mirror of
https://github.com/holub/mame
synced 2025-06-05 20:33:45 +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
130 lines
5.1 KiB
XML
130 lines
5.1 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
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<Type Name="bgfx::IndexBufferHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_indexBuffers[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::VertexBufferHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_vertexBuffers[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::DynamicIndexBufferHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_dynamicIndexBuffers[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::DynamicVertexBufferHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_dynamicVertexBuffers[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::UniformHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx}, name={bgfx::s_ctx->m_uniformRef[idx].m_name} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_uniformRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::ShaderHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx}, name={bgfx::s_ctx->m_shaderRef[idx].m_name} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_shaderRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::ShaderRef">
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<Expand>
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<Item Name="m_uniforms">m_uniforms,[m_num]</Item>
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<Item Name="m_name">m_name</Item>
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<Item Name="m_hash">m_hash</Item>
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<Item Name="m_refCount">m_refCount</Item>
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<Item Name="m_num">m_num</Item>
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</Expand>
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</Type>
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<Type Name="bgfx::ProgramHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx}, vsh={bgfx::s_ctx->m_programRef[idx].m_vsh}, fsh={bgfx::s_ctx->m_programRef[idx].m_fsh} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_programRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::TextureHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx}, name={bgfx::s_ctx->m_textureRef[idx].m_name} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_textureRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::TextureRef">
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<Expand>
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<Item Name="m_name">m_name</Item>
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<Item Name="m_ptr">m_ptr</Item>
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<Item Name="m_storageSize">m_storageSize</Item>
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<Item Name="m_refCount">m_refCount</Item>
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<Item Name="m_bbRatio">m_bbRatio</Item>
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<Item Name="m_format">(bgfx::TextureFormat::Enum)m_format</Item>
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<Item Name="m_numMips">m_numMips</Item>
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<Item Name="m_owned">m_owned</Item>
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<Item Name="m_immutable">m_immutable</Item>
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<Item Name="m_rt">m_rt</Item>
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</Expand>
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</Type>
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<Type Name="bgfx::FrameBufferHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<Item Name="idx">idx</Item>
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<ExpandedItem>bgfx::s_ctx->m_frameBufferRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::VertexLayoutHandle">
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<DisplayString Condition="idx == bgfx::kInvalidHandle">{{ idx={idx} (INVALID) }}</DisplayString>
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<DisplayString>{{ idx={idx} }}</DisplayString>
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<Expand>
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<ExpandedItem>this,!</ExpandedItem>
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<ExpandedItem>bgfx::s_ctx->m_vertexLayoutRef[idx]</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="bgfx::Encoder">
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<Expand>
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<ExpandedItem>(bgfx::EncoderImpl *)this</ExpandedItem>
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</Expand>
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</Type>
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<Type Name="DebugDrawEncoder">
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<Expand>
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<ExpandedItem>(DebugDrawEncoderImpl *)this</ExpandedItem>
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</Expand>
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</Type>
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</AutoVisualizer>
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