rest of virtuals removed

virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
This commit is contained in:
marauder2k7 2024-03-18 18:40:22 +00:00
parent efbe5e90f5
commit 2b295fb7f0
454 changed files with 4162 additions and 4156 deletions

View file

@ -33,14 +33,14 @@ public:
virtual ~GFXGLAppleFence();
// GFXFence interface
virtual void issue();
virtual FenceStatus getStatus() const;
virtual void block();
void issue() override;
FenceStatus getStatus() const override;
void block() override;
// GFXResource interface
virtual void zombify();
virtual void resurrect();
virtual const String describeSelf() const;
void zombify() override;
void resurrect() override;
const String describeSelf() const override;
private:
GLuint mHandle;

View file

@ -38,13 +38,13 @@
class GFXGLCardProfiler : public GFXCardProfiler
{
public:
void init();
void init() override;
protected:
virtual const String& getRendererString() const { return mRendererString; }
virtual void setupCardCapabilities();
virtual bool _queryCardCap(const String& query, U32& foundResult);
virtual bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips);
const String& getRendererString() const override { return mRendererString; }
void setupCardCapabilities() override;
bool _queryCardCap(const String& query, U32& foundResult) override;
bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips) override;
private:
String mRendererString;

View file

@ -40,13 +40,13 @@ public:
GFXGLCubemap();
virtual ~GFXGLCubemap();
virtual void initStatic( GFXTexHandle *faces );
virtual void initStatic( DDSFile *dds );
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
virtual U32 getSize() const { return mWidth; }
virtual GFXFormat getFormat() const { return mFaceFormat; }
void initStatic( GFXTexHandle *faces ) override;
void initStatic( DDSFile *dds ) override;
void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override;
U32 getSize() const override { return mWidth; }
GFXFormat getFormat() const override { return mFaceFormat; }
virtual bool isInitialized() { return mCubemap != 0 ? true : false; }
bool isInitialized() override { return mCubemap != 0 ? true : false; }
// Convenience methods for GFXGLTextureTarget
U32 getWidth() { return mWidth; }
@ -54,8 +54,8 @@ public:
U32 getHandle() { return mCubemap; }
// GFXResource interface
virtual void zombify();
virtual void resurrect();
void zombify() override;
void resurrect() override;
/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
void tmResurrect();
@ -90,7 +90,7 @@ protected:
Resource<DDSFile> mDDSFile;
// should only be called by GFXDevice
virtual void setToTexUnit( U32 tuNum ); ///< Binds the cubemap to the given texture unit
void setToTexUnit( U32 tuNum ) override; ///< Binds the cubemap to the given texture unit
virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
@ -102,15 +102,15 @@ public:
GFXGLCubemapArray();
virtual ~GFXGLCubemapArray();
//virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format);
virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot);
virtual void copyTo(GFXCubemapArray *pDstCubemap);
virtual void setToTexUnit(U32 tuNum);
void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) override;
void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) override;
void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) override;
void copyTo(GFXCubemapArray *pDstCubemap) override;
void setToTexUnit(U32 tuNum) override;
// GFXResource interface
virtual void zombify() {}
virtual void resurrect() {}
void zombify() override {}
void resurrect() override {}
protected:
friend class GFXGLDevice;

