函数声明符后的预期函数主体 [英] Expected function body after function declarator
问题描述
试图在xcode中编译unity3d项目,但是我在下面的函数中遇到以下编译错误.有人知道原因是什么吗?
Trying to compile a unity3d project in xcode but i'm getting the following compile errors on the function below. Anybody know what the cause is?
使用Xcode 4,SDK 4.3和Unity 3.3 基本SDK设置为4.3,Unity中的SDK版本设置为4.2,目标iOS设置为3.2
Using Xcode 4, SDK 4.3 and Unity 3.3 Base SDK is set to 4.3, SDK version in Unity is set to 4.2 and target iOS to 3.2
AppController.mm:710:错误:预期 ."之前的初始值设定项.令牌
AppController.mm:710: error: expected initializer before '.' token
AppController.mm:错误:解析问题:函数声明符后的预期函数体
AppController.mm: error: Parse Issue: Expected function body after function declarator
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
}
上述功能之前的代码如下:
The code prior to the above function is as follows:
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];
}
推荐答案
好吧,事实证明问题本质上在于Unity 3.3.但是,通过进入iOS的播放器设置并将tagrt SDK的值从"4.2"重新调整为"4.2以来的最新值",可以轻松解决此问题.
Oke turns out the problem lies inherently within Unity 3.3. How ever, this is easilly fixed by going into the player settings for iOS and readjusting the value for the tagrt SDK from "4.2" to "latest since 4.2"
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