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Merge branch 'love2d:12.0-development' into 12.0-development
This commit is contained in:
@@ -866,9 +866,7 @@ static void replaceAll(std::string &str, const std::string &substr, const std::s
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int loader(lua_State *L)
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int loader(lua_State *L)
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{
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{
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std::string modulename = luax_checkstring(L, 1);
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std::string modulename = luax_checkstring(L, 1);
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bool hasSlash = modulename.find('/') != std::string::npos;
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if (modulename.find('/') != std::string::npos)
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luax_markdeprecated(L, 2, "character in require string (forward slashes), use dots instead.", API_CUSTOM);
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for (char &c : modulename)
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for (char &c : modulename)
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{
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{
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@@ -884,6 +882,9 @@ int loader(lua_State *L)
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Filesystem::Info info = {};
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Filesystem::Info info = {};
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if (inst->getInfo(element.c_str(), info) && info.type != Filesystem::FILETYPE_DIRECTORY)
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if (inst->getInfo(element.c_str(), info) && info.type != Filesystem::FILETYPE_DIRECTORY)
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{
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{
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if (hasSlash)
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luax_markdeprecated(L, 2, "character in require string (forward slashes), use dots instead.", API_CUSTOM);
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lua_pop(L, 1);
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lua_pop(L, 1);
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lua_pushstring(L, element.c_str());
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lua_pushstring(L, element.c_str());
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return w_load(L);
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return w_load(L);
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@@ -551,7 +551,7 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage,
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// Note: backends are expected to handle this situation if highp is ever
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// Note: backends are expected to handle this situation if highp is ever
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// conditional in that backend.
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// conditional in that backend.
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if (!gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP])
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if (!gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP])
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ss << "#define LOVE_SPLIT_UNIFORMS_PER_DRAW 1";
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ss << "#define LOVE_SPLIT_UNIFORMS_PER_DRAW 1\n";
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for (const auto &def : options.defines)
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for (const auto &def : options.defines)
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ss << "#define " + def.first + " " + def.second + "\n";
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ss << "#define " + def.first + " " + def.second + "\n";
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@@ -469,7 +469,7 @@ bool Shader::loadVolatile()
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// love::graphics::Shader sets up the shader code-side of this.
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// love::graphics::Shader sets up the shader code-side of this.
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auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
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auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
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if (gfx != nullptr)
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if (gfx != nullptr)
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splitUniformsPerDraw = gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP];
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splitUniformsPerDraw = !gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP];
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// zero out active texture list
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// zero out active texture list
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textureUnits.clear();
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textureUnits.clear();
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