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build: some PS4 compilation fixes.

undefined
Sam Hocevar 10 years ago
parent
commit
e5faf45929
4 changed files with 17 additions and 14 deletions
  1. +7
    -7
      build/autotools/m4/lol-gl.m4
  2. +3
    -2
      src/lol/base/enum.h
  3. +4
    -2
      src/scene.cpp
  4. +3
    -3
      src/video.cpp

+ 7
- 7
build/autotools/m4/lol-gl.m4 View File

@@ -100,12 +100,7 @@ if test "x${ac_cv_my_stop_looking_for_gl}" = "xno"; then
LIBS="$LIBS_save"]) LIBS="$LIBS_save"])
fi fi


if test "${ac_cv_my_have_gl}" = "no"; then
AC_MSG_ERROR([[No OpenGL or OpenGL ES implementation found]])
fi


dnl Use Glew?
dnl Use Glew?
ac_cv_my_have_glew="no" ac_cv_my_have_glew="no"
PKG_CHECK_MODULES(GLEW, glew, PKG_CHECK_MODULES(GLEW, glew,
[ac_cv_my_have_glew="yes" [ac_cv_my_have_glew="yes"
@@ -130,12 +125,17 @@ if test "${ac_cv_my_have_glew}" != "no"; then
fi fi
AM_CONDITIONAL(USE_GLEW, test "${ac_cv_my_have_glew}" != "no") AM_CONDITIONAL(USE_GLEW, test "${ac_cv_my_have_glew}" != "no")


dnl Poor man's GL feature detection if all else failed.
dnl Poor man's GL feature detection if all else failed.
save_LIBS="${LIBS}" save_LIBS="${LIBS}"
LIBS="${LIBS} ${GL_LIBS} ${GLES2_LIBS}" LIBS="${LIBS} ${GL_LIBS} ${GLES2_LIBS}"
AC_CHECK_FUNCS(glBegin) AC_CHECK_FUNCS(glBegin)
LIBS="${save_LIBS}" LIBS="${save_LIBS}"


dnl Warn if we couldn't find an OpenGL-like API
if test "${ac_cv_my_have_gl}" = "no"; then
AC_MSG_WARN([[No OpenGL or OpenGL ES implementation found]])
fi

])# LOL_CHECK_OPENGL ])# LOL_CHECK_OPENGL





+ 3
- 2
src/lol/base/enum.h View File

@@ -21,9 +21,10 @@ class Enum
{ {
public: public:
template<typename T> template<typename T>
static String EnumToString(T& parameter)
static String EnumToString(T const& parameter)
{ {
//Create your own
UNUSED(parameter);
// Create your own
ASSERT(0); ASSERT(0);
return String(); return String();
} }


+ 4
- 2
src/scene.cpp View File

@@ -302,9 +302,11 @@ void Scene::RenderTiles() // XXX: rename to Blit()
rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f); rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);


#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
#elif !defined HAVE_GLES_2X
/* TODO */
#elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
#endif #endif

if (!data->m_tile_shader) if (!data->m_tile_shader)
data->m_tile_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile)); data->m_tile_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile));
if (!data->m_palette_shader) if (!data->m_palette_shader)
@@ -400,7 +402,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()


#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
/* TODO */ /* TODO */
#elif !defined HAVE_GLES_2X
#elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
#endif #endif
} }


+ 3
- 3
src/video.cpp View File

@@ -65,7 +65,7 @@ void Video::SetDebugRenderMode(DebugRenderMode d)
{ {
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
#elif defined HAVE_GLES_2X #elif defined HAVE_GLES_2X
#else
#elif defined USE_GLEW || defined HAVE_GL_2X
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
@@ -75,7 +75,7 @@ void Video::SetDebugRenderMode(DebugRenderMode d)
{ {
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
#elif defined HAVE_GLES_2X #elif defined HAVE_GLES_2X
#else
#elif defined USE_GLEW || defined HAVE_GL_2X
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif #endif
@@ -105,7 +105,7 @@ void Video::Capture(uint32_t *buffer)
{ {
#if defined USE_D3D9 || defined _XBOX #if defined USE_D3D9 || defined _XBOX
/* TODO */ /* TODO */
#else
#elif defined USE_GLEW || defined HAVE_GL_2X || defined HAVE_GLEX_2X
GLint v[4]; GLint v[4];
# if defined __CELLOS_LV2__ # if defined __CELLOS_LV2__
// FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions


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