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https://github.com/ZDoom/qzdoom.git
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- remove all usage of std::make_unique to keep things C++11 compliant
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parent
bdf02ea67c
commit
f049e6145b
7 changed files with 33 additions and 33 deletions
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@ -38,7 +38,7 @@ void FLinearDepthShader::Bind()
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if (!mShader)
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{
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mShader = std::make_unique<FShaderProgram>();
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader->SetFragDataLocation(0, "FragColor");
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@ -66,7 +66,7 @@ void FSSAOShader::Bind()
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if (!mShader)
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{
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mShader = std::make_unique<FShaderProgram>();
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao, multisample), 330);
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mShader->SetFragDataLocation(0, "FragColor");
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@ -142,7 +142,7 @@ void FSSAOCombineShader::Bind()
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if (!mShader)
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{
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mShader = std::make_unique<FShaderProgram>();
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader->SetFragDataLocation(0, "FragColor");
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@ -316,7 +316,7 @@ OpenGLSWFrameBuffer::HWPixelShader::~HWPixelShader()
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bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer)
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{
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auto fb = std::make_unique<HWFrameBuffer>();
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std::unique_ptr<HWFrameBuffer> fb(new HWFrameBuffer());
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GLint format = GL_RGBA16F;
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if (gl.es) format = GL_RGB;
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@ -357,7 +357,7 @@ bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int
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bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines, HWPixelShader **outShader)
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{
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auto shader = std::make_unique<HWPixelShader>();
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std::unique_ptr<HWPixelShader> shader(new HWPixelShader());
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shader->Program = glCreateProgram();
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if (shader->Program == 0) { Printf("glCreateProgram failed. Disabling OpenGL hardware acceleration.\n"); return false; }
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@ -443,7 +443,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
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bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer)
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{
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auto obj = std::make_unique<HWVertexBuffer>();
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std::unique_ptr<HWVertexBuffer> obj(new HWVertexBuffer());
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obj->Size = size;
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@ -474,7 +474,7 @@ bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVerte
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bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer)
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{
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auto obj = std::make_unique<HWIndexBuffer>();
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std::unique_ptr<HWIndexBuffer> obj(new HWIndexBuffer());
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obj->Size = size;
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@ -494,7 +494,7 @@ bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBu
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bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture)
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{
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auto obj = std::make_unique<HWTexture>();
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std::unique_ptr<HWTexture> obj(new HWTexture());
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obj->Format = format;
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@ -532,7 +532,7 @@ bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int heig
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OpenGLSWFrameBuffer::HWTexture *OpenGLSWFrameBuffer::CopyCurrentScreen()
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{
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auto obj = std::make_unique<HWTexture>();
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std::unique_ptr<HWTexture> obj(new HWTexture());
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obj->Format = GL_RGBA16F;
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GLint oldBinding = 0;
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@ -611,7 +611,7 @@ void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const FBVERTEX *vertices)
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if (!StreamVertexBuffer)
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{
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StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
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StreamVertexBuffer.reset(new HWVertexBuffer());
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glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
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glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
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glBindVertexArray(StreamVertexBuffer->VertexArray);
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@ -648,7 +648,7 @@ void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const BURNVERTEX *vertices
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if (!StreamVertexBufferBurn)
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{
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StreamVertexBufferBurn = std::make_unique<HWVertexBuffer>();
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StreamVertexBufferBurn.reset(new HWVertexBuffer());
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glGenVertexArrays(1, (GLuint*)&StreamVertexBufferBurn->VertexArray);
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glGenBuffers(1, (GLuint*)&StreamVertexBufferBurn->Buffer);
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glBindVertexArray(StreamVertexBufferBurn->VertexArray);
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@ -679,7 +679,7 @@ void OpenGLSWFrameBuffer::DrawPoints(int count, const FBVERTEX *vertices)
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if (!StreamVertexBuffer)
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{
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StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
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StreamVertexBuffer.reset(new HWVertexBuffer());
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glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
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glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
