Fixed for compiler version 0.2.012

This commit is contained in:
2025-05-22 22:13:14 +02:00
parent 721c6079bb
commit 69bafff6e9
7 changed files with 21 additions and 20 deletions

View File

@@ -571,7 +571,7 @@ get_shader_info_from_blob :: (blob: *ID3DBlob, shader_type: Shader_Type) -> Shad
return shader_info;
}
create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, Shader_Info, bool {
create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, Shader_Info, bool {
shader_model : string;
if shader_type == .VERTEX shader_model = "vs_4_0";
@@ -608,7 +608,7 @@ create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: stri
return shader, shader_info, true;
}
create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, Shader_Info, bool {
create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, Shader_Info, bool {
content := read_entire_file(path);
if !content return .{}, .{}, false;
defer free(content);
@@ -618,7 +618,7 @@ create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_po
return shader, info, success;
}
reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, bool {
reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, bool {
content := read_entire_file(path);
if !content return .{}, false;
defer free(content);
@@ -628,7 +628,7 @@ reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_po
return shader, success;
}
reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, bool {
reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, bool {
shader_model : string;
if shader_type == .VERTEX shader_model = "vs_4_0";
@@ -663,7 +663,7 @@ reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: stri
return shader, true;
}
create_backend_blend_state :: (using renderer: *D3D11_Backend, type: Blend_Type) -> Backend_Blend_State #must, bool {
create_backend_blend_state :: (using renderer: *D3D11_Backend, type: Blend_Type) -> Backend_Blend_State, bool {
blend_state : Backend_Blend_State;
if type == {
@@ -907,7 +907,7 @@ create_backend_input_layout2 :: (using renderer: *D3D11_Backend, layout: [] Vert
return vertex_layout;
}
create_backend_buffer :: (using renderer: *D3D11_Backend, data: *void, size: u32, stride: u32, type: Buffer_Type, mappable: bool) -> Backend_Buffer #must, bool {
create_backend_buffer :: (using renderer: *D3D11_Backend, data: *void, size: u32, stride: u32, type: Buffer_Type, mappable: bool) -> Backend_Buffer, bool {
bd : D3D11_BUFFER_DESC;
flag : D3D11_BIND_FLAG;
@@ -981,7 +981,7 @@ destroy_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer
}
}
map_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer) -> *void #must {
map_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer) -> *void{
mapped_resource : D3D11_MAPPED_SUBRESOURCE;
memset(*mapped_resource, 0, size_of(D3D11_MAPPED_SUBRESOURCE));
ID3D11DeviceContext_Map(d3d_context, buffer.buffer, 0, .D3D11_MAP_WRITE_DISCARD, 0, *mapped_resource);

View File

@@ -4,7 +4,7 @@ calc_tight_light_projection :: (camera: Camera, light_direction: Vector3) -> Mat
frustum := get_frustum(camera.fov, aspect_ratio, camera.z_near, camera.z_far);
// View frustum back to world space
inv_camera_view := inverse(camera.view_matrix);
success :, inv_camera_view := inverse(camera.view_matrix);
view_frustum_in_world_space := transform(frustum, inv_camera_view);
light_view := look_at_lh(.{0,0,0}, light_direction, .{0,1,0});
@@ -15,7 +15,7 @@ calc_tight_light_projection :: (camera: Camera, light_direction: Vector3) -> Mat
top_right := Vector3.{aabb.max.x, aabb.max.y, aabb.min.z};
light_pos_world := (bottom_left + top_right) * 0.5;
inverse_light_view := inverse(light_view);
succes, inverse_light_view := inverse(light_view);
light_pos_world = transform_position(light_pos_world, inverse_light_view);
light_view = look_at_lh(light_pos_world, light_pos_world + light_direction, .{0,1,0});

View File

@@ -180,7 +180,7 @@ get_mesh_vb :: (mesh: *Mesh, input: [] Mesh_Vertex_Data_Type) -> Buffer_Handle {
table_add(*mesh.vbs, hash, vb);
}
value, success := table_find(*mesh.vbs, hash);
success, value := table_find_new(*mesh.vbs, hash);
return value;
}

View File

@@ -1410,7 +1410,7 @@ push_cmd_set_depth_write :: (using renderer: *Renderer, enabled: bool) {
array_add(*engine.renderer.command_buffer.commands, command);
}
map_buffer :: (using renderer: *Renderer, handle: Buffer_Handle) -> *void #must {
map_buffer :: (using renderer: *Renderer, handle: Buffer_Handle) -> *void{
assert(handle > 0);
buffer := parray_get(*buffers, handle);