From: cloudwalk Date: Mon, 15 Jun 2020 00:20:44 +0000 (+0000) Subject: Use stdint.h types instead of self-defined dp[u]int X-Git-Url: https://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=bf6398cac4905345a483cf21a58965aa507db843 Use stdint.h types instead of self-defined dp[u]int Mainly for consistency and type safety, and to clean up qtypes.h a bit more. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12673 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index b0c20dff..b37bdcfd 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -709,7 +709,7 @@ typedef struct r_glsl_permutation_s /// hash lookup data struct r_glsl_permutation_s *hashnext; unsigned int mode; - dpuint64 permutation; + uint64_t permutation; /// indicates if we have tried compiling this permutation already qboolean compiled; @@ -925,7 +925,7 @@ qboolean R_CompileShader_CheckStaticParms(void) shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ else \ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" -static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation) +static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation) { shaderstaticparms_count = 0; @@ -953,7 +953,7 @@ r_glsl_permutation_t *r_glsl_permutation; /// storage for permutations linked in the hash table memexpandablearray_t r_glsl_permutationarray; -static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation) +static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation) { //unsigned int hashdepth = 0; unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); @@ -1037,7 +1037,7 @@ static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean p return Mem_strdup(r_main_mempool, modeinfo->builtinstring); } -static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation) +static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation) { int i; int ubibind; @@ -1359,7 +1359,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(sourcestring); } -static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation) +static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation) { r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) @@ -1369,7 +1369,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta { if (!r_glsl_permutation->compiled) { - Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation); + Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation); R_GLSL_CompilePermutation(perm, mode, permutation); } if (!r_glsl_permutation->program) @@ -1379,7 +1379,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta for (i = 0;i < SHADERPERMUTATION_COUNT;i++) { // reduce i more quickly whenever it would not remove any bits - dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); + uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); if (!(permutation & j)) continue; permutation -= j; @@ -1475,7 +1475,7 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd) void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha) { - dpuint64 permutation = 0; + uint64_t permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; permutation |= SHADERPERMUTATION_VIEWTINT; @@ -1507,7 +1507,7 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy) void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal) { - dpuint64 permutation = 0; + uint64_t permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; if (depthrgb) @@ -1581,7 +1581,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - dpuint64 permutation = 0; + uint64_t permutation = 0; unsigned int mode = 0; int blendfuncflags; texture_t *t = rsurface.texture; @@ -2109,7 +2109,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - dpuint64 permutation = 0; + uint64_t permutation = 0; unsigned int mode = 0; const float *lightcolorbase = rtlight->currentcolor; float ambientscale = rtlight->ambientscale; @@ -5330,7 +5330,7 @@ static void R_Bloom_MakeTexture(void) static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { - dpuint64 permutation; + uint64_t permutation; float uservecs[4][4]; rtexture_t *viewtexture; rtexture_t *bloomtexture; diff --git a/qtypes.h b/qtypes.h index f6ce845d..4c834a31 100644 --- a/qtypes.h +++ b/qtypes.h @@ -4,6 +4,7 @@ #include #include +#include typedef bool qboolean; @@ -26,9 +27,6 @@ typedef bool qboolean; #define RESTRICT #endif -typedef long long dpint64; -typedef unsigned long long dpuint64; - // LadyHavoc: upgrade the prvm to double precision for better time values // LadyHavoc: to be enabled when bugs are worked out... #define PRVM_64