mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 03:10:07 +00:00
reorganize shaders; use modulate flag; update librw
This commit is contained in:
parent
cc435ea711
commit
425f360363
|
@ -89,6 +89,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
}
|
||||
|
||||
int vsBits;
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
|
||||
setIndices(header->indexBuffer);
|
||||
setVertexDeclaration(header->vertexDeclaration);
|
||||
|
@ -120,7 +121,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
|
||||
d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
if(m->texture)
|
||||
d3d::setTexture(0, m->texture);
|
||||
|
@ -150,11 +151,11 @@ CreateVehiclePipe(void)
|
|||
fp = ReadTweakValueTable(fp, SpecColor);
|
||||
}
|
||||
|
||||
#include "shaders/neoVehicle_VS.inc"
|
||||
#include "shaders/obj/neoVehicle_VS.inc"
|
||||
neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
|
||||
assert(neoVehicle_VS);
|
||||
|
||||
#include "shaders/neoVehicle_PS.inc"
|
||||
#include "shaders/obj/neoVehicle_PS.inc"
|
||||
neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
|
||||
assert(neoVehicle_PS);
|
||||
|
||||
|
@ -260,11 +261,11 @@ CreateWorldPipe(void)
|
|||
else
|
||||
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
|
||||
|
||||
#include "shaders/default_UV2_VS.inc"
|
||||
#include "shaders/obj/default_UV2_VS.inc"
|
||||
neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
|
||||
assert(neoWorld_VS);
|
||||
|
||||
#include "shaders/neoWorldVC_PS.inc"
|
||||
#include "shaders/obj/neoWorldVC_PS.inc"
|
||||
neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
|
||||
assert(neoWorldVC_PS);
|
||||
|
||||
|
@ -347,11 +348,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
void
|
||||
CreateGlossPipe(void)
|
||||
{
|
||||
#include "shaders/neoGloss_VS.inc"
|
||||
#include "shaders/obj/neoGloss_VS.inc"
|
||||
neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
|
||||
assert(neoGloss_VS);
|
||||
|
||||
#include "shaders/neoGloss_PS.inc"
|
||||
#include "shaders/obj/neoGloss_PS.inc"
|
||||
neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
|
||||
assert(neoGloss_PS);
|
||||
|
||||
|
@ -421,6 +422,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
}
|
||||
|
||||
int vsBits;
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
|
||||
setIndices(header->indexBuffer);
|
||||
setVertexDeclaration(header->vertexDeclaration);
|
||||
|
@ -438,7 +440,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
|
||||
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
|
@ -464,7 +466,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
}
|
||||
|
||||
int vsBits;
|
||||
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
|
||||
0, header->vertexStream[0].stride);
|
||||
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
|
||||
|
@ -485,7 +487,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
|||
|
||||
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
if(inst->material->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
|
@ -513,11 +515,11 @@ CreateRimLightPipes(void)
|
|||
}
|
||||
|
||||
|
||||
#include "shaders/neoRim_VS.inc"
|
||||
#include "shaders/obj/neoRim_VS.inc"
|
||||
neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
|
||||
assert(neoRim_VS);
|
||||
|
||||
#include "shaders/neoRimSkin_VS.inc"
|
||||
#include "shaders/obj/neoRimSkin_VS.inc"
|
||||
neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
|
||||
assert(neoRimSkin_VS);
|
||||
|
||||
|
@ -611,6 +613,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
|
|||
assert(building->instHeader->platform == PLATFORM_D3D9);
|
||||
building->fadeAlpha = 255;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
|
||||
bool setupDone = false;
|
||||
bool defer = false;
|
||||
|
@ -640,7 +643,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
|
|||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
|
@ -703,7 +706,7 @@ RenderBlendPass(int pass)
|
|||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
setMaterial(color, m->surfaceProps); // always modulate here
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
|
|
|
@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
|
||||
Material *m;
|
||||
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB(atomic);
|
||||
|
||||
|
@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
while(n--){
|
||||
m = inst->material;
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -160,8 +161,8 @@ CreateVehiclePipe(void)
|
|||
|
||||
|
||||
{
|
||||
#include "shaders/neoVehicle_fs_gl.inc"
