Puja a C++20, restaura std::ranges::fill i elimina FRAGMENT_ENTRY no usat a macOS

This commit is contained in:
2026-05-04 13:56:31 +02:00
parent ee8b09aa8f
commit e4f9d852c5
3 changed files with 2 additions and 3 deletions

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@@ -4,7 +4,7 @@ cmake_minimum_required(VERSION 3.10)
project(shadertoy VERSION 1.00) project(shadertoy VERSION 1.00)
# Estàndard de C++ # Estàndard de C++
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_CXX_STANDARD_REQUIRED True)
# Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica. # Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica.

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@@ -418,7 +418,7 @@ namespace Ja {
const float V = SDL_clamp(volume, 0.0F, 1.0F); const float V = SDL_clamp(volume, 0.0F, 1.0F);
if (group == -1) { if (group == -1) {
std::fill(std::begin(sound_volume_), std::end(sound_volume_), V); std::ranges::fill(sound_volume_, V);
} else if (group >= 0 && group < MAX_GROUPS) { } else if (group >= 0 && group < MAX_GROUPS) {
sound_volume_[group] = V; sound_volume_[group] = V;
} else { } else {

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@@ -14,7 +14,6 @@ namespace Rendering {
#ifdef __APPLE__ #ifdef __APPLE__
constexpr SDL_GPUShaderFormat SHADER_FORMAT = SDL_GPU_SHADERFORMAT_MSL; constexpr SDL_GPUShaderFormat SHADER_FORMAT = SDL_GPU_SHADERFORMAT_MSL;
constexpr const char* VERTEX_ENTRY = "passthrough_vs"; constexpr const char* VERTEX_ENTRY = "passthrough_vs";
constexpr const char* FRAGMENT_ENTRY = "test_fs"; // overridden per-shader (see loadShader)
constexpr const char* VERTEX_SUFFIX = ".vert.msl"; constexpr const char* VERTEX_SUFFIX = ".vert.msl";
constexpr const char* FRAGMENT_SUFFIX = ".frag.msl"; constexpr const char* FRAGMENT_SUFFIX = ".frag.msl";
#else #else