mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Add Shader:getBufferFormat.
Returns a table with the same setup as the data format table used with love.graphics.newBuffer.
This commit is contained in:
@@ -928,6 +928,14 @@ void Shader::getLocalThreadgroupSize(int *x, int *y, int *z)
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*z = reflection.localThreadgroupSize[2];
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}
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const std::vector<Buffer::DataDeclaration> *Shader::getBufferFormat(const std::string &name) const
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{
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auto it = reflection.bufferFormats.find(name);
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if (it != reflection.bufferFormats.end())
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return &it->second;
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return nullptr;
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}
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bool Shader::validate(StrongRef<ShaderStage> stages[], std::string& err)
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{
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Reflection reflection;
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@@ -946,6 +954,71 @@ static DataBaseType getBaseType(glslang::TBasicType basictype)
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}
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}
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static DataFormat getDataFormat(glslang::TBasicType basictype, int components, int rows, int columns, bool matrix)
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{
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if (matrix)
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{
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if (basictype != glslang::EbtFloat)
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return DATAFORMAT_MAX_ENUM;
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if (rows == 2 && columns == 2)
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return DATAFORMAT_FLOAT_MAT2X2;
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else if (rows == 2 && columns == 3)
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return DATAFORMAT_FLOAT_MAT2X3;
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else if (rows == 2 && columns == 4)
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return DATAFORMAT_FLOAT_MAT2X4;
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else if (rows == 3 && columns == 2)
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return DATAFORMAT_FLOAT_MAT3X2;
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else if (rows == 3 && columns == 3)
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return DATAFORMAT_FLOAT_MAT3X3;
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else if (rows == 3 && columns == 4)
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return DATAFORMAT_FLOAT_MAT3X4;
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else if (rows == 4 && columns == 2)
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return DATAFORMAT_FLOAT_MAT4X2;
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else if (rows == 4 && columns == 3)
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return DATAFORMAT_FLOAT_MAT4X3;
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else if (rows == 4 && columns == 4)
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return DATAFORMAT_FLOAT_MAT4X4;
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else
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return DATAFORMAT_MAX_ENUM;
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}
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else if (basictype == glslang::EbtFloat)
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{
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if (components == 1)
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return DATAFORMAT_FLOAT;
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else if (components == 2)
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return DATAFORMAT_FLOAT_VEC2;
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else if (components == 3)
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return DATAFORMAT_FLOAT_VEC2;
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else if (components == 4)
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return DATAFORMAT_FLOAT_VEC2;
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}
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else if (basictype == glslang::EbtInt)
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{
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if (components == 1)
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return DATAFORMAT_INT32;
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else if (components == 2)
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return DATAFORMAT_INT32_VEC2;
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else if (components == 3)
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return DATAFORMAT_INT32_VEC2;
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else if (components == 4)
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return DATAFORMAT_INT32_VEC2;
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}
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else if (basictype == glslang::EbtUint)
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{
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if (components == 1)
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return DATAFORMAT_UINT32;
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else if (components == 2)
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return DATAFORMAT_UINT32_VEC2;
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else if (components == 3)
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return DATAFORMAT_UINT32_VEC2;
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else if (components == 4)
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return DATAFORMAT_UINT32_VEC2;
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}
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return DATAFORMAT_MAX_ENUM;
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}
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static PixelFormat getPixelFormat(glslang::TLayoutFormat format)
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{
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using namespace glslang;
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@@ -1037,6 +1110,48 @@ static T convertData(const glslang::TConstUnion &data)
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}
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}
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static bool AddFieldsToFormat(std::vector<Buffer::DataDeclaration> &format, int level, const glslang::TType *type, int arraylength, const std::string &basename, std::string &err)
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{
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if (type->isStruct())
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{
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auto fields = type->getStruct();
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for (int i = 0; i < std::max(arraylength, 1); i++)
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{
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std::string name = basename;
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if (level > 0)
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{
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name += type->getFieldName().c_str();
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if (arraylength > 0)
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name += "[" + std::to_string(i) + "]";
