mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +00:00
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:
parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -74,26 +74,26 @@ public:
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static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
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static GFXDevice *createInstance( U32 adapterIndex );
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virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
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void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
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virtual void activate() { }
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virtual void deactivate() { }
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virtual GFXAdapterType getAdapterType() { return OpenGL; }
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GFXAdapterType getAdapterType() override { return OpenGL; }
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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virtual void setDebugMarker(ColorI color, const char *name);
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void enterDebugEvent(ColorI color, const char *name) override;
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void leaveDebugEvent() override;
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void setDebugMarker(ColorI color, const char *name) override;
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virtual void enumerateVideoModes();
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void enumerateVideoModes() override;
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virtual U32 getTotalVideoMemory_GL_EXT();
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virtual U32 getTotalVideoMemory();
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virtual GFXCubemap * createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXTextureArray *createTextureArray();
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GFXCubemap * createCubemap() override;
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GFXCubemapArray *createCubemapArray() override;
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GFXTextureArray *createTextureArray() override;
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virtual F32 getFillConventionOffset() const { return 0.0f; }
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F32 getFillConventionOffset() const override { return 0.0f; }
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///@}
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@ -102,61 +102,61 @@ public:
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/// @{
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///
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual void _updateRenderTargets();
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GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
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GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
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void _updateRenderTargets() override;
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///@}
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/// @name Shader functions
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/// @{
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virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; }
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virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; }
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F32 getPixelShaderVersion() const override { return mPixelShaderVersion; }
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void setPixelShaderVersion( F32 version ) override { mPixelShaderVersion = version; }
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virtual void setShader(GFXShader *shader, bool force = false);
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void setShader(GFXShader *shader, bool force = false) override;
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/// @attention GL cannot check if the given format supports blending or filtering!
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virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
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GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
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/// Returns the number of texture samplers that can be used in a shader rendering pass
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virtual U32 getNumSamplers() const;
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U32 getNumSamplers() const override;
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/// Returns the number of simultaneous render targets supported by the device.
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virtual U32 getNumRenderTargets() const;
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U32 getNumRenderTargets() const override;
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virtual GFXShader* createShader();
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GFXShader* createShader() override;
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//TODO: implement me!
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virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
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void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
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void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
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bool beginSceneInternal() override;
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void endSceneInternal() override;
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virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
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void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
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virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
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void drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount );
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U32 primitiveCount ) override;
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virtual void setClipRect( const RectI &rect );
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virtual const RectI &getClipRect() const { return mClip; }
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void setClipRect( const RectI &rect ) override;
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const RectI &getClipRect() const override { return mClip; }
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virtual void preDestroy() { Parent::preDestroy(); }
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void preDestroy() override { Parent::preDestroy(); }
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virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; }
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U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
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U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
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GFXFence *createFence();
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GFXFence *createFence() override;
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GFXOcclusionQuery* createOcclusionQuery();
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GFXOcclusionQuery* createOcclusionQuery() override;
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GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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void setupGenericShaders( GenericShaderType type = GSColor ) override;
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///
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bool supportsAnisotropic() const { return mCapabilities.anisotropicFiltering; }
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@ -169,17 +169,17 @@ public:
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const U32 getNumVertexStreams() const { return mNumVertexStream; }
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bool glUseMap() const { return mUseGlMap; }
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const char* interpretDebugResult(long result) { return "Not Implemented"; };
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const char* interpretDebugResult(long result) override { return "Not Implemented"; };
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protected:
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/// Called by GFXDevice to create a device specific stateblock
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virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
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GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
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/// Called by GFXDevice to actually set a stateblock.
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virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
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void setStateBlockInternal(GFXStateBlock* block, bool force) override;
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/// Called by base GFXDevice to actually set a const buffer
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virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
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void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
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virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
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void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture) override;
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virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
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virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
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virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
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@ -189,24 +189,24 @@ protected:
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/// State initalization. This MUST BE CALLED in setVideoMode after the device
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/// is created.
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virtual void initStates() { }
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void initStates() override { }
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType,
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void* data = NULL);
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL );
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void* data = NULL) override;
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GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL ) override;
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// NOTE: The GL device doesn't need a vertex declaration at
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// this time, but we need to return something to keep the system
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// from retrying to allocate one on every call.
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
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GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
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virtual void setVertexDecl( const GFXVertexDecl *decl );
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void setVertexDecl( const GFXVertexDecl *decl ) override;
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virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
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virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
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void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
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void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
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StrongRefPtr<GFXGLShaderConstBuffer> mCurrentConstBuffer;
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DeviceBufferMap mDeviceBufferMap;
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