Fixes for nov 7 breaking changes to sokol_gfx
This commit is contained in:
@ -12,31 +12,29 @@ import sg "thirdparty:sokol/gfx"
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=========
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Shader program: 've_blit_atlas':
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Get shader desc: ve_blit_atlas_shader_desc(sg.query_backend())
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Vertex shader: ve_blit_atlas_vs
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Attributes:
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ATTR_ve_blit_atlas_vs_v_position => 0
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ATTR_ve_blit_atlas_vs_v_texture => 1
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Fragment shader: ve_blit_atlas_fs
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Uniform block 've_blit_atlas_fs_params':
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Odin struct: Ve_Blit_Atlas_Fs_Params
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Bind slot: SLOT_ve_blit_atlas_fs_params => 0
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Image 've_blit_atlas_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: SLOT_ve_blit_atlas_src_texture => 0
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Sampler 've_blit_atlas_src_sampler':
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Type: .FILTERING
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Bind slot: SLOT_ve_blit_atlas_src_sampler => 0
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Image Sampler Pair 've_blit_atlas_src_texture_ve_blit_atlas_src_sampler':
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Image: ve_blit_atlas_src_texture
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Sampler: ve_blit_atlas_src_sampler
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Vertex Shader: ve_blit_atlas_vs
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Fragment Shader: ve_blit_atlas_fs
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Attributes:
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ATTR_ve_blit_atlas_v_position => 0
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ATTR_ve_blit_atlas_v_texture => 1
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Bindings:
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Uniform block 've_blit_atlas_fs_params':
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Odin struct: Ve_Blit_Atlas_Fs_Params
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Bind slot: UB_ve_blit_atlas_fs_params => 0
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Image 've_blit_atlas_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_ve_blit_atlas_src_texture => 0
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Sampler 've_blit_atlas_src_sampler':
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Type: .FILTERING
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Bind slot: SMP_ve_blit_atlas_src_sampler => 0
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*/
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ATTR_ve_blit_atlas_vs_v_position :: 0
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ATTR_ve_blit_atlas_vs_v_texture :: 1
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SLOT_ve_blit_atlas_fs_params :: 0
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SLOT_ve_blit_atlas_src_texture :: 0
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SLOT_ve_blit_atlas_src_sampler :: 0
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ATTR_ve_blit_atlas_v_position :: 0
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ATTR_ve_blit_atlas_v_texture :: 1
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UB_ve_blit_atlas_fs_params :: 0
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IMG_ve_blit_atlas_src_texture :: 0
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SMP_ve_blit_atlas_src_sampler :: 0
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Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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using _: struct #packed {
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region: i32,
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@ -78,7 +76,7 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
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0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
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@ -201,7 +199,7 @@ ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_blit_atlas_fs_source_hlsl4 := [2140]u8 {
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0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x65,0x5f,0x62,0x6c,0x69,0x74,0x5f,
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0x61,0x74,0x6c,0x61,0x73,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,
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@ -343,27 +341,31 @@ ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.label = "ve_blit_atlas_shader"
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#partial switch backend {
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case .D3D11:
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desc.attrs[0].sem_name = "TEXCOORD"
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desc.attrs[0].sem_index = 0
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desc.attrs[1].sem_name = "TEXCOORD"
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desc.attrs[1].sem_index = 1
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desc.vs.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
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desc.vs.d3d11_target = "vs_4_0"
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desc.vs.entry = "main"
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desc.fs.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
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desc.fs.d3d11_target = "ps_4_0"
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desc.fs.entry = "main"
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desc.fs.uniform_blocks[0].size = 16
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desc.fs.uniform_blocks[0].layout = .STD140
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desc.fs.images[0].used = true
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desc.fs.images[0].multisampled = false
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desc.fs.images[0].image_type = ._2D
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desc.fs.images[0].sample_type = .FLOAT
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desc.fs.samplers[0].used = true
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desc.fs.samplers[0].sampler_type = .FILTERING
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desc.fs.image_sampler_pairs[0].used = true
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desc.fs.image_sampler_pairs[0].image_slot = 0
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desc.fs.image_sampler_pairs[0].sampler_slot = 0
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desc.vertex_func.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
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desc.vertex_func.d3d11_target = "vs_4_0"
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
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desc.fragment_func.d3d11_target = "ps_4_0"
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desc.fragment_func.entry = "main"
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desc.attrs[0].hlsl_sem_name = "TEXCOORD"
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desc.attrs[0].hlsl_sem_index = 0
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desc.attrs[1].hlsl_sem_name = "TEXCOORD"
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desc.attrs[1].hlsl_sem_index = 1
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 16
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desc.uniform_blocks[0].hlsl_register_b_n = 0
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.images[0].hlsl_register_t_n = 0
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.samplers[0].hlsl_register_s_n = 0
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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}
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return desc
