mirror of
https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-08-04 22:22:43 -07:00
Update generated sokol shader odin files based on latest sokol-shdc
This commit is contained in:
@@ -1644,7 +1644,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl410
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -1673,7 +1675,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl300es
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -1704,8 +1708,10 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fragment_func.source = transmute(cstring)&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].base_type = .FLOAT
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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].base_type = .FLOAT
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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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@@ -1728,6 +1734,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main0"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_metal_macos
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desc.fragment_func.entry = "main0"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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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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@@ -1748,6 +1756,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_wgsl
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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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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@@ -913,7 +913,9 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_glsl410
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -936,7 +938,9 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_glsl300es
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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desc.uniform_blocks[0].stage = .FRAGMENT
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desc.uniform_blocks[0].layout = .STD140
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@@ -961,8 +965,10 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fragment_func.source = transmute(cstring)&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].base_type = .FLOAT
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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].base_type = .FLOAT
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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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@@ -985,6 +991,8 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main0"
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desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_metal_macos
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desc.fragment_func.entry = "main0"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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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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@@ -1005,6 +1013,8 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_wgsl
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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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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@@ -518,14 +518,18 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_glsl410
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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case .GLES3:
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desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_glsl300es
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_glsl300es
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[0].glsl_name = "v_position"
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desc.attrs[1].base_type = .FLOAT
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desc.attrs[1].glsl_name = "v_texture"
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case .D3D11:
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desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_hlsl4
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@@ -534,8 +538,10 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fragment_func.source = transmute(cstring)&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].base_type = .FLOAT
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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].base_type = .FLOAT
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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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case .METAL_MACOS:
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@@ -543,11 +549,15 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.vertex_func.entry = "main0"
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desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_metal_macos
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desc.fragment_func.entry = "main0"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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case .WGPU:
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desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_wgsl
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desc.vertex_func.entry = "main"
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desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_wgsl
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desc.fragment_func.entry = "main"
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desc.attrs[0].base_type = .FLOAT
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desc.attrs[1].base_type = .FLOAT
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}
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return desc
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}
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@@ -103,11 +103,11 @@ function build-SokolBackendDemo
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# $build_args += $flag_micro_architecture_native
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$build_args += $flag_use_separate_modules
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$build_args += $flag_thread_count + $CoreCount_Physical
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# $build_args += $flag_optimize_none
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$build_args += $flag_optimize_none
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# $build_args += $flag_optimize_minimal
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$build_args += $flag_optimize_speed
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# $build_args += $flag_optimize_speed
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# $build_args += $falg_optimize_aggressive
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# $build_args += $flag_debug
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$build_args += $flag_debug
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$build_args += $flag_pdb_name + $pdb
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$build_args += $flag_subsystem + 'windows'
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# $build_args += ($flag_extra_linker_flags + $linker_args )
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