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gx2: Add GX2Get{Geometry,Vertex,Pixel}Uniform{Block,Var}.
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commit
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@ -1,4 +1,5 @@
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#pragma once
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#include <string.h>
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#include <wut.h>
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#include "enum.h"
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#include "sampler.h"
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@ -459,6 +460,84 @@ GX2GetGeometryShaderGPRs(GX2GeometryShader *shader);
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uint32_t
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GX2GetGeometryShaderStackEntries(GX2GeometryShader *shader);
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static inline GX2UniformBlock *
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GX2GetGeometryUniformBlock(const GX2GeometryShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformBlockCount; ++i) {
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if (strcmp(name, shader->uniformBlocks[i].name) == 0) {
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return &shader->uniformBlocks[i];
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}
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}
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return NULL;
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}
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static inline GX2UniformBlock *
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GX2GetPixelUniformBlock(const GX2PixelShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformBlockCount; ++i) {
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if (strcmp(name, shader->uniformBlocks[i].name) == 0) {
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return &shader->uniformBlocks[i];
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}
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}
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return NULL;
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}
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static inline GX2UniformBlock *
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GX2GetVertexUniformBlock(const GX2VertexShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformBlockCount; ++i) {
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if (strcmp(name, shader->uniformBlocks[i].name) == 0) {
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return &shader->uniformBlocks[i];
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}
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}
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return NULL;
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}
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static inline GX2UniformVar *
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GX2GetGeometryUniformVar(const GX2GeometryShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformVarCount; ++i) {
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if (strcmp(name, shader->uniformVars[i].name) == 0) {
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return &shader->uniformVars[i];
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}
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}
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return NULL;
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}
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static inline GX2UniformVar *
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GX2GetPixelUniformVar(const GX2PixelShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformVarCount; ++i) {
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if (strcmp(name, shader->uniformVars[i].name) == 0) {
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return &shader->uniformVars[i];
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}
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}
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return NULL;
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}
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static inline GX2UniformVar *
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GX2GetVertexUniformVar(const GX2VertexShader *shader,
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const char *name)
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{
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for (uint32_t i = 0; i < shader->uniformVarCount; ++i) {
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if (strcmp(name, shader->uniformVars[i].name) == 0) {
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return &shader->uniformVars[i];
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}
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}
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return NULL;
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}
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#ifdef __cplusplus
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}
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#endif
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