Linux compile fixes

This commit is contained in:
baldurk
2014-06-01 12:04:28 +01:00
parent 9b8adebb91
commit 399c18a6ce
3 changed files with 24 additions and 19 deletions
+1
View File
@@ -44,6 +44,7 @@ driver/gl/gl_debug.o \
driver/gl/gl_replay.o \
driver/gl/gl_replay_linux.o \
driver/gl/gl_resources.o \
driver/gl/gl_renderstate.o \
os/linux/linux_callstack.o \
os/linux/linux_network.o \
os/linux/linux_process.o \
+4
View File
@@ -159,6 +159,10 @@ string ToStrHelper<false, WrappedOpenGL::UniformType>::Get(const WrappedOpenGL::
switch(el)
{
case WrappedOpenGL::UNIFORM_UNKNOWN: return "unk";
case WrappedOpenGL::VEC1FV: return "1fv";
case WrappedOpenGL::VEC1IV: return "1iv";
case WrappedOpenGL::VEC1UIV: return "1uiv";
case WrappedOpenGL::VEC2FV: return "2fv";
case WrappedOpenGL::VEC3FV: return "3fv";
case WrappedOpenGL::VEC4FV: return "4fv";
case WrappedOpenGL::MAT4FV: return "4fv";
+19 -19
View File
@@ -42,7 +42,7 @@ void GLRenderState::FetchState()
m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture);
// TODO fetch bindings for other types than 2D
for(int i=0; i < ARRAY_COUNT(Tex2D); i++)
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]);
@@ -69,7 +69,7 @@ void GLRenderState::FetchState()
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, },
};
for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
@@ -79,7 +79,7 @@ void GLRenderState::FetchState()
}
}
for(int i=0; i < ARRAY_COUNT(Blends); i++)
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
{
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha);
@@ -93,10 +93,10 @@ void GLRenderState::FetchState()
m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]);
for(int i=0; i < ARRAY_COUNT(Viewports); i++)
for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x);
for(int i=0; i < ARRAY_COUNT(Scissors); i++)
for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x);
{
@@ -115,10 +115,10 @@ void GLRenderState::FetchState()
m_Real->glGetBooleanv(eGL_DEPTH_WRITEMASK, &DepthWriteMask);
m_Real->glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &DepthClearValue);
for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
m_Real->glGetFloatv(eGL_DEPTH_RANGE, &DepthRanges[i].nearZ);
for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_Real->glGetBooleanv(eGL_COLOR_WRITEMASK, &ColorMasks[i].red);
m_Real->glGetFloatv(eGL_COLOR_CLEAR_VALUE, &ColorClearValue.red);
@@ -132,7 +132,7 @@ void GLRenderState::FetchState()
void GLRenderState::ApplyState()
{
for(int i=0; i < ARRAY_COUNT(Tex2D); i++)
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glBindTexture(eGL_TEXTURE_2D, Tex2D[i]);
@@ -159,7 +159,7 @@ void GLRenderState::ApplyState()
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER, },
};
for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
for(int i=0; i < idxBufs[b].count; i++)
{
if(idxBufs[b].bufs[i].name == 0 ||
@@ -170,7 +170,7 @@ void GLRenderState::ApplyState()
m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size);
}
for(int i=0; i < ARRAY_COUNT(Blends); i++)
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
{
m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha);
m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha);
@@ -190,13 +190,13 @@ void GLRenderState::ApplyState()
m_Real->glDepthMask(DepthWriteMask);
m_Real->glClearDepth(DepthClearValue);
for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
{
double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ };
m_Real->glDepthRangeArrayv(i, 1, v);
}
for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha);
m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);
@@ -246,7 +246,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
for(int i=0; i < ARRAY_COUNT(BufferBindings); i++)
for(size_t i=0; i < ARRAY_COUNT(BufferBindings); i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(BufferRes(BufferBindings[i]));
@@ -262,7 +262,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
{ UniformBinding, ARRAY_COUNT(UniformBinding), },
};
for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
@@ -276,7 +276,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
}
}
for(int i=0; i < ARRAY_COUNT(Blends); i++)
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
{
m_pSerialiser->Serialise("GL_BLEND_EQUATION_RGB", Blends[i].EquationRGB);
m_pSerialiser->Serialise("GL_BLEND_EQUATION_ALPHA", Blends[i].EquationAlpha);
@@ -290,7 +290,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
m_pSerialiser->Serialise<4>("GL_BLEND_COLOR", BlendColor);
for(int i=0; i < ARRAY_COUNT(Viewports); i++)
for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Viewports[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Viewports[i].y);
@@ -298,7 +298,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
m_pSerialiser->Serialise("GL_VIEWPORT.h", Viewports[i].height);
}
for(int i=0; i < ARRAY_COUNT(Scissors); i++)
for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Scissors[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Scissors[i].y);
@@ -314,13 +314,13 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
m_pSerialiser->Serialise("GL_DEPTH_WRITEMASK", DepthWriteMask);
m_pSerialiser->Serialise("GL_DEPTH_CLEAR_VALUE", DepthClearValue);
for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
{
m_pSerialiser->Serialise("GL_DEPTH_RANGE.near", DepthRanges[i].nearZ);
m_pSerialiser->Serialise("GL_DEPTH_RANGE.far", DepthRanges[i].farZ);
}
for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_pSerialiser->Serialise<4>("GL_COLOR_WRITEMASK", &ColorMasks[i].red);
m_pSerialiser->Serialise<4>("GL_COLOR_CLEAR_VALUE", &ColorClearValue.red);