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}
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@ -11,10 +11,10 @@
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in vec2 uv;
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out vec4 frag_color;
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uniform texture2D ve_blit_atlas_src_texture;
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uniform sampler ve_blit_atlas_src_sampler;
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layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
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layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
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uniform ve_blit_atlas_fs_params {
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layout(binding = 0) uniform ve_blit_atlas_fs_params {
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int region;
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};
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@ -12,31 +12,29 @@ import sg "thirdparty:sokol/gfx"
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=========
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Shader program: 've_draw_text':
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Get shader desc: ve_draw_text_shader_desc(sg.query_backend())
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Vertex shader: ve_draw_text_vs
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Attributes:
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ATTR_ve_draw_text_vs_v_position => 0
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ATTR_ve_draw_text_vs_v_texture => 1
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Fragment shader: ve_draw_text_fs
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Uniform block 've_draw_text_fs_params':
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Odin struct: Ve_Draw_Text_Fs_Params
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Bind slot: SLOT_ve_draw_text_fs_params => 0
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Image 've_draw_text_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: SLOT_ve_draw_text_src_texture => 0
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Sampler 've_draw_text_src_sampler':
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Type: .FILTERING
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Bind slot: SLOT_ve_draw_text_src_sampler => 0
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Image Sampler Pair 've_draw_text_src_texture_ve_draw_text_src_sampler':
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Image: ve_draw_text_src_texture
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Sampler: ve_draw_text_src_sampler
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Vertex Shader: ve_draw_text_vs
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Fragment Shader: ve_draw_text_fs
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Attributes:
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ATTR_ve_draw_text_v_position => 0
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ATTR_ve_draw_text_v_texture => 1
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Bindings:
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Uniform block 've_draw_text_fs_params':
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Odin struct: Ve_Draw_Text_Fs_Params
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Bind slot: UB_ve_draw_text_fs_params => 0
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Image 've_draw_text_src_texture':
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Image type: ._2D
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Sample type: .FLOAT
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Multisampled: false
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Bind slot: IMG_ve_draw_text_src_texture => 0
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Sampler 've_draw_text_src_sampler':
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Type: .FILTERING
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Bind slot: SMP_ve_draw_text_src_sampler => 0
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*/
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ATTR_ve_draw_text_vs_v_position :: 0
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ATTR_ve_draw_text_vs_v_texture :: 1
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SLOT_ve_draw_text_fs_params :: 0
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SLOT_ve_draw_text_src_texture :: 0
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SLOT_ve_draw_text_src_sampler :: 0
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ATTR_ve_draw_text_v_position :: 0
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ATTR_ve_draw_text_v_texture :: 1
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UB_ve_draw_text_fs_params :: 0
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IMG_ve_draw_text_src_texture :: 0
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SMP_ve_draw_text_src_sampler :: 0
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Ve_Draw_Text_Fs_Params :: struct #align(16) {
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using _: struct #packed {
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down_sample: i32,
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@ -79,7 +77,7 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_draw_text_vs_source_hlsl4 := [724]u8 {
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0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
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0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
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@ -170,7 +168,7 @@ ve_draw_text_vs_source_hlsl4 := [724]u8 {
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_draw_text_fs_source_hlsl4 := [1296]u8 {
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0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x65,0x5f,0x64,0x72,0x61,0x77,0x5f,
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0x74,0x65,0x78,0x74,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x3a,
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@ -260,27 +258,31 @@ ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.label = "ve_draw_text_shader"
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#partial switch backend {
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case .D3D11:
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desc.attrs[0].sem_name = "TEXCOORD"
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desc.attrs[0].sem_index = 0
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desc.attrs[1].sem_name = "TEXCOORD"
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desc.attrs[1].sem_index = 1
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desc.vs.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
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desc.vs.d3d11_target = "vs_4_0"
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desc.vs.entry = "main"
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desc.fs.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
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desc.fs.d3d11_target = "ps_4_0"
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desc.fs.entry = "main"
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desc.fs.uniform_blocks[0].size = 32
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desc.fs.uniform_blocks[0].layout = .STD140
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desc.fs.images[0].used = true
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desc.fs.images[0].multisampled = false
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desc.fs.images[0].image_type = ._2D
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desc.fs.images[0].sample_type = .FLOAT
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desc.fs.samplers[0].used = true
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desc.fs.samplers[0].sampler_type = .FILTERING
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desc.fs.image_sampler_pairs[0].used = true
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desc.fs.image_sampler_pairs[0].image_slot = 0
