refactor(sdl3gpu): extreure shaders MSL i helpers a headers compartits (CONV-03)
Els dos pipelines GPU (PostFX i CrtPi) tenien: - Raw strings MSL incrustades al .cpp amb NOLINTBEGIN(readability- identifier-naming) envoltant ~150 línies cadascun. - Funcions createShaderMSL / createShaderSPIRV duplicades byte a byte en cada .cpp (DUP-04), amb un comentari admetent-ho. - El vertex shader postfx_vs escrit dues voltes, idèntic (DUP-05). S'introdueixen: - source/core/rendering/sdl3gpu/shader_factory.hpp amb els dos helpers inline, per a reutilitzar des de qualsevol pipeline. - source/core/rendering/sdl3gpu/msl/ amb un header per shader (postfx_vert compartit, postfx_frag, crtpi_frag); cada constant es diu kCamelCase i cau per defecte sota el project naming, així que els blocs NOLINT desapareixen (PATCH-07). - Suppresió a cppcheck per a sdl3gpu/msl/* (és MSL, no C++). Els .cpp es redueixen ~190 línies cada un i queden només amb la lògica del pipeline. Build + smoke test de 5s sota xvfb OK (exit 124). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -4,203 +4,17 @@
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#include <cstring>
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#include <iostream>
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#include "core/rendering/sdl3gpu/shader_factory.hpp"
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#include "core/rendering/sdl3gpu/viewport.hpp"
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#ifndef __APPLE__
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#ifdef __APPLE__
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#include "core/rendering/sdl3gpu/msl/postfx_frag.msl.h"
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#include "core/rendering/sdl3gpu/msl/postfx_vert.msl.h"
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#else
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#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
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#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
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#endif
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namespace {
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#ifdef __APPLE__
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// NOLINTBEGIN(readability-identifier-naming)
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const char* POSTFX_VERT_MSL_ = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
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const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
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const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
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PostVOut out;
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out.pos = float4(positions[vid], 0.0, 1.0);
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out.uv = uvs[vid];
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return out;
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}
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)";
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const char* POSTFX_FRAG_MSL_ = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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float mask_strength;
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float gamma_strength;
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float curvature;
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float bleeding;
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float pixel_scale;
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float time;
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float oversample;
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float flicker;
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};
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static float3 rgb_to_ycc(float3 rgb) {
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return float3(
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0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
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-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
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0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
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);
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}
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static float3 ycc_to_rgb(float3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5f;
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float cr = ycc.z - 0.5f;
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return clamp(float3(
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y + 1.402f*cr,
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y - 0.344f*cb - 0.714f*cr,
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y + 1.772f*cb
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), 0.0f, 1.0f);
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}
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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float2 uv = in.uv;
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if (u.curvature > 0.0f) {
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float2 c = uv - 0.5f;
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float rsq = dot(c, c);
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float2 dist = float2(0.05f, 0.1f) * u.curvature;
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float2 barrelScale = 1.0f - 0.23f * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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uv = c + 0.5f;
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}
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float3 base = scene.sample(samp, uv).rgb;
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float3 colour;
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if (u.bleeding > 0.0f) {
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float tw = float(scene.get_width());
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float step = u.oversample / tw;
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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colour = base;
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}
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float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
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colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
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colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
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if (u.gamma_strength > 0.0f) {
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float3 lin = pow(colour, float3(2.4f));
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colour = mix(colour, lin, u.gamma_strength);
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}
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const float SCAN_DARK_RATIO = 0.333f;
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const float SCAN_DARK_FLOOR = 0.42f;
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if (u.scanline_strength > 0.0f) {
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float ps = max(1.0f, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO)));
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float is_dark = step(bright_rows, row_pos);
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float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark);
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colour *= mix(1.0f, scan, u.scanline_strength);
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}
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if (u.gamma_strength > 0.0f) {
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float3 enc = pow(colour, float3(1.0f/2.2f));
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colour = mix(colour, enc, u.gamma_strength);
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}
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float2 d = uv - 0.5f;
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float vignette = 1.0f - dot(d, d) * u.vignette_strength;
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colour *= clamp(vignette, 0.0f, 1.0f);
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if (u.mask_strength > 0.0f) {
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float whichMask = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(0.80f);
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if (whichMask < 0.3333333f) mask.x = 1.0f;
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else if (whichMask < 0.6666667f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour = mix(colour, colour * mask, u.mask_strength);
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}
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if (u.flicker > 0.0f) {
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float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
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colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
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}
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return float4(colour, 1.0f);
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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#endif
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#ifdef __APPLE__
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auto createShaderMSL(SDL_GPUDevice* device,
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const char* msl_source,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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std::uint32_t num_samplers,
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std::uint32_t num_uniform_buffers) -> SDL_GPUShader* {
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SDL_GPUShaderCreateInfo info{};
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info.code = reinterpret_cast<const Uint8*>(msl_source);
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info.code_size = std::strlen(msl_source) + 1;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_MSL;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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return SDL_CreateGPUShader(device, &info);
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}
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#else
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auto createShaderSPIRV(SDL_GPUDevice* device,
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const std::uint8_t* spv_code,
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std::size_t spv_size,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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std::uint32_t num_samplers,
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std::uint32_t num_uniform_buffers) -> SDL_GPUShader* {
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SDL_GPUShaderCreateInfo info{};
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info.code = spv_code;
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info.code_size = spv_size;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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return SDL_CreateGPUShader(device, &info);
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}
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#endif
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} // namespace
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namespace Rendering {
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SDL3GPUShader::~SDL3GPUShader() { cleanup(); }
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@@ -261,8 +75,8 @@ namespace Rendering {
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auto SDL3GPUShader::createShaders() -> bool {
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#ifdef __APPLE__
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vertex_shader_ = createShaderMSL(device_, POSTFX_VERT_MSL_, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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fragment_shader_ = createShaderMSL(device_, POSTFX_FRAG_MSL_, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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vertex_shader_ = createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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fragment_shader_ = createShaderMSL(device_, Msl::kPostfxFrag, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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vertex_shader_ = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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fragment_shader_ = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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