fix vla issue with msvc - fill depth / fill color
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f9824eb9c2
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10
src/external/rlsw.h
vendored
10
src/external/rlsw.h
vendored
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@ -2658,7 +2658,10 @@ static inline void sw_default_framebuffer_free(sw_default_framebuffer_t* fb)
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static inline void sw_framebuffer_fill_color(sw_texture_t *colorBuffer, const float color[4])
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static inline void sw_framebuffer_fill_color(sw_texture_t *colorBuffer, const float color[4])
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{
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{
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uint8_t pixel[SW_FRAMEBUFFER_COLOR_SIZE];
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// NOTE: MSVC doesn't support VLA, so we allocate the largest possible size
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//uint8_t pixel[SW_FRAMEBUFFER_COLOR_SIZE];
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uint8_t pixel[16];
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SW_FRAMEBUFFER_COLOR_SET(pixel, color, 0);
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SW_FRAMEBUFFER_COLOR_SET(pixel, color, 0);
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uint8_t *dst = (uint8_t *)colorBuffer->pixels;
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uint8_t *dst = (uint8_t *)colorBuffer->pixels;
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@ -2695,7 +2698,10 @@ static inline void sw_framebuffer_fill_color(sw_texture_t *colorBuffer, const fl
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static inline void sw_framebuffer_fill_depth(sw_texture_t *depthBuffer, float depth)
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static inline void sw_framebuffer_fill_depth(sw_texture_t *depthBuffer, float depth)
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{
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{
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uint8_t pixel[SW_FRAMEBUFFER_DEPTH_SIZE];
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// NOTE: MSVC doesn't support VLA, so we allocate the largest possible size
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//uint8_t pixel[SW_FRAMEBUFFER_DEPTH_SIZE];
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uint8_t pixel[4];
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SW_FRAMEBUFFER_DEPTH_SET(pixel, depth, 0);
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SW_FRAMEBUFFER_DEPTH_SET(pixel, depth, 0);
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uint8_t *dst = (uint8_t *)depthBuffer->pixels;
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uint8_t *dst = (uint8_t *)depthBuffer->pixels;
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