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name += ".";
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}
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for (size_t fieldi = 0; fieldi < fields->size(); fieldi++)
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{
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const glslang::TType *fieldtype = (*fields)[fieldi].type;
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int fieldlength = fieldtype->isSizedArray() ? fieldtype->getCumulativeArraySize() : 0;
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if (!AddFieldsToFormat(format, level + 1, fieldtype, fieldlength, name, err))
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return false;
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}
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}
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}
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else
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{
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DataFormat dataformat = getDataFormat(type->getBasicType(), type->getVectorSize(), type->getMatrixRows(), type->getMatrixCols(), type->isMatrix());
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if (dataformat == DATAFORMAT_MAX_ENUM)
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{
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err = "Shader validation error:\n";
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return false;
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}
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std::string name = basename.empty() ? type->getFieldName().c_str() : basename + type->getFieldName().c_str();
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format.emplace_back(name.c_str(), dataformat, arraylength);
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}
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return true;
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}
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bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err, Reflection &reflection)
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{
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glslang::TProgram program;
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@@ -1295,6 +1410,12 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
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u.access = (Access)(ACCESS_READ | ACCESS_WRITE);
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reflection.storageBuffers[u.name] = u;
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std::vector<Buffer::DataDeclaration> format;
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if (!AddFieldsToFormat(format, 0, elementtype, 0, "", err))
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return false;
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reflection.bufferFormats[u.name] = format;
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}
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else
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{
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@@ -26,6 +26,7 @@
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#include "Texture.h"
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#include "ShaderStage.h"
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#include "Resource.h"
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#include "Buffer.h"
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// STL
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#include <string>
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@@ -266,6 +267,8 @@ public:
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void getLocalThreadgroupSize(int *x, int *y, int *z);
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const std::vector<Buffer::DataDeclaration> *getBufferFormat(const std::string &name) const;
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static SourceInfo getSourceInfo(const std::string &src);
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static std::string createShaderStageCode(Graphics *gfx, ShaderStageType stage, const std::string &code, const CompileOptions &options, const SourceInfo &info, bool gles, bool checksystemfeatures);
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@@ -296,6 +299,8 @@ protected:
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std::map<std::string, std::vector<LocalUniformValue>> localUniformInitializerValues;
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std::map<std::string, std::vector<Buffer::DataDeclaration>> bufferFormats;
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int textureCount;
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int bufferCount;
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@@ -514,6 +514,41 @@ int w_Shader_getLocalThreadgroupSize(lua_State* L)
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return 3;
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}
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int w_Shader_getBufferFormat(lua_State *L)
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{
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Shader *shader = luax_checkshader(L, 1);
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const char *name = luaL_checkstring(L, 2);
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const std::vector<Buffer::DataDeclaration> *format = shader->getBufferFormat(name);
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if (name != nullptr)
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{
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lua_createtable(L, (int)format->size(), 0);
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for (size_t i = 0; i < format->size(); i++)
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{
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const Buffer::DataDeclaration &member = (*format)[i];
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lua_createtable(L, 0, 3);
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lua_pushstring(L, member.name.c_str());
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lua_setfield(L, -2, "name");
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const char* formatstr = "unknown";
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getConstant(member.format, formatstr);
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lua_pushstring(L, formatstr);
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lua_setfield(L, -2, "format");
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lua_pushinteger(L, member.arrayLength);
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lua_setfield(L, -2, "arraylength");
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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return luaL_error(L, "Buffer '%s' does not exist in the Shader.", name);
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}
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int w_Shader_getDebugName(lua_State *L)
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{
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Shader *shader = luax_checkshader(L, 1);
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@@ -533,6 +568,7 @@ static const luaL_Reg w_Shader_functions[] =
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{ "hasUniform", w_Shader_hasUniform },
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{ "hasStage", w_Shader_hasStage },
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{ "getLocalThreadgroupSize", w_Shader_getLocalThreadgroupSize },
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{ "getBufferFormat", w_Shader_getBufferFormat },
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{ "getDebugName", w_Shader_getDebugName },
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{ 0, 0 }
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};
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