diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (diff) |
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp')
-rw-r--r-- | 3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp b/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp index e63d156b966..7bface50c0d 100644 --- a/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp +++ b/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp @@ -1,14 +1,14 @@ /* * Copyright 2014 Kai Jourdan. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause - * - * Based on code from Brian Luczkiewicz - * https://github.com/blucz/Vector - * - * Uses the SIMPLEX-Font which is a variant of the Hershey font (public domain) - * http://paulbourke.net/dataformats/hershey/ */ +// Reference(s): +// - Based on code from Brian Luczkiewicz +// https://github.com/blucz/Vector +// - Uses the SIMPLEX-Font which is a variant of the Hershey font (public domain) +// https://web.archive.org/web/20120313001837/http://paulbourke.net/dataformats/hershey/ +// #include <float.h> // FLT_EPSILON #include <alloca.h> // alloca @@ -35,7 +35,7 @@ const int HALF_TEXTURE_SIZE = TEXTURE_SIZE / 2; void PosColorUvVertex::init() { - ms_decl + ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) @@ -43,7 +43,7 @@ void PosColorUvVertex::init() .end(); } -bgfx::VertexDecl PosColorUvVertex::ms_decl; +bgfx::VertexLayout PosColorUvVertex::ms_layout; inline float normalizef(float _a) { @@ -94,7 +94,7 @@ void VectorDisplay::setup(uint16_t _width, uint16_t _height, uint8_t _view) m_blitShader = loadProgram("vs_vectordisplay_fb", "fs_vectordisplay_blit"); u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); - s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1); + s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler); genLinetex(); @@ -737,7 +737,7 @@ bool VectorDisplay::setDecaySteps(int _steps) for (int i = 0; i < m_numberDecaySteps; ++i) { - m_vertexBuffers.push_back(bgfx::createDynamicVertexBuffer(MAX_NUMBER_VERTICES, PosColorUvVertex::ms_decl) ); + m_vertexBuffers.push_back(bgfx::createDynamicVertexBuffer(MAX_NUMBER_VERTICES, PosColorUvVertex::ms_layout) ); m_vertexBuffersSize.push_back(0); } @@ -769,10 +769,10 @@ void VectorDisplay::getSize(float* _outWidth, float* _outHeight) void VectorDisplay::screenSpaceQuad(float _textureWidth, float _textureHeight, float _width, float _height) { - if (3 == getAvailTransientVertexBuffer(3, PosColorUvVertex::ms_decl) ) + if (3 == getAvailTransientVertexBuffer(3, PosColorUvVertex::ms_layout) ) { bgfx::TransientVertexBuffer vb; - bgfx::allocTransientVertexBuffer(&vb, 3, PosColorUvVertex::ms_decl); + bgfx::allocTransientVertexBuffer(&vb, 3, PosColorUvVertex::ms_layout); PosColorUvVertex* vertex = (PosColorUvVertex*)vb.data; const float zz = 0.0f; |