mirror of https://github.com/AxioDL/metaforce.git
macOS build sync
This commit is contained in:
parent
6c765d19fd
commit
7b8c9c114c
|
@ -19,13 +19,13 @@ if(MSVC)
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set(CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO "/DEBUG /RELEASE /LTCG /OPT:REF /OPT:ICF /INCREMENTAL:NO /DEBUGTYPE:cv,fixup")
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else()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -Wno-multichar -fno-exceptions -Wno-narrowing")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -Wno-multichar -fno-exceptions -Wno-narrowing -Wno-nullability-completeness")
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if(APPLE)
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -flto")
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set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -flto")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -flto")
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set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -flto")
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -flto=thin")
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set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -flto=thin")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -flto=thin")
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set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -flto=thin")
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endif()
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endif()
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@ -79,6 +79,7 @@ namespace DataSpec
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}")
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set(HECL_DATASPEC_PUSHES
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" /* RetroCommon */
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hecl::Database::DATA_SPEC_REGISTRY.reserve(6);
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hecl::Database::DATA_SPEC_REGISTRY.push_back(&DataSpec::SpecEntMP1);
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hecl::Database::DATA_SPEC_REGISTRY.push_back(&DataSpec::SpecEntMP1PC);
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hecl::Database::DATA_SPEC_REGISTRY.push_back(&DataSpec::SpecEntMP2);
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@ -5,7 +5,7 @@
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namespace urde
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{
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static const char* VS =
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static const char* VSFlip =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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@ -33,6 +33,34 @@ BOO_GLSL_BINDING_HEAD
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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static const char* VSNoFlip =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform TexuredQuadUniform\n"
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"{\n"
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" mat4 mtx;\n"
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" vec4 color;\n"
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" float uvScale;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = color;\n"
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" vtf.uv = -uvIn.xy * uvScale;\n"
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" gl_Position = mtx * vec4(posIn.xyz, 1.0);\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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@ -119,11 +147,11 @@ CTexturedQuadFilter::Initialize(boo::GLDataFactory::Context& ctx,
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{
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const char* texNames[] = {"tex"};
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const char* uniNames[] = {"TexuredQuadUniform"};
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alphaPipeOut = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterGLDataBindingFactory;
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}
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@ -142,11 +170,11 @@ CTexturedQuadFilter::Initialize(boo::VulkanDataFactory::Context& ctx,
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterVulkanDataBindingFactory;
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}
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{
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const char* texNames[] = {"tex"};
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const char* uniNames[] = {"TexuredQuadUniform"};
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alphaPipeOut = ctx.newShaderPipeline(VS, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterAlphaGLDataBindingFactory;
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}
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterAlphaVulkanDataBindingFactory;
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}
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@ -5,7 +5,36 @@
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namespace urde
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{
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static const char* VS =
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static const char* VSFlip =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"cbuffer TexuredQuadUniform : register(b0)\n"
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"{\n"
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" float4x4 mat;\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = color;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* VSNoFlip =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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alphaPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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additivePipeOut = ctx.newShaderPipeline(VSNoFlip, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterD3DDataBindingFactory;
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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alphaPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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additivePipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterAlphaD3DDataBindingFactory;
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@ -5,7 +5,38 @@
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namespace urde
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{
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static const char* VS =
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static const char* VSFlip =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct TexuredQuadUniform\n"
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"{\n"
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" float4x4 mat;\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = tqu.color;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* VSNoFlip =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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@ -37,6 +68,7 @@ static const char* VS =
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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@ -101,11 +133,11 @@ CTexturedQuadFilter::Initialize(boo::MetalDataFactory::Context& ctx,
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSNoFlip, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterMetalDataBindingFactory;
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}
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@ -140,11 +172,11 @@ CTexturedQuadFilterAlpha::Initialize(boo::MetalDataFactory::Context& ctx,
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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alphaPipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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alphaPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
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additivePipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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additivePipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
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colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
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colorMultiplyPipeOut = ctx.newShaderPipeline(VSFlip, FSAlpha, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
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return new CTexturedQuadFilterAlphaMetalDataBindingFactory;
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}
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@ -24,7 +24,7 @@ float CEnergyDrainSource::GetEnergyDrainIntensity() const
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return x4_intensity;
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}
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bool CEnergyDrainSource::operator<(const CEnergyDrainSource& other)
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bool CEnergyDrainSource::operator<(const CEnergyDrainSource& other) const
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{
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return x0_source < other.x0_source;
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}
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@ -15,7 +15,7 @@ public:
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void SetEnergyDrainIntensity(float);
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float GetEnergyDrainIntensity() const;
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bool operator<(const CEnergyDrainSource& other);
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bool operator<(const CEnergyDrainSource& other) const;
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};
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}
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#endif // __URDE_CENERGYDRAINSOURCE_HPP__
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit 536a8e4f7dfff11695585d910018211718ff7225
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Subproject commit b92f102f31b127db009fe00d04f16b1a5a57308f
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2
nod
2
nod
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@ -1 +1 @@
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Subproject commit 2132895242586251712d40405dd755ff703da638
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Subproject commit 38de2ec4a1f1974c8a7b02a78c593907886ae3aa
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Loading…
Reference in New Issue