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@@ -55,7 +55,7 @@ namespace debug_line
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#elif CROWN_PLATFORM_WINDOWS
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static const uint8_t vs_h[419] =
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{
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- 0x56, 0x53, 0x48, 0x02, 0x1c, 0xf0, 0xa8, 0xc9, 0x01, 0x00, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // VSH........u_mod
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+ 0x56, 0x53, 0x48, 0x03, 0xa4, 0x8b, 0xef, 0x49, 0x01, 0x00, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, 0x64, // VSH....I...u_mod
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0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x09, 0x01, 0x00, 0x00, 0x04, 0x00, // elViewProj......
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0x80, 0x01, 0x00, 0x03, 0xfe, 0xff, 0xfe, 0xff, 0x23, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, // ........#.CTAB..
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0x00, 0x00, 0x57, 0x00, 0x00, 0x00, 0x00, 0x03, 0xfe, 0xff, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, // ..W.............
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@@ -86,7 +86,7 @@ namespace debug_line
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static const uint8_t fs_h[137] =
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{
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- 0x46, 0x53, 0x48, 0x02, 0x1c, 0xf0, 0xa8, 0xc9, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH.......|.....
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+ 0x46, 0x53, 0x48, 0x03, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH....I..|.....
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0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
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0x00, 0x03, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x01, 0x00, 0x00, // ................
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0x1c, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ....ps_3_0.Micro
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@@ -109,12 +109,12 @@ namespace debug_line
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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- bgfx::ShaderHandle vs = bgfx::createShader(
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- bgfx::makeRef(vs_h, sizeof(vs_h)));
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- bgfx::ShaderHandle fs = bgfx::createShader(
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- bgfx::makeRef(fs_h, sizeof(fs_h)));
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-
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+ bgfx::ShaderHandle vs = bgfx::createShader(bgfx::makeRef(vs_h, sizeof(vs_h)));
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+ CE_ASSERT(bgfx::isValid(vs), "Failed to create vertex shader");
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+ bgfx::ShaderHandle fs = bgfx::createShader(bgfx::makeRef(fs_h, sizeof(fs_h)));
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+ CE_ASSERT(bgfx::isValid(fs), "Failed to create fragment shader");
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s_prog = bgfx::createProgram(vs, fs, true);
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+ CE_ASSERT(bgfx::isValid(s_prog), "Failed to create program");
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}
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void shutdown()
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