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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): ProgramFactory and some refactoring
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@@ -179,6 +179,10 @@ namespace MobileGL {
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return m_shaders;
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}
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const Vector<SharedPtr<ShaderObject>>& ProgramObject::GetAttachedShaders() const {
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return m_shaders;
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}
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void ProgramObject::DoReflection() {
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if (!m_program) {
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MGLOG_E("ProgramObject %u: DoReflection called but m_program is null", m_externalIndex);
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@@ -30,6 +30,7 @@ namespace MobileGL {
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Int GetFragmentDataLocation(const char* name);
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Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
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const Vector<SharedPtr<ShaderObject>>& GetAttachedShaders() const;
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const String& GetInfoLog() const { return m_infoLog; }
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Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
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Uint GetUniformCount() { return m_activeUniformCount; }
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@@ -111,6 +112,7 @@ namespace MobileGL {
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Uint GetUniformBlockBinding(Uint index) const { return m_uniformBlockBinding[index]; }
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Vector<Vector<unsigned>>& GetGeneratedSpirv() { return m_generatedSpirv; }
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const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return m_generatedSpirv; }
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Int GetShaderIndexByStage(ShaderStage stage) const {
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(),
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