Update frontend and fix shader building setup

This commit is contained in:
Mr-Wiseguy
2026-01-03 21:45:57 -05:00
parent 1b46890056
commit 88638c504b
4 changed files with 16 additions and 54 deletions
+15 -19
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@@ -171,7 +171,6 @@ target_include_directories(BanjoRecompiled PRIVATE
${CMAKE_SOURCE_DIR}/lib/freetype-windows-binaries/include
${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/nativefiledialog-extended/src/include
${CMAKE_SOURCE_DIR}/lib/SlotMap
${CMAKE_BINARY_DIR}/shaders
${CMAKE_CURRENT_BINARY_DIR}
)
@@ -298,22 +297,6 @@ if (CMAKE_SYSTEM_NAME MATCHES "Linux")
target_link_libraries(BanjoRecompiled PRIVATE "-latomic -static-libstdc++" ${CMAKE_DL_LIBS} Threads::Threads)
endif()
set(RECOMP_FRONTEND_N64MODERNRUNTIME_PATH ${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime)
set(RECOMP_FRONTEND_RT64_PATH ${CMAKE_SOURCE_DIR}/lib/rt64)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/RecompFrontend)
target_link_libraries(BanjoRecompiled PRIVATE
PatchesLib
RecompiledFuncs
recompui
recompinput
librecomp
ultramodern
rt64
nfd
)
# TODO fix the rt64 CMake script so that this doesn't need to be duplicated here
# For DXC
set (DXC_COMMON_OPTS "-I${PROJECT_SOURCE_DIR}/src")
@@ -346,8 +329,21 @@ else()
endif()
endif()
build_vertex_shader(BanjoRecompiled "shaders/InterfaceVS.hlsl" "shaders/InterfaceVS.hlsl")
build_pixel_shader(BanjoRecompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
set(RECOMP_FRONTEND_N64MODERNRUNTIME_PATH ${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime)
set(RECOMP_FRONTEND_RT64_PATH ${CMAKE_SOURCE_DIR}/lib/rt64)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/RecompFrontend)
target_link_libraries(BanjoRecompiled PRIVATE
PatchesLib
RecompiledFuncs
recompui
recompinput
librecomp
ultramodern
rt64
nfd
)
# Embed all .nrm files in the "mods" directory
file(GLOB NRM_FILES "${CMAKE_SOURCE_DIR}/mods/*.nrm")
-11
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@@ -1,11 +0,0 @@
SamplerState gSampler : register(s1, space0);
Texture2D<float4> gTexture : register(t2, space1);
void PSMain(
in float4 iColor : COLOR,
in float2 iUV : TEXCOORD,
out float4 oColor : SV_TARGET
)
{
oColor = gTexture.SampleLevel(gSampler, iUV, 0) * iColor;
}
-23
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@@ -1,23 +0,0 @@
struct Input {
float4x4 transform;
float2 translation;
};
[[vk::push_constant]]
ConstantBuffer<Input> gInput : register(b0, space0);
void VSMain(
in float2 iPosition : POSITION,
in float4 iColor : COLOR,
in float2 iUV : TEXCOORD,
out float4 oColor : COLOR,
out float2 oUV : TEXCOORD,
out float4 oPosition : SV_Position
)
{
float2 translatedPos = iPosition + gInput.translation;
oPosition = mul(gInput.transform, float4(translatedPos, 0, 1));
oColor = iColor;
oUV = iUV;
}