View file

@ -74,26 +74,26 @@ public:
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
static GFXDevice *createInstance( U32 adapterIndex );
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
virtual void activate() { }
virtual void deactivate() { }
virtual GFXAdapterType getAdapterType() { return OpenGL; }
GFXAdapterType getAdapterType() override { return OpenGL; }
virtual void enterDebugEvent(ColorI color, const char *name);
virtual void leaveDebugEvent();
virtual void setDebugMarker(ColorI color, const char *name);
void enterDebugEvent(ColorI color, const char *name) override;
void leaveDebugEvent() override;
void setDebugMarker(ColorI color, const char *name) override;
virtual void enumerateVideoModes();
void enumerateVideoModes() override;
virtual U32 getTotalVideoMemory_GL_EXT();
virtual U32 getTotalVideoMemory();
virtual GFXCubemap * createCubemap();
virtual GFXCubemapArray *createCubemapArray();
virtual GFXTextureArray *createTextureArray();
GFXCubemap * createCubemap() override;
GFXCubemapArray *createCubemapArray() override;
GFXTextureArray *createTextureArray() override;
virtual F32 getFillConventionOffset() const { return 0.0f; }
F32 getFillConventionOffset() const override { return 0.0f; }
///@}
@ -102,61 +102,61 @@ public:
/// @{
///
virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
virtual void _updateRenderTargets();
GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
void _updateRenderTargets() override;
///@}
/// @name Shader functions
/// @{
virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; }
virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; }
F32 getPixelShaderVersion() const override { return mPixelShaderVersion; }
void setPixelShaderVersion( F32 version ) override { mPixelShaderVersion = version; }
virtual void setShader(GFXShader *shader, bool force = false);
void setShader(GFXShader *shader, bool force = false) override;
/// @attention GL cannot check if the given format supports blending or filtering!
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
/// Returns the number of texture samplers that can be used in a shader rendering pass
virtual U32 getNumSamplers() const;
U32 getNumSamplers() const override;
/// Returns the number of simultaneous render targets supported by the device.
virtual U32 getNumRenderTargets() const;
U32 getNumRenderTargets() const override;
virtual GFXShader* createShader();
GFXShader* createShader() override;
//TODO: implement me!
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
virtual bool beginSceneInternal();
virtual void endSceneInternal();
void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
bool beginSceneInternal() override;
void endSceneInternal() override;
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
void drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount );
U32 primitiveCount ) override;
virtual void setClipRect( const RectI &rect );
virtual const RectI &getClipRect() const { return mClip; }
void setClipRect( const RectI &rect ) override;
const RectI &getClipRect() const override { return mClip; }
virtual void preDestroy() { Parent::preDestroy(); }
void preDestroy() override { Parent::preDestroy(); }
virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; }
virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; }
U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
GFXFence *createFence();
GFXFence *createFence() override;
GFXOcclusionQuery* createOcclusionQuery();
GFXOcclusionQuery* createOcclusionQuery() override;
GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
virtual void setupGenericShaders( GenericShaderType type = GSColor );
void setupGenericShaders( GenericShaderType type = GSColor ) override;
///
bool supportsAnisotropic() const { return mCapabilities.anisotropicFiltering; }
@ -169,17 +169,17 @@ public:
const U32 getNumVertexStreams() const { return mNumVertexStream; }
bool glUseMap() const { return mUseGlMap; }
const char* interpretDebugResult(long result) { return "Not Implemented"; };
const char* interpretDebugResult(long result) override { return "Not Implemented"; };
protected:
/// Called by GFXDevice to create a device specific stateblock
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
/// Called by GFXDevice to actually set a stateblock.
virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
void setStateBlockInternal(GFXStateBlock* block, bool force) override;
/// Called by base GFXDevice to actually set a const buffer
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture) override;
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
@ -189,24 +189,24 @@ protected:
/// State initalization. This MUST BE CALLED in setVideoMode after the device
/// is created.
virtual void initStates() { }
void initStates() override { }
virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertSize,
GFXBufferType bufferType,
void* data = NULL);
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL );
void* data = NULL) override;
GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL ) override;
// NOTE: The GL device doesn't need a vertex declaration at
// this time, but we need to return something to keep the system
// from retrying to allocate one on every call.
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
virtual void setVertexDecl( const GFXVertexDecl *decl );
void setVertexDecl( const GFXVertexDecl *decl ) override;
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
StrongRefPtr<GFXGLShaderConstBuffer> mCurrentConstBuffer;
DeviceBufferMap mDeviceBufferMap;

View file

@ -33,14 +33,14 @@ public:
GFXGLOcclusionQuery( GFXDevice *device );
virtual ~GFXGLOcclusionQuery();
virtual bool begin();
virtual void end();
virtual OcclusionQueryStatus getStatus( bool block, U32 *data = NULL );
bool begin() override;
void end() override;
OcclusionQueryStatus getStatus( bool block, U32 *data = NULL ) override;
// GFXResource
virtual void zombify();
virtual void resurrect();
virtual const String describeSelf() const;
void zombify() override;
void resurrect() override;
const String describeSelf() const override;
private:
U32 mQuery;

