From f71e75fccf796b870e202231efe920864416e554 Mon Sep 17 00:00:00 2001 From: Lazaros Koromilas Date: Thu, 20 Apr 2017 13:23:36 +0300 Subject: [PATCH] dolphin-emu: Solve CHAR_WIDTH conflict with limits.h --- .../dolphin-emu/patches/raster_font_cpp.patch | 112 ++++++++++++++++++ 1 file changed, 112 insertions(+) create mode 100644 srcpkgs/dolphin-emu/patches/raster_font_cpp.patch diff --git a/srcpkgs/dolphin-emu/patches/raster_font_cpp.patch b/srcpkgs/dolphin-emu/patches/raster_font_cpp.patch new file mode 100644 index 0000000000..a569ec7e1e --- /dev/null +++ b/srcpkgs/dolphin-emu/patches/raster_font_cpp.patch @@ -0,0 +1,112 @@ +--- Source/Core/VideoBackends/OGL/RasterFont.cpp.orig 2017-04-20 13:02:30.087390930 +0300 ++++ Source/Core/VideoBackends/OGL/RasterFont.cpp 2017-04-20 13:02:49.036390127 +0300 +@@ -15,12 +15,12 @@ + namespace OGL + { + +-static const int CHAR_WIDTH = 8; +-static const int CHAR_HEIGHT = 13; +-static const int CHAR_OFFSET = 32; +-static const int CHAR_COUNT = 95; ++static const int CHARACTER_WIDTH = 8; ++static const int CHARACTER_HEIGHT = 13; ++static const int CHARACTER_OFFSET = 32; ++static const int CHARACTER_COUNT = 95; + +-static const u8 rasters[CHAR_COUNT][CHAR_HEIGHT] = { ++static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = { + {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}, + {0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18}, + {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36}, +@@ -146,27 +146,27 @@ + glGenTextures(1, &texture); + glActiveTexture(GL_TEXTURE8); + glBindTexture(GL_TEXTURE_2D, texture); +- std::vector texture_data(CHAR_WIDTH * CHAR_COUNT * CHAR_HEIGHT); +- for (int y = 0; y < CHAR_HEIGHT; y++) ++ std::vector texture_data(CHARACTER_WIDTH * CHARACTER_COUNT * CHARACTER_HEIGHT); ++ for (int y = 0; y < CHARACTER_HEIGHT; y++) + { +- for (int c = 0; c < CHAR_COUNT; c++) ++ for (int c = 0; c < CHARACTER_COUNT; c++) + { +- for (int x = 0; x < CHAR_WIDTH; x++) ++ for (int x = 0; x < CHARACTER_WIDTH; x++) + { +- bool pixel = (0 != (rasters[c][y] & (1 << (CHAR_WIDTH - x - 1)))); +- texture_data[CHAR_WIDTH * CHAR_COUNT * y + CHAR_WIDTH * c + x] = pixel ? -1 : 0; ++ bool pixel = (0 != (rasters[c][y] & (1 << (CHARACTER_WIDTH - x - 1)))); ++ texture_data[CHARACTER_WIDTH * CHARACTER_COUNT * y + CHARACTER_WIDTH * c + x] = pixel ? -1 : 0; + } + } + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); +- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHAR_WIDTH * CHAR_COUNT, CHAR_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data()); ++ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CHARACTER_WIDTH * CHARACTER_COUNT, CHARACTER_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data.data()); + + // generate shader + ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc); + s_shader.Bind(); + + // bound uniforms +- glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(CHAR_COUNT), 1.0f); ++ glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(CHARACTER_COUNT), 1.0f); + uniform_color_id = glGetUniformLocation(s_shader.glprogid,"color"); + glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f); + uniform_offset_id = glGetUniformLocation(s_shader.glprogid, "offset"); +@@ -196,8 +196,8 @@ + std::vector vertices(text.length() * 6 * 4); + + int usage = 0; +- GLfloat delta_x = GLfloat(2 * CHAR_WIDTH) / GLfloat(bbWidth); +- GLfloat delta_y = GLfloat(2 * CHAR_HEIGHT) / GLfloat(bbHeight); ++ GLfloat delta_x = GLfloat(2 * CHARACTER_WIDTH) / GLfloat(bbWidth); ++ GLfloat delta_y = GLfloat(2 * CHARACTER_HEIGHT) / GLfloat(bbHeight); + GLfloat border_x = 2.0f / GLfloat(bbWidth); + GLfloat border_y = 4.0f / GLfloat(bbHeight); + +@@ -220,37 +220,37 @@ + continue; + } + +- if (c < CHAR_OFFSET || c >= CHAR_COUNT + CHAR_OFFSET) ++ if (c < CHARACTER_OFFSET || c >= CHARACTER_COUNT + CHARACTER_OFFSET) + continue; + + vertices[usage++] = x; + vertices[usage++] = y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); + vertices[usage++] = 0.0f; + + vertices[usage++] = x + delta_x; + vertices[usage++] = y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); + vertices[usage++] = 0.0f; + + vertices[usage++] = x + delta_x; + vertices[usage++] = y + delta_y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); + vertices[usage++] = 1.0f; + + vertices[usage++] = x; + vertices[usage++] = y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); + vertices[usage++] = 0.0f; + + vertices[usage++] = x + delta_x; + vertices[usage++] = y + delta_y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET + 1); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET + 1); + vertices[usage++] = 1.0f; + + vertices[usage++] = x; + vertices[usage++] = y + delta_y; +- vertices[usage++] = GLfloat(c - CHAR_OFFSET); ++ vertices[usage++] = GLfloat(c - CHARACTER_OFFSET); + vertices[usage++] = 1.0f; + + x += delta_x + border_x;