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Fixes

pull/576/head
Vladislav Oleshko 4 years ago
parent
commit
ebbed673b2
  1. 2
      src/Magnum/GL/AbstractShaderProgram.h
  2. 4
      src/Magnum/GL/Implementation/ShaderProgramState.h
  3. 4
      src/Magnum/GL/Implementation/ShaderState.h
  4. 2
      src/Magnum/GL/Shader.h
  5. 2
      src/Magnum/Shaders/DistanceFieldVectorGL.cpp
  6. 2
      src/Magnum/Shaders/FlatGL.cpp
  7. 2
      src/Magnum/Shaders/VectorGL.cpp
  8. 2
      src/Magnum/Shaders/VertexColorGL.cpp

2
src/Magnum/GL/AbstractShaderProgram.h

@ -1699,7 +1699,7 @@ class MAGNUM_GL_EXPORT AbstractShaderProgram: public AbstractObject {
static MAGNUM_GL_LOCAL void cleanLogImplementationAngle(std::string& message);
#endif
static MAGNUM_GL_LOCAL void completionStatusImplementationFallback(GLuint, GLenum, GLint*);
static MAGNUM_GL_LOCAL APIENTRY void completionStatusImplementationFallback(GLuint, GLenum, GLint*);
MAGNUM_GL_LOCAL static void use(GLuint id);
void use();

4
src/Magnum/GL/Implementation/ShaderProgramState.h

@ -47,7 +47,9 @@ struct ShaderProgramState {
void(AbstractShaderProgram::*transformFeedbackVaryingsImplementation)(Containers::ArrayView<const std::string>, AbstractShaderProgram::TransformFeedbackBufferMode);
#endif
void(*cleanLogImplementation)(std::string&);
void(*completionStatusImplementation)(GLuint, GLenum, GLint* value);
/* This is a direct pointer to a GL function, so needs a __stdcall on
Windows to compile properly on 32 bits */
void(APIENTRY *completionStatusImplementation)(GLuint, GLenum, GLint* value);
#ifndef MAGNUM_TARGET_WEBGL
void(APIENTRY *uniform1fvImplementation)(GLuint, GLint, GLsizei, const GLfloat*);

4
src/Magnum/GL/Implementation/ShaderState.h

@ -53,7 +53,9 @@ struct ShaderState {
void(Shader::*addSourceImplementation)(std::string);
void(*cleanLogImplementation)(std::string&);
void(*completionStatusImplementation)(GLuint, GLenum, GLint* value);
/* This is a direct pointer to a GL function, so needs a __stdcall on
Windows to compile properly on 32 bits */
void(APIENTRY *completionStatusImplementation)(GLuint, GLenum, GLint* value);
GLint maxVertexOutputComponents,
maxFragmentInputComponents;

2
src/Magnum/GL/Shader.h

@ -680,7 +680,7 @@ class MAGNUM_GL_EXPORT Shader: public AbstractObject {
static MAGNUM_GL_LOCAL void cleanLogImplementationIntelWindows(std::string& message);
#endif
static MAGNUM_GL_LOCAL void completionStatusImplementationFallback(GLuint, GLenum, GLint*);
static MAGNUM_GL_LOCAL APIENTRY void completionStatusImplementationFallback(GLuint, GLenum, GLint*);
Type _type;
GLuint _id;

2
src/Magnum/Shaders/DistanceFieldVectorGL.cpp

@ -166,8 +166,6 @@ template<UnsignedInt dimensions> DistanceFieldVectorGL<dimensions>::DistanceFiel
if (id() == 0) return;
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._vert.checkCompile());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._frag.checkCompile());
const GL::Context& context = GL::Context::current();
const GL::Version version = cs._version;

2
src/Magnum/Shaders/FlatGL.cpp

@ -241,8 +241,6 @@ template<UnsignedInt dimensions> FlatGL<dimensions>::FlatGL(CompileState&& cs):
if (id() == 0) return;
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._vert.checkCompile());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._frag.checkCompile());
const GL::Context& context = GL::Context::current();
const GL::Version version = cs._version;

2
src/Magnum/Shaders/VectorGL.cpp

@ -168,8 +168,6 @@ template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(CompileState&& c
if (id() == 0) return;
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._vert.checkCompile());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._frag.checkCompile());
const GL::Context& context = GL::Context::current();
const GL::Version version = cs._version;

2
src/Magnum/Shaders/VertexColorGL.cpp

@ -146,8 +146,6 @@ template<UnsignedInt dimensions> VertexColorGL<dimensions>::VertexColorGL(Compil
if (id() == 0) return;
CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._vert.checkCompile());
CORRADE_INTERNAL_ASSERT_OUTPUT(cs._frag.checkCompile());
const GL::Context& context = GL::Context::current();
const GL::Version version = cs._version;

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