mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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@ -88,6 +88,40 @@ struct BgfxSampler2D
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Texture2D m_texture;
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Texture2D m_texture;
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};
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};
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struct BgfxSampler2DShadow
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{
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SamplerComparisonState m_sampler;
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Texture2D m_texture;
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};
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struct BgfxSampler3D
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{
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SamplerState m_sampler;
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Texture3D m_texture;
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};
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struct BgfxISampler3D
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{
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Texture3D<ivec4> m_texture;
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};
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struct BgfxUSampler3D
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{
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Texture3D<uvec4> m_texture;
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};
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struct BgfxSamplerCube
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{
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SamplerState m_sampler;
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TextureCube m_texture;
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};
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struct BgfxSampler2DMS
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{
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SamplerState m_sampler;
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Texture2DMS<vec4> m_texture;
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};
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vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
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vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
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{
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{
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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@ -110,18 +144,6 @@ vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
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return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
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}
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}
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struct BgfxSampler2DMS
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{
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SamplerState m_sampler;
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Texture2DMS m_texture;
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};
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struct BgfxSampler2DShadow
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{
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SamplerComparisonState m_sampler;
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Texture2D m_texture;
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};
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float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
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float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
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{
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{
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return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
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return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
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@ -133,22 +155,6 @@ float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
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return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
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return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
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}
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}
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struct BgfxSampler3D
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{
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SamplerState m_sampler;
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Texture3D m_texture;
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};
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struct BgfxISampler3D
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{
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Texture3D<ivec4> m_texture;
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};
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struct BgfxUSampler3D
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{
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Texture3D<uvec4> m_texture;
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};
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vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
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vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
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{
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{
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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@ -173,12 +179,6 @@ uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
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return _sampler.m_texture.Load(uvec4(_coord * size, 0) );
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return _sampler.m_texture.Load(uvec4(_coord * size, 0) );
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}
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}
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struct BgfxSamplerCube
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{
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SamplerState m_sampler;
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TextureCube m_texture;
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};
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vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
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vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
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{
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{
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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