miscellaneous garbage

This commit is contained in:
Struma 2022-01-23 09:54:33 -05:00
parent 5855266dab
commit 85fe2b070a
6 changed files with 8 additions and 21 deletions

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@ -22,7 +22,7 @@ Website: https://www.ruby-lang.org/en/
Matz's Ruby Interpreter, also called CRuby, is the most widely deployed version of ruby. MRI 1.8.1 is what was used in RPG Maker XP, and 1.8.7 is the lowest that mkxp-z is prepared to let you go.
Ruby versions 1.9.3 and 2.1 - 3.0 are also supported, and running each platform's respective dependency makefile will build Ruby 3.
Ruby versions 1.9.3 and 2.1 - 3.1 are also supported, and running each platform's respective dependency makefile will build Ruby 3.1.
## Dependencies / Building

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@ -19,19 +19,6 @@
// (default: 0)
//
// "rgssVersion": 1,
// Render using Metal instead of OpenGL, if possible. It should
// be far more reliable across all kinds of Macs.
//
// Using Metal requires macOS 10.13+ and a compatible GPU.
// Any machine supporting 10.14+ or newer should automatically
// support Metal.
//
// Unless there's some kind of problem, you should really leave
// this on. OpenGL will cause trouble, such as blitting problems,
// the Steam overlay not working, and v-sync failing completely.
// "preferMetalRenderer": true,
// Continuously print average FPS to console.
@ -143,7 +130,8 @@
// Enable framebuffer blitting if the driver is
// capable of it. Some drivers carry buggy
// implementations of this functionality, so
// disabling it can be used as a workaround
// disabling it can be used as a workaround.
// Does nothing on macOS.
// (default: enabled)
//
// "enableBlitting": true,

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@ -257,7 +257,7 @@ try { exp } catch (...) {}
const char *consoleEnv = SDL_getenv("MKXPZ_WINDOWS_CONSOLE");
winConsole = ((consoleEnv && !strcmp(consoleEnv, "1")) || editor.debug);
#ifdef __APPLE__
#ifdef MKXPZ_BUILD_XCODE
// Determine whether to use the Metal renderer on macOS
const char *metalEnv = SDL_getenv("MKXPZ_MACOS_METAL");
preferMetalRenderer = (!metalEnv || strcmp(metalEnv, "0")) && isMetalSupported();

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@ -480,7 +480,7 @@ Bitmap::Bitmap(const char *filename)
if (handler.gif) {
p = new BitmapPrivate(this);
if ((uint32_t)handler.gif->width >= glState.caps.maxTexSize || (uint32_t)handler.gif->height > glState.caps.maxTexSize)
if (handler.gif->width >= (uint32_t)glState.caps.maxTexSize || handler.gif->height > (uint32_t)glState.caps.maxTexSize)
{
throw new Exception(Exception::MKXPError, "Animation too large (%ix%i, max %ix%i)",
handler.gif->width, handler.gif->height, glState.caps.maxTexSize, glState.caps.maxTexSize);
@ -2014,7 +2014,7 @@ void Bitmap::nextFrame()
GUARD_UNANIMATED;
stop();
if (p->animation.lastFrame >= p->animation.frames.size() - 1) {
if (p->animation.lastFrame >= (uint32_t)p->animation.frames.size() - 1) {
if (!p->animation.loop) return;
p->animation.lastFrame = 0;
return;

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@ -228,7 +228,7 @@ struct Movie
const int channels = item->audio->channels;
const float *src = item->audio->samples + (item->offset * channels);
int cpy = (item->audio->frames - item->offset) * channels;
unsigned int cpy = (item->audio->frames - item->offset) * channels;
int i;
if (cpy > (len / sizeof (Sint16))) {

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@ -335,7 +335,6 @@ int main(int argc, char *argv[]) {
// LoadLibrary properly initializes EGL, it won't work otherwise.
// Doesn't completely do it though, needs a small patch to SDL
#ifdef MKXPZ_BUILD_XCODE
// Setting OpenGL only works when building in Release mode due to the config getting re-read later
SDL_setenv("ANGLE_DEFAULT_PLATFORM", (conf.preferMetalRenderer) ? "metal" : "opengl", true);
SDL_GL_LoadLibrary("@rpath/libEGL.dylib");
#endif
@ -514,7 +513,7 @@ static SDL_GLContext initGL(SDL_Window *win, Config &conf,
// This breaks scaling for Retina screens.
// Using Metal should be rendering this irrelevant anyway, hopefully
#ifndef __APPLE__
#ifndef MKXPZ_BUILD_XCODE
if (!conf.enableBlitting)
gl.BlitFramebuffer = 0;
#endif