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Fix compilation on 32-bit windows
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@@ -1756,7 +1756,7 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[i];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.bindPoint == i);
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CHECK(res.bindPoint == (int32_t)i);
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CHECK(res.resType == TextureType::Texture2D);
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CHECK(res.variableType.members.empty());
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CHECK(res.variableType.descriptor.type == VarType::Float);
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@@ -1769,7 +1769,7 @@ void main() {
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for(size_t i = 0; i < countRO; i++)
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{
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CHECK(mapping.readOnlyResources[i].bindset == 0);
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CHECK(mapping.readOnlyResources[i].bind == 3 + i);
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CHECK(mapping.readOnlyResources[i].bind == 3 + (int32_t)i);
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CHECK(mapping.readOnlyResources[i].arraySize == arraySizeRO);
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CHECK(mapping.readOnlyResources[i].used);
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}
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@@ -1791,7 +1791,7 @@ void main() {
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const ShaderResource &res = refl.readWriteResources[i];
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INFO("read-write resource: " << res.name.c_str());
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CHECK(res.bindPoint == i);
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CHECK(res.bindPoint == (int32_t)i);
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CHECK(res.resType == TextureType::Buffer);
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// due to a bug in glslang the reflection is broken for these SSBOs. So we can still run
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@@ -1846,7 +1846,7 @@ void main() {
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for(size_t i = 0; i < countRW; i++)
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{
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CHECK(mapping.readWriteResources[i].bindset == 0);
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CHECK(mapping.readWriteResources[i].bind == 2 + i);
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CHECK(mapping.readWriteResources[i].bind == 2 + (int32_t)i);
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CHECK(mapping.readWriteResources[i].arraySize == arraySizeRW);
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CHECK(mapping.readWriteResources[i].used);
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}
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