mirror of https://github.com/AxioDL/metaforce.git
windows enum refactor fixes
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c4f8743bf6
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@ -377,7 +377,7 @@ public:
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/** Intermediate mesh representation prepared by blender from a single mesh object */
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struct Mesh
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{
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enum HMDLTopology topology;
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HMDLTopology topology;
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/* Cumulative AABB */
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Vector3f aabbMin;
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@ -1 +1 @@
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Subproject commit d040e20096d50d0f8af623f4d2bb05f5e5b0ba73
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Subproject commit 84b78f2962a1d36694e000d7e151a44a64d3e24b
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@ -216,7 +216,7 @@ static inline FILE* Fopen(const SystemChar* path, const SystemChar* mode, FileLo
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{
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#if _WIN32
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OVERLAPPED ov = {};
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LockFileEx((HANDLE)(uintptr_t)_fileno(fp), (lock == LWRITE) ? LOCKFILE_EXCLUSIVE_LOCK : 0, 0, 0, 1, &ov);
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LockFileEx((HANDLE)(uintptr_t)_fileno(fp), (lock == FileLockType::Write) ? LOCKFILE_EXCLUSIVE_LOCK : 0, 0, 0, 1, &ov);
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#else
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if (flock(fileno(fp), ((lock == FileLockType::Write) ? LOCK_EX : LOCK_SH) | LOCK_NB))
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LogModule.report(LogVisor::FatalError, "flock %s: %s", path, strerror(errno));
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@ -15,11 +15,11 @@ std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TG_POS:
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case TexGenSrc::Position:
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return "v.posIn.xy\n";
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case TG_NRM:
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case TexGenSrc::Normal:
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return "v.normIn.xy\n";
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case TG_UV:
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case TexGenSrc::UV:
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return HECL::Format("v.uvIn[%u]", uvIdx);
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default: break;
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}
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@ -30,11 +30,11 @@ std::string HLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TG_POS:
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case TexGenSrc::Position:
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return "float4(v.posIn, 1.0)\n";
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case TG_NRM:
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case TexGenSrc::Normal:
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return "float4(v.normIn, 1.0)\n";
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case TG_UV:
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case TexGenSrc::UV:
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return HECL::Format("float4(v.uvIn[%u], 0.0, 1.0)", uvIdx);
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default: break;
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}
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@ -284,8 +284,8 @@ struct HLSLBackendFactory : IShaderBackendFactory
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(m_backend.m_blendSrc);
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w.writeUByte(m_backend.m_blendDst);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
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w.writeUByte(atUint8(m_backend.m_blendDst));
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if (vertBlob)
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{
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@ -399,8 +399,8 @@ struct HLSLBackendFactory : IShaderBackendFactory
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(m_backend.m_blendSrc);
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w.writeUByte(m_backend.m_blendDst);
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w.writeUByte(atUint8(m_backend.m_blendSrc));
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w.writeUByte(atUint8(m_backend.m_blendDst));
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if (vertBlob)
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{
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@ -118,8 +118,8 @@ ShaderCacheManager::ShaderCacheManager(const FileStoreManager& storeMgr,
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m_factory.reset(_NewGLSLBackendFactory(gfxFactory));
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break;
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#if _WIN32
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case boo::IGraphicsDataFactory::PlatformD3D11:
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case boo::IGraphicsDataFactory::PlatformD3D12:
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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m_factory.reset(_NewHLSLBackendFactory(gfxFactory));
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break;
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#elif __APPLE__ && HECL_HAS_METAL
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