- fix compile errors

This commit is contained in:
Magnus Norddahl 2019-06-10 23:00:15 +02:00
parent bb47230f79
commit 82ebcc4946
3 changed files with 19 additions and 25 deletions

View file

@ -113,12 +113,7 @@ void PolyVertexInputAssembly::Load(PolyTriangleThreadData *thread, const void *v
/////////////////////////////////////////////////////////////////////////////
void PolyDataBuffer::BindRange(size_t start, size_t length)
void PolyDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, (uint32_t)start, (uint32_t)length);
}
void PolyDataBuffer::BindBase()
{
GetPolyFrameBuffer()->GetRenderState()->Bind(this, 0, (uint32_t)buffersize);
static_cast<PolyRenderState*>(state)->Bind(this, (uint32_t)start, (uint32_t)length);
}

View file

@ -75,8 +75,7 @@ public:
{
}
void BindRange(size_t start, size_t length) override;
void BindBase() override;
void BindRange(FRenderState *state, size_t start, size_t length) override;
int bindingpoint;
};

View file

@ -87,7 +87,7 @@ PolyFrameBuffer::~PolyFrameBuffer()
void PolyFrameBuffer::InitializeState()
{
gl_vendorstring = "Poly";
vendorstring = "Poly";
hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
glslversion = 4.50f;
uniformblockalignment = 1;
@ -97,7 +97,7 @@ void PolyFrameBuffer::InitializeState()
mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
mSkyData = new FSkyVertexBuffer;
mViewpoints = new GLViewpointBuffer;
mViewpoints = new HWViewpointBuffer;
mLights = new FLightBuffer();
CheckCanvas();
@ -200,8 +200,8 @@ sector_t *PolyFrameBuffer::RenderView(player_t *player)
{
// To do: this is virtually identical to FGLRenderer::RenderView and should be merged.
mRenderState->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
mRenderState->SetVertexBuffer(mVertexData);
mVertexData->Reset();
sector_t *retsec;
if (!V_IsHardwareRenderer())
@ -224,8 +224,8 @@ sector_t *PolyFrameBuffer::RenderView(player_t *player)
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
screen->mLights->Clear();
screen->mViewpoints->Clear();
mLights->Clear();
mViewpoints->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
@ -281,7 +281,7 @@ sector_t *PolyFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor * ca
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
const auto &eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
SetViewportRects(bounds);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
@ -400,20 +400,20 @@ void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
}
GetRenderState()->SetDepthMask(true);
if (!gl_no_skyclear) screen->mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
if (!gl_no_skyclear) mPortalState->RenderFirstSkyPortal(recursion, di, *GetRenderState());
di->RenderScene(*GetRenderState());
if (applySSAO && GetRenderState()->GetPassType() == GBUFFER_PASS)
{
//mPostprocess->AmbientOccludeScene(di->VPUniforms.mProjectionMatrix.get()[5]);
//screen->mViewpoints->Bind(*GetRenderState(), di->vpIndex);
//mViewpoints->Bind(*GetRenderState(), di->vpIndex);
}
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
screen->mPortalState->EndFrame(di, *GetRenderState());
mPortalState->EndFrame(di, *GetRenderState());
recursion--;
di->RenderTranslucent(*GetRenderState());
}
@ -511,11 +511,12 @@ void PolyFrameBuffer::UpdatePalette()
FTexture *PolyFrameBuffer::WipeStartScreen()
{
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
SetViewportRects(nullptr);
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeStartScreen");
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
return tex;
}
@ -525,11 +526,10 @@ FTexture *PolyFrameBuffer::WipeEndScreen()
Draw2D();
Clear2D();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
auto systex = static_cast<PolyHardwareTexture*>(tex->GetSystemTexture());
systex->CreateWipeTexture(viewport.width, viewport.height, "WipeEndScreen");
systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
return tex;
}