Clean up three sets of warnings:
* Ensure all switches have a default when working with enums. * Match defined new[] calls with delete[] calls. * Respect variable initialization order.
This commit is contained in:
+78
-47
@@ -1619,35 +1619,37 @@ void RageDisplay_Legacy::SetTextureMode( TextureUnit tu, TextureMode tm )
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switch( tm )
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{
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case TextureMode_Modulate:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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break;
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case TextureMode_Add:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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case TextureMode_Glow:
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// the below function is glowmode,brighten:
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if (!GLEW_ARB_texture_env_combine && !GLEW_EXT_texture_env_combine)
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{
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/* This is changing blend state, instead of texture state, which
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* isn't great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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return;
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}
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case TextureMode_Modulate:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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break;
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case TextureMode_Add:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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case TextureMode_Glow:
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// the below function is glowmode,brighten:
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if (!GLEW_ARB_texture_env_combine && !GLEW_EXT_texture_env_combine)
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{
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/* This is changing blend state, instead of texture state, which
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* isn't great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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return;
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}
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// and this is glowmode,whiten:
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// Source color is the diffuse color only:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT);
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// and this is glowmode,whiten:
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// Source color is the diffuse color only:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT);
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// Source alpha is texture alpha * diffuse alpha:
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE);
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break;
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// Source alpha is texture alpha * diffuse alpha:
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE);
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break;
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default:
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break;
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}
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}
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@@ -1691,15 +1693,35 @@ void RageDisplay_Legacy::SetEffectMode( EffectMode effect )
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GLhandleARB hShader = 0;
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switch (effect)
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{
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case EffectMode_Normal: hShader = 0; break;
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case EffectMode_Unpremultiply: hShader = g_bUnpremultiplyShader; break;
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case EffectMode_ColorBurn: hShader = g_bColorBurnShader; break;
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case EffectMode_ColorDodge: hShader = g_bColorDodgeShader; break;
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case EffectMode_VividLight: hShader = g_bVividLightShader; break;
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case EffectMode_HardMix: hShader = g_hHardMixShader; break;
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case EffectMode_Overlay: hShader = g_hOverlayShader; break;
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case EffectMode_Screen: hShader = g_hScreenShader; break;
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case EffectMode_YUYV422: hShader = g_hYUYV422Shader; break;
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case EffectMode_Normal:
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hShader = 0;
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break;
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case EffectMode_Unpremultiply:
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hShader = g_bUnpremultiplyShader;
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break;
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case EffectMode_ColorBurn:
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hShader = g_bColorBurnShader;
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break;
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case EffectMode_ColorDodge:
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hShader = g_bColorDodgeShader;
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break;
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case EffectMode_VividLight:
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hShader = g_bVividLightShader;
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break;
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case EffectMode_HardMix:
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hShader = g_hHardMixShader;
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break;
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case EffectMode_Overlay:
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hShader = g_hOverlayShader;
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break;
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case EffectMode_Screen:
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hShader = g_hScreenShader;
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break;
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case EffectMode_YUYV422:
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hShader = g_hYUYV422Shader;
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break;
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default:
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break;
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}
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DebugFlushGLErrors();
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@@ -1726,18 +1748,27 @@ bool RageDisplay_Legacy::IsEffectModeSupported( EffectMode effect )
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{
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switch( effect )
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{
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case EffectMode_Normal: return true;
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case EffectMode_Unpremultiply: return g_bUnpremultiplyShader != 0;
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case EffectMode_ColorBurn: return g_bColorBurnShader != 0;
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case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
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case EffectMode_VividLight: return g_bVividLightShader != 0;
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case EffectMode_HardMix: return g_hHardMixShader != 0;
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case EffectMode_Overlay: return g_hOverlayShader != 0;
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case EffectMode_Screen: return g_hScreenShader != 0;
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case EffectMode_YUYV422: return g_hYUYV422Shader != 0;
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case EffectMode_Normal:
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return true;
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case EffectMode_Unpremultiply:
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return g_bUnpremultiplyShader != 0;
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case EffectMode_ColorBurn:
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return g_bColorBurnShader != 0;
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case EffectMode_ColorDodge:
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return g_bColorDodgeShader != 0;
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case EffectMode_VividLight:
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return g_bVividLightShader != 0;
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case EffectMode_HardMix:
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return g_hHardMixShader != 0;
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case EffectMode_Overlay:
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return g_hOverlayShader != 0;
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case EffectMode_Screen:
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return g_hScreenShader != 0;
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case EffectMode_YUYV422:
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return g_hYUYV422Shader != 0;
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default:
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return false;
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}
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return false;
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}
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void RageDisplay_Legacy::SetBlendMode( BlendMode mode )
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