OPENGL: Don't prefix maxTextureSize variable for consistency.

This commit is contained in:
Johannes Schickel 2016-01-04 11:00:58 +01:00
parent 472dbc4a84
commit 0b46af2f0e
3 changed files with 10 additions and 10 deletions

View file

@ -32,7 +32,7 @@
namespace OpenGL { namespace OpenGL {
void Context::reset() { void Context::reset() {
_maxTextureSize = 0; maxTextureSize = 0;
NPOTSupported = false; NPOTSupported = false;
shadersSupported = false; shadersSupported = false;
@ -121,8 +121,8 @@ void OpenGLGraphicsManager::initializeGLContext() {
#undef LOAD_FUNC #undef LOAD_FUNC
// Obtain maximum texture size. // Obtain maximum texture size.
GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_context._maxTextureSize)); GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_context.maxTextureSize));
debug(5, "OpenGL maximum texture size: %d", g_context._maxTextureSize); debug(5, "OpenGL maximum texture size: %d", g_context.maxTextureSize);
const char *extString = (const char *)g_context.glGetString(GL_EXTENSIONS); const char *extString = (const char *)g_context.glGetString(GL_EXTENSIONS);

View file

@ -220,8 +220,8 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
// a context existing before, which means we don't know the maximum // a context existing before, which means we don't know the maximum
// supported texture size before this. Thus, we check whether the // supported texture size before this. Thus, we check whether the
// requested game resolution is supported over here. // requested game resolution is supported over here.
|| ( _currentState.gameWidth > (uint)g_context._maxTextureSize || ( _currentState.gameWidth > (uint)g_context.maxTextureSize
|| _currentState.gameHeight > (uint)g_context._maxTextureSize)) { || _currentState.gameHeight > (uint)g_context.maxTextureSize)) {
if (_transactionMode == kTransactionActive) { if (_transactionMode == kTransactionActive) {
// Try to setup the old state in case its valid and is // Try to setup the old state in case its valid and is
// actually different from the new one. // actually different from the new one.
@ -792,15 +792,15 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
// possible and then scale it to the physical display size. This sounds // possible and then scale it to the physical display size. This sounds
// bad but actually all recent chips should support full HD resolution // bad but actually all recent chips should support full HD resolution
// anyway. Thus, it should not be a real issue for modern hardware. // anyway. Thus, it should not be a real issue for modern hardware.
if ( overlayWidth > (uint)g_context._maxTextureSize if ( overlayWidth > (uint)g_context.maxTextureSize
|| overlayHeight > (uint)g_context._maxTextureSize) { || overlayHeight > (uint)g_context.maxTextureSize) {
const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight; const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
if (outputAspect > (frac_t)FRAC_ONE) { if (outputAspect > (frac_t)FRAC_ONE) {
overlayWidth = g_context._maxTextureSize; overlayWidth = g_context.maxTextureSize;
overlayHeight = intToFrac(overlayWidth) / outputAspect; overlayHeight = intToFrac(overlayWidth) / outputAspect;
} else { } else {
overlayHeight = g_context._maxTextureSize; overlayHeight = g_context.maxTextureSize;
overlayWidth = fracToInt(overlayHeight * outputAspect); overlayWidth = fracToInt(overlayHeight * outputAspect);
} }
} }

View file

@ -106,7 +106,7 @@ struct Context {
void reset(); void reset();
/** The maximum texture size supported by the context. */ /** The maximum texture size supported by the context. */
GLint _maxTextureSize; GLint maxTextureSize;
/** Whether GL_ARB_texture_non_power_of_two is available or not. */ /** Whether GL_ARB_texture_non_power_of_two is available or not. */
bool NPOTSupported; bool NPOTSupported;