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Update Metal for frontface culling support
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2
hecl/extern/boo
vendored
2
hecl/extern/boo
vendored
Submodule hecl/extern/boo updated: ca20aea834...73891af56a
@@ -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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