Fix formatting issues reported by the builder

This commit is contained in:
Yuri Sizov
2023-01-14 17:40:27 +03:00
parent 93b6e0977b
commit c337204562
2 changed files with 28 additions and 25 deletions
@@ -26,26 +26,29 @@ described here and cross-compiling the binary.
Requirements
------------
- `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
(a dmg image, for newer versions a **xip** file is going to be downloaded.)
- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
machine installed and in the ``PATH``. It has to be version >= 3.5
to target ``arm64`` architecture.
- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting
the dmg image.
- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
needs to be built from source. The procedure for that is explained
below.
- For newer versions you should download `xar <https://mackyle.github.io/xar/>` and `pbzx <https://github.com/NiklasRosenstein/pbzx>`.
- For building darling-dmg, you'll need the development packages of
- `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
(a dmg image, for newer versions a **xip** file is going to be downloaded.)
- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
machine installed and in the ``PATH``. It has to be version >= 3.5
to target ``arm64`` architecture.
- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting
the dmg image.
- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
needs to be built from source. The procedure for that is explained
below.
- For newer versions you should download `xar <https://mackyle.github.io/xar/>`__
and `pbzx <https://github.com/NiklasRosenstein/pbzx>`__.
- For building darling-dmg, you'll need the development packages of
the following libraries: fuse, icu, openssl, zlib, bzip2.
- For building xar and pbzx you may want to follow `this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`
- For building xar and pbzx you may want to follow
`this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`__.
- `cctools-port <https://github.com/tpoechtrager/cctools-port>`__
for the needed build tools. The procedure for building is quite
peculiar and is described below.
- `cctools-port <https://github.com/tpoechtrager/cctools-port>`__
for the needed build tools. The procedure for building is quite
peculiar and is described below.
- This also has some extra dependencies: automake, autogen, libtool.
- This also has some extra dependencies: automake, autogen, libtool.
Configuring the environment
---------------------------
@@ -52,10 +52,10 @@ Defines with replacements may also have one or more *arguments*, which can then
be passed when referencing the define (similar to a function call).
If the replacement code is not defined, the identifier may only be used with
``#ifdef` or ``#ifndef`` directives.
``#ifdef`` or ``#ifndef`` directives.
Compared to constants (``const CONSTANT = value;``), ``#define``s can be used
anywhere within the shader. ``#define``s can also be used to insert arbitrary
Compared to constants (``const CONSTANT = value;``), ``#define`` can be used
anywhere within the shader. ``#define`` can also be used to insert arbitrary
shader code at any location, while constants can't do that.
.. code-block:: glsl
@@ -197,14 +197,14 @@ of the ``#if`` preprocessor statement:
#endif
However, the ``#if`` variant can be faster in certain scenarios. This is because
all run-time branches in a shader are still compiled and variables within
all run-time branches in a shader are still compiled and variables within
those branches may still take up register space, even if they are never run in
practice.
`Modern GPUs are quite effective at performing "static" branching <https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2>`__.
"Static" branching refers to ``if`` statements where *all* pixels/vertices
evaluate to the same result in a given shader invocation. However, high amounts
of :abbr:`VGPR (Vector General-Purpose Register)`s (which can be caused by
Modern GPUs are `quite effective <https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2>`__
at performing "static" branching. "Static" branching refers to ``if`` statements where
*all* pixels/vertices evaluate to the same result in a given shader invocation. However,
high amounts of :abbr:`VGPRs (Vector General-Purpose Register)` (which can be caused by
having too many branches) can still slow down shader execution significantly.
#elif