Fixed shader alignment on windows
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@ -11,6 +11,11 @@
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namespace Dawn {
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typedef GLuint shaderbufferslot_t;
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typedef GLuint shaderbufferlocation_t;
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struct ShaderParameterBufferArrayInteger {
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int32_t value;
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float_t padding[3];
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};
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template<typename T>
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class ShaderParameterBuffer : public IShaderParameterBuffer<shaderbufferslot_t> {
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@ -26,8 +26,8 @@ void FontShader::compile() {
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"};"
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"layout (shared) uniform ub_Font {\n"
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"int u_FontQuadMappings[" MACRO_STRINGIFY(FONT_SHADER_QUADS_MAX) "];\n"
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"int u_FontTextures[" MACRO_STRINGIFY(FONT_SHADER_PARTS_MAX) "];\n"
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"int u_FontQuadMappings[" MACRO_STRINGIFY(FONT_SHADER_QUADS_MAX) "];\n"
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"vec4 u_FontColors[" MACRO_STRINGIFY(FONT_SHADER_PARTS_MAX) "];\n"
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"};\n"
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@ -7,18 +7,16 @@
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#include "UIShader.hpp"
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#include "util/macro.hpp"
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#define FONT_SHADER_PARTS_MAX 8
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#define FONT_SHADER_PARTS_MAX 4
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#define FONT_SHADER_QUADS_MAX 1024
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#define FONT_SHADER_TEXTURE_MAX 4
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namespace Dawn {
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#pragma pack(push, 4)
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struct FontShaderBufferData {
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int32_t fontQuadMappings[FONT_SHADER_QUADS_MAX];
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int32_t textures[FONT_SHADER_PARTS_MAX];
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struct ShaderParameterBufferArrayInteger textures[FONT_SHADER_PARTS_MAX];
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struct ShaderParameterBufferArrayInteger quadMappings[FONT_SHADER_QUADS_MAX];
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struct Color colors[FONT_SHADER_PARTS_MAX];
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};
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#pragma pack(pop)
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class FontShaderBuffer : public ShaderParameterBuffer<struct FontShaderBufferData> {
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