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Allow using shader processing tools for custom shaders
* This is primarily useful for HLSL on Vulkan, but could be used with any other combination. If multiple tools can perform the conversion, the highest priority one is used.
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@@ -145,11 +145,11 @@ public:
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{
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return m_Proxy->GetCustomShaderEncodings();
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}
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void BuildCustomShader(std::string source, std::string entry,
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void BuildCustomShader(ShaderEncoding sourceEncoding, bytebuf source, const std::string &entry,
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const ShaderCompileFlags &compileFlags, ShaderStage type, ResourceId *id,
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std::string *errors)
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{
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m_Proxy->BuildCustomShader(source, entry, compileFlags, type, id, errors);
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m_Proxy->BuildCustomShader(sourceEncoding, source, entry, compileFlags, type, id, errors);
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}
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void FreeCustomShader(ResourceId id) { m_Proxy->FreeTargetResource(id); }
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ResourceId ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip, uint32_t arrayIdx,
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@@ -269,7 +269,7 @@ public:
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RDCEraseEl(ret);
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return ret;
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}
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void BuildTargetShader(ShaderEncoding sourceEncoding, bytebuf source, std::string entry,
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void BuildTargetShader(ShaderEncoding sourceEncoding, bytebuf source, const std::string &entry,
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const ShaderCompileFlags &compileFlags, ShaderStage type, ResourceId *id,
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std::string *errors)
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{
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