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https://github.com/AxioDL/boo.git
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Windows sync for API changes
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@@ -417,8 +417,6 @@ struct TestApplicationCallback : IApplicationCallback
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#if _WIN32
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if (plat == IGraphicsDataFactory::Platform::D3D11)
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{
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D3DDataFactory::Context& d3dF = dynamic_cast<D3DDataFactory::Context&>(ctx);
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static const char* VS =
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"struct VertData {float3 in_pos : POSITION; float2 in_uv : UV;};\n"
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"struct VertToFrag {float4 out_pos : SV_Position; float2 out_uv : UV;};\n"
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@@ -440,10 +438,11 @@ struct TestApplicationCallback : IApplicationCallback
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" return float4(d.out_uv.xy, 0.0, 1.0);\n"
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"}\n";
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pipeline = d3dF.newShaderPipeline(VS, PS, nullptr, nullptr, nullptr, vfmt,
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BlendFactor::One, BlendFactor::Zero,
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Primitive::TriStrips, boo::ZTest::LEqual,
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true, true, false, CullMode::None);
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auto vertexSiprv = D3D11DataFactory::CompileHLSL(VS, PipelineStage::Vertex);
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auto vertexShader = ctx.newShaderStage(vertexSiprv, PipelineStage::Vertex);
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auto fragmentSiprv = D3D11DataFactory::CompileHLSL(PS, PipelineStage::Fragment);
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auto fragmentShader = ctx.newShaderStage(fragmentSiprv, PipelineStage::Fragment);
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pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info);
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} else
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#elif BOO_HAS_METAL
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if (plat == IGraphicsDataFactory::Platform::Metal)
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@@ -609,7 +608,7 @@ int WINAPIV main(Platform::Array<Platform::String^>^ params)
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logvisor::RegisterConsoleLogger();
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boo::TestApplicationCallback appCb;
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boo::ViewProvider^ viewProvider =
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ref new boo::ViewProvider(appCb, _S("boo"), _S("boo"), _S("boo"), params, false);
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ref new boo::ViewProvider(appCb, _SYS_STR("boo"), _SYS_STR("boo"), _SYS_STR("boo"), params, false);
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CoreApplication::Run(viewProvider);
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return 0;
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}
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