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https://github.com/holub/mame
synced 2025-04-21 07:52:35 +03:00
fix linux compile with -Wodr in GCC 5.2
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@ -447,11 +447,11 @@ private:
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// Textures
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//============================================================
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/* texture_info holds information about a texture */
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class texture_info
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/* ogl_texture_info holds information about a texture */
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class ogl_texture_info
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{
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public:
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texture_info()
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ogl_texture_info()
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: hash(0), flags(0), rawwidth(0), rawheight(0),
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rawwidth_create(0), rawheight_create(0),
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type(0), format(0), borderpix(0), xprescale(0), yprescale(0), nocopy(0),
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@ -567,19 +567,19 @@ private:
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void loadGLExtensions();
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void initialize_gl();
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void set_blendmode(int blendmode);
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void texture_compute_type_subroutine(const render_texinfo *texsource, texture_info *texture, UINT32 flags);
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void texture_compute_size_subroutine(texture_info *texture, UINT32 flags,
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void texture_compute_type_subroutine(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags);
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void texture_compute_size_subroutine(ogl_texture_info *texture, UINT32 flags,
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UINT32 width, UINT32 height,
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int* p_width, int* p_height, int* p_width_create, int* p_height_create);
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void texture_compute_size_type(const render_texinfo *texsource, texture_info *texture, UINT32 flags);
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texture_info *texture_create(const render_texinfo *texsource, UINT32 flags);
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int texture_shader_create(const render_texinfo *texsource, texture_info *texture, UINT32 flags);
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texture_info *texture_find(const render_primitive *prim);
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void texture_coord_update(texture_info *texture, const render_primitive *prim, int shaderIdx);
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void texture_mpass_flip(texture_info *texture, int shaderIdx);
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void texture_shader_update(texture_info *texture, render_container *container, int shaderIdx);
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texture_info * texture_update(const render_primitive *prim, int shaderIdx);
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void texture_disable(texture_info * texture);
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void texture_compute_size_type(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags);
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ogl_texture_info *texture_create(const render_texinfo *texsource, UINT32 flags);
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int texture_shader_create(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags);
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ogl_texture_info *texture_find(const render_primitive *prim);
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void texture_coord_update(ogl_texture_info *texture, const render_primitive *prim, int shaderIdx);
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void texture_mpass_flip(ogl_texture_info *texture, int shaderIdx);
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void texture_shader_update(ogl_texture_info *texture, render_container *container, int shaderIdx);
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ogl_texture_info * texture_update(const render_primitive *prim, int shaderIdx);
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void texture_disable(ogl_texture_info * texture);
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void texture_all_disable();
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INT32 m_blittimer;
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@ -591,7 +591,7 @@ private:
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int m_initialized; // is everything well initialized, i.e. all GL stuff etc.
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// 3D info (GL mode only)
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texture_info * m_texhash[HASH_SIZE + OVERFLOW_SIZE];
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ogl_texture_info * m_texhash[HASH_SIZE + OVERFLOW_SIZE];
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int m_last_blendmode; // previous blendmode
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INT32 m_texture_max_width; // texture maximum width
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INT32 m_texture_max_height; // texture maximum height
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@ -734,7 +734,7 @@ static int glsl_shader_feature = GLSL_SHADER_FEAT_PLAIN;
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// Textures
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//============================================================
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static void texture_set_data(texture_info *texture, const render_texinfo *texsource, UINT32 flags);
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static void texture_set_data(ogl_texture_info *texture, const render_texinfo *texsource, UINT32 flags);
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//============================================================
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// Static Variables
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@ -1106,7 +1106,7 @@ int sdl_info_ogl::xy_to_render_target(int x, int y, int *xt, int *yt)
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void sdl_info_ogl::destroy_all_textures()
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{
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texture_info *texture = NULL;
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ogl_texture_info *texture = NULL;
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int lock=FALSE;
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int i;
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@ -1499,7 +1499,7 @@ void sdl_info_ogl::loadGLExtensions()
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int sdl_info_ogl::draw(const int update)
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{
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render_primitive *prim;
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texture_info *texture=NULL;
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ogl_texture_info *texture=NULL;
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float vofs, hofs;
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int pendingPrimitive=GL_NO_PRIMITIVE, curPrimitive=GL_NO_PRIMITIVE;
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@ -1946,7 +1946,7 @@ static void drawogl_exit(void)
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// we also don't want to use PBO's in the case of nocopy==TRUE,
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// since we now might have GLSL shaders - this decision simplifies out life ;-)
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//
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void sdl_info_ogl::texture_compute_type_subroutine(const render_texinfo *texsource, texture_info *texture, UINT32 flags)
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void sdl_info_ogl::texture_compute_type_subroutine(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags)
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{
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texture->type = TEXTURE_TYPE_NONE;
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texture->nocopy = FALSE;
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@ -2000,7 +2000,7 @@ INLINE int get_valid_pow2_value(int v, int needPow2)
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return (needPow2)?gl_round_to_pow2(v):v;
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}
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void sdl_info_ogl::texture_compute_size_subroutine(texture_info *texture, UINT32 flags,
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void sdl_info_ogl::texture_compute_size_subroutine(ogl_texture_info *texture, UINT32 flags,
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UINT32 width, UINT32 height,
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int* p_width, int* p_height, int* p_width_create, int* p_height_create)
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{
