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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_State/ProgramObject): more friendly global ubo debug msg
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@@ -401,8 +401,8 @@ namespace MobileGL {
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SpvcSession session(spv);
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SpvcSession session(spv);
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auto result = session.ParseMetaData();
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auto result = session.ParseMetaData();
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if (result < 0) {
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if (result < 0) {
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MGLOG_E("ProgramObject %u: GenerateBinary - SpvcSession::ParseMetaData failed for module %zu",
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MGLOG_E("ProgramObject %u: GenerateBinary - SpvcSession::ParseMetaData failed for module %zu, err = %d%s",
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m_externalIndex, i);
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m_externalIndex, i, result, (result == SPVC_ERROR_INVALID_SPIRV ? ". Probably no global UBO?" : ""));
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continue;
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continue;
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}
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}
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// auto srcResult = ShaderCompiler::DecompileShader(session);
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// auto srcResult = ShaderCompiler::DecompileShader(session);
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@@ -452,6 +452,7 @@ namespace MobileGL {
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void ProgramObject::WaitUntilGenerationCompleted() {
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void ProgramObject::WaitUntilGenerationCompleted() {
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MGLOG_D("ProgramObject %u: WaitUntilGenerationCompleted called (no-op)", m_externalIndex);
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MGLOG_D("ProgramObject %u: WaitUntilGenerationCompleted called (no-op)", m_externalIndex);
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// currently no-op, but keep log for debugging
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// currently no-op, but keep log for debugging
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// will probably be useful when multi-threaded compilation
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}
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}
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void ProgramObject::SetExplicitAttribLocation(Uint index, const char* name) {
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void ProgramObject::SetExplicitAttribLocation(Uint index, const char* name) {
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