Пытаюсь скомпилировать проект unity3d в xcode, но я получаю следующие ошибки компиляции в функции ниже. Кто-нибудь знает, в чем причина?
Использование Xcode 4, SDK 4.3 и Unity 3.3
Базовый SDK установлен на 4.3, версия SDK в Unity установлена на 4.2, а целевая iOS на 3.2
AppController.mm: 710: ошибка: ожидается
инициализатор перед '.' лексема
AppController.mm: ошибка: синтаксический анализ. Проблема: ожидаемое тело функции после объявления функции
void PresentContext_UnityCallback(struct UnityFrameStats const* unityFrameStats)
{
#if ENABLE_INTERNAL_PROFILER
_unityFrameStats = *unityFrameStats;
if (_frameId % BLOCK_ON_GPU_EACH_NTH_FRAME == (BLOCK_ON_GPU_EACH_NTH_FRAME-1))
{
Prof_Int64 gpuTime0 = mach_absolute_time();
#if ENABLE_BLOCK_ON_GPU_PROFILER
UnityFinishRendering();
#endif
Prof_Int64 gpuTime1 = mach_absolute_time();
_gpuDelta = gpuTime1 - gpuTime0;
}
else
_gpuDelta = 0;
#endif
#if ENABLE_INTERNAL_PROFILER
Prof_Int64 swapTime0 = mach_absolute_time();
#endif
PresentSurface(_surface);
#if ENABLE_INTERNAL_PROFILER
Prof_Int64 vblankTime = mach_absolute_time();
if (_lastVBlankTime < 0) _lastVBlankTime = vblankTime;
_frameDelta = vblankTime - _lastVBlankTime; _lastVBlankTime = vblankTime;
Prof_Int64 swapTime1 = vblankTime;
_swapDelta = swapTime1 - swapTime0;
#endif
}
Код до указанной выше функции следующий:
void PresentSurface(MyEAGLSurface& surface)
{
UNITY_DBG_LOG ("PresentSurface:\n");
EAGLContext *oldContext = [EAGLContext currentContext];
if (oldContext != _context)
[EAGLContext setCurrentContext:_context];
#if GL_APPLE_framebuffer_multisample
if (surface.msaaSamples > 0 && _supportsMSAA)
{
UnityStartProfilerCounter(msaaResolveCounter);
#if ENABLE_INTERNAL_PROFILER
Prof_Int64 msaaTime0 = mach_absolute_time();
#endif
UNITY_DBG_LOG (" ResolveMSAA: samples=%i msaaFBO=%i destFBO=%i\n", surface.msaaSamples, surface.msaaFramebuffer, surface.framebuffer);
glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, surface.msaaFramebuffer);
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, surface.framebuffer);
glResolveMultisampleFramebufferAPPLE();
CHECK_GL_ERROR();
#if ENABLE_INTERNAL_PROFILER
_msaaResolve += (mach_absolute_time() - msaaTime0);
#endif
UnityEndProfilerCounter(msaaResolveCounter);
}
#endif
#if GL_EXT_discard_framebuffer
if (_supportsDiscard)
{
GLenum attachments[3];
int discardCount = 0;
if (surface.msaaSamples > 1 && _supportsMSAA)
attachments[discardCount++] = GL_COLOR_ATTACHMENT0_OES;
if (surface.depthFormat)
attachments[discardCount++] = GL_DEPTH_ATTACHMENT_OES;
attachments[discardCount++] = GL_STENCIL_ATTACHMENT_OES;
GLenum target = (surface.msaaSamples > 1 && _supportsMSAA)? GL_READ_FRAMEBUFFER_APPLE: GL_FRAMEBUFFER_OES;
if (discardCount > 0)
glDiscardFramebufferEXT(target, discardCount, attachments);
}
#endif
CHECK_GL_ERROR();
// presentRenderbuffer presents currently bound RB, so make sure we have the correct one bound
glBindRenderbufferOES(GL_RENDERBUFFER_OES, surface.renderbuffer);
if(![_context presentRenderbuffer:GL_RENDERBUFFER_OES])
EAGL_ERROR("swap renderbuffer");
#if GL_APPLE_framebuffer_multisample
if (_supportsMSAA)
{
const int desiredMSAASamples = UnityGetDesiredMSAASampleCount(MSAA_DEFAULT_SAMPLE_COUNT);
if (surface.msaaSamples != desiredMSAASamples)
{
surface.msaaSamples = desiredMSAASamples;
CreateSurfaceMultisampleBuffers(&surface);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, surface.renderbuffer);
}
if (surface.msaaSamples > 1)
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, surface.msaaFramebuffer);
gDefaultFBO = surface.msaaFramebuffer;
UNITY_DBG_LOG (" glBindFramebufferOES (GL_FRAMEBUFFER_OES, %i); // PresentSurface\n", surface.msaaFramebuffer);
}
}
#endif
if(oldContext != _context)
[EAGLContext setCurrentContext:oldContext];
}