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vulkan: improve loop in createVulkanVertexFormat
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@@ -2184,17 +2184,18 @@ void Graphics::createVulkanVertexFormat(
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{
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std::set<uint32_t> usedBuffers;
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auto allBits = vertexAttributes.enableBits;
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auto enableBits = vertexAttributes.enableBits;
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auto allBits = enableBits;
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bool usesColor = false;
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uint8_t highestBufferBinding = 0;
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// fixme: change to loop like in opengl implementation ?
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for (uint32_t i = 0; i < VertexAttributes::MAX; i++)
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uint32_t i = 0;
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while (allBits)
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{
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uint32 bit = 1u << i;
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if (allBits & bit)
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if (enableBits & bit)
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{
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if (i == ATTRIB_COLOR)
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usesColor = true;
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@@ -2225,6 +2226,9 @@ void Graphics::createVulkanVertexFormat(
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attributeDescriptions.push_back(attributeDescription);
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}
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i++;
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allBits >>= 1;
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}
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if (!usesColor)
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@@ -355,6 +355,7 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
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};
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for (const auto &builtin : builtinUniformTextures)
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{
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if (builtinUniformInfo[builtin] != nullptr)
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{
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auto texture = dynamic_cast<Texture*>(builtinUniformInfo[builtin]->textures[0]);
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@@ -374,6 +375,7 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
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vkUpdateDescriptorSets(device, 1, &textureWrite, 0, nullptr);
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}
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}
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vkCmdBindDescriptorSets(commandBuffer, bindPoint, pipelineLayout, 0, 1, ¤tDescriptorSet, 0, nullptr);
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@@ -765,7 +767,7 @@ void Shader::compileShaders()
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auto shaderResources = comp.get_shader_resources(active);
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comp.set_enabled_interface_variables(std::move(active));
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for (const auto &resource : shaderResources.uniform_buffers)
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for (const auto &resource : shaderResources.uniform_buffers)
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{
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if (resource.name == "gl_DefaultUniformBlock")
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{
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@@ -1039,12 +1041,14 @@ void Shader::setVideoTextures(graphics::Texture *ytexture, graphics::Texture *cb
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static_assert(textures.size() == builtIns.size(), "expected number of textures to be the same");
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for (size_t i = 0; i < textures.size(); i++)
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{
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if (builtinUniformInfo[builtIns[i]] != nullptr)
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{
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textures[i]->retain();
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builtinUniformInfo[builtIns[i]]->textures[0]->release();
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builtinUniformInfo[builtIns[i]]->textures[0] = textures[i];
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}
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}
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}
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bool Shader::hasUniform(const std::string &name) const
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