|
||||
#include "shaders/neoVehicle_vs_gl.inc"
|
||||
#include "shaders/obj/neoVehicle_frag.inc"
|
||||
#include "shaders/obj/neoVehicle_vert.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
|
||||
neoVehicleShader = Shader::create(vs, fs);
|
||||
|
@ -271,8 +272,8 @@ CreateWorldPipe(void)
|
|||
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
|
||||
|
||||
{
|
||||
#include "shaders/neoWorldVC_fs_gl.inc"
|
||||
#include "shaders/default_UV2_gl.inc"
|
||||
#include "shaders/obj/neoWorldVC_frag.inc"
|
||||
#include "shaders/obj/default_UV2_vert.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
|
||||
neoWorldShader = Shader::create(vs, fs);
|
||||
|
@ -379,8 +380,8 @@ CreateGlossPipe(void)
|
|||
using namespace rw::gl3;
|
||||
|
||||
{
|
||||
#include "shaders/neoGloss_fs_gl.inc"
|
||||
#include "shaders/neoGloss_vs_gl.inc"
|
||||
#include "shaders/obj/neoGloss_frag.inc"
|
||||
#include "shaders/obj/neoGloss_vert.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
|
||||
neoGlossShader = Shader::create(vs, fs);
|
||||
|
@ -449,6 +450,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
|
||||
Material *m;
|
||||
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB(atomic);
|
||||
|
||||
|
@ -472,7 +474,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
while(n--){
|
||||
m = inst->material;
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -499,6 +501,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
|
||||
Material *m;
|
||||
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB(atomic);
|
||||
|
||||
|
@ -520,7 +523,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
|
|||
while(n--){
|
||||
m = inst->material;
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -551,8 +554,8 @@ CreateRimLightPipes(void)
|
|||
}
|
||||
|
||||
{
|
||||
#include "shaders/simple_fs_gl.inc"
|
||||
#include "shaders/neoRimSkin_gl.inc"
|
||||
#include "shaders/obj/simple_frag.inc"
|
||||
#include "shaders/obj/neoRimSkin_vert.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
|
||||
neoRimSkinShader = Shader::create(vs, fs);
|
||||
|
@ -560,8 +563,8 @@ CreateRimLightPipes(void)
|
|||
}
|
||||
|
||||
{
|
||||
#include "shaders/simple_fs_gl.inc"
|
||||
#include "shaders/neoRim_gl.inc"
|
||||
#include "shaders/obj/simple_frag.inc"
|
||||
#include "shaders/obj/neoRim_vert.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
|
||||
neoRimShader = Shader::create(vs, fs);
|
||||
|
@ -665,6 +668,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
|
|||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = 255;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
rw::uint32 flags = atomic->geometry->flags;
|
||||
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
|
@ -704,7 +708,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
|
|||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
setMaterial(flags, m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -773,7 +777,7 @@ RenderBlendPass(int pass)
|
|||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
setMaterial(color, m->surfaceProps); // always modulate here
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
|
|
@ -142,17 +142,17 @@ CPostFX::Open(RwCamera *cam)
|
|||
|
||||
|
||||
#ifdef RW_D3D9
|
||||
#include "shaders/colourfilterVC_PS.inc"
|
||||
#include "shaders/obj/colourfilterVC_PS.inc"
|
||||
colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
|
||||
#include "shaders/contrastPS.inc"
|
||||
#include "shaders/obj/contrastPS.inc"
|
||||
contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
|
||||
#endif
|
||||
#ifdef RW_OPENGL
|
||||
using namespace rw::gl3;
|
||||
|
||||
{
|
||||
#include "shaders/im2d_gl.inc"
|
||||
#include "shaders/colourfilterVC_fs_gl.inc"
|
||||
#include "shaders/obj/im2d_vert.inc"
|
||||
#include "shaders/obj/colourfilterVC_frag.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
|
||||
colourFilterVC = Shader::create(vs, fs);
|
||||
|
@ -160,8 +160,8 @@ CPostFX::Open(RwCamera *cam)
|
|||
}
|
||||
|
||||
{
|
||||
#include "shaders/im2d_gl.inc"
|
||||
#include "shaders/contrast_fs_gl.inc"
|
||||
#include "shaders/obj/im2d_vert.inc"
|
||||
#include "shaders/obj/contrast_frag.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
|
||||
contrast = Shader::create(vs, fs);
|
||||
|
|
|
@ -112,14 +112,14 @@ ScreenDroplets::InitDraw(void)
|
|||
|
||||
openim2d_uv2();
|
||||
#ifdef RW_D3D9
|
||||
#include "shaders/screenDroplet_PS.inc"
|
||||
#include "shaders/obj/screenDroplet_PS.inc"
|
||||
screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso);
|
||||
#endif
|
||||
#ifdef RW_GL3
|
||||
using namespace rw::gl3;
|
||||
{
|
||||
#include "shaders/im2d_UV2_gl.inc"
|
||||
#include "shaders/screenDroplet_fs_gl.inc"
|
||||
#include "shaders/obj/im2d_UV2_vert.inc"
|
||||
#include "shaders/obj/screenDroplet_frag.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil };
|
||||
screenDroplet = Shader::create(vs, fs);
|
||||
|
|
|
@ -1,78 +0,0 @@
|
|||
all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
|
||||
colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
|
||||
neoRim_gl.inc neoRimSkin_gl.inc \
|
||||
neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
|
||||
neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
|
||||
im2d_UV2_gl.inc screenDroplet_fs_gl.inc
|
||||
|
||||
im2d_gl.inc: im2d.vert
|
||||
(echo 'const char *im2d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.vert;\
|
||||
echo ';') >im2d_gl.inc
|
||||
|
||||
colourfilterVC_fs_gl.inc: colourfilterVC.frag
|
||||
(echo 'const char *colourfilterVC_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' colourfilterVC.frag;\
|
||||
echo ';') >colourfilterVC_fs_gl.inc
|
||||
simple_fs_gl.inc: simple.frag
|
||||
(echo 'const char *simple_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' simple.frag;\
|
||||
echo ';') >simple_fs_gl.inc
|
||||
|
||||
default_UV2_gl.inc: default_UV2.vert
|
||||
(echo 'const char *default_UV2_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' default_UV2.vert;\
|
||||
echo ';') >default_UV2_gl.inc
|
||||
|
||||
|
||||
|
||||
contrast_fs_gl.inc: contrast.frag
|
||||
(echo 'const char *contrast_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' contrast.frag;\
|
||||
echo ';') >contrast_fs_gl.inc
|
||||
|
||||
|
||||
neoRim_gl.inc: neoRim.vert
|
||||
(echo 'const char *neoRim_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' neoRim.vert;\
|
||||
echo ';') >neoRim_gl.inc
|
||||
|
||||
neoRimSkin_gl.inc: neoRimSkin.vert
|
||||
(echo 'const char *neoRimSkin_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' neoRimSkin.vert;\
|
||||
echo ';') >neoRimSkin_gl.inc
|
||||
|
||||
neoWorldVC_fs_gl.inc: neoWorldVC.frag
|
||||
(echo 'const char *neoWorldVC_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' neoWorldVC.frag;\
|
||||
echo ';') >neoWorldVC_fs_gl.inc
|
||||
|
||||
neoGloss_fs_gl.inc: neoGloss.frag
|
||||
(echo 'const char *neoGloss_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' neoGloss.frag;\
|
||||
echo ';') >neoGloss_fs_gl.inc
|
||||
|
||||
neoGloss_vs_gl.inc: neoGloss.vert
|
||||
(echo 'const char *neoGloss_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' neoGloss.vert;\
|
||||
echo ';') >neoGloss_vs_gl.inc
|
||||
|
||||
neoVehicle_vs_gl.inc: neoVehicle.vert
|
||||
(echo 'const char *neoVehicle_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' neoVehicle.vert;\
|
||||
echo ';') >neoVehicle_vs_gl.inc
|
||||
|
||||
neoVehicle_fs_gl.inc: neoVehicle.frag
|
||||
(echo 'const char *neoVehicle_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' neoVehicle.frag;\
|
||||
echo ';') >neoVehicle_fs_gl.inc
|
||||
|
||||
im2d_UV2_gl.inc: im2d_UV2.vert
|
||||
(echo 'const char *im2d_UV2_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d_UV2.vert;\
|
||||
echo ';') >im2d_UV2_gl.inc
|
||||
|
||||
screenDroplet_fs_gl.inc: screenDroplet.frag
|
||||
(echo 'const char *screenDroplet_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' screenDroplet.frag;\
|
||||
echo ';') >screenDroplet_fs_gl.inc
|
9
src/extras/shaders/make_glsl.sh
Normal file
9
src/extras/shaders/make_glsl.sh
Normal file
|
@ -0,0 +1,9 @@
|
|||
#!sh
|
||||
for i in *.vert; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
||||
for i in *.frag; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
|
@ -1,3 +1,3 @@
|
|||
@echo off
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
6
src/extras/shaders/makeinc_glsl.sh
Normal file
6
src/extras/shaders/makeinc_glsl.sh
Normal file
|
@ -0,0 +1,6 @@
|
|||
#!sh
|
||||
ext=${1##*.}
|
||||
name=${1%.*}
|
||||
(echo "const char *${name}_${ext}_src =";\
|
||||
sed 's/..*/"&\\n"/' $1;\
|
||||
echo ';') > obj/${name}_${ext}.inc
|
|
@ -1,4 +1,5 @@
|
|||
#!sh
|
||||
cd obj
|
||||
for i in *cso; do
|
||||
(echo -n 'static '
|
||||
xxd -i $i | grep -v '_len = ') > ${i%cso}inc
|
2
vendor/librw
vendored
2
vendor/librw
vendored
|
@ -1 +1 @@
|
|||
Subproject commit 60a5ace16309ccd3d174a3ec14a1062540934066
|
||||
Subproject commit 5c95300890559c85a2764bc200361f904cd4f9f4
|
Loading…
Reference in a new issue