mirror of https://github.com/AxioDL/metaforce.git
Update boo
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@ -1 +1 @@
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Subproject commit 0b6f3cac3467ddd125d03d335001d29c2e28cb7c
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Subproject commit c0b93f39d833d3d0e8a9eb5188b96d1f04b307e7
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@ -153,7 +153,7 @@ class IShaderBackendFactory
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{
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friend class ShaderCacheManager;
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protected:
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boo::ITextureR* m_rtHint = nullptr;
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unsigned m_rtHint = 1;
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using FReturnExtensionShader = std::function<void(boo::IShaderPipeline*)>;
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virtual ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
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const HECL::Frontend::IR& ir,
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@ -212,7 +212,7 @@ public:
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/* Some platforms (like Metal) require information about the render target
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* for encoding the pipeline state. This must be called before building shaders */
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void setRenderTargetHint(boo::ITextureR* tex) {m_factory->m_rtHint = tex;}
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void setRenderTargetSamples(unsigned samps) {m_factory->m_rtHint = samps;}
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boo::IShaderPipeline* buildShader(const ShaderTag& tag, const std::string& source,
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const std::string& diagName);
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@ -118,7 +118,7 @@ std::string Metal::makeVert(unsigned col, unsigned uv, unsigned w,
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s, tm) +
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"\nvertex VertToFrag vmain(VertData v [[ stage_in ]], constant HECLVertUniform& vu [[ buffer(1) ]])\n{\n"
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"\nvertex VertToFrag vmain(VertData v [[ stage_in ]], constant HECLVertUniform& vu [[ buffer(2) ]])\n{\n"
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" VertToFrag vtf;\n";
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if (s)
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@ -80,7 +80,6 @@ struct HECLApplicationCallback : boo::IApplicationCallback
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/* HECL managers */
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HECL::Runtime::FileStoreManager fileMgr(app->getUniqueName());
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HECL::Runtime::ShaderCacheManager shaderMgr(fileMgr, gfxF);
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shaderMgr.setRenderTargetHint(renderTex);
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/* Compile HECL shader */
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static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";
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