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Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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35
test/testgpu/cube.hlsl
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35
test/testgpu/cube.hlsl
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#if D3D12
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#define REG(reg, space) register(reg, space)
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#else
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#define REG(reg, space) register(reg)
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#endif
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cbuffer UBO : REG(b0, space1)
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{
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float4x4 ModelViewProj;
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};
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struct VSInput
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{
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float3 Position : TEXCOORD0;
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float3 Color : TEXCOORD1;
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};
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struct VSOutput
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{
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float4 Color : TEXCOORD0;
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float4 Position : SV_Position;
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};
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VSOutput VSMain(VSInput input)
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{
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VSOutput output;
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output.Color = float4(input.Color, 1.0f);
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output.Position = mul(ModelViewProj, float4(input.Position, 1.0f));
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return output;
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}
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float4 PSMain(VSOutput input) : SV_Target0
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{
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return input.Color;
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}
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