Cleanup.
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@ -56,37 +56,44 @@
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#if BGFX_PLATFORM_SUPPORTS_DX9BC
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# undef BGFX_EMBEDDED_SHADER_DX9BC
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# define BGFX_EMBEDDED_SHADER_DX9BC(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _dx9 ), sizeof(BX_CONCATENATE(_name, _dx9 ) ) },
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# define BGFX_EMBEDDED_SHADER_DX9BC(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _dx9 ), BX_COUNTOF(BX_CONCATENATE(_name, _dx9 ) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_DX9BC
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#if BGFX_PLATFORM_SUPPORTS_DXBC
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# undef BGFX_EMBEDDED_SHADER_DXBC
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# define BGFX_EMBEDDED_SHADER_DXBC(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _dx11), sizeof(BX_CONCATENATE(_name, _dx11) ) },
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# define BGFX_EMBEDDED_SHADER_DXBC(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _dx11), BX_COUNTOF(BX_CONCATENATE(_name, _dx11) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_DXBC
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#if BGFX_PLATFORM_SUPPORTS_PSSL
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# undef BGFX_EMBEDDED_SHADER_PSSL
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# define BGFX_EMBEDDED_SHADER_PSSL(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _pssl), BX_CONCATENATE(_name, _pssl_size) },
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# define BGFX_EMBEDDED_SHADER_PSSL(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _pssl), BX_CONCATENATE(_name, _pssl_size) },
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#endif // BGFX_PLATFORM_SUPPORTS_PSSL
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#if BGFX_PLATFORM_SUPPORTS_ESSL
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# undef BGFX_EMBEDDED_SHADER_ESSL
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# define BGFX_EMBEDDED_SHADER_ESSL(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) },
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# define BGFX_EMBEDDED_SHADER_ESSL(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _glsl), BX_COUNTOF(BX_CONCATENATE(_name, _glsl) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_ESSL
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#if BGFX_PLATFORM_SUPPORTS_GLSL
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# undef BGFX_EMBEDDED_SHADER_GLSL
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# define BGFX_EMBEDDED_SHADER_GLSL(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) },
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# define BGFX_EMBEDDED_SHADER_GLSL(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _glsl), BX_COUNTOF(BX_CONCATENATE(_name, _glsl) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_GLSL
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#if BGFX_PLATFORM_SUPPORTS_SPIRV
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# undef BGFX_EMBEDDED_SHADER_SPIRV
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# define BGFX_EMBEDDED_SHADER_SPIRV(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _spv), sizeof(BX_CONCATENATE(_name, _spv) ) },
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# define BGFX_EMBEDDED_SHADER_SPIRV(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _spv), BX_COUNTOF(BX_CONCATENATE(_name, _spv) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_SPIRV
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#if BGFX_PLATFORM_SUPPORTS_METAL
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# undef BGFX_EMBEDDED_SHADER_METAL
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# define BGFX_EMBEDDED_SHADER_METAL(_renderer, _name) { _renderer, BX_CONCATENATE(_name, _mtl), sizeof(BX_CONCATENATE(_name, _mtl) ) },
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# define BGFX_EMBEDDED_SHADER_METAL(_renderer, _name) \
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{ _renderer, BX_CONCATENATE(_name, _mtl), BX_COUNTOF(BX_CONCATENATE(_name, _mtl) ) },
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#endif // BGFX_PLATFORM_SUPPORTS_METAL
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#define BGFX_EMBEDDED_SHADER(_name) \
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