Warning fixes and supression, glad header update

This commit is contained in:
Jarcode
2019-08-26 20:27:11 -07:00
parent 0358143bb7
commit ce77587e3a
5 changed files with 2109 additions and 10580 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -328,9 +328,9 @@ void ext_process(struct glsl_ext* ext, const char* f) {
size_t t;
char at;
int state = LINE_START;
size_t macro_start_idx, arg_start_idx, cbuf_idx, bbuf_idx, b_restart;
size_t macro_start_idx = 0, arg_start_idx = 0, cbuf_idx, bbuf_idx, b_restart;
size_t line = 1;
bool quoted = false, arg_start, b_sep = false, b_spc = false, b_pre = true;
bool quoted = false, arg_start = false, b_sep = false, b_spc = false, b_pre = true;
int b_br = 0;
char cbuf[9];
char bbuf[256];

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@@ -1207,10 +1207,10 @@ struct renderer* rd_new(const char** paths, const char* entry,
the path to use for future shader files and modules. Generally, user configuration
directories will be populated with symlinks to the installed modules. */
const char* data;
const char* dd; /* defaults dir (system) */
const char* env = gl->wcb->get_environment();
size_t d_len, e_len;
const char* data = NULL;
const char* dd = NULL; /* defaults dir (system) */
const char* env = gl->wcb->get_environment();
size_t d_len = 0, e_len = 0;
for (const char** i = paths; (data = *i) != NULL; ++i) dd = data;
for (const char** i = paths; (data = *i) != NULL; ++i) {
@@ -1329,7 +1329,7 @@ struct renderer* rd_new(const char** paths, const char* entry,
gl->w = gl->wcb->create_and_bind(wintitle, "GLava", xwintype, (const char**) xwinstates, xwinstates_sz,
gl->geometry[2], gl->geometry[3], gl->geometry[0], gl->geometry[1],
context_version_major, context_version_minor, gl->clickthrough, gl->test_mode);
context_version_major, context_version_minor, gl->clickthrough, test_mode);
if (!gl->w) abort();
for (size_t t = 0; t < xwinstates_sz; ++t)
@@ -1364,7 +1364,7 @@ struct renderer* rd_new(const char** paths, const char* entry,
/* Iterate through shader passes in the shader directory and build textures, framebuffers, and
shader programs with each fragment shader. */
struct gl_sfbo* stages;
struct gl_sfbo* stages = NULL;
size_t count = 0;
{
@@ -1813,7 +1813,7 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
}
}
struct gl_sfbo* prev;
struct gl_sfbo* prev = NULL;
/* Iterate through each rendering stage (shader) */

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@@ -21,6 +21,7 @@ else
add_project_arguments(
'-O2',
'-Wstringop-overflow=0',
'-Wmaybe-uninitialized=0',
language: 'c'
)
if get_option('glad')