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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectGLES): Actually compile shader and use.
* TODO: remove junk code.
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@@ -44,6 +44,7 @@ namespace MobileGL {
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GLenum GetAttribType(Uint index) const { return m_attribTypes[index]; }
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const String& GetAttribName(Uint index) const { return m_attribs[index]; }
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void* MapUBO() { return m_uboScratch.data(); }
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Uint GetUBOSize() const { return static_cast<Uint>(m_uboScratch.size()); }
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Bool GetDeleteStatus() const { return m_deleteStatus; }
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Bool GetLinkStatus() const { return m_linkStatus; }
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@@ -54,6 +55,8 @@ namespace MobileGL {
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Int GetActiveAttributesMaxLength() const { return m_attribInNameMaxLength; }
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Int GetActiveUniformBlocksMaxNameLength() const { return m_uniformBlockNameMaxLength; }
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Vector<Vector<unsigned>>& GetGeneratedSpirv() { return m_generatedSpirv; }
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private:
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void DoReflection();
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void GenerateBinary();
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