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gpu/internal/driver: use strings for generated DXIL assembly
Literal strings are a more compact than literal byte slices. A future change will switch to go:embed to save even more space. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -345,7 +345,7 @@ func (b *Backend) NewInputLayout(vertexShader driver.ShaderSources, layout []dri
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AlignedByteOffset: uint32(l.Offset),
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}
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}
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l, err := b.dev.CreateInputLayout(descs, vertexShader.HLSL)
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l, err := b.dev.CreateInputLayout(descs, []byte(vertexShader.HLSL))
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if err != nil {
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return nil, err
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}
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@@ -398,11 +398,11 @@ func (b *Backend) NewComputeProgram(shader driver.ShaderSources) (driver.Program
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}
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func (b *Backend) NewProgram(vertexShader, fragmentShader driver.ShaderSources) (driver.Program, error) {
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vs, err := b.dev.CreateVertexShader(vertexShader.HLSL)
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vs, err := b.dev.CreateVertexShader([]byte(vertexShader.HLSL))
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if err != nil {
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return nil, err
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}
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ps, err := b.dev.CreatePixelShader(fragmentShader.HLSL)
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ps, err := b.dev.CreatePixelShader([]byte(fragmentShader.HLSL))
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if err != nil {
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return nil, err
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}
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