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[Rendering] Remove unnecessary code from TryGetVertex/FragmentComputeData;
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Engine/Staple.Core/Rendering/RenderSystem/Backend/Impls/SDLGPU/SDLGPUShaderProgram.cs

Lines changed: 1 addition & 42 deletions
Original file line numberDiff line numberDiff line change
@@ -8,6 +8,7 @@ namespace Staple.Internal;
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internal class SDLGPUShaderProgram : IShaderProgram
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{
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public ShaderType Type { get; private set; }
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public int StateKey => HashCode.Combine(device, vertex, fragment, compute, disposed);
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public readonly nint device;
@@ -166,73 +167,31 @@ public bool ShouldPushComputeUniform(byte binding, Span<byte> data)
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public bool TryGetVertexUniformData(ShaderUniformField field, out byte[] data)
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{
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if(disposed || Type != ShaderType.VertexFragment)
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{
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data = default;
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return false;
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}
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return vertexFields.TryGetValue(field, out data);
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}
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public bool TryGetVertexUniformData(ShaderUniformMapping mapping, out byte[] data)
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{
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if (disposed || Type != ShaderType.VertexFragment)
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{
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data = default;
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return false;
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}
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return vertexMappings.TryGetValue(mapping, out data);
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}
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public bool TryGetFragmentUniformData(ShaderUniformField field, out byte[] data)
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{
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if (disposed || Type != ShaderType.VertexFragment)
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{
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data = default;
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return false;
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}
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return fragmentFields.TryGetValue(field, out data);
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}
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public bool TryGetFragmentUniformData(ShaderUniformMapping mapping, out byte[] data)
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{
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if (disposed || Type != ShaderType.VertexFragment)
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{
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data = default;
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return false;
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}
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return fragmentMappings.TryGetValue(mapping, out data);
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}
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public bool TryGetComputeUniformData(ShaderUniformField field, out byte[] data)
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{
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if (disposed || Type != ShaderType.Compute)
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{
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data = default;
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return false;
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}
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return computeFields.TryGetValue(field, out data);
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}
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public bool TryGetComputeUniformData(ShaderUniformMapping mapping, out byte[] data)
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{
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if (disposed || Type != ShaderType.Compute)
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{
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data = default;
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return false;
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}
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return computeMappings.TryGetValue(mapping, out data);
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}
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