View file

@ -33,16 +33,16 @@ public:
GFXGLPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType);
~GFXGLPrimitiveBuffer();
virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr); ///< only write lock are supported
virtual void unlock(); ///<
virtual void prepare(); ///< binds the buffer
void lock(U32 indexStart, U32 indexEnd, void **indexPtr) override; ///< only write lock are supported
void unlock() override; ///<
void prepare() override; ///< binds the buffer
virtual void finish(); ///< We're done with this buffer
virtual void* getBuffer(); ///< returns NULL
// GFXResource interface
virtual void zombify();
virtual void resurrect();
void zombify() override;
void resurrect() override;
private:
/// Handle to our GL buffer object

View file

@ -69,15 +69,15 @@ public:
virtual ~GFXGLShaderConstHandle();
const GFXShaderConstDesc getDesc();
const String& getName() const { return mDesc.name; }
GFXShaderConstType getType() const { return mDesc.constType; }
U32 getArraySize() const { return mDesc.arraySize; }
const String& getName() const override { return mDesc.name; }
GFXShaderConstType getType() const override { return mDesc.constType; }
U32 getArraySize() const override { return mDesc.arraySize; }
U32 getSize() const { return mDesc.size; }
void setValid(bool valid) { mValid = valid; }
/// @warning This will always return the value assigned when the shader was
/// initialized. If the value is later changed this method won't reflect that.
S32 getSamplerRegister() const { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
S32 getSamplerRegister() const override { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
// Returns true if this is a handle to a sampler register.
bool isSampler() const
@ -117,32 +117,32 @@ public:
void onShaderReload(GFXGLShader* shader);
// GFXShaderConstBuffer
virtual GFXShader* getShader();
virtual void set(GFXShaderConstHandle* handle, const F32 fv);
virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
virtual void set(GFXShaderConstHandle* handle, const S32 f);
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
GFXShader* getShader() override;
void set(GFXShaderConstHandle* handle, const F32 fv) override;
void set(GFXShaderConstHandle* handle, const Point2F& fv) override;
void set(GFXShaderConstHandle* handle, const Point3F& fv) override;
void set(GFXShaderConstHandle* handle, const Point4F& fv) override;
void set(GFXShaderConstHandle* handle, const PlaneF& fv) override;
void set(GFXShaderConstHandle* handle, const LinearColorF& fv) override;
void set(GFXShaderConstHandle* handle, const S32 f) override;
void set(GFXShaderConstHandle* handle, const Point2I& fv) override;
void set(GFXShaderConstHandle* handle, const Point3I& fv) override;
void set(GFXShaderConstHandle* handle, const Point4I& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv) override;
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv) override;
void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4) override;
void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
// GFXResource
virtual const String describeSelf() const;
virtual void zombify() {}
virtual void resurrect() {}
const String describeSelf() const override;
void zombify() override {}
void resurrect() override {}
private:
@ -171,31 +171,31 @@ public:
/// @name GFXShader interface
/// @{
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
GFXShaderConstHandle* getShaderConstHandle(const String& name) override;
GFXShaderConstHandle* findShaderConstHandle(const String& name) override;
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
/// Returns the alignment value for constType
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
U32 getAlignmentValue(const GFXShaderConstType constType) const override;
virtual GFXShaderConstBufferRef allocConstBuffer();
GFXShaderConstBufferRef allocConstBuffer() override;
/// @}
/// @name GFXResource interface
/// @{
virtual void zombify();
virtual void resurrect() { reload(); }
virtual const String describeSelf() const;
void zombify() override;
void resurrect() override { reload(); }
const String describeSelf() const override;
/// @}
/// Activates this shader in the GL context.
void useProgram();
protected:
virtual bool _init();
bool _init() override;
bool initShader(const Torque::Path& file,
GFXShaderStage stage,

