- Backend update from Raze.
Mostly warning fixes reported by Clang, plus GLES update.
This commit is contained in:
parent
8e59ed754e
commit
cc617d9085
9 changed files with 46 additions and 15 deletions
|
|
@ -35,6 +35,9 @@
|
|||
#include "gles_renderbuffers.h"
|
||||
#include "gles_hwtexture.h"
|
||||
#include "gles_buffers.h"
|
||||
#include "gles_renderer.h"
|
||||
#include "gles_samplers.h"
|
||||
|
||||
#include "hw_clock.h"
|
||||
#include "printf.h"
|
||||
|
||||
|
|
@ -116,13 +119,13 @@ bool FGLRenderState::ApplyShader()
|
|||
addLights = (int(lightPtr[3]) - int(lightPtr[2])) / LIGHT_VEC4_NUM;
|
||||
|
||||
// Here we limit the number of lights, but dont' change the light data so priority has to be mod, sub then add
|
||||
if (modLights > gles.maxlights)
|
||||
if (modLights > (int)gles.maxlights)
|
||||
modLights = gles.maxlights;
|
||||
|
||||
if (modLights + subLights > gles.maxlights)
|
||||
if (modLights + subLights > (int)gles.maxlights)
|
||||
subLights = gles.maxlights - modLights;
|
||||
|
||||
if (modLights + subLights + addLights > gles.maxlights)
|
||||
if (modLights + subLights + addLights > (int)gles.maxlights)
|
||||
addLights = gles.maxlights - modLights - subLights;
|
||||
|
||||
totalLights = modLights + subLights + addLights;
|
||||
|
|
@ -332,7 +335,7 @@ bool FGLRenderState::ApplyShader()
|
|||
// Calculate the total number of vec4s we need
|
||||
int totalVectors = totalLights * LIGHT_VEC4_NUM;
|
||||
|
||||
if (totalVectors > gles.numlightvectors)
|
||||
if (totalVectors > (int)gles.numlightvectors)
|
||||
totalVectors = gles.numlightvectors;
|
||||
|
||||
glUniform4fv(activeShader->cur->lights_index, totalVectors, lightPtr);
|
||||
|
|
@ -479,6 +482,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
|
|||
for (int i = 1; i < 3; i++)
|
||||
{
|
||||
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, translation, &layer));
|
||||
GLRenderer->mSamplerManager->Bind(i, CLAMP_NONE, 255);
|
||||
systex->Bind(i, false);
|
||||
maxbound = i;
|
||||
}
|
||||
|
|
@ -720,10 +724,13 @@ void FGLRenderState::ClearScreen()
|
|||
bool FGLRenderState::SetDepthClamp(bool on)
|
||||
{
|
||||
bool res = mLastDepthClamp;
|
||||
/*
|
||||
if (!on) glDisable(GL_DEPTH_CLAMP);
|
||||
else glEnable(GL_DEPTH_CLAMP);
|
||||
*/
|
||||
|
||||
if (gles.depthClampAvailable)
|
||||
{
|
||||
if (!on) glDisable(GL_DEPTH_CLAMP);
|
||||
else glEnable(GL_DEPTH_CLAMP);
|
||||
}
|
||||
|
||||
mLastDepthClamp = on;
|
||||
return res;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue