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https://github.com/love2d/love.git
synced 2026-08-20 04:30:09 +02:00
adjust code styling
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@@ -232,7 +232,7 @@ static EShLanguage getGlslShaderType(ShaderStageType stage)
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}
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}
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}
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}
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static bool usesLocalUniformData(const graphics::Shader::UniformInfo* info)
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static bool usesLocalUniformData(const graphics::Shader::UniformInfo *info)
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{
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{
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return info->baseType == graphics::Shader::UNIFORM_BOOL ||
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return info->baseType == graphics::Shader::UNIFORM_BOOL ||
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info->baseType == graphics::Shader::UNIFORM_FLOAT ||
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info->baseType == graphics::Shader::UNIFORM_FLOAT ||
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@@ -304,7 +304,7 @@ void Shader::unloadVolatile()
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}
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}
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vgfx->queueCleanUp([shaderModules = std::move(shaderModules), device = device, descriptorSetLayout = descriptorSetLayout, pipelineLayout = pipelineLayout, descriptorPools = descriptorPools, computePipeline = computePipeline](){
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vgfx->queueCleanUp([shaderModules = std::move(shaderModules), device = device, descriptorSetLayout = descriptorSetLayout, pipelineLayout = pipelineLayout, descriptorPools = descriptorPools, computePipeline = computePipeline](){
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for (const auto& pools : descriptorPools)
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for (const auto &pools : descriptorPools)
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{
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{
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for (const auto pool : pools)
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for (const auto pool : pools)
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vkDestroyDescriptorPool(device, pool, nullptr);
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vkDestroyDescriptorPool(device, pool, nullptr);
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@@ -370,10 +370,10 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
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{
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{
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VkDescriptorSet currentDescriptorSet = allocateDescriptorSet();
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VkDescriptorSet currentDescriptorSet = allocateDescriptorSet();
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std::vector<VkDescriptorBufferInfo> bufferInfos{};
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std::vector<VkDescriptorBufferInfo> bufferInfos;
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bufferInfos.reserve(numBuffers);
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bufferInfos.reserve(numBuffers);
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std::vector<VkDescriptorImageInfo> imageInfos{};
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std::vector<VkDescriptorImageInfo> imageInfos;
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imageInfos.reserve(numTextures);
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imageInfos.reserve(numTextures);
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std::vector<VkBufferView> bufferViews;
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std::vector<VkBufferView> bufferViews;
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@@ -775,7 +775,7 @@ void Shader::compileShaders()
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{
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{
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if (resource.name == "gl_DefaultUniformBlock")
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if (resource.name == "gl_DefaultUniformBlock")
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{
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{
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const auto& type = comp.get_type(resource.base_type_id);
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const auto &type = comp.get_type(resource.base_type_id);
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size_t defaultUniformBlockSize = comp.get_declared_struct_size(type);
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size_t defaultUniformBlockSize = comp.get_declared_struct_size(type);
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localUniformStagingData.resize(defaultUniformBlockSize);
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localUniformStagingData.resize(defaultUniformBlockSize);
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@@ -1068,9 +1068,9 @@ void Shader::createDescriptorPoolSizes()
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{
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{
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VkDescriptorPoolSize size{};
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VkDescriptorPoolSize size{};
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auto type = Vulkan::getDescriptorType(entry.second.baseType);
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auto type = Vulkan::getDescriptorType(entry.second.baseType);
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if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) {
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if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
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continue;
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continue;
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}
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size.type = type;
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size.type = type;
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size.descriptorCount = 1;
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size.descriptorCount = 1;
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descriptorPoolSizes.push_back(size);
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descriptorPoolSizes.push_back(size);
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