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authorskal <pascal.massimino@gmail.com>2026-02-17 11:00:51 +0100
committerskal <pascal.massimino@gmail.com>2026-02-17 11:00:51 +0100
commita30a9878fe083240dbd98ae4ca93339cd8a8d667 (patch)
tree169632773d7570f8847629d9177844b809cb4566 /common/shaders
parenta5e3e1bdb104555394e9f3aad6d1cf07e93998bf (diff)
fix(build): Resolve Windows cross-compilation failures
This commit fixes several issues that caused the Windows cross-compilation build (`scripts/build_win.sh`) to fail. The root causes were platform-specific API differences in the wgpu-native library and incorrect dependency tracking in the CMake build system for generated code. Changes: - **`tools/seq_compiler.py`**: The timeline generator now wraps `depthSlice` assignments in `#if !defined(DEMO_CROSS_COMPILE_WIN32)` directives to handle API differences in `WGPURenderPassColorAttachment`. - **`src/gpu/gpu.h`**: The `gpu_init_color_attachment` helper is now platform-aware, using a preprocessor guard for the `depthSlice` member. - **`src/effects/*.cc`**: All effects are updated to use the new platform-aware helper or have explicit guards for `depthSlice`. Also, replaced `WGPUTexelCopyTextureInfo` with the cross-platform alias `GpuTextureCopyInfo` in `rotating_cube_effect.cc`. - **`cmake`**: Added `tools/seq_compiler.py` as an explicit dependency to the `generate_timeline` and `generate_test_demo_timeline` custom commands. This ensures that changes to the generator script correctly trigger a rebuild of the generated C++ files. - **`scripts/build_win.sh`**: Removed the erroneous attempt to build the `seq_compiler.py` script as a native executable. With these changes, the Windows cross-compilation build now completes successfully.
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