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