dolphin-emu: Solve CHAR_WIDTH conflict with limits.h
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@ -0,0 +1,112 @@
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--- Source/Core/VideoBackends/OGL/RasterFont.cpp.orig 2017-04-20 13:02:30.087390930 +0300
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+++ Source/Core/VideoBackends/OGL/RasterFont.cpp 2017-04-20 13:02:49.036390127 +0300
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@@ -15,12 +15,12 @@
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namespace OGL
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{
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-static const int CHAR_WIDTH = 8;
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-static const int CHAR_HEIGHT = 13;
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-static const int CHAR_OFFSET = 32;
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-static const int CHAR_COUNT = 95;
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+static const int CHARACTER_WIDTH = 8;
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+static const int CHARACTER_HEIGHT = 13;
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+static const int CHARACTER_OFFSET = 32;
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+static const int CHARACTER_COUNT = 95;
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-static const u8 rasters[CHAR_COUNT][CHAR_HEIGHT] = {
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+static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
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{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
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@@ -146,27 +146,27 @@
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_2D, texture);
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- std::vector<u32> texture_data(CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT);
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- for (int y = 0; y < CHAR_HEIGHT; y++)
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+ std::vector<u32> texture_data(CHARACTER_WIDTH * CHARACTER_COUNT * CHARACTER_HEIGHT);
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+ for (int y = 0; y < CHARACTER_HEIGHT; y++)
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{
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- for (int c = 0; c < CHAR_COUNT; c++)
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+ for (int c = 0; c < CHARACTER_COUNT; c++)
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{
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- for (int x = 0; x < CHAR_WIDTH; x++)
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+ for (int x = 0; x < CHARACTER_WIDTH; x++)
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{
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- bool pixel = (0 != (rasters[c][y] & (1 << (CHAR_WIDTH - x - 1))));
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- texture_data[CHAR_WIDTH * CHAR_COUNT * y + CHAR_WIDTH * c + x] = pixel ? -1 : 0;
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+ bool pixel = (0 != (rasters[c][y] & (1 << (CHARACTER_WIDTH - x - 1))));
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+ texture_data[CHARACTER_WIDTH * CHARACTER_COUNT * y + CHARACTER_WIDTH * c + x] = pixel ? -1 : 0;
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}
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHAR_WIDTH * CHAR_COUNT, CHAR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data());
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data());
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// generate shader
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ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc);
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s_shader.Bind();
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// bound uniforms
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- glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(CHAR_COUNT), 1.0f);
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+ glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(CHARACTER_COUNT), 1.0f);
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uniform_color_id = glGetUniformLocation(s_shader.glprogid,"color");
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glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
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uniform_offset_id = glGetUniformLocation(s_shader.glprogid, "offset");
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@@ -196,8 +196,8 @@
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std::vector<GLfloat> vertices(text.length() * 6 * 4);
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int usage = 0;
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- GLfloat delta_x = GLfloat(2 * CHAR_WIDTH) / GLfloat(bbWidth);
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- GLfloat delta_y = GLfloat(2 * CHAR_HEIGHT) / GLfloat(bbHeight);
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+ GLfloat delta_x = GLfloat(2 * CHARACTER_WIDTH) / GLfloat(bbWidth);
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+ GLfloat delta_y = GLfloat(2 * CHARACTER_HEIGHT) / GLfloat(bbHeight);
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GLfloat border_x = 2.0f / GLfloat(bbWidth);
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GLfloat border_y = 4.0f / GLfloat(bbHeight);
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@@ -220,37 +220,37 @@
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continue;
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}
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- if (c < CHAR_OFFSET || c >= CHAR_COUNT + CHAR_OFFSET)
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+ if (c < CHARACTER_OFFSET || c >= CHARACTER_COUNT + CHARACTER_OFFSET)
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continue;
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vertices[usage++] = x;
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vertices[usage++] = y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y + delta_y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
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vertices[usage++] = 1.0f;
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vertices[usage++] = x;
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vertices[usage++] = y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
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vertices[usage++] = 0.0f;
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vertices[usage++] = x + delta_x;
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vertices[usage++] = y + delta_y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1);
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vertices[usage++] = 1.0f;
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vertices[usage++] = x;
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vertices[usage++] = y + delta_y;
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- vertices[usage++] = GLfloat(c - CHAR_OFFSET);
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+ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET);
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vertices[usage++] = 1.0f;
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x += delta_x + border_x;
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