mirror of https://github.com/AxioDL/metaforce.git
Update Metal for frontface culling support
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parent
56aacdacde
commit
21194f43db
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@ -1 +1 @@
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Subproject commit ca20aea8344d8bef8d85047e253e97fa27563f1f
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Subproject commit 73891af56a633cf2b4e047b6422f34c80230eb29
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@ -408,7 +408,7 @@ struct MetalBackendFactory : IShaderBackendFactory
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boo::BlendFactor(m_backend.m_blendDst),
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boo::BlendFactor(m_backend.m_blendDst),
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tag.getPrimType(),
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tag.getPrimType(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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tag.getBackfaceCulling() ? boo::CullMode::Backface : boo::CullMode::None);
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if (!objOut)
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if (!objOut)
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Log.report(logvisor::Fatal, "unable to build shader");
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Log.report(logvisor::Fatal, "unable to build shader");
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@ -445,7 +445,7 @@ struct MetalBackendFactory : IShaderBackendFactory
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tag.newVertexFormat(ctx), m_rtHint,
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tag.newVertexFormat(ctx), m_rtHint,
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blendSrc, blendDst, tag.getPrimType(),
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blendSrc, blendDst, tag.getPrimType(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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tag.getBackfaceCulling() ? boo::CullMode::Backface : boo::CullMode::None);
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if (!ret)
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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Log.report(logvisor::Fatal, "unable to build shader");
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return ret;
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return ret;
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@ -484,7 +484,7 @@ struct MetalBackendFactory : IShaderBackendFactory
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boo::BlendFactor((slot.dstFactor == hecl::Backend::BlendFactor::Original) ? m_backend.m_blendDst : slot.dstFactor),
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boo::BlendFactor((slot.dstFactor == hecl::Backend::BlendFactor::Original) ? m_backend.m_blendDst : slot.dstFactor),
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tag.getPrimType(),
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tag.getPrimType(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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tag.getBackfaceCulling() ? boo::CullMode::Backface : boo::CullMode::None);
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if (!ret)
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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Log.report(logvisor::Fatal, "unable to build shader");
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returnFunc(ret);
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returnFunc(ret);
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@ -536,7 +536,7 @@ struct MetalBackendFactory : IShaderBackendFactory
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boo::BlendFactor((slot.dstFactor == hecl::Backend::BlendFactor::Original) ? blendDst : slot.dstFactor),
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boo::BlendFactor((slot.dstFactor == hecl::Backend::BlendFactor::Original) ? blendDst : slot.dstFactor),
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tag.getPrimType(),
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tag.getPrimType(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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tag.getBackfaceCulling() ? boo::CullMode::Backface : boo::CullMode::None);
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if (!ret)
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if (!ret)
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Log.report(logvisor::Fatal, "unable to build shader");
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Log.report(logvisor::Fatal, "unable to build shader");
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returnFunc(ret);
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returnFunc(ret);
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