mirror of
https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Merged default into minor
--HG-- branch : minor
This commit is contained in:
@@ -98,11 +98,7 @@ bool Pool::isPlaying(Source *s)
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bool p = false;
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bool p = false;
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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p = (playing.find(s) != playing.end());
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{
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if (i->first == s)
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p = true;
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}
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}
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}
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return p;
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return p;
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}
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}
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@@ -181,11 +177,11 @@ bool Pool::play(Source *source, ALuint &out)
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void Pool::stop()
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void Pool::stop()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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for (const auto &i : playing)
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{
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{
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i->first->stopAtomic();
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i.first->stopAtomic();
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i->first->release();
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i.first->release();
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available.push(i->second);
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available.push(i.second);
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}
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}
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playing.clear();
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playing.clear();
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@@ -200,8 +196,8 @@ void Pool::stop(Source *source)
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void Pool::pause()
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void Pool::pause()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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for (const auto &i : playing)
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i->first->pauseAtomic();
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i.first->pauseAtomic();
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}
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}
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void Pool::pause(Source *source)
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void Pool::pause(Source *source)
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@@ -215,8 +211,8 @@ void Pool::pause(Source *source)
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void Pool::resume()
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void Pool::resume()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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for (const auto &i : playing)
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i->first->resumeAtomic();
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i.first->resumeAtomic();
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}
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}
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void Pool::resume(Source *source)
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void Pool::resume(Source *source)
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@@ -230,8 +226,8 @@ void Pool::resume(Source *source)
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void Pool::rewind()
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void Pool::rewind()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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for (const auto &i : playing)
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i->first->rewindAtomic();
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i.first->rewindAtomic();
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}
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}
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// For those times we don't need it backed.
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// For those times we don't need it backed.
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@@ -43,26 +43,17 @@ Volatile::~Volatile()
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bool Volatile::loadAll()
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bool Volatile::loadAll()
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{
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{
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bool success = true;
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bool success = true;
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std::list<Volatile *>::iterator i = all.begin();
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while (i != all.end())
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for (Volatile *v : all)
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{
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success = success && v->loadVolatile();
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success = success && (*i)->loadVolatile();
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i++;
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}
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return success;
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return success;
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}
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}
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void Volatile::unloadAll()
|
void Volatile::unloadAll()
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{
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{
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std::list<Volatile *>::iterator i = all.begin();
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for (Volatile *v : all)
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|
v->unloadVolatile();
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while (i != all.end())
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{
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(*i)->unloadVolatile();
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i++;
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}
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}
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}
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} // graphics
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} // graphics
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@@ -468,11 +468,10 @@ void OpenGL::deleteTexture(GLuint texture)
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{
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{
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// glDeleteTextures binds texture 0 to all texture units the deleted texture
|
// glDeleteTextures binds texture 0 to all texture units the deleted texture
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// was bound to before deletion.
|
// was bound to before deletion.
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std::vector<GLuint>::iterator it;
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for (GLuint &texid : state.textureUnits)
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for (it = state.textureUnits.begin(); it != state.textureUnits.end(); ++it)
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{
|
{
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if (*it == texture)
|
if (texid == texture)
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*it = 0;
|
texid = 0;
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}
|
}
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|
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glDeleteTextures(1, &texture);
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glDeleteTextures(1, &texture);
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@@ -609,40 +608,6 @@ void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
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}
|
}
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|
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graphics::Texture::Wrap OpenGL::getTextureWrap()
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{
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GLint gs, gt;
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|
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >);
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|
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Texture::Wrap w;
|
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|
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switch (gs)
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{
|
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case GL_CLAMP_TO_EDGE:
|
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w.s = Texture::WRAP_CLAMP;
|
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break;
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case GL_REPEAT:
|
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default:
|
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w.s = Texture::WRAP_REPEAT;
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break;
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}
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switch (gt)
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{
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case GL_CLAMP_TO_EDGE:
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w.t = Texture::WRAP_CLAMP;
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break;
|
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case GL_REPEAT:
|
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default:
|
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w.t = Texture::WRAP_REPEAT;
|
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break;
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}
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|
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return w;
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}
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int OpenGL::getMaxTextureSize() const
|
int OpenGL::getMaxTextureSize() const
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{
|
{
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return maxTextureSize;
|
return maxTextureSize;
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@@ -286,11 +286,6 @@ public:
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**/
|
**/
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void setTextureWrap(const graphics::Texture::Wrap &w);
|
void setTextureWrap(const graphics::Texture::Wrap &w);
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|
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/**
|
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* Returns the texture wrap mode for the currently bound texture.
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**/
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graphics::Texture::Wrap getTextureWrap();
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|
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/**
|
/**
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* Returns the maximum supported width or height of a texture.
|
* Returns the maximum supported width or height of a texture.
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**/
|
**/
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@@ -1295,8 +1295,7 @@ do
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#define number float
|
#define number float
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#define Image sampler2D
|
#define Image sampler2D
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#define extern uniform
|
#define extern uniform
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#define Texel texture2D
|
#define Texel texture2D]]
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#define love_Canvases gl_FragData]]
|
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|
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local GLSL_UNIFORMS = [[
|
local GLSL_UNIFORMS = [[
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#define TransformMatrix gl_ModelViewMatrix
|
#define TransformMatrix gl_ModelViewMatrix
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@@ -1339,12 +1338,14 @@ void main() {
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#define PIXEL
|
#define PIXEL
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|
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varying vec4 VaryingTexCoord;
|
varying vec4 VaryingTexCoord;
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varying vec4 VaryingColor;]],
|
varying vec4 VaryingColor;
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|
|
||||||
|
#define love_Canvases gl_FragData]],
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|
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FOOTER = [[
|
FOOTER = [[
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void main() {
|
void main() {
|
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// fix crashing issue in OSX when _tex0_ is unused within effect()
|
// fix crashing issue in OSX when _tex0_ is unused within effect()
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float dummy = texture2D(_tex0_, vec2(.5)).r;
|
float dummy = Texel(_tex0_, vec2(.5)).r;
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|
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// See Shader::checkSetScreenParams in Shader.cpp.
|
// See Shader::checkSetScreenParams in Shader.cpp.
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
|
vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
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@@ -1355,7 +1356,7 @@ void main() {
|
|||||||
FOOTER_MULTI_CANVAS = [[
|
FOOTER_MULTI_CANVAS = [[
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||||||
void main() {
|
void main() {
|
||||||
// fix crashing issue in OSX when _tex0_ is unused within effect()
|
// fix crashing issue in OSX when _tex0_ is unused within effect()
|
||||||
float dummy = texture2D(_tex0_, vec2(.5)).r;
|
float dummy = Texel(_tex0_, vec2(.5)).r;
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||||||
|
|
||||||
// See Shader::checkSetScreenParams in Shader.cpp.
|
// See Shader::checkSetScreenParams in Shader.cpp.
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
|
vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
|
||||||
|
|||||||
+10
-10
@@ -6276,9 +6276,7 @@ const unsigned char graphics_lua[] =
|
|||||||
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||||||
0x09, 0x6c, 0x6f, 0x63, 0x61, 0x6c, 0x20, 0x47, 0x4c, 0x53, 0x4c, 0x5f, 0x55, 0x4e, 0x49, 0x46, 0x4f, 0x52,
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|
||||||
@@ -6348,16 +6346,18 @@ const unsigned char graphics_lua[] =
|
|||||||
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||||||
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||||||
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|
||||||
@@ -6380,9 +6380,9 @@ const unsigned char graphics_lua[] =
|
|||||||
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Reference in New Issue
Block a user