13 Commits

Author SHA1 Message Date
kmos
038d4f7e8a Switch base-gcc arches to use ports-gcc to fix build on sparc64
ok thfr (maintainer)
2022-01-07 16:39:55 +00:00
thfr
2469dec902 update mojoshader to last commit (2021-11-24). Project has moved to GitHub,
so versioning by mercurial commit isn't meaningful anymore.

- remove manual version setting (mojoshader now sets version to -1 if it
  can't find git/hg info; this is fine)
- 2 functions have incomplete signature; add ctx to complete them (plan to
  upstream this)
- tested with fnaify and several FNA games, including Rogue Legacy,
  Cryptark, Miasma without issues
2021-12-12 04:41:03 +00:00
thfr
b39b81ca00 update to changeset 1321. Only minimal change - documented as:
spirv: Work around OpLogicalNot being unsupported for ints
Tested with Unexplored.

Index: Makefile
===================================================================
RCS file: /cvs/ports/graphics/mojoshader/Makefile,v
retrieving revision 1.10
diff -u -p -r1.10 Makefile
--- Makefile	23 Jan 2021 17:56:27 -0000	1.10
+++ Makefile	7 Mar 2021 15:58:38 -0000
@@ -3,8 +3,8 @@
 COMMENT =	library to move calls to Direct3D shaders to OpenGL

 # HG_CHANGESET and HG_COMMIT must be kept in sync.
-HG_CHANGESET =	1320
-HG_COMMIT = 	f9036699b53a
+HG_CHANGESET =	1321
+HG_COMMIT = 	02f2aafb103c

 DISTNAME =	mojoshader-${HG_COMMIT}{${HG_COMMIT}}
 PKGNAME =	mojoshader-${HG_CHANGESET}
Index: distinfo
===================================================================
RCS file: /cvs/ports/graphics/mojoshader/distinfo,v
retrieving revision 1.5
diff -u -p -r1.5 distinfo
--- distinfo	23 Jan 2021 17:56:27 -0000	1.5
+++ distinfo	7 Mar 2021 15:58:38 -0000
@@ -1,2 +1,2 @@
-SHA256 (mojoshader-f9036699b53a.tar.gz) = fi3PdnaN3J6VBH99mJAEZ5YiKRnLptzlNLDxuWewr6s=
-SIZE (mojoshader-f9036699b53a.tar.gz) = 466291
+SHA256 (mojoshader-02f2aafb103c.tar.gz) = UbCB4dyT4whIlXGav+8QE+7AW8OS94ijvbYGaZmGZvc=
+SIZE (mojoshader-02f2aafb103c.tar.gz) = 466287
2021-03-07 17:09:36 +00:00
thfr
343327162b update to mojoshader commit 1320; tested with many FNA games 2021-01-23 17:56:27 +00:00
kmos
7dd003a669 Fix build on sparc64 by informing base-gcc that mojoshader uses C99
constructs

ok thfr@ (maintainer)
2021-01-09 17:59:04 +00:00
thfr
7ddd6eaa33 update to mojoshader-1318
Changelog: https://hg.icculus.org/icculus/mojoshader/log
2020-12-17 07:45:16 +00:00
thfr
96db729b94 add '-I${LOCALBASE}/include' to CFLAGS
fixes an odd build error where this isn't included in bulk builds, but is
in local ports tree builds.
Error was seen by aja@, naddy@, sthen@
fix tested and ok by aja@
2020-09-25 10:09:18 +00:00
thfr
2010bb95a4 add new BDEP on graphics/vulkan-headers; pointed out by aja@
no revision bump as it didn't build without vulkan-headers
2020-09-19 18:15:56 +00:00
thfr
303852b677 update to mojoshader changeset 1303
API has been reworked significantly. A few games will likely be broken.
This is needed for upcoming fna3d port and more recent versions of FNA.
Many games tolerate this if using a more recent version of FNA.dll.
Breakage has been observed with FEZ, Adventures of Shuggy.
2020-09-18 18:46:57 +00:00
thfr
e910788483 update mojoshader to changeset 1214
This allows running most recent FNA games to run (e.g. Sumico,
Unexplored).

No regressions on testing with FNA games, including:

Apotheon, At the Gates, Axiom Verge, Celeste, CometStriker, Dust AET,
FEZ, Flinthook, Flotilla, Hacknet, Rogue Legacy, Owlboy, Salt and
Sanctuary
2019-09-19 16:36:07 +00:00
sthen
3318ced016 replace simple PERMIT_PACKAGE_CDROM=Yes with PERMIT_PACKAGE=Yes 2019-07-12 20:46:54 +00:00
thfr
5c1b359e87 bulk-update maintainer email, reminded of need to bump & ok phessler@ 2019-01-06 21:26:02 +00:00
awolk
b64461c9ee Import graphics/mojoshader
OK sthen@, bcallah@

Submitted by Thomas Frohwein, who takes MAINTAINER (thanks!)

MojoShader is a library to work with Direct3D shaders on alternate 3D
APIs and non-Windows platforms. The primary motivation is moving shaders
to OpenGL languages on the fly. The developer deals with "profiles" that
represent various target languages, such as GLSL or ARB_*_program.

This allows a developer to manage one set of shaders, presumably written
in Direct3D HLSL, and use them across multiple rendering backends. This
also means that the developer only has to worry about one (offline)
compiler to manage program complexity, while MojoShader itself deals
with the reduced complexity of the bytecode at runtime.

MojoShader provides both a simple API to convert bytecode to various
profiles, and (optionally) basic glue to rendering APIs to abstract the
management of the shaders at runtime.
2018-01-12 22:50:45 +00:00