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start implementing vulkan Shader type
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@@ -215,6 +215,17 @@ namespace love {
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batchedDrawState.indexBuffer = new StreamBuffer(device, physicalDevice, BUFFERUSAGE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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}
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for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++) {
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auto stype = (Shader::StandardShader)i;
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if (!Shader::standardShaders[i]) {
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std::vector<std::string> stages;
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
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Shader::standardShaders[i] = newShader(stages, true);
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}
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}
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return true;
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}
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@@ -759,7 +770,7 @@ namespace love {
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.cullMode = VK_CULL_MODE_FRONT_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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rasterizer.depthBiasConstantFactor = 0.0f;
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