- remove all usage of std::make_unique to keep things C++11 compliant
This commit is contained in:
parent
bdf02ea67c
commit
f049e6145b
7 changed files with 33 additions and 33 deletions
|
|
@ -316,7 +316,7 @@ OpenGLSWFrameBuffer::HWPixelShader::~HWPixelShader()
|
|||
|
||||
bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer)
|
||||
{
|
||||
auto fb = std::make_unique<HWFrameBuffer>();
|
||||
std::unique_ptr<HWFrameBuffer> fb(new HWFrameBuffer());
|
||||
|
||||
GLint format = GL_RGBA16F;
|
||||
if (gl.es) format = GL_RGB;
|
||||
|
|
@ -357,7 +357,7 @@ bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int
|
|||
|
||||
bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines, HWPixelShader **outShader)
|
||||
{
|
||||
auto shader = std::make_unique<HWPixelShader>();
|
||||
std::unique_ptr<HWPixelShader> shader(new HWPixelShader());
|
||||
|
||||
shader->Program = glCreateProgram();
|
||||
if (shader->Program == 0) { Printf("glCreateProgram failed. Disabling OpenGL hardware acceleration.\n"); return false; }
|
||||
|
|
@ -443,7 +443,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
|
|||
|
||||
bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer)
|
||||
{
|
||||
auto obj = std::make_unique<HWVertexBuffer>();
|
||||
std::unique_ptr<HWVertexBuffer> obj(new HWVertexBuffer());
|
||||
|
||||
obj->Size = size;
|
||||
|
||||
|
|
@ -474,7 +474,7 @@ bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVerte
|
|||
|
||||
bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer)
|
||||
{
|
||||
auto obj = std::make_unique<HWIndexBuffer>();
|
||||
std::unique_ptr<HWIndexBuffer> obj(new HWIndexBuffer());
|
||||
|
||||
obj->Size = size;
|
||||
|
||||
|
|
@ -494,7 +494,7 @@ bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBu
|
|||
|
||||
bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture)
|
||||
{
|
||||
auto obj = std::make_unique<HWTexture>();
|
||||
std::unique_ptr<HWTexture> obj(new HWTexture());
|
||||
|
||||
obj->Format = format;
|
||||
|
||||
|
|
@ -532,7 +532,7 @@ bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int heig
|
|||
|
||||
OpenGLSWFrameBuffer::HWTexture *OpenGLSWFrameBuffer::CopyCurrentScreen()
|
||||
{
|
||||
auto obj = std::make_unique<HWTexture>();
|
||||
std::unique_ptr<HWTexture> obj(new HWTexture());
|
||||
obj->Format = GL_RGBA16F;
|
||||
|
||||
GLint oldBinding = 0;
|
||||
|
|
@ -611,7 +611,7 @@ void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const FBVERTEX *vertices)
|
|||
|
||||
if (!StreamVertexBuffer)
|
||||
{
|
||||
StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
|
||||
StreamVertexBuffer.reset(new HWVertexBuffer());
|
||||
glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
|
||||
glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
|
||||
glBindVertexArray(StreamVertexBuffer->VertexArray);
|
||||
|
|
@ -648,7 +648,7 @@ void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const BURNVERTEX *vertices
|
|||
|
||||
if (!StreamVertexBufferBurn)
|
||||
{
|
||||
StreamVertexBufferBurn = std::make_unique<HWVertexBuffer>();
|
||||
StreamVertexBufferBurn.reset(new HWVertexBuffer());
|
||||
glGenVertexArrays(1, (GLuint*)&StreamVertexBufferBurn->VertexArray);
|
||||
glGenBuffers(1, (GLuint*)&StreamVertexBufferBurn->Buffer);
|
||||
glBindVertexArray(StreamVertexBufferBurn->VertexArray);
|
||||
|
|
@ -679,7 +679,7 @@ void OpenGLSWFrameBuffer::DrawPoints(int count, const FBVERTEX *vertices)
|
|||
|
||||
if (!StreamVertexBuffer)
|
||||
{
|
||||
StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
|
||||
StreamVertexBuffer.reset(new HWVertexBuffer());
|
||||
glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
|
||||
glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
|
||||
glBindVertexArray(StreamVertexBuffer->VertexArray);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue