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Commit Description:
Fix issue with simulation....
Commit Description:
Fix issue with simulation.
Previously, if there was more than one tick being advanced at once, it would
overshoot how many ticks it covered. So if it was covering 5 ticks and each
tick happens every 100 units, rather than recording that it had simulated
through t= 500, it would increase the cumulative time for each tick, recording
that it had simulated through t=2500.
Add error message, too.
References:
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FNA/lib/FNA3D/MojoShader/mojoshader_vulkan_vkfuncs.h
41 lines | 1.1 KiB | text/x-c | CLexer
41 lines | 1.1 KiB | text/x-c | CLexer
r690 | /** | |||
* MojoShader; generate shader programs from bytecode of compiled | ||||
* Direct3D shaders. | ||||
* | ||||
* Please see the file LICENSE.txt in the source's root directory. | ||||
* | ||||
* This file written by Ryan C. Gordon. | ||||
*/ | ||||
/* | ||||
* vkInstance, created by global vkCreateInstance function | ||||
*/ | ||||
#ifndef VULKAN_INSTANCE_FUNCTION | ||||
#error VULKAN_INSTANCE_FUNCTION macro was undefined! | ||||
#endif | ||||
VULKAN_INSTANCE_FUNCTION(vkGetPhysicalDeviceMemoryProperties) | ||||
/* | ||||
* vkDevice, created by a vkInstance | ||||
*/ | ||||
#ifndef VULKAN_DEVICE_FUNCTION | ||||
#error VULKAN_DEVICE_FUNCTION macro was undefined! | ||||
#endif | ||||
VULKAN_DEVICE_FUNCTION(vkAllocateMemory) | ||||
VULKAN_DEVICE_FUNCTION(vkBindBufferMemory) | ||||
VULKAN_DEVICE_FUNCTION(vkCreateBuffer) | ||||
VULKAN_DEVICE_FUNCTION(vkCreateShaderModule) | ||||
VULKAN_DEVICE_FUNCTION(vkDestroyBuffer) | ||||
VULKAN_DEVICE_FUNCTION(vkDestroyShaderModule) | ||||
VULKAN_DEVICE_FUNCTION(vkFreeMemory) | ||||
VULKAN_DEVICE_FUNCTION(vkGetBufferMemoryRequirements) | ||||
VULKAN_DEVICE_FUNCTION(vkMapMemory) | ||||
VULKAN_DEVICE_FUNCTION(vkUnmapMemory) | ||||
/* | ||||
* Redefine these every time you include this header! | ||||
*/ | ||||
#undef VULKAN_INSTANCE_FUNCTION | ||||
#undef VULKAN_DEVICE_FUNCTION | ||||