From efad11008616d30f685752fc70aa05be524c1a78 Mon Sep 17 00:00:00 2001 From: skal Date: Thu, 12 Mar 2026 17:14:57 +0100 Subject: fix(win): update wgpu-native to v27, unify Windows/macOS API paths MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - fetch_win_deps.sh: update wgpu-native v0.19.4.1 → v27.0.4.0 (same as macOS) - platform.h: remove v0.19 compat shims, Windows now uses WGPUStringView API - gpu.cc/gpu.h: remove DEMO_CROSS_COMPILE_WIN32 old-API branches - texture_readback.cc, visual_debug.cc, hybrid3d_effect.cc: same cleanup - rotating_cube_effect.cc: remove #ifdef guard for depthSlice - glfw3webgpu.c: remove old WGPUSurfaceDescriptorFromWindowsHWND branch - asset_manager.cc: fix DEMO_STRIP_ALL→STRIP_ALL guard (vs_main was missing in STRIP_ALL Windows builds because disk-loading path ran on embedded data) - tracker.cc: skip MP3 assets gracefully in STRIP_ALL builds instead of fatal handoff(Gemini): Windows .exe now runs under Wine. demo64k.exe renders frames and progresses through audio timeline. Pre-existing test failures unchanged. Co-Authored-By: Claude Sonnet 4.6 --- src/3d/visual_debug.cc | 18 ++---------------- 1 file changed, 2 insertions(+), 16 deletions(-) (limited to 'src/3d/visual_debug.cc') diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc index f6796d5..036d6ce 100644 --- a/src/3d/visual_debug.cc +++ b/src/3d/visual_debug.cc @@ -68,19 +68,11 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) { const char* shader_code = (const char*)GetAsset(AssetId::ASSET_SHADER_VISUAL_DEBUG, &shader_len); -#if defined(DEMO_CROSS_COMPILE_WIN32) - WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; - wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; - wgsl_desc.code = shader_code; - WGPUShaderModuleDescriptor shader_desc = {}; - shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain; -#else WGPUShaderSourceWGSL wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; wgsl_desc.code = {shader_code, shader_len}; WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain; -#endif WGPUShaderModule shader_module = wgpuDeviceCreateShaderModule(device_, &shader_desc); @@ -105,21 +97,13 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) { WGPURenderPipelineDescriptor pipeline_desc = {}; pipeline_desc.layout = pipeline_layout; pipeline_desc.vertex.module = shader_module; -#if defined(DEMO_CROSS_COMPILE_WIN32) - pipeline_desc.vertex.entryPoint = "vs_main"; -#else pipeline_desc.vertex.entryPoint = str_view("vs_main"); -#endif pipeline_desc.vertex.bufferCount = 1; pipeline_desc.vertex.buffers = &vertex_layout; WGPUFragmentState fragment_state = {}; fragment_state.module = shader_module; -#if defined(DEMO_CROSS_COMPILE_WIN32) - fragment_state.entryPoint = "fs_main"; -#else fragment_state.entryPoint = str_view("fs_main"); -#endif fragment_state.targetCount = 1; WGPUColorTargetState color_target = {}; @@ -138,6 +122,8 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) { depth_stencil.depthWriteEnabled = WGPUOptionalBool_False; // Don't write depth depth_stencil.depthCompare = WGPUCompareFunction_Less; // But do test against it + depth_stencil.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil.stencilBack.compare = WGPUCompareFunction_Always; pipeline_desc.depthStencil = &depth_stencil; pipeline_desc.multisample.count = 1; -- cgit v1.2.3