Remove 'register' keyword in all c++ code.
It's never really done much in c++, was deprecated in c++11 and is reserved since c++17. Thanks @Maksym Hamarnyk for remdinding me about this. Note: there are few more register commands in third library .c code. It's still a valid keyword there. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6130 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -470,7 +470,7 @@ bool CBurningVideoDriver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
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case EVDF_RENDER_TO_TARGET:
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case EVDF_MULTITEXTURE:
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case EVDF_HARDWARE_TL:
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case EVDF_TEXTURE_NSQUARE:
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case EVDF_TEXTURE_NSQUARE:
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case EVDF_TEXTURE_MATRIX:
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on = 1;
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break;
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@@ -894,7 +894,7 @@ const sVec4 CBurningVideoDriver::NDCPlane[6+2] =
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REALINLINE size_t CBurningVideoDriver::clipToFrustumTest ( const s4DVertex* v ) const
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{
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register size_t flag;
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size_t flag;
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f32 test[8];
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const f32 w = - v->Pos.w;
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@@ -908,7 +908,7 @@ REALINLINE size_t CBurningVideoDriver::clipToFrustumTest ( const s4DVertex* v )
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test[3] = -v->Pos.x + w;
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test[4] = v->Pos.y + w;
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test[5] = -v->Pos.y + w;
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const u32* a = F32_AS_U32_POINTER(test);
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flag = (a[0] ) >> 31;
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flag |= (a[1] & 0x80000000) >> 30;
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@@ -948,7 +948,7 @@ REALINLINE size_t clipToFrustumTest ( const s4DVertex* v )
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flag |= v->Pos.x <= v->Pos.w ? VERTEX4D_CLIP_LEFT : 0;
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flag |= -v->Pos.x <= v->Pos.w ? VERTEX4D_CLIP_RIGHT : 0;
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flag |= v->Pos.y <= v->Pos.w ? VERTEX4D_CLIP_BOTTOM : 0;
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flag |= -v->Pos.y <= v->Pos.w ? VERTEX4D_CLIP_TOP : 0;
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@@ -1093,7 +1093,7 @@ size_t CBurningVideoDriver::clipToFrustum(const size_t vIn /*, const size_t clip
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/*!
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Part I:
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apply Clip Scale matrix
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From Normalized Device Coordiante ( NDC ) Space to Device Coordinate ( DC ) Space
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From Normalized Device Coordiante ( NDC ) Space to Device Coordinate ( DC ) Space
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Part II:
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Project homogeneous vector
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@@ -1272,7 +1272,7 @@ REALINLINE s32 CBurningVideoDriver::lodFactor_inside(const s4DVertexPair* burnin
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ieee754 v[2];
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v[0].f = t[0] * t[2];
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v[1].f = t[1] * t[3];
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//signedArea.f = t[4] > t[5] ? t[4] : t[5];
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signedArea.u = v[0].fields.frac > v[1].fields.frac ? v[0].u : v[1].u;
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if (signedArea.fields.exp == 0)
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@@ -1454,7 +1454,7 @@ void CBurningVideoDriver::VertexCache_map_source_format()
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Clipper.resize(VERTEXCACHE_ELEMENT * 2);
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Clipper_temp.resize(VERTEXCACHE_ELEMENT * 2);
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TransformationStack = 0;
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memset(TransformationFlag, 0, sizeof(TransformationFlag));
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memset(Transformation_ETS_CLIPSCALE, 0, sizeof(Transformation_ETS_CLIPSCALE));
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@@ -2238,8 +2238,8 @@ void CBurningVideoDriver::drawVertexPrimitiveList(const void* vertices, u32 vert
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//collect pointer to face vertices
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VertexCache_get(face);
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register size_t clipMask_i;
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register size_t clipMask_o;
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size_t clipMask_i;
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size_t clipMask_o;
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clipMask_i = face[0]->flag;
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clipMask_o = face[0]->flag;
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@@ -2506,7 +2506,7 @@ void CBurningVideoDriver::setMaterial(const SMaterial& material)
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//Material.Fallback_MaterialType = material.MaterialType;
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//-----------------
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//Material.org = material;
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Material.CullFlag = CULL_INVISIBLE | (in.BackfaceCulling ? CULL_BACK : 0) | (in.FrontfaceCulling ? CULL_FRONT : 0);
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@@ -2536,7 +2536,7 @@ void CBurningVideoDriver::setMaterial(const SMaterial& material)
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#endif
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//--------------- setCurrentShader
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ITexture* texture0 = in.getTexture(0);
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ITexture* texture1 = in.getTexture(1);
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//ITexture* texture2 = in.getTexture(2);
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@@ -3179,7 +3179,7 @@ void CBurningVideoDriver::setRenderStates2DMode(const video::SColor& color, vide
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{
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CurrentShader->setPrimitiveColor(color.color);
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}
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}
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void CBurningVideoDriver::setRenderStates3DMode()
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@@ -3363,7 +3363,7 @@ void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core
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quad_triangle_indexList, 2,
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EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
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if (clipRect)
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EyeSpace.TL_Flag &= ~TL_SCISSOR;
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@@ -3491,7 +3491,7 @@ void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color_start)
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{
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SColor color_end = color_start;
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VertexCache.primitiveHasVertex = 2;
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VertexCache.vType = E4VT_LINE;
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@@ -3875,7 +3875,7 @@ void CBurningVideoDriver::setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates)
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{
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}
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//! Return an index constant for the vertex shader based on a name.
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