mirror of
https://github.com/holub/mame
synced 2025-06-23 04:48:37 +03:00

* 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
69 lines
1.5 KiB
Bash
69 lines
1.5 KiB
Bash
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//I decided to keep the non square matrices definition in the example, since I am still not sure how non square matrices should be treated in bgfx (Daniel Gavin)
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#ifndef MATRICES_H_HEADER_GUARD
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#define MATRICES_H_HEADER_GUARD
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#ifndef __cplusplus
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
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# define mat3x4 float4x3
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# define mat4x3 float3x4
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#else
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#endif // BGFX_SHADER_LANGUAGE_*
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mat4x3 mtxFromRows(vec4 _0, vec4 _1, vec4 _2)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return transpose(mat3x4(_0, _1, _2) );
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#else
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return mat4x3(_0, _1, _2);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetRow(mat4x3 _0, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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#else
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return vec4(_0[row]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetRow(mat4 _0, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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#else
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return vec4(_0[row]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetColumn(mat4 _0, uint column)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[column]);
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#else
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return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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float mtxGetElement(mat4 _0, uint column, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return _0[column][row];
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#else
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return _0[row][column];
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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#endif // __cplusplus
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#endif // MATRICES_H_HEADER_GUARD
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