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Use wgpu::ShaderModuleWGSLDescriptor.code
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3edd2c0e58
commit
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@ -1330,7 +1330,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {{{8}{7}
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}
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}
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wgpu::ShaderModuleWGSLDescriptor wgslDescriptor{};
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wgpu::ShaderModuleWGSLDescriptor wgslDescriptor{};
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wgslDescriptor.source = shaderSource.c_str();
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wgslDescriptor.code = shaderSource.c_str();
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const auto label = fmt::format(FMT_STRING("GX Shader {:x}"), hash);
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const auto label = fmt::format(FMT_STRING("GX Shader {:x}"), hash);
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const auto shaderDescriptor = wgpu::ShaderModuleDescriptor{
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const auto shaderDescriptor = wgpu::ShaderModuleDescriptor{
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.nextInChain = &wgslDescriptor,
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.nextInChain = &wgslDescriptor,
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@ -196,7 +196,7 @@ static WGPUShaderModule ImGui_ImplWGPU_CreateShaderModule(const char* source)
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{
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{
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WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
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wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
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wgsl_desc.source = source;
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wgsl_desc.code = source;
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WGPUShaderModuleDescriptor desc = {};
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WGPUShaderModuleDescriptor desc = {};
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
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desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
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@ -147,7 +147,7 @@ static TextureWithSampler create_depth_texture() {
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void create_copy_pipeline() {
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void create_copy_pipeline() {
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wgpu::ShaderModuleWGSLDescriptor sourceDescriptor{};
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wgpu::ShaderModuleWGSLDescriptor sourceDescriptor{};
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sourceDescriptor.source = R"""(
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sourceDescriptor.code = R"""(
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@group(0) @binding(0)
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@group(0) @binding(0)
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var efb_sampler: sampler;
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var efb_sampler: sampler;
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@group(0) @binding(1)
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@group(0) @binding(1)
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