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* 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
37 lines
806 B
C++
37 lines
806 B
C++
/*
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* Copyright 2010-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bx#license-bsd-2-clause
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*/
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#include "test.h"
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#include <bx/spscqueue.h>
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#include <bx/mpscqueue.h>
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void* bitsToPtr(uintptr_t _ui)
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{
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union { uintptr_t ui; void* ptr; } cast = { _ui };
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return cast.ptr;
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}
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uintptr_t ptrToBits(void* _ptr)
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{
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union { void* ptr; uintptr_t ui; } cast = { _ptr };
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return cast.ui;
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}
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TEST_CASE("SpSc", "")
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{
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bx::DefaultAllocator allocator;
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bx::SpScUnboundedQueue queue(&allocator);
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queue.push(bitsToPtr(0xdeadbeef) );
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REQUIRE(0xdeadbeef == ptrToBits(queue.pop() ) );
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}
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TEST_CASE("MpSc", "")
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{
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bx::DefaultAllocator allocator;
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bx::MpScUnboundedQueueT<void> queue(&allocator);
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queue.push(bitsToPtr(0xdeadbeef) );
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REQUIRE(0xdeadbeef == ptrToBits(queue.pop() ) );
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}
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