View file

@ -49,17 +49,17 @@ public:
//
/// Returns the hash value of the desc that created this block
virtual U32 getHashValue() const;
U32 getHashValue() const override;
/// Returns a GFXStateBlockDesc that this block represents
virtual const GFXStateBlockDesc& getDesc() const;
const GFXStateBlockDesc& getDesc() const override;
//
// GFXResource
//
virtual void zombify() { }
void zombify() override { }
/// When called the resource should restore all device sensitive information destroyed by zombify()
virtual void resurrect() { }
void resurrect() override { }
private:
GFXStateBlockDesc mDesc;
U32 mCachedHashValue;

View file

@ -45,12 +45,12 @@ protected:
U32 numMipLevels,
bool forceMips = false,
S32 antialiasLevel = 0,
GFXTextureObject *inTex = NULL );
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
bool _loadTexture(GFXTextureObject *texture, void *raw);
bool _refreshTexture(GFXTextureObject *texture);
bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
GFXTextureObject *inTex = NULL ) override;
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds) override;
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp) override;
bool _loadTexture(GFXTextureObject *texture, void *raw) override;
bool _refreshTexture(GFXTextureObject *texture) override;
bool _freeTexture(GFXTextureObject *texture, bool zombify = false) override;
private:
friend class GFXGLTextureObject;

View file

@ -53,28 +53,28 @@ public:
/// @note You are responsible for deleting the returned data! (Use delete[])
U8* getTextureData( U32 mip = 0);
virtual F32 getMaxUCoord() const;
virtual F32 getMaxVCoord() const;
F32 getMaxUCoord() const override;
F32 getMaxVCoord() const override;
void reloadFromCache(); ///< Reloads texture from zombie cache, used by GFXGLTextureManager to resurrect the texture.
#ifdef TORQUE_DEBUG
virtual void pureVirtualCrash() {}
void pureVirtualCrash() override {}
#endif
/// Get/set data from texture (for dynamic textures and render targets)
/// @attention DO NOT READ FROM THE RETURNED RECT! It is not guaranteed to work and may incur significant performance penalties.
virtual GFXLockedRect* lock(U32 mipLevel = 0, RectI *inRect = NULL);
virtual void unlock(U32 mipLevel = 0 );
GFXLockedRect* lock(U32 mipLevel = 0, RectI *inRect = NULL) override;
void unlock(U32 mipLevel = 0 ) override;
virtual bool copyToBmp(GBitmap *); ///< Not implemented
bool copyToBmp(GBitmap *) override; ///< Not implemented
bool mIsNPoT2;
// GFXResource interface
virtual void zombify();
virtual void resurrect();
virtual const String describeSelf() const;
void zombify() override;
void resurrect() override;
const String describeSelf() const override;
void initSamplerState(const GFXSamplerStateDesc &ssd);

