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https://github.com/love2d/megasource.git
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update SDL to libsdl-org/SDL@b8036bd
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@@ -22,7 +22,6 @@
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/* Regenerate the shaders with testgpu/build-shaders.sh */
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#include "testgpu/testgpu_spirv.h"
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#include "testgpu/testgpu_dxbc.h"
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#include "testgpu/testgpu_dxil.h"
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#include "testgpu/testgpu_metallib.h"
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@@ -342,20 +341,20 @@ Render(SDL_Window *window, const int windownum)
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SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
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quit(2);
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}
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if (!SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
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if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
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SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError());
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quit(2);
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}
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if (swapchainTexture == NULL) {
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/* No swapchain was acquired, probably too many frames in flight */
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SDL_SubmitGPUCommandBuffer(cmd);
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/* Swapchain is unavailable, cancel work */
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SDL_CancelGPUCommandBuffer(cmd);
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return;
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}
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/*
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* Do some rotation with Euler angles. It is not a fixed axis as
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* quaterions would be, but the effect is cool.
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* quaternions would be, but the effect is cool.
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*/
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rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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@@ -471,12 +470,7 @@ load_shader(bool is_vertex)
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createinfo.props = 0;
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SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
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if (format & SDL_GPU_SHADERFORMAT_DXBC) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXBC;
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createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
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createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
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} else if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
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createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
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