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Fix build on MIPS
On MIPS toolchains, the 'mips' keyword is a macro defined to 1. Signed-off-by: Paul Cercueil <paul@crapouillou.net>
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@@ -555,12 +555,12 @@ size_t Parser::parseImageSize(DXGIFormat fmt, int width, int height) const
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return bytes;
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}
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bool Parser::parseTexData(const uint8_t *data, size_t dataSize, DXGIFormat fmt, int w, int h, int mips)
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bool Parser::parseTexData(const uint8_t *data, size_t dataSize, DXGIFormat fmt, int w, int h, int nb_mips)
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{
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size_t offset = 0;
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std::vector<Image> newTexData;
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for (int i = 0; i < mips; i++)
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for (int i = 0; i < nb_mips; i++)
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{
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Image img;
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img.width = w;
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@@ -631,9 +631,9 @@ bool Parser::parseData(const void *data, size_t dataSize)
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int w = header->width;
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int h = header->height;
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int mips = std::max((int) header->mipMapCount, 1);
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int nb_mips = std::max((int) header->mipMapCount, 1);
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return parseTexData(&readData[offset], dataSize - offset, format, w, h, mips);
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return parseTexData(&readData[offset], dataSize - offset, format, w, h, nb_mips);
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}
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} // dds
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@@ -105,7 +105,7 @@ public:
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private:
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size_t parseImageSize(dxinfo::DXGIFormat fmt, int width, int height) const;
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bool parseTexData(const uint8_t *data, size_t dataSize, dxinfo::DXGIFormat fmt, int w, int h, int mips);
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bool parseTexData(const uint8_t *data, size_t dataSize, dxinfo::DXGIFormat fmt, int w, int h, int nb_mips);
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bool parseData(const void *data, size_t dataSize);
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std::vector<Image> texData;
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@@ -31,7 +31,7 @@ namespace graphics
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namespace opengl
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{
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static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int layers, int mips)
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static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int layers, int nb_mips)
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{
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// get currently bound fbo to reset to it later
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GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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@@ -60,7 +60,7 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
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// Make sure all faces and layers of the texture are initialized to
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// transparent black. This is unfortunately probably pretty slow for
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// 2D-array and 3D textures with a lot of layers...
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for (int mip = mips - 1; mip >= 0; mip--)
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for (int mip = nb_mips - 1; mip >= 0; mip--)
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{
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int nlayers = layers;
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if (texType == TEXTURE_VOLUME)
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