View file

@ -69,14 +69,14 @@ public:
virtual ~_GFXGLTextureTargetDesc() {}
virtual U32 getHandle() { return mTex->getHandle(); }
virtual U32 getWidth() { return mTex->getWidth(); }
virtual U32 getHeight() { return mTex->getHeight(); }
virtual U32 getDepth() { return mTex->getDepth(); }
virtual bool hasMips() { return mTex->mMipLevels != 1; }
virtual GLenum getBinding() { return mTex->getBinding(); }
virtual GFXFormat getFormat() { return mTex->getFormat(); }
virtual bool isCompatible(const GFXGLTextureObject* tex)
U32 getHandle() override { return mTex->getHandle(); }
U32 getWidth() override { return mTex->getWidth(); }
U32 getHeight() override { return mTex->getHeight(); }
U32 getDepth() override { return mTex->getDepth(); }
bool hasMips() override { return mTex->mMipLevels != 1; }
GLenum getBinding() override { return mTex->getBinding(); }
GFXFormat getFormat() override { return mTex->getFormat(); }
bool isCompatible(const GFXGLTextureObject* tex) override
{
return mTex->getFormat() == tex->getFormat()
&& mTex->getWidth() == tex->getWidth()
@ -99,14 +99,14 @@ public:
virtual ~_GFXGLCubemapTargetDesc() {}
virtual U32 getHandle() { return mTex->getHandle(); }
virtual U32 getWidth() { return mTex->getWidth(); }
virtual U32 getHeight() { return mTex->getHeight(); }
virtual U32 getDepth() { return 0; }
virtual bool hasMips() { return mTex->getMipMapLevels() != 1; }
virtual GLenum getBinding() { return GFXGLCubemap::getEnumForFaceNumber(mFace); }
virtual GFXFormat getFormat() { return mTex->getFormat(); }
virtual bool isCompatible(const GFXGLTextureObject* tex)
U32 getHandle() override { return mTex->getHandle(); }
U32 getWidth() override { return mTex->getWidth(); }
U32 getHeight() override { return mTex->getHeight(); }
U32 getDepth() override { return 0; }
bool hasMips() override { return mTex->getMipMapLevels() != 1; }
GLenum getBinding() override { return GFXGLCubemap::getEnumForFaceNumber(mFace); }
GFXFormat getFormat() override { return mTex->getFormat(); }
bool isCompatible(const GFXGLTextureObject* tex) override
{
return mTex->getFormat() == tex->getFormat()
&& mTex->getWidth() == tex->getWidth()
@ -141,9 +141,9 @@ public:
_GFXGLTextureTargetFBOImpl(GFXGLTextureTarget* target);
virtual ~_GFXGLTextureTargetFBOImpl();
virtual void applyState();
virtual void makeActive();
virtual void finish();
void applyState() override;
void makeActive() override;
void finish() override;
};
_GFXGLTextureTargetFBOImpl::_GFXGLTextureTargetFBOImpl(GFXGLTextureTarget* target)

View file

@ -48,10 +48,10 @@ public:
GFXGLTextureTarget(bool genMips);
virtual ~GFXGLTextureTarget();
virtual const Point2I getSize();
virtual GFXFormat getFormat();
virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
const Point2I getSize() override;
GFXFormat getFormat() override;
void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0) override;
void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) override;
virtual void clearAttachments();
/// Functions to query internal state
@ -62,14 +62,14 @@ public:
/// @}
void deactivate();
void zombify();
void resurrect();
virtual const String describeSelf() const;
void deactivate() override;
void zombify() override;
void resurrect() override;
const String describeSelf() const override;
virtual void resolve();
void resolve() override;
virtual void resolveTo(GFXTextureObject* obj);
void resolveTo(GFXTextureObject* obj) override;
protected:

View file

@ -42,9 +42,9 @@ public:
~GFXGLVertexBuffer();
virtual void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr); ///< Only write lock are supported.
virtual void unlock(); ///<
virtual void prepare(); ///< Do nothing. Use void prepare(U32 stream, U32 divisor).
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr) override; ///< Only write lock are supported.
void unlock() override; ///<
void prepare() override; ///< Do nothing. Use void prepare(U32 stream, U32 divisor).
virtual void finish(); ///< Do nothing.
void prepare(U32 stream, U32 divisor);
@ -52,8 +52,8 @@ public:
GLvoid* getBuffer(); ///< returns NULL
// GFXResource interface
virtual void zombify();
virtual void resurrect();
void zombify() override;
void resurrect() override;
private:
friend class GFXGLDevice;

View file

@ -32,22 +32,22 @@ public:
GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d);
~GFXGLWindowTarget();
const Point2I getSize()
const Point2I getSize() override
{
return mWindow->getClientExtent();
}
virtual GFXFormat getFormat()
GFXFormat getFormat() override
{
// TODO: Fix me!
return GFXFormatR8G8B8A8_SRGB;
}
void makeActive();
virtual bool present();
virtual void resetMode();
virtual void zombify() { }
virtual void resurrect() { }
bool present() override;
void resetMode() override;
void zombify() override { }
void resurrect() override { }
virtual void resolveTo(GFXTextureObject* obj);
void resolveTo(GFXTextureObject* obj) override;
void _onAppSignal(WindowId wnd, S32 event);

View file

@ -31,7 +31,7 @@ class ScreenShotGL : public ScreenShot
{
protected:
GBitmap* _captureBackBuffer();
GBitmap* _captureBackBuffer() override;
};