Move all core types into namespaces (#1886)

* Reorganize namespaces

- Most types are now moved into the `melonDS` namespace
- Only good chance to do this for a while, since a big refactor is next

* Fix the build
This commit is contained in:
Jesse Talavera-Greenberg
2023-11-25 12:32:09 -05:00
committed by GitHub
parent 651b0f680c
commit 346dd4006e
178 changed files with 529 additions and 268 deletions

View File

@ -28,12 +28,12 @@
#include "OpenGLSupport.h"
#include "GPU_OpenGL_shaders.h"
namespace Melon
namespace melonDS
{
using namespace OpenGL;
std::unique_ptr<GLCompositor> GLCompositor::New(Melon::GPU& gpu) noexcept
std::unique_ptr<GLCompositor> GLCompositor::New(melonDS::GPU& gpu) noexcept
{
assert(glBindAttribLocation != nullptr);
@ -53,7 +53,7 @@ std::unique_ptr<GLCompositor> GLCompositor::New(Melon::GPU& gpu) noexcept
return std::unique_ptr<GLCompositor>(new GLCompositor(CompShader, gpu));
}
GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, Melon::GPU& gpu) noexcept : CompShader(compShader), GPU(gpu)
GLCompositor::GLCompositor(std::array<GLuint, 3> compShader, melonDS::GPU& gpu) noexcept : CompShader(compShader), GPU(gpu)
{
CompScaleLoc = glGetUniformLocation(CompShader[2], "u3DScale");
Comp3DXPosLoc = glGetUniformLocation(CompShader[2], "u3DXPos");
@ -218,7 +218,7 @@ void GLCompositor::RenderFrame()
}
glActiveTexture(GL_TEXTURE1);
reinterpret_cast<GPU3D::GLRenderer*>(GPU.GPU3D.GetCurrentRenderer())->SetupAccelFrame();
reinterpret_cast<GLRenderer*>(GPU.GPU3D.GetCurrentRenderer())->SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);