Mercurial > sdl-ios-xcode
comparison src/video/SDL_renderer_gl.c @ 2918:bd518fc76f28
Updated to build on Windows
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 25 Dec 2008 05:11:29 +0000 |
parents | 133601e3b255 |
children | dc4523c7c22d |
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2917:4cecb110195d | 2918:bd518fc76f28 |
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517 static GLuint | 517 static GLuint |
518 compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code) | 518 compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code) |
519 { | 519 { |
520 const int have_texture_rects = data->GL_ARB_texture_rectangle_supported; | 520 const int have_texture_rects = data->GL_ARB_texture_rectangle_supported; |
521 const char *replacement = have_texture_rects ? "RECT" : "2D"; | 521 const char *replacement = have_texture_rects ? "RECT" : "2D"; |
522 const size_t replacementlen = strlen(replacement); | 522 const size_t replacementlen = SDL_strlen(replacement); |
523 const char *token = "%TEXTURETARGET%"; | 523 const char *token = "%TEXTURETARGET%"; |
524 const size_t tokenlen = strlen(token); | 524 const size_t tokenlen = SDL_strlen(token); |
525 char *code = NULL; | 525 char *code = NULL; |
526 char *ptr = NULL; | 526 char *ptr = NULL; |
527 GLuint program = 0; | 527 GLuint program = 0; |
528 | 528 |
529 /* | 529 /* |
534 code = SDL_strdup(_code); | 534 code = SDL_strdup(_code); |
535 if (code == NULL) | 535 if (code == NULL) |
536 return 0; | 536 return 0; |
537 | 537 |
538 for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) { | 538 for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) { |
539 memcpy(ptr, replacement, replacementlen); | 539 SDL_memcpy(ptr, replacement, replacementlen); |
540 memmove(ptr + replacementlen, ptr + tokenlen, | 540 SDL_memmove(ptr + replacementlen, ptr + tokenlen, |
541 strlen(ptr + tokenlen) + 1); | 541 SDL_strlen(ptr + tokenlen) + 1); |
542 } | 542 } |
543 | 543 |
544 #if DEBUG_PROGRAM_COMPILE | 544 #if DEBUG_PROGRAM_COMPILE |
545 printf("compiling shader:\n%s\n\n", code); | 545 printf("compiling shader:\n%s\n\n", code); |
546 #endif | 546 #endif |