Daily update on 20250721-223448 by Nitload Youmu. Additional Message : Rename StgSHarp.C to StgSharp.Native. Add SDL to repo.
Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_VULKAN
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#include "SDL_shaders_vulkan.h"
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// The shaders here were compiled with compile_shaders.bat
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#include "VULKAN_PixelShader_Colors.h"
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#include "VULKAN_PixelShader_Textures.h"
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#include "VULKAN_PixelShader_Advanced.h"
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#include "VULKAN_VertexShader.h"
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static struct
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{
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const void *ps_shader_data;
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size_t ps_shader_size;
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const void *vs_shader_data;
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size_t vs_shader_size;
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} VULKAN_shaders[NUM_SHADERS] = {
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{ VULKAN_PixelShader_Colors, sizeof(VULKAN_PixelShader_Colors),
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VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
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{ VULKAN_PixelShader_Textures, sizeof(VULKAN_PixelShader_Textures),
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VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
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{ VULKAN_PixelShader_Advanced, sizeof(VULKAN_PixelShader_Advanced),
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VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
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};
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void VULKAN_GetVertexShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize)
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{
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*outBytecode = (const uint32_t *)VULKAN_shaders[shader].vs_shader_data;
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*outSize = VULKAN_shaders[shader].vs_shader_size;
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}
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void VULKAN_GetPixelShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize)
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{
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*outBytecode = (const uint32_t *)VULKAN_shaders[shader].ps_shader_data;
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*outSize = VULKAN_shaders[shader].ps_shader_size;
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}
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#endif // SDL_VIDEO_RENDER_VULKAN
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