Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be specified via config, or as default, auto detected from the game files. This removes the need to build specifically for each version, which should help packaging a lot. This also greatly reduces the danger of introducing code that wouldn't compile on all RGSS version paths (as certain code paths were completely ifdef'd out). This can be optimized more, eg. not compiling shaders that aren't needed in the active version.
This commit is contained in:
parent
b1981055e1
commit
55f1542c76
41 changed files with 460 additions and 465 deletions
|
@ -213,7 +213,6 @@ private:
|
|||
GLint u_hueAdjust, u_inputTexture;
|
||||
};
|
||||
|
||||
#ifdef RGSS2
|
||||
class SimpleMatrixShader : public ShaderBase
|
||||
{
|
||||
public:
|
||||
|
@ -255,8 +254,6 @@ private:
|
|||
GLint u_aniOffset;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
/* Bitmap blit */
|
||||
class BltShader : public ShaderBase
|
||||
{
|
||||
|
@ -288,12 +285,9 @@ struct ShaderSet
|
|||
SimpleTransShader simpleTrans;
|
||||
HueShader hue;
|
||||
BltShader blt;
|
||||
|
||||
#ifdef RGSS2
|
||||
SimpleMatrixShader simpleMatrix;
|
||||
BlurShader blur;
|
||||
TilemapVXShader tilemapVX;
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif // SHADER_H
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue