- put the entire filesystem code into a namespace and created some subdirectories.
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94c9ee4593
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ebb71cebf1
108 changed files with 308 additions and 225 deletions
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@ -383,11 +383,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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int vp_lump = fileSystem.CheckNumForFullName(vert_prog_lump, 0);
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if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump.GetChars());
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FileData vp_data = fileSystem.ReadFile(vp_lump);
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auto vp_data = fileSystem.ReadFile(vp_lump);
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int fp_lump = fileSystem.CheckNumForFullName(frag_prog_lump, 0);
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if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump.GetChars());
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FileData fp_data = fileSystem.ReadFile(fp_lump);
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auto fp_data = fileSystem.ReadFile(fp_lump);
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@ -45,6 +45,7 @@
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#include "hw_shadowmap.h"
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#include "hw_levelmesh.h"
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#include "buffers.h"
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#include "files.h"
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struct FPortalSceneState;
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@ -90,7 +91,6 @@ EXTERN_CVAR(Int, win_h)
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EXTERN_CVAR(Bool, win_maximized)
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struct FColormap;
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class FileWriter;
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enum FTextureFormat : uint32_t;
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class FModelRenderer;
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struct SamplerUniform;
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@ -473,7 +473,7 @@ FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
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{
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int lump = fileSystem.CheckNumForFullName(lumpname, 0);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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FileData data = fileSystem.ReadFile(lump);
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auto data = fileSystem.ReadFile(lump);
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return GetStringFromLump(lump);
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}
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