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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/src/renderer_nvn.cpp
parentc913ccb59d713ce0b91135520719ac5385e54358 (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/src/renderer_nvn.cpp')
-rw-r--r--3rdparty/bgfx/src/renderer_nvn.cpp45
1 files changed, 45 insertions, 0 deletions
diff --git a/3rdparty/bgfx/src/renderer_nvn.cpp b/3rdparty/bgfx/src/renderer_nvn.cpp
new file mode 100644
index 00000000000..11a96818354
--- /dev/null
+++ b/3rdparty/bgfx/src/renderer_nvn.cpp
@@ -0,0 +1,45 @@
+/*
+ * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+ */
+
+#include "bgfx_p.h"
+
+namespace bgfx
+{
+
+#define BGFX_DECLARE_EMBEDDED_SHADER(_name) \
+ extern const uint8_t* BX_CONCATENATE(_name, _nvn); \
+ extern const uint32_t BX_CONCATENATE(_name, _nvn_size); \
+ static const uint8_t BX_CONCATENATE(_name, _int_nvn)[] = { 0 }; \
+ const uint8_t* BX_CONCATENATE(_name, _nvn) = &BX_CONCATENATE(_name, _int_nvn)[0]; \
+ const uint32_t BX_CONCATENATE(_name, _nvn_size) = 1
+
+BGFX_DECLARE_EMBEDDED_SHADER(vs_debugfont);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_debugfont);
+BGFX_DECLARE_EMBEDDED_SHADER(vs_clear);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear0);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear1);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear2);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear3);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear4);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear5);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear6);
+BGFX_DECLARE_EMBEDDED_SHADER(fs_clear7);
+
+#undef BGFX_DECLARE_EMBEDDED_SHADER
+
+} // namespace bgfx
+
+namespace bgfx { namespace nvn
+{
+ RendererContextI* rendererCreate(const Init& _init)
+ {
+ BX_UNUSED(_init);
+ return NULL;
+ }
+
+ void rendererDestroy()
+ {
+ }
+} /* namespace nvn */ } // namespace bgfx