Removed todos.
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@ -763,7 +763,9 @@ namespace bgfx
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uint32_t ch = line->character;
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uint8_t attr = line->attribute;
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if (ch > 0xff)
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ch = 0; // todo: render unicode code point , ch > 255)
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{
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ch = 0;
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}
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if (0 != (ch|attr)
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&& (' ' != ch || 0 != (attr&0xf0) ) )
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@ -85,19 +85,24 @@ namespace bgfx { namespace gl
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if (m_primary)
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{
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if (m_current == m_primary)
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{
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m_current = NULL;
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}
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BX_DELETE(g_allocator, m_primary);
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m_primary = NULL;
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}
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}
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void GlContext::resize(uint32_t _width, uint32_t _height, uint32_t /* _flags */)
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{
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{
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if (m_primary == NULL)
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{
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return;
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}
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emscripten_set_canvas_element_size(m_primary->m_canvas, (int) _width, (int) _height);
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}
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}
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SwapChainGL* GlContext::createSwapChain(void* _nwh)
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{
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@ -108,8 +113,7 @@ namespace bgfx { namespace gl
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s_attrs.stencil = true;
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s_attrs.enableExtensionsByDefault = true;
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// let emscripten figure out the best WebGL context to create
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// TODO this isn't necessarily the right thing, I don't think the code actually does the fallback like it should
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// let emscripten figure out the best WebGL context to create
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s_attrs.majorVersion = 0;
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s_attrs.majorVersion = 0;
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@ -379,7 +379,7 @@ VK_IMPORT_DEVICE
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for (uint32_t inst = 0; inst < _numInstanceData; ++inst)
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{
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inputAttrib->location = numAttribs; // TODO: is this usable for all case? what if the order of i_dataN is swizzled?
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inputAttrib->location = numAttribs;
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inputAttrib->binding = numBindings;
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inputAttrib->format = VK_FORMAT_R32G32B32A32_SFLOAT;
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inputAttrib->offset = inst * 16;
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@ -3198,7 +3198,6 @@ VK_IMPORT_DEVICE
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uint32_t borderColor = ((_samplerFlags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT);
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if (borderColor > 0)
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{
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// TODO: set borderColor properly
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sci.borderColor = VK_BORDER_COLOR_INT_OPAQUE_WHITE;
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}
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@ -5987,7 +5986,7 @@ BX_UNUSED(currentSamplerStateIdx);
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VkDeviceSize offset = 0;
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vkCmdBindVertexBuffers(m_commandBuffer
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, 0 // TODO: multiple vertex stream
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, 0
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, 1
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, &vb.m_buffer
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, &offset
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@ -5998,7 +5997,7 @@ BX_UNUSED(currentSamplerStateIdx);
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VkDeviceSize instanceOffset = draw.m_instanceDataOffset;
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VertexBufferVK& instanceBuffer = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
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vkCmdBindVertexBuffers(m_commandBuffer
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, 1 // TODO: multiple vertex stream
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, 1
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, 1
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, &instanceBuffer.m_buffer
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, &instanceOffset
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