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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Remove vertex namespace
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@@ -155,7 +155,7 @@ love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage
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return new Shader(vertex, pixel);
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}
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love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferTypeFlags typeflags, vertex::Usage usage, uint32 mapflags)
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love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferTypeFlags typeflags, BufferUsage usage, uint32 mapflags)
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{
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return new Buffer(size, data, typeflags, usage, mapflags);
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}
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@@ -385,13 +385,13 @@ void Graphics::draw(const DrawIndexedCommand &cmd)
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++drawCalls;
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}
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static inline void advanceVertexOffsets(const vertex::Attributes &attributes, vertex::BufferBindings &buffers, int vertexcount)
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static inline void advanceVertexOffsets(const Attributes &attributes, BufferBindings &buffers, int vertexcount)
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{
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// TODO: Figure out a better way to avoid touching the same buffer multiple
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// times, if multiple attributes share the buffer.
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uint32 touchedbuffers = 0;
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for (unsigned int i = 0; i < vertex::Attributes::MAX; i++)
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for (unsigned int i = 0; i < Attributes::MAX; i++)
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{
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if (!attributes.isEnabled(i))
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continue;
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@@ -408,7 +408,7 @@ static inline void advanceVertexOffsets(const vertex::Attributes &attributes, ve
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}
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}
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void Graphics::drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, love::graphics::Texture *texture)
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void Graphics::drawQuads(int start, int count, const Attributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture)
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{
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const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
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const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
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@@ -437,7 +437,7 @@ void Graphics::drawQuads(int start, int count, const vertex::Attributes &attribu
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}
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else
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{
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vertex::BufferBindings bufferscopy = buffers;
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BufferBindings bufferscopy = buffers;
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if (start > 0)
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advanceVertexOffsets(attributes, bufferscopy, start * 4);
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@@ -525,7 +525,7 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
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endPass();
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bool iswindow = rts.getFirstTarget().canvas == nullptr;
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vertex::Winding vertexwinding = state.winding;
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Winding vertexwinding = state.winding;
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if (iswindow)
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{
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@@ -543,10 +543,10 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
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// Flip front face winding when rendering to a canvas, since our
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// projection matrix is flipped.
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vertexwinding = vertexwinding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
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vertexwinding = vertexwinding == WINDING_CW ? WINDING_CCW : WINDING_CW;
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}
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glFrontFace(vertexwinding == vertex::WINDING_CW ? GL_CW : GL_CCW);
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glFrontFace(vertexwinding == WINDING_CW ? GL_CW : GL_CCW);
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gl.setViewport({0, 0, pixelw, pixelh});
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@@ -1241,7 +1241,7 @@ void Graphics::setDepthMode(CompareMode compare, bool write)
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}
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}
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void Graphics::setFrontFaceWinding(vertex::Winding winding)
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void Graphics::setFrontFaceWinding(Winding winding)
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{
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DisplayState &state = states.back();
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@@ -1251,9 +1251,9 @@ void Graphics::setFrontFaceWinding(vertex::Winding winding)
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state.winding = winding;
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if (isCanvasActive())
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winding = winding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
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winding = winding == WINDING_CW ? WINDING_CCW : WINDING_CW;
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glFrontFace(winding == vertex::WINDING_CW ? GL_CW : GL_CCW);
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glFrontFace(winding == WINDING_CW ? GL_CW : GL_CCW);
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}
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void Graphics::setColor(Colorf c)
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