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desc.fs.image_sampler_pairs[0].sampler_slot = 0
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desc.vertex_func.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
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desc.vertex_func.d3d11_target = "vs_4_0"
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
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desc.fragment_func.d3d11_target = "ps_4_0"
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desc.fragment_func.entry = "main"
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desc.attrs[0].hlsl_sem_name = "TEXCOORD"
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desc.attrs[0].hlsl_sem_index = 0
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desc.attrs[1].hlsl_sem_name = "TEXCOORD"
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desc.attrs[1].hlsl_sem_index = 1
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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desc.uniform_blocks[0].size = 32
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desc.uniform_blocks[0].hlsl_register_b_n = 0
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desc.images[0].stage = .FRAGMENT
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desc.images[0].multisampled = false
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desc.images[0].image_type = ._2D
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desc.images[0].sample_type = .FLOAT
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desc.images[0].hlsl_register_t_n = 0
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desc.samplers[0].stage = .FRAGMENT
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desc.samplers[0].sampler_type = .FILTERING
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desc.samplers[0].hlsl_register_s_n = 0
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desc.image_sampler_pairs[0].stage = .FRAGMENT
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desc.image_sampler_pairs[0].image_slot = 0
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desc.image_sampler_pairs[0].sampler_slot = 0
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}
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return desc
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}
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@ -19,10 +19,10 @@ void main()
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in vec2 uv;
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out vec4 frag_color;
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uniform texture2D ve_draw_text_src_texture;
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uniform sampler ve_draw_text_src_sampler;
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layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
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layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
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uniform ve_draw_text_fs_params {
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layout(binding = 0) uniform ve_draw_text_fs_params {
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int down_sample;
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vec4 colour;
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};
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@ -12,14 +12,15 @@ import sg "thirdparty:sokol/gfx"
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=========
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Shader program: 've_render_glyph':
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Get shader desc: ve_render_glyph_shader_desc(sg.query_backend())
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Vertex shader: ve_render_glyph_vs
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Attributes:
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ATTR_ve_render_glyph_vs_v_position => 0
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ATTR_ve_render_glyph_vs_v_texture => 1
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Fragment shader: ve_render_glyph_fs
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Vertex Shader: ve_render_glyph_vs
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Fragment Shader: ve_render_glyph_fs
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Attributes:
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ATTR_ve_render_glyph_v_position => 0
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ATTR_ve_render_glyph_v_texture => 1
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Bindings:
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*/
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ATTR_ve_render_glyph_vs_v_position :: 0
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ATTR_ve_render_glyph_vs_v_texture :: 1
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ATTR_ve_render_glyph_v_position :: 0
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ATTR_ve_render_glyph_v_texture :: 1
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/*
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static float4 gl_Position;
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static float2 uv;
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@ -55,7 +56,7 @@ ATTR_ve_render_glyph_vs_v_texture :: 1
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_render_glyph_vs_source_hlsl4 := [705]u8 {
|
||||
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
|
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0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
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@ -131,7 +132,7 @@ ve_render_glyph_vs_source_hlsl4 := [705]u8 {
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return stage_output;
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}
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*/
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@(private)
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@(private="file")
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ve_render_glyph_fs_source_hlsl4 := [427]u8 {
|
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0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,
|
||||
0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,
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@ -166,16 +167,16 @@ ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.label = "ve_render_glyph_shader"
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#partial switch backend {
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case .D3D11:
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desc.attrs[0].sem_name = "TEXCOORD"
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desc.attrs[0].sem_index = 0
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desc.attrs[1].sem_name = "TEXCOORD"
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desc.attrs[1].sem_index = 1
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desc.vs.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
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desc.vs.d3d11_target = "vs_4_0"
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desc.vs.entry = "main"
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desc.fs.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
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desc.fs.d3d11_target = "ps_4_0"
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desc.fs.entry = "main"
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desc.vertex_func.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
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desc.vertex_func.d3d11_target = "vs_4_0"
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
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desc.fragment_func.d3d11_target = "ps_4_0"
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desc.fragment_func.entry = "main"
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desc.attrs[0].hlsl_sem_name = "TEXCOORD"
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desc.attrs[0].hlsl_sem_index = 0
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desc.attrs[1].hlsl_sem_name = "TEXCOORD"
|
||||
desc.attrs[1].hlsl_sem_index = 1
|
||||
}
|
||||
return desc
|
||||
}
|
||||
|
Reference in New Issue
Block a user