86bdc94 100644 --- a/src/gl/system/gl_swframebuffer.cpp +++ b/src/gl/system/gl_swframebuffer.cpp @@ -272,7 +272,7 @@ void *OpenGLSWFrameBuffer::MapBuffer(int target, int size) OpenGLSWFrameBuffer::HWFrameBuffer::~HWFrameBuffer() { if (Framebuffer != 0) glDeleteFramebuffers(1, (GLuint*)&Framebuffer); - delete Texture; + Texture.reset(); } OpenGLSWFrameBuffer::HWTexture::~HWTexture() @@ -324,17 +324,17 @@ OpenGLSWFrameBuffer::HWPixelShader::~HWPixelShader() if (FragmentShader != 0) glDeleteShader(FragmentShader); } -bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer) +std::unique_ptr OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height) { std::unique_ptr fb(new HWFrameBuffer()); GLint format = GL_RGBA16F; if (gl.es) format = GL_RGB; - if (!CreateTexture(name, width, height, 1, format, &fb->Texture)) + fb->Texture = CreateTexture(name, width, height, 1, format); + if (!fb->Texture) { - outFramebuffer = nullptr; - return false; + return nullptr; } glGenFramebuffers(1, (GLuint*)&fb->Framebuffer); @@ -357,24 +357,22 @@ bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int if (result != GL_FRAMEBUFFER_COMPLETE) { Printf("Framebuffer is not complete\n"); - outFramebuffer = nullptr; - return false; + return nullptr; } - *outFramebuffer = fb.release(); - return true; + return std::move(fb); } -bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines, HWPixelShader **outShader) +std::unique_ptr OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines) { std::unique_ptr shader(new HWPixelShader()); shader->Program = glCreateProgram(); - if (shader->Program == 0) { Printf("glCreateProgram failed. Disabling OpenGL hardware acceleration.\n"); return false; } + if (shader->Program == 0) { Printf("glCreateProgram failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; } shader->VertexShader = glCreateShader(GL_VERTEX_SHADER); - if (shader->VertexShader == 0) { Printf("glCreateShader(GL_VERTEX_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return false; } + if (shader->VertexShader == 0) { Printf("glCreateShader(GL_VERTEX_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; } shader->FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - if (shader->FragmentShader == 0) { Printf("glCreateShader(GL_FRAGMENT_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return false; } + if (shader->FragmentShader == 0) { Printf("glCreateShader(GL_FRAGMENT_SHADER) failed. Disabling OpenGL hardware acceleration.\n"); return nullptr; } int maxGlslVersion = 330; int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion); @@ -412,8 +410,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments glGetShaderInfoLog(errorShader, 10000, &length, buffer); //Printf("Shader compile failed: %s", buffer); - *outShader = nullptr; - return false; + return nullptr; } glAttachShader(shader->Program, shader->VertexShader); @@ -433,8 +430,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments glGetProgramInfoLog(shader->Program, 10000, &length, buffer); //Printf("Shader link failed: %s", buffer); - *outShader = nullptr; - return false; + return nullptr; } shader->ConstantLocations[PSCONST_Desaturation] = glGetUniformLocation(shader->Program, "Desaturation"); @@ -447,11 +443,10 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments shader->NewScreenLocation = glGetUniformLocation(shader->Program, "NewScreen"); shader->BurnLocation = glGetUniformLocation(shader->Program, "Burn"); - *outShader = shader.release(); - return true; + return std::move(shader); } -bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer) +std::unique_ptr OpenGLSWFrameBuffer::CreateVertexBuffer(int size) { std::unique_ptr obj(new HWVertexBuffer()); @@ -478,11 +473,10 @@ bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVerte glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(oldBinding); - *outVertexBuffer = obj.release(); - return true; + return std::move(obj); } -bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer) +std::unique_ptr OpenGLSWFrameBuffer::CreateIndexBuffer(int size) { std::unique_ptr obj(new HWIndexBuffer()); @@ -498,11 +492,10 @@ bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBu glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oldBinding); - *outIndexBuffer = obj.release(); - return true; + return std::move(obj); } -bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture) +std::unique_ptr OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int height, int levels, int format) { std::unique_ptr obj(new HWTexture()); @@ -536,11 +529,10 @@ bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int heig glBindTexture(GL_TEXTURE_2D, oldBinding); - *outTexture = obj.release(); - return true; + return std::move(obj); } -OpenGLSWFrameBuffer::HWTexture *OpenGLSWFrameBuffer::CopyCurrentScreen() +std::unique_ptr OpenGLSWFrameBuffer::CopyCurrentScreen() { std::unique_ptr obj(new HWTexture()); obj->Format = GL_RGBA16F; @@ -559,7 +551,7 @@ OpenGLSWFrameBuffer::HWTexture *OpenGLSWFrameBuffer::CopyCurrentScreen() glBindTexture(GL_TEXTURE_2D, oldBinding); - return obj.release(); + return std::move(obj); } void OpenGLSWFrameBuffer::SetGammaRamp(const GammaRamp *ramp) @@ -747,8 +739,8 @@ void OpenGLSWFrameBuffer::Present() FBVERTEX verts[4]; CalcFullscreenCoords(verts, false, 0, 0xFFFFFFFF); - SetTexture(0, OutputFB->Texture); - SetPixelShader(Shaders[SHADER_GammaCorrection]); + SetTexture(0, OutputFB->Texture.get()); + SetPixelShader(Shaders[SHADER_GammaCorrection].get()); SetAlphaBlend(0); EnableAlphaTest(false); DrawTriangleFans(2, verts); @@ -823,7 +815,8 @@ bool OpenGLSWFrameBuffer::CreateResources() if (!LoadShaders()) return false; - if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB)) + OutputFB = CreateFrameBuffer("OutputFB", Width, Height); + if (!OutputFB) return false; glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer); @@ -865,7 +858,8 @@ bool OpenGLSWFrameBuffer::LoadShaders() for (i = 0; i < NUM_SHADERS; ++i) { shaderpath = shaderdir; - if (!CreatePixelShader(vertsource, fragsource, ShaderDefines[i], &Shaders[i]) && i < SHADER_BurnWipe) + Shaders[i] = CreatePixelShader(vertsource, fragsource, ShaderDefines[i]); + if (!Shaders[i] && i < SHADER_BurnWipe) { break; } @@ -884,7 +878,7 @@ bool OpenGLSWFrameBuffer::LoadShaders() // Failure. Release whatever managed to load (which is probably nothing.) for (i = 0; i < NUM_SHADERS; ++i) { - SafeRelease(Shaders[i]); + Shaders[i].reset(); } return false; } @@ -903,11 +897,11 @@ void OpenGLSWFrameBuffer::ReleaseResources() KillNativeTexs(); KillNativePals(); ReleaseDefaultPoolItems(); - SafeRelease(ScreenshotTexture); - SafeRelease(PaletteTexture); + ScreenshotTexture.reset(); + PaletteTexture.reset(); for (int i = 0; i < NUM_SHADERS; ++i) { - SafeRelease(Shaders[i]); + Shaders[i].reset(); } if (ScreenWipe != nullptr) { @@ -925,19 +919,20 @@ void OpenGLSWFrameBuffer::ReleaseResources() void OpenGLSWFrameBuffer::ReleaseDefaultPoolItems() { - SafeRelease(FBTexture); - SafeRelease(FinalWipeScreen); - SafeRelease(InitialWipeScreen); - SafeRelease(VertexBuffer); - SafeRelease(IndexBuffer); - SafeRelease(OutputFB); + FBTexture.reset(); + FinalWipeScreen.reset(); + InitialWipeScreen.reset(); + VertexBuffer.reset(); + IndexBuffer.reset(); + OutputFB.reset(); } bool OpenGLSWFrameBuffer::Reset() { ReleaseDefaultPoolItems(); - if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB) || !CreateFBTexture() || !CreateVertexes()) + OutputFB = CreateFrameBuffer("OutputFB", Width, Height); + if (!OutputFB || !CreateFBTexture() || !CreateVertexes()) { return false; } @@ -983,7 +978,8 @@ void OpenGLSWFrameBuffer::KillNativeTexs() bool OpenGLSWFrameBuffer::CreateFBTexture() { - return CreateTexture("FBTexture", Width, Height, 1, IsBgra() ? GL_RGBA8 : GL_R8, &FBTexture); + FBTexture = CreateTexture("FBTexture", Width, Height, 1, IsBgra() ? GL_RGBA8 : GL_R8); + return FBTexture != nullptr; } //========================================================================== @@ -994,7 +990,8 @@ bool OpenGLSWFrameBuffer::CreateFBTexture() bool OpenGLSWFrameBuffer::CreatePaletteTexture() { - return CreateTexture("PaletteTexture", 256, 1, 1, GL_RGBA8, &PaletteTexture); + PaletteTexture = CreateTexture("PaletteTexture", 256, 1, 1, GL_RGBA8); + return PaletteTexture != nullptr; } //========================================================================== @@ -1009,11 +1006,13 @@ bool OpenGLSWFrameBuffer::CreateVertexes() IndexPos = -1; QuadBatchPos = -1; BatchType = BATCH_None; - if (!CreateVertexBuffer(sizeof(FBVERTEX)*NUM_VERTS, &VertexBuffer)) + VertexBuffer = CreateVertexBuffer(sizeof(FBVERTEX)*NUM_VERTS); + if (!VertexBuffer) { return false; } - if (!CreateIndexBuffer(sizeof(uint16_t)*NUM_INDEXES, &IndexBuffer)) + IndexBuffer = CreateIndexBuffer(sizeof(uint16_t)*NUM_INDEXES); + if (!IndexBuffer) { return false; } @@ -1421,15 +1420,15 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d) else glDisable(GL_LINE_SMOOTH); - SetTexture(0, FBTexture); - SetPaletteTexture(PaletteTexture, 256, BorderColor); + SetTexture(0, FBTexture.get()); + SetPaletteTexture(PaletteTexture.get(), 256, BorderColor); memset(Constant, 0, sizeof(Constant)); SetAlphaBlend(0); EnableAlphaTest(false); if (IsBgra()) - SetPixelShader(Shaders[SHADER_NormalColor]); + SetPixelShader(Shaders[SHADER_NormalColor].get()); else - SetPixelShader(Shaders[SHADER_NormalColorPal]); + SetPixelShader(Shaders[SHADER_NormalColorPal].get()); if (copy3d) { FBVERTEX verts[4]; @@ -1447,9 +1446,9 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d) color0 = ColorValue(map->ColorizeStart[0] / 2, map->ColorizeStart[1] / 2, map->ColorizeStart[2] / 2, 0); color1 = ColorValue(map->ColorizeEnd[0] / 2, map->ColorizeEnd[1] / 2, map->ColorizeEnd[2] / 2, 1); if (IsBgra()) - SetPixelShader(Shaders[SHADER_SpecialColormap]); + SetPixelShader(Shaders[SHADER_SpecialColormap].get()); else - SetPixelShader(Shaders[SHADER_SpecialColormapPal]); + SetPixelShader(Shaders[SHADER_SpecialColormapPal].get()); } } else @@ -1461,9 +1460,9 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d) DrawTriangleFans(2, verts); } if (IsBgra()) - SetPixelShader(Shaders[SHADER_NormalColor]); + SetPixelShader(Shaders[SHADER_NormalColor].get()); else - SetPixelShader(Shaders[SHADER_NormalColorPal]); + SetPixelShader(Shaders[SHADER_NormalColorPal].get()); } //========================================================================== @@ -1696,7 +1695,7 @@ void OpenGLSWFrameBuffer::ReleaseScreenshotBuffer() { Super::ReleaseScreenshotBuffer(); } - SafeRelease(ScreenshotTexture); + ScreenshotTexture.reset(); } /**************************************************************************/ @@ -1782,7 +1781,7 @@ void OpenGLSWFrameBuffer::DrawPackedTextures(int packnum) quad->ShaderNum = BQS_Plain; } quad->Palette = nullptr; - quad->Texture = pack->Tex; + quad->Texture = pack->Tex.get(); quad->NumVerts = 4; quad->NumTris = 2; @@ -1911,7 +1910,6 @@ OpenGLSWFrameBuffer::PackedTexture *OpenGLSWFrameBuffer::AllocPackedTexture(int OpenGLSWFrameBuffer::Atlas::Atlas(OpenGLSWFrameBuffer *fb, int w, int h, int format) : Packer(w, h, true) { - Tex = nullptr; Format = format; UsedList = nullptr; OneUse = false; @@ -1927,7 +1925,7 @@ OpenGLSWFrameBuffer::Atlas::Atlas(OpenGLSWFrameBuffer *fb, int w, int h, int for } *prev = this; - fb->CreateTexture("Atlas", w, h, 1, format, &Tex); + Tex = fb->CreateTexture("Atlas", w, h, 1, format); Width = w; Height = h; } @@ -1942,7 +1940,7 @@ OpenGLSWFrameBuffer::Atlas::~Atlas() { PackedTexture *box, *next; - SafeRelease(Tex); + Tex.reset(); for (box = UsedList; box != nullptr; box = next) { next = box->Next; @@ -2293,7 +2291,7 @@ FTextureFormat OpenGLSWFrameBuffer::OpenGLTex::ToTexFmt(int fmt) //========================================================================== OpenGLSWFrameBuffer::OpenGLPal::OpenGLPal(FRemapTable *remap, OpenGLSWFrameBuffer *fb) - : Tex(nullptr), Remap(remap) + : Remap(remap) { int count; @@ -2317,12 +2315,12 @@ OpenGLSWFrameBuffer::OpenGLPal::OpenGLPal(FRemapTable *remap, OpenGLSWFrameBuffe BorderColor = 0; RoundedPaletteSize = count; - if (fb->CreateTexture("Pal", count, 1, 1, GL_RGBA8, &Tex)) + Tex = fb->CreateTexture("Pal", count, 1, 1, GL_RGBA8); + if (Tex) { if (!Update()) { - delete Tex; - Tex = nullptr; + Tex.reset(); } } } @@ -2335,7 +2333,7 @@ OpenGLSWFrameBuffer::OpenGLPal::OpenGLPal(FRemapTable *remap, OpenGLSWFrameBuffe OpenGLSWFrameBuffer::OpenGLPal::~OpenGLPal() { - SafeRelease(Tex); + Tex.reset(); // Detach from the palette list *Prev = Next; if (Next != nullptr) @@ -2639,9 +2637,9 @@ void OpenGLSWFrameBuffer::EndLineBatch() VertexBuffer->Unlock(); if (VertexPos > 0) { - SetPixelShader(Shaders[SHADER_VertexColor]); + SetPixelShader(Shaders[SHADER_VertexColor].get()); SetAlphaBlend(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - SetStreamSource(VertexBuffer); + SetStreamSource(VertexBuffer.get()); DrawLineList(VertexPos / 2); } VertexPos = -1; @@ -2718,7 +2716,7 @@ void OpenGLSWFrameBuffer::DrawPixel(int x, int y, int palcolor, uint32_t color) float(x), float(y), 0, 1, color }; EndBatch(); // Draw out any batched operations. - SetPixelShader(Shaders[SHADER_VertexColor]); + SetPixelShader(Shaders[SHADER_VertexColor].get()); SetAlphaBlend(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawPoints(1, &pt); } @@ -2829,7 +2827,7 @@ void OpenGLSWFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms) goto done; } - quad->Texture = tex->Box->Owner->Tex; + quad->Texture = tex->Box->Owner->Tex.get(); if (parms.bilinear) { quad->Flags |= BQF_Bilinear; @@ -2956,7 +2954,7 @@ void OpenGLSWFrameBuffer::FlatFill(int left, int top, int right, int bottom, FTe quad->ShaderNum = BQS_Plain; } quad->Palette = nullptr; - quad->Texture = tex->Box->Owner->Tex; + quad->Texture = tex->Box->Owner->Tex.get(); quad->NumVerts = 4; quad->NumTris = 2; @@ -3085,7 +3083,7 @@ void OpenGLSWFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, in quad->ShaderNum = BQS_Plain; } quad->Palette = nullptr; - quad->Texture = tex->Box->Owner->Tex; + quad->Texture = tex->Box->Owner->Tex.get(); quad->NumVerts = npoints; quad->NumTris = npoints - 2; @@ -3295,8 +3293,8 @@ void OpenGLSWFrameBuffer::EndQuadBatch() IndexPos = -1; return; } - SetStreamSource(VertexBuffer); - SetIndices(IndexBuffer); + SetStreamSource(VertexBuffer.get()); + SetIndices(IndexBuffer.get()); bool uv_wrapped = false; bool uv_should_wrap; int indexpos, vertpos; @@ -3335,12 +3333,12 @@ void OpenGLSWFrameBuffer::EndQuadBatch() // Set the palette (if one) if ((quad->Flags & BQF_Paletted) == BQF_GamePalette) { - SetPaletteTexture(PaletteTexture, 256, BorderColor); + SetPaletteTexture(PaletteTexture.get(), 256, BorderColor); } else if ((quad->Flags & BQF_Paletted) == BQF_CustomPalette) { assert(quad->Palette != nullptr); - SetPaletteTexture(quad->Palette->Tex, quad->Palette->RoundedPaletteSize, quad->Palette->BorderColor); + SetPaletteTexture(quad->Palette->Tex.get(), quad->Palette->RoundedPaletteSize, quad->Palette->BorderColor); } // Set the alpha blending @@ -3352,29 +3350,26 @@ void OpenGLSWFrameBuffer::EndQuadBatch() // Set the pixel shader if (quad->ShaderNum == BQS_PalTex) { - SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? - SHADER_NormalColorPalInv : SHADER_NormalColorPal]); + SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? SHADER_NormalColorPalInv : SHADER_NormalColorPal].get()); } else if (quad->ShaderNum == BQS_Plain) { - SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? - SHADER_NormalColorInv : SHADER_NormalColor]); + SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? SHADER_NormalColorInv : SHADER_NormalColor].get()); } else if (quad->ShaderNum == BQS_RedToAlpha) { - SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? - SHADER_RedToAlphaInv : SHADER_RedToAlpha]); + SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ? SHADER_RedToAlphaInv : SHADER_RedToAlpha].get()); } else if (quad->ShaderNum == BQS_ColorOnly) { - SetPixelShader(Shaders[SHADER_VertexColor]); + SetPixelShader(Shaders[SHADER_VertexColor].get()); } else if (quad->ShaderNum == BQS_SpecialColormap) { int select; select = !!(quad->Flags & BQF_Paletted); - SetPixelShader(Shaders[SHADER_SpecialColormap + select]); + SetPixelShader(Shaders[SHADER_SpecialColormap + select].get()); } else if (quad->ShaderNum == BQS_InGameColormap) { @@ -3387,7 +3382,7 @@ void OpenGLSWFrameBuffer::EndQuadBatch() { SetConstant(PSCONST_Desaturation, quad->Desat / 255.f, (255 - quad->Desat) / 255.f, 0, 0); } - SetPixelShader(Shaders[SHADER_InGameColormap + select]); + SetPixelShader(Shaders[SHADER_InGameColormap + select].get()); } // Set the texture clamp addressing mode diff --git a/src/gl/system/gl_swframebuffer.h b/src/gl/system/gl_swframebuffer.h index dcb67e138..93f7c905c 100644 --- a/src/gl/system/gl_swframebuffer.h +++ b/src/gl/system/gl_swframebuffer.h @@ -129,7 +129,7 @@ private: ~HWFrameBuffer(); int Framebuffer = 0; - HWTexture *Texture = nullptr; + std::unique_ptr Texture; }; @@ -177,11 +177,12 @@ private: int BurnLocation = -1; }; - bool CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer); - bool CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines, HWPixelShader **outShader); - bool CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer); - bool CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer); - bool CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture); + std::unique_ptr CreateFrameBuffer(const FString &name, int width, int height); + std::unique_ptr CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines); + std::unique_ptr CreateVertexBuffer(int size); + std::unique_ptr CreateIndexBuffer(int size); + std::unique_ptr CreateTexture(const FString &name, int width, int height, int levels, int format); + void SetGammaRamp(const GammaRamp *ramp); void SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount); void SetHWPixelShader(HWPixelShader *shader); @@ -250,7 +251,7 @@ private: SkylineBinPack Packer; Atlas *Next; - HWTexture *Tex; + std::unique_ptr Tex; int Format; PackedTexture *UsedList; // Boxes that contain images int Width, Height; @@ -287,7 +288,7 @@ private: OpenGLPal **Prev; OpenGLPal *Next; - HWTexture *Tex; + std::unique_ptr Tex; uint32_t BorderColor; bool DoColorSkip; @@ -392,7 +393,7 @@ private: void UploadPalette(); void CalcFullscreenCoords(FBVERTEX verts[4], bool viewarea_only, uint32_t color0, uint32_t color1) const; bool Reset(); - HWTexture *CopyCurrentScreen(); + std::unique_ptr CopyCurrentScreen(); void ReleaseDefaultPoolItems(); void KillNativePals(); void KillNativeTexs(); @@ -422,8 +423,6 @@ private: void SetSamplerWrapT(int tnum, int mode); void SetPaletteTexture(HWTexture *texture, int count, uint32_t border_color); - template static void SafeRelease(T &x) { if (x != nullptr) { delete x; x = nullptr; } } - bool Valid = false; std::shared_ptr Debug; @@ -431,7 +430,7 @@ private: float ShaderConstants[NumPSCONST * 4]; HWPixelShader *CurrentShader = nullptr; - HWFrameBuffer *OutputFB = nullptr; + std::unique_ptr OutputFB; bool AlphaTestEnabled = false; bool AlphaBlendEnabled = false; @@ -467,13 +466,13 @@ private: OpenGLTex *Textures = nullptr; Atlas *Atlases = nullptr; - HWTexture *FBTexture = nullptr; - HWTexture *PaletteTexture = nullptr; - HWTexture *ScreenshotTexture = nullptr; + std::unique_ptr FBTexture; + std::unique_ptr PaletteTexture; + std::unique_ptr ScreenshotTexture; - HWVertexBuffer *VertexBuffer = nullptr; + std::unique_ptr VertexBuffer; FBVERTEX *VertexData = nullptr; - HWIndexBuffer *IndexBuffer = nullptr; + std::unique_ptr IndexBuffer; uint16_t *IndexData = nullptr; BufferedTris *QuadExtra = nullptr; int VertexPos; @@ -481,9 +480,9 @@ private: int QuadBatchPos; enum { BATCH_None, BATCH_Quads, BATCH_Lines } BatchType; - HWPixelShader *Shaders[NUM_SHADERS]; + std::unique_ptr Shaders[NUM_SHADERS]; - HWTexture *InitialWipeScreen = nullptr, *FinalWipeScreen = nullptr; + std::unique_ptr InitialWipeScreen, FinalWipeScreen; class Wiper { diff --git a/src/gl/system/gl_swwipe.cpp b/src/gl/system/gl_swwipe.cpp index 930278ac9..e33b25980 100644 --- a/src/gl/system/gl_swwipe.cpp +++ b/src/gl/system/gl_swwipe.cpp @@ -98,7 +98,7 @@ public: private: static const int WIDTH = 64, HEIGHT = 64; uint8_t BurnArray[WIDTH * (HEIGHT + 5)]; - HWTexture *BurnTexture; + std::unique_ptr BurnTexture; int Density; int BurnTime; }; @@ -247,8 +247,8 @@ void OpenGLSWFrameBuffer::WipeCleanup() delete ScreenWipe; ScreenWipe = NULL; } - SafeRelease( InitialWipeScreen ); - SafeRelease( FinalWipeScreen ); + InitialWipeScreen.reset(); + FinalWipeScreen.reset(); GatheringWipeScreen = false; if (!Accel2D) { @@ -283,7 +283,7 @@ void OpenGLSWFrameBuffer::Wiper::DrawScreen(OpenGLSWFrameBuffer *fb, HWTexture * fb->CalcFullscreenCoords(verts, false, color0, color1); fb->SetTexture(0, tex); fb->SetAlphaBlend(blendop, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - fb->SetPixelShader(fb->Shaders[SHADER_NormalColor]); + fb->SetPixelShader(fb->Shaders[SHADER_NormalColor].get()); fb->DrawTriangleFans(2, verts); } @@ -313,10 +313,10 @@ bool OpenGLSWFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLSWFrameBuffer *f Clock += ticks; // Put the initial screen back to the buffer. - DrawScreen(fb, fb->InitialWipeScreen); + DrawScreen(fb, fb->InitialWipeScreen.get()); // Draw the new screen on top of it. - DrawScreen(fb, fb->FinalWipeScreen, GL_FUNC_ADD, ColorValue(0,0,0,Clock / 32.f), ColorRGBA(255,255,255,0)); + DrawScreen(fb, fb->FinalWipeScreen.get(), GL_FUNC_ADD, ColorValue(0,0,0,Clock / 32.f), ColorRGBA(255,255,255,0)); return Clock >= 32; } @@ -354,7 +354,7 @@ OpenGLSWFrameBuffer::Wiper_Melt::Wiper_Melt() bool OpenGLSWFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLSWFrameBuffer *fb) { // Draw the new screen on the bottom. - DrawScreen(fb, fb->FinalWipeScreen); + DrawScreen(fb, fb->FinalWipeScreen.get()); int i, dy; int fbwidth = fb->Width; @@ -401,7 +401,7 @@ bool OpenGLSWFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLSWFrameBuffer *fb) quad->Flags = BQF_DisableAlphaTest; quad->ShaderNum = BQS_Plain; quad->Palette = NULL; - quad->Texture = fb->InitialWipeScreen; + quad->Texture = fb->InitialWipeScreen.get(); quad->NumVerts = 4; quad->NumTris = 2; @@ -485,10 +485,12 @@ OpenGLSWFrameBuffer::Wiper_Burn::Wiper_Burn(OpenGLSWFrameBuffer *fb) Density = 4; BurnTime = 0; memset(BurnArray, 0, sizeof(BurnArray)); - if (fb->Shaders[SHADER_BurnWipe] == NULL || !fb->CreateTexture("BurnWipe", WIDTH, HEIGHT, 1, GL_R8, &BurnTexture)) + if (fb->Shaders[SHADER_BurnWipe] == nullptr) { - BurnTexture = NULL; + BurnTexture = nullptr; } + + BurnTexture = fb->CreateTexture("BurnWipe", WIDTH, HEIGHT, 1, GL_R8); } //========================================================================== @@ -499,7 +501,7 @@ OpenGLSWFrameBuffer::Wiper_Burn::Wiper_Burn(OpenGLSWFrameBuffer *fb) OpenGLSWFrameBuffer::Wiper_Burn::~Wiper_Burn() { - SafeRelease( BurnTexture ); + BurnTexture.reset(); } //========================================================================== @@ -555,7 +557,7 @@ bool OpenGLSWFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLSWFrameBuffer *fb) } // Put the initial screen back to the buffer. - DrawScreen(fb, fb->InitialWipeScreen); + DrawScreen(fb, fb->InitialWipeScreen.get()); // Burn the new screen on top of it. float right = float(fb->Width); @@ -569,10 +571,10 @@ bool OpenGLSWFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLSWFrameBuffer *fb) { 0.f, bot, 0.f, 1.f, 0.f, 1.f, 0, 1 } }; - fb->SetTexture(0, fb->FinalWipeScreen); - fb->SetTexture(1, BurnTexture); + fb->SetTexture(0, fb->FinalWipeScreen.get()); + fb->SetTexture(1, BurnTexture.get()); fb->SetAlphaBlend(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - fb->SetPixelShader(fb->Shaders[SHADER_BurnWipe]); + fb->SetPixelShader(fb->Shaders[SHADER_BurnWipe].get()); glActiveTexture(GL_TEXTURE1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); fb->DrawTriangleFans(2, verts);