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use location numbers for vertex input attributes, instead of name-based binding.
- add 'location' named field to buffer and mesh vertex format tables, replaces 'name' field. - location numbers are expected to match 'layout (location = #)' qualifiers in vertex inputs in shader code. - deprecate vertex inputs in shader code that don't have layout location qualifiers. - love's default vertex attributes use location 0 for position, 1 for texcoord, and 2 for color. - add new variants of Mesh:attachAttribute, setAttributeEnabled, and isAttributeEnabled which take location numbers instead of names. Improves draw performance in vulkan and metal backends.
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@@ -61,8 +61,8 @@ public:
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struct RenderPipelineKey
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{
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VertexAttributes vertexAttributes;
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BlendState blend;
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VertexAttributesID vertexAttributesID;
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uint32 blendStateKey;
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uint64 colorRenderTargetFormats;
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uint32 depthStencilFormat;
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ColorChannelMask colorChannelMask;
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