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

@ -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;