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@@ -571,7 +571,7 @@ get_shader_info_from_blob :: (blob: *ID3DBlob, shader_type: Shader_Type) -> Shad
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return shader_info;
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}
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create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, Shader_Info, bool {
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create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, Shader_Info, bool {
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shader_model : string;
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if shader_type == .VERTEX shader_model = "vs_4_0";
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@@ -608,7 +608,7 @@ create_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: stri
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return shader, shader_info, true;
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}
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create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, Shader_Info, bool {
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create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, Shader_Info, bool {
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content := read_entire_file(path);
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if !content return .{}, .{}, false;
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defer free(content);
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@@ -618,7 +618,7 @@ create_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_po
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return shader, info, success;
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}
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reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, bool {
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reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, bool {
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content := read_entire_file(path);
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if !content return .{}, false;
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defer free(content);
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@@ -628,7 +628,7 @@ reload_backend_shader :: (using renderer: *D3D11_Backend, path: string, entry_po
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return shader, success;
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}
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reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader #must, bool {
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reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: string, source: string, entry_point: string, shader_type: Shader_Type, defines: [] string = string.[]) -> Backend_Shader, bool {
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shader_model : string;
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if shader_type == .VERTEX shader_model = "vs_4_0";
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@@ -663,7 +663,7 @@ reload_backend_shader_from_source :: (using renderer: *D3D11_Backend, name: stri
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return shader, true;
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}
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create_backend_blend_state :: (using renderer: *D3D11_Backend, type: Blend_Type) -> Backend_Blend_State #must, bool {
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create_backend_blend_state :: (using renderer: *D3D11_Backend, type: Blend_Type) -> Backend_Blend_State, bool {
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blend_state : Backend_Blend_State;
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if type == {
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@@ -907,7 +907,7 @@ create_backend_input_layout2 :: (using renderer: *D3D11_Backend, layout: [] Vert
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return vertex_layout;
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}
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create_backend_buffer :: (using renderer: *D3D11_Backend, data: *void, size: u32, stride: u32, type: Buffer_Type, mappable: bool) -> Backend_Buffer #must, bool {
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create_backend_buffer :: (using renderer: *D3D11_Backend, data: *void, size: u32, stride: u32, type: Buffer_Type, mappable: bool) -> Backend_Buffer, bool {
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bd : D3D11_BUFFER_DESC;
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flag : D3D11_BIND_FLAG;
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@@ -981,7 +981,7 @@ destroy_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer
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}
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}
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map_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer) -> *void #must {
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map_backend_buffer :: (using backend: *D3D11_Backend, buffer: Backend_Buffer) -> *void{
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mapped_resource : D3D11_MAPPED_SUBRESOURCE;
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memset(*mapped_resource, 0, size_of(D3D11_MAPPED_SUBRESOURCE));
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ID3D11DeviceContext_Map(d3d_context, buffer.buffer, 0, .D3D11_MAP_WRITE_DISCARD, 0, *mapped_resource);
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