view build_upload_win_nightly @ 1335:26e72126f9d1

Fixes to sprite phase 2 so that sprite X reads use the exact same slot as on hardware in the case that there are fewer than the max number of sprites on each line. Re-read sprite Y from SAT cache during phase 2 and properly mask the calculated row. Fixes remaining issues with spinning cube scene in Overdrive 2.
author Michael Pavone <pavone@retrodev.com>
date Thu, 27 Apr 2017 23:08:49 -0700
parents f249fd91b0f5
children 0d942ecf38c5
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#!/bin/sh
name=$1

cd $HOME/blastem_win
hg revert -a
hg pull
hg up
rev=`hg summary |  sed -E -n 's/^parent: [^:]+:([^ ]+) .*$/\1/p'`
sed -i -E "s/(define BLASTEM_VERSION \"[^-]+)-pre\"/\1-pre-$rev\"/" blastem.c
export OS=Windows
./build_release > /tmp/build_${name}_out.log
result=$?
if [ $result -ne 0 ]; then
	echo Build falied with return code $result
	exit $result
fi
. $HOME/remote.params
artifact=$(tail -n 1 /tmp/build_${name}_out.log)
echo "Uploaing $artifact to $REMOTE_HOST"
scp -i "$REMOTE_IDENT" "$HOME/blastem_win/$artifact" $REMOTE_USER@$REMOTE_HOST:/home/$REMOTE_USER/nightlies