mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
Fix some typos and small errors
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@@ -110,7 +110,7 @@ def compile_dxil_shaders(shaders: Iterable[Shader], dxc: str | None = None, cwd:
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for shader in shaders:
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entry, shader_type = {
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"vert": ("VertexMain", "vs_6_0"),
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"frag": ("FragmentMain", "ps_6_0") }[shader.type]
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"frag": ("PixelMain", "ps_6_0") }[shader.type]
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cflags = ["-E", entry, "-T", shader_type]
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subprocess.run([dxc, *cflags, "-Fo", shader.output, shader.source], cwd=cwd, check=True)
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@@ -124,7 +124,7 @@ def compile_dxbc_shaders(shaders: Iterable[Shader], cwd: Path | None = None) ->
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for shader in shaders:
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entry, shader_type = {
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"vert": ("VertexMain", "vs_5_1"),
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"frag": ("FragmentMain", "ps_5_1") }[shader.type]
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"frag": ("PixelMain", "ps_5_1") }[shader.type]
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cflags = ["/E", entry, "/T", shader_type]
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subprocess.run(["fxc", *cflags, "/Fo", shader.output, shader.source], cwd=cwd, check=True)
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@@ -50,12 +50,12 @@ static const Vertex vertices[] =
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static const uint16_t indices[] =
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{
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0, 1, 2, 2, 3, 0, // Front
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4, 5, 6, 6, 7, 4, // Back
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8, 9, 10, 10, 11, 8, // Top
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12, 13, 14, 14, 15, 12, // Bottom
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16, 17, 18, 18, 19, 16, // Right
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20, 21, 22, 22, 23, 20 // Left
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0, 1, 2, 2, 3, 0, // Front
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4, 5, 6, 6, 7, 4, // Back
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8, 9, 10, 10, 11, 8, // Top
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12, 13, 14, 14, 15, 12, // Bottom
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16, 17, 18, 18, 19, 16, // Right
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20, 21, 22, 22, 23, 20 // Left
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};
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@@ -191,7 +191,7 @@ static bool Lesson7_Init(NeHeContext* restrict ctx)
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});
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SDL_ReleaseGPUShader(ctx->device, fragmentShaderLight);
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SDL_ReleaseGPUShader(ctx->device, vertexShaderLight);
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if (!psoUnlit)
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if (!psoLight)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateGPUGraphicsPipeline: %s", SDL_GetError());
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return false;
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@@ -386,7 +386,6 @@ bool NeHe_LoadShaders(NeHeContext* restrict ctx,
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SDL_GPUShader** restrict outFragment,
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const char* restrict name,
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const NeHeShaderProgramCreateInfo* restrict info)
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//unsigned vertexUniforms, unsigned fragmentSamplers, unsigned vertexStorage)
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{
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SDL_GPUShader *vtxShader = NULL, *frgShader = NULL;
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@@ -37,7 +37,7 @@ vertex Vertex2Fragment VertexMain(
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}
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fragment half4 FragmentMain(
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Vertex2Fragment in [[stage_in]],
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Vertex2Fragment in [[stage_in]],
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metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
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metal::sampler sampler [[sampler(0)]])
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{
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