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fix linux build, fix small gl rendering issues
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@@ -49,7 +49,7 @@ commands =
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// .f1 = { .win = "raddbg_stable --ipc kill_all && build raddbg", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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// .f1 = { .win = "raddbg_stable --ipc kill_all && build raddbg debug telemetry", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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// .f1 = { .win = "raddbg_stable --ipc kill_all && build radbin", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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.f1 = { .win = "raddbg_stable --ipc kill_all && build raddbg", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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.f1 = { .win = "raddbg_stable --ipc kill_all && wsl ./build.sh raddbg", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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//- rjf: [raddbg wsl]
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// .f1 = { .win = "wsl ./build.sh raddbg", .linux = "", .out = "*compilation*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false, },
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@@ -2756,9 +2756,9 @@ rd_view_ui(Rng2F32 rect)
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D_Entity *entity = rd_ctrl_entity_from_eval_space(space);
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B32 is_memory_eval = (space.kind == D_EvalSpaceKind_Entity && entity->kind == D_EntityKind_Process);
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row_can_be_locked = (is_memory_eval &&
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(row->eval.irtree.mode == E_Mode_Offset) ||
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(row->eval.irtree.mode == E_Mode_Value &&
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e_type_kind_is_pointer_or_ref(e_type_kind_from_key(e_type_key_unwrap(row->eval.irtree.type_key, E_TypeUnwrapFlag_AllDecorative)))));
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(row->eval.irtree.mode == E_Mode_Offset ||
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(row->eval.irtree.mode == E_Mode_Value &&
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e_type_kind_is_pointer_or_ref(e_type_kind_from_key(e_type_key_unwrap(row->eval.irtree.type_key, E_TypeUnwrapFlag_AllDecorative))))));
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}
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// rjf: determine if row is locked
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@@ -4136,9 +4136,9 @@ rd_view_ui(Rng2F32 rect)
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D_Entity *entity = rd_ctrl_entity_from_eval_space(space);
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B32 is_memory_eval = (space.kind == D_EvalSpaceKind_Entity && entity->kind == D_EntityKind_Process);
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cell_can_be_locked = (is_memory_eval &&
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(cell->eval.irtree.mode == E_Mode_Offset) ||
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(cell->eval.irtree.mode == E_Mode_Value &&
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e_type_kind_is_pointer_or_ref(e_type_kind_from_key(e_type_key_unwrap(cell->eval.irtree.type_key, E_TypeUnwrapFlag_AllDecorative)))));
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((cell->eval.irtree.mode == E_Mode_Offset) ||
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(cell->eval.irtree.mode == E_Mode_Value &&
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e_type_kind_is_pointer_or_ref(e_type_kind_from_key(e_type_key_unwrap(cell->eval.irtree.type_key, E_TypeUnwrapFlag_AllDecorative))))));
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}
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// rjf: determine if this cell is locked
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@@ -260,7 +260,7 @@ str8_lit_comp(
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" \n"
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" // rjf: sample for corners\n"
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" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size, corner_radius);\n"
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" float corner_sdf_t = smoothstep(0, 2, corner_sdf_s);\n"
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" float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n"
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" \n"
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" // rjf: weight output color by sdf\n"
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" // this is doing alpha testing, leave blurring only where mostly opaque pixels are\n"
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@@ -418,7 +418,7 @@ r_window_begin_frame(WM_Window os, R_Handle r)
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glBindFramebufferScope(GL_FRAMEBUFFER, targets[idx]->fbo)
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glBindTextureScope(GL_TEXTURE_2D, targets[idx]->color_texture)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (S32)client_rect_dim.x, (S32)client_rect_dim.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, (S32)client_rect_dim.x, (S32)client_rect_dim.y, 0, GL_RGBA, GL_FLOAT, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targets[idx]->color_texture, 0);
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}
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}
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@@ -52,6 +52,7 @@ typedef ptrdiff_t GLintptr;
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#define GL_COLOR_ATTACHMENT31 0x8CFF
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#define GL_R8 0x8229
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#define GL_RGBA32F 0x8814
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_STREAM_DRAW 0x88E0
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@@ -282,7 +282,7 @@ void main(void)
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// rjf: sample for corners
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float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size, corner_radius);
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float corner_sdf_t = smoothstep(0, 2, corner_sdf_s);
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float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
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// rjf: weight output color by sdf
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// this is doing alpha testing, leave blurring only where mostly opaque pixels are
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