Fix #if *_ENABLED inconsistencies, should check if defined

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This commit is contained in:
Caroline Joy Bell 2024-01-16 14:16:47 -06:00 committed by Relintai
parent 57c4c9455a
commit 0f099eca32
4 changed files with 10 additions and 10 deletions

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@ -44,10 +44,10 @@ def make_default_controller_mappings(target, source, env):
platform_mappings[current_platform][guid] = line
platform_variables = {
"Linux": "#if X11_ENABLED",
"Linux": "#ifdef X11_ENABLED",
"Windows": "#ifdef WINDOWS_ENABLED",
"Mac OS X": "#ifdef OSX_ENABLED",
"Android": "#if defined(__ANDROID__)",
"Android": "#ifdef ANDROID_ENABLED",
"iOS": "#ifdef IPHONE_ENABLED",
"Javascript": "#ifdef JAVASCRIPT_ENABLED",
"UWP": "#ifdef UWP_ENABLED",

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@ -121,6 +121,6 @@ public:
~AudioDriverCoreAudio();
};
#endif
#endif // COREAUDIO_ENABLED
#endif

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@ -2761,7 +2761,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
#elif defined(IPHONE_ENABLED)
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
@ -2769,7 +2769,7 @@ void RasterizerSceneGLES2::_post_process(Environment3D *env, const Projection &p
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
@ -3438,7 +3438,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif IPHONE_ENABLED
#elif defined(IPHONE_ENABLED)
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
@ -3446,7 +3446,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// In GLES2 AndroidBlit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);

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@ -4887,7 +4887,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
// Render to a texture in android
glGenTextures(1, &rt->multisample_color);
glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
@ -5291,7 +5291,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
t->alloc_width = rt->height;
// Switch our texture on our frame buffer
#if ANDROID_ENABLED
#ifdef ANDROID_ENABLED
if (rt->msaa >= RS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= RS::VIEWPORT_MSAA_EXT_4X) {
// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
// of the GPU we can do a single render pass by rendering directly into our texture chains
@ -6017,7 +6017,7 @@ void RasterizerStorageGLES2::initialize() {
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
#elif ANDROID_ENABLED
#elif defined(ANDROID_ENABLED)
void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");