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glBindVertexArray(StreamVertexBuffer->VertexArray);
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@ -249,7 +249,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
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}
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if (!polyportal)
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{
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sectorPortals.push_back(std::make_unique<PolyDrawSectorPortal>(portal, ceiling));
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sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling)));
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polyportal = sectorPortals.back().get();
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}
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@ -44,7 +44,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
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{
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if (PolyRenderer::Instance()->InsertSeenMirror(line->linedef))
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{
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linePortals.push_back(std::make_unique<PolyDrawLinePortal>(line->linedef));
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linePortals.push_back(std::unique_ptr<PolyDrawLinePortal>(new PolyDrawLinePortal(line->linedef)));
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polyportal = linePortals.back().get();
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}
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}
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@ -63,7 +63,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
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}
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if (!polyportal)
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{
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linePortals.push_back(std::make_unique<PolyDrawLinePortal>(portal));
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linePortals.push_back(std::unique_ptr<PolyDrawLinePortal>(new PolyDrawLinePortal(portal)));
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polyportal = linePortals.back().get();
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}
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}
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@ -46,7 +46,7 @@ void *RenderMemory::AllocBytes(int size)
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}
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else
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{
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UsedBlocks.push_back(std::make_unique<MemoryBlock>());
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UsedBlocks.push_back(std::unique_ptr<MemoryBlock>(new MemoryBlock()));
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}
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}
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@ -60,21 +60,21 @@ namespace swrenderer
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{
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Scene = scene;
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MainThread = mainThread;
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FrameMemory = std::make_unique<RenderMemory>();
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Viewport = std::make_unique<RenderViewport>();
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Light = std::make_unique<LightVisibility>();
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DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
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TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
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SpriteList = std::make_unique<VisibleSpriteList>();
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Portal = std::make_unique<RenderPortal>(this);
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Clip3D = std::make_unique<Clip3DFloors>(this);
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PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
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PlaneList = std::make_unique<VisiblePlaneList>(this);
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DrawSegments = std::make_unique<DrawSegmentList>(this);
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ClipSegments = std::make_unique<RenderClipSegment>();
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tc_drawers = std::make_unique<SWTruecolorDrawers>(DrawQueue);
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pal_drawers = std::make_unique<SWPalDrawers>(DrawQueue);
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FrameMemory.reset(new RenderMemory());
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Viewport.reset(new RenderViewport());
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Light.reset(new LightVisibility());
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DrawQueue.reset(new DrawerCommandQueue(FrameMemory.get()));
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OpaquePass.reset(new RenderOpaquePass(this));
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TranslucentPass.reset(new RenderTranslucentPass(this));
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SpriteList.reset(new VisibleSpriteList());
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Portal.reset(new RenderPortal(this));
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Clip3D.reset(new Clip3DFloors(this));
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PlayerSprites.reset(new RenderPlayerSprites(this));
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PlaneList.reset(new VisiblePlaneList(this));
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DrawSegments.reset(new DrawSegmentList(this));
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ClipSegments.reset(new RenderClipSegment());
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tc_drawers.reset(new SWTruecolorDrawers(DrawQueue));
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pal_drawers.reset(new SWPalDrawers(DrawQueue));
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}
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RenderThread::~RenderThread()
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@ -61,7 +61,7 @@ namespace swrenderer
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RenderScene::RenderScene()
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{
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Threads.push_back(std::make_unique<RenderThread>(this));
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Threads.push_back(std::unique_ptr<RenderThread>(new RenderThread(this)));
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}
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RenderScene::~RenderScene()
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@ -289,7 +289,7 @@ namespace swrenderer
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{
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while (Threads.size() < (size_t)numThreads)
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{
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auto thread = std::make_unique<RenderThread>(this, false);
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std::unique_ptr<RenderThread> thread(new RenderThread(this, false));
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auto renderthread = thread.get();
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int start_run_id = run_id;
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thread->thread = std::thread([=]()
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