dep: update glslang
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7c03a7e3fe
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742a1c8658
6
Cargo.lock
generated
6
Cargo.lock
generated
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@ -1151,14 +1151,14 @@ dependencies = [
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[[package]]
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name = "glslang"
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version = "0.5.3"
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version = "0.6.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6e058f69c0b36dc2ce7e5243f440d186ae65ab7aa9e76cd4c5b953ea4b43286d"
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checksum = "ca195de172c94a69ab142424542f421cf8f7f14555ebbd82c6e8089a8cb318f7"
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dependencies = [
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"bitflags 2.6.0",
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"glslang-sys",
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"once_cell",
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"rustc-hash 2.0.0",
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"smartstring",
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"thiserror",
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]
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@ -12,7 +12,7 @@ keywords = ["shader", "retroarch", "SPIR-V"]
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description = "RetroArch shaders for all."
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[dependencies]
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glslang = "0.5"
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glslang = "0.6.0"
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bytemuck = "1.13.0"
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thiserror = "1.0.37"
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@ -29,11 +29,17 @@ pub(crate) fn compile_spirv(source: &ShaderSource) -> Result<SpirvCompilation, S
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};
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let vertex = glslang::ShaderSource::from(source.vertex.as_str());
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let vertex = ShaderInput::new(&vertex, glslang::ShaderStage::Vertex, &options, None)?;
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let vertex = ShaderInput::new(&vertex, glslang::ShaderStage::Vertex, &options, None, None)?;
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let vertex = compiler.create_shader(vertex)?;
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let fragment = glslang::ShaderSource::from(source.fragment.as_str());
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let fragment = ShaderInput::new(&fragment, glslang::ShaderStage::Fragment, &options, None)?;
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let fragment = ShaderInput::new(
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&fragment,
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glslang::ShaderStage::Fragment,
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&options,
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None,
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None,
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)?;
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let fragment = compiler.create_shader(fragment)?;
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let vertex = vertex.compile()?;
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@ -5,8 +5,8 @@ use std::marker::PhantomData;
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use image::error::{LimitError, LimitErrorKind};
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use image::DynamicImage;
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use librashader_pack::{TextureBuffer, TextureData};
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use std::path::Path;
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use librashader_presets::TextureMeta;
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use std::path::Path;
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/// An uncompressed raw image ready to upload to GPU buffers.
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pub struct Image<P: PixelFormat = RGBA8> {
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@ -122,7 +122,7 @@ pub struct LoadedTexture<P: PixelFormat = RGBA8> {
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/// The loaded image data
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pub image: Image<P>,
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/// Meta information about the texture
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pub meta: TextureMeta
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pub meta: TextureMeta,
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}
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impl<P: PixelFormat> LoadedTexture<P> {
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@ -135,7 +135,6 @@ impl <P: PixelFormat> LoadedTexture<P> {
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}
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}
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// load-bearing #[inline(always)], without it llvm will not vectorize.
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#[inline(always)]
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fn swizzle_pixels(pixels: &mut Vec<u8>, swizzle: &'static [usize; 32]) {
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