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authorskal <pascal.massimino@gmail.com>2026-01-31 22:30:42 +0100
committerskal <pascal.massimino@gmail.com>2026-01-31 22:30:42 +0100
commit96daafc92d0507421b859783538512317eefb72c (patch)
treeae67e24c6a388a640a5b6148356939ced92c0214 /src/gpu/effect.cc
parent25e693cc46324b4ec588530de542bba8af6f47c6 (diff)
fix(build): resolve cross-platform build configuration errors
- Corrected signature in for macOS native builds to match the 5-parameter definition. - Conditionally compiled assignments in for native builds and removed the definition for Windows from , resolving 'no member named ' errors in Windows cross-compilation. - Verified all macOS native build configurations (Debug, Size-Optimized, Final/Strip, Developer/All Options, Tests Only, Tools Only) and the Windows cross-compilation build are now compiling successfully.
Diffstat (limited to 'src/gpu/effect.cc')
-rw-r--r--src/gpu/effect.cc6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc
index 054c0ef..86390a9 100644
--- a/src/gpu/effect.cc
+++ b/src/gpu/effect.cc
@@ -176,7 +176,9 @@ void MainSequence::render_frame(float global_time, float beat, float peak,
scene_attachment.loadOp = WGPULoadOp_Clear;
scene_attachment.storeOp = WGPUStoreOp_Store;
scene_attachment.clearValue = {0, 0, 0, 1};
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
scene_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
WGPURenderPassDescriptor scene_desc = {.colorAttachmentCount = 1,
.colorAttachments = &scene_attachment};
WGPURenderPassEncoder scene_pass =
@@ -201,7 +203,9 @@ void MainSequence::render_frame(float global_time, float beat, float peak,
final_attachment.resolveTarget = nullptr;
final_attachment.loadOp = WGPULoadOp_Load;
final_attachment.storeOp = WGPUStoreOp_Store;
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
final_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
WGPURenderPassDescriptor final_desc = {
.colorAttachmentCount = 1, .colorAttachments = &final_attachment};
WGPURenderPassEncoder final_pass =
@@ -233,7 +237,9 @@ void MainSequence::render_frame(float global_time, float beat, float peak,
pp_attachment.resolveTarget = nullptr;
pp_attachment.loadOp = WGPULoadOp_Load;
pp_attachment.storeOp = WGPUStoreOp_Store;
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
pp_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
WGPURenderPassDescriptor pp_desc = {.colorAttachmentCount = 1,
.colorAttachments = &pp_attachment};
WGPURenderPassEncoder pp_pass =