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@ -2051,7 +2051,7 @@ void sdl_info_ogl::texture_compute_size_subroutine(texture_info *texture, UINT32
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*p_height_create=height_create;
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}
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void sdl_info_ogl::texture_compute_size_type(const render_texinfo *texsource, texture_info *texture, UINT32 flags)
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void sdl_info_ogl::texture_compute_size_type(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags)
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{
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int finalheight, finalwidth;
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int finalheight_create, finalwidth_create;
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@ -2204,7 +2204,7 @@ static int texture_fbo_create(UINT32 text_unit, UINT32 text_name, UINT32 fbo_nam
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return 0;
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}
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int sdl_info_ogl::texture_shader_create(const render_texinfo *texsource, texture_info *texture, UINT32 flags)
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int sdl_info_ogl::texture_shader_create(const render_texinfo *texsource, ogl_texture_info *texture, UINT32 flags)
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{
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int uniform_location;
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int i;
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@ -2377,12 +2377,12 @@ int sdl_info_ogl::texture_shader_create(const render_texinfo *texsource, texture
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return 0;
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}
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texture_info *sdl_info_ogl::texture_create(const render_texinfo *texsource, UINT32 flags)
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ogl_texture_info *sdl_info_ogl::texture_create(const render_texinfo *texsource, UINT32 flags)
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{
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texture_info *texture;
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ogl_texture_info *texture;
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// allocate a new texture
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texture = global_alloc(texture_info);
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texture = global_alloc(ogl_texture_info);
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// fill in the core data
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texture->hash = texture_compute_hash(texsource, flags);
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@ -2832,7 +2832,7 @@ INLINE void copyline_yuy16_to_argb(UINT32 *dst, const UINT16 *src, int width, co
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// texture_set_data
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//============================================================
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static void texture_set_data(texture_info *texture, const render_texinfo *texsource, UINT32 flags)
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static void texture_set_data(ogl_texture_info *texture, const render_texinfo *texsource, UINT32 flags)
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{
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if ( texture->type == TEXTURE_TYPE_DYNAMIC )
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{
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@ -2955,7 +2955,7 @@ static void texture_set_data(texture_info *texture, const render_texinfo *texsou
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// texture_find
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//============================================================
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static int compare_texture_primitive(const texture_info *texture, const render_primitive *prim)
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static int compare_texture_primitive(const ogl_texture_info *texture, const render_primitive *prim)
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{
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if (texture->texinfo.base == prim->texture.base &&
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texture->texinfo.width == prim->texture.width &&
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@ -2968,10 +2968,10 @@ static int compare_texture_primitive(const texture_info *texture, const render_p
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return 0;
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}
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texture_info *sdl_info_ogl::texture_find(const render_primitive *prim)
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ogl_texture_info *sdl_info_ogl::texture_find(const render_primitive *prim)
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{
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HashT texhash = texture_compute_hash(&prim->texture, prim->flags);
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texture_info *texture;
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ogl_texture_info *texture;
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texture = m_texhash[texhash];
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if (texture != NULL)
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@ -2993,7 +2993,7 @@ texture_info *sdl_info_ogl::texture_find(const render_primitive *prim)
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// texture_update
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//============================================================
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void sdl_info_ogl::texture_coord_update(texture_info *texture, const render_primitive *prim, int shaderIdx)
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void sdl_info_ogl::texture_coord_update(ogl_texture_info *texture, const render_primitive *prim, int shaderIdx)
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{
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float ustart = 0.0f, ustop = 0.0f; // beginning/ending U coordinates
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float vstart = 0.0f, vstop = 0.0f; // beginning/ending V coordinates
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@ -3070,7 +3070,7 @@ void sdl_info_ogl::texture_coord_update(texture_info *texture, const render_prim
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}
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}
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void sdl_info_ogl::texture_mpass_flip(texture_info *texture, int shaderIdx)
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void sdl_info_ogl::texture_mpass_flip(ogl_texture_info *texture, int shaderIdx)
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{
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UINT32 mpass_src_idx = texture->mpass_dest_idx;
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@ -3141,7 +3141,7 @@ void sdl_info_ogl::texture_mpass_flip(texture_info *texture, int shaderIdx)
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}
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}
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void sdl_info_ogl::texture_shader_update(texture_info *texture, render_container *container, int shaderIdx)
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void sdl_info_ogl::texture_shader_update(ogl_texture_info *texture, render_container *container, int shaderIdx)
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{
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int uniform_location;
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GLfloat vid_attributes[4];
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@ -3166,9 +3166,9 @@ void sdl_info_ogl::texture_shader_update(texture_info *texture, render_container
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}
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}
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texture_info * sdl_info_ogl::texture_update(const render_primitive *prim, int shaderIdx)
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ogl_texture_info * sdl_info_ogl::texture_update(const render_primitive *prim, int shaderIdx)
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{
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texture_info *texture = texture_find(prim);
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ogl_texture_info *texture = texture_find(prim);
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int texBound = 0;
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// if we didn't find one, create a new texture
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@ -3239,7 +3239,7 @@ texture_info * sdl_info_ogl::texture_update(const render_primitive *prim, int sh
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return texture;
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}
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void sdl_info_ogl::texture_disable(texture_info * texture)
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void sdl_info_ogl::texture_disable(ogl_texture_info * texture)
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{
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if ( texture->type == TEXTURE_TYPE_SHADER )
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{
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