Add LOVE_UNUSED macro to stamp out all those "unused parameter" warnings

This commit is contained in:
Bill Meltsner
2011-10-12 14:03:38 -05:00
parent 56ae3a95fc
commit 57f9cf439e
6 changed files with 90 additions and 80 deletions
+78 -76
View File
@@ -21,6 +21,7 @@
#include "VertexBuffer.h"
#include "common/Exception.h"
#include <common/config.h>
#include <cstdlib>
#include <cstring>
@@ -61,13 +62,13 @@ namespace opengl
}
// VertexBuffer::Bind
VertexBuffer::Bind::Bind(VertexBuffer &buf)
: buf(buf)
{
buf.bind();
}
VertexBuffer::Bind::Bind(VertexBuffer &buf)
: buf(buf)
{
buf.bind();
}
VertexBuffer::Bind::~Bind()
{
buf.unbind();
@@ -86,23 +87,24 @@ namespace opengl
delete [] buf;
}
void *VertexArray::map(GLenum access)
{
return buf;
}
void VertexArray::unmap()
{
}
void VertexArray::bind()
{
}
void VertexArray::unbind()
{
}
void *VertexArray::map(GLenum access)
{
LOVE_UNUSED(access);
return buf;
}
void VertexArray::unmap()
{
}
void VertexArray::bind()
{
}
void VertexArray::unbind()
{
}
void VertexArray::fill(int offset, int size, const void *data)
{
memcpy(buf + offset, data, size);
@@ -136,33 +138,33 @@ namespace opengl
unload(false);
}
void *VBO::map(GLenum access)
{
// Don't map twice.
if (mapped)
return mapped;
mapped = glMapBufferARB(getTarget(), access);
return mapped;
}
void VBO::unmap()
{
glUnmapBufferARB(getTarget());
mapped = 0;
}
void VBO::bind()
{
glBindBufferARB(getTarget(), vbo);
}
void VBO::unbind()
{
glBindBufferARB(getTarget(), 0);
}
void *VBO::map(GLenum access)
{
// Don't map twice.
if (mapped)
return mapped;
mapped = glMapBufferARB(getTarget(), access);
return mapped;
}
void VBO::unmap()
{
glUnmapBufferARB(getTarget());
mapped = 0;
}
void VBO::bind()
{
glBindBufferARB(getTarget(), vbo);
}
void VBO::unbind()
{
glBindBufferARB(getTarget(), 0);
}
void VBO::fill(int offset, int size, const void *data)
{
if (mapped)
@@ -176,35 +178,35 @@ namespace opengl
return reinterpret_cast<const void*>(offset);
}
bool VBO::loadVolatile()
{
return load(true);
}
void VBO::unloadVolatile()
{
unload(true);
bool VBO::loadVolatile()
{
return load(true);
}
bool VBO::load(bool restore)
{
glGenBuffersARB(1, &vbo);
VertexBuffer::Bind bind(*this);
// Copy the old buffer only if 'restore' was requested.
const GLvoid *src = restore ? buffer_copy : 0;
// Note that if 'src' is '0', no data will be copied.
glBufferDataARB(getTarget(), getSize(), src, getUsage());
void VBO::unloadVolatile()
{
unload(true);
}
bool VBO::load(bool restore)
{
glGenBuffersARB(1, &vbo);
VertexBuffer::Bind bind(*this);
// Copy the old buffer only if 'restore' was requested.
const GLvoid *src = restore ? buffer_copy : 0;
// Note that if 'src' is '0', no data will be copied.
glBufferDataARB(getTarget(), getSize(), src, getUsage());
// Clean up buffer_copy, if it exists.
delete[] buffer_copy;
buffer_copy = 0;
return true;
}
buffer_copy = 0;
return true;
}
void VBO::unload(bool save)
{
// Clean up buffer_copy, if it exists.