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

@ -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,