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Use Debug FNA3D for PowerPC #246

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Merged
merged 5 commits into from
Apr 28, 2025
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Fancy2209
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@Fancy2209 Fancy2209 commented Apr 28, 2025

For some reason I haven't figured out, MojoShader can only realize when a Effect file is valid on Big Endian if FNA3D is built as Debug.

For some reason I haven't figured out, MojoShader can only realize when a Effect file is valid if FNA3D is built as Debug.
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Should we comment the release build temporarily? We can probably strip -S the debug build for uploading as well.

(On the topic, I wonder which -O level it breaks down on?)

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Should we comment the release build temporarily? We can probably strip -S the debug build for uploading as well.

(On the topic, I wonder which -O level it breaks down on?)

Oh yes, commenting it out is a better approach

Also strip was borked iirc, I believe it's a bug in binutils as I haven't been able to strip binaries using cross binutils for PowerPC or PowerPC64, only on actual hardware

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Fancy2209 commented Apr 28, 2025

Ok that's fixed, I should've realized the fix was using powerpc-unknown-linux-gnu-strip.
I've made icculus/mojoshader#80 for debugging the issue on Release further.
By the way if you'd like I can help setting up a VM to test PPC and PPC64 on.

@flibitijibibo flibitijibibo merged commit bde1650 into FNA-XNA:master Apr 28, 2025
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