Add SpirvConstantCache
And unsigned int types for shaders
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@@ -231,6 +231,10 @@ namespace Nz
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case ShaderNodes::BasicType::Int4: return Append("ivec4");
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case ShaderNodes::BasicType::Mat4x4: return Append("mat4");
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case ShaderNodes::BasicType::Sampler2D: return Append("sampler2D");
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case ShaderNodes::BasicType::UInt1: return Append("uint");
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case ShaderNodes::BasicType::UInt2: return Append("uvec2");
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case ShaderNodes::BasicType::UInt3: return Append("uvec3");
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case ShaderNodes::BasicType::UInt4: return Append("uvec4");
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case ShaderNodes::BasicType::Void: return Append("void");
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}
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}
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@@ -459,7 +463,7 @@ namespace Nz
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if constexpr (std::is_same_v<T, bool>)
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Append((arg) ? "true" : "false");
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else if constexpr (std::is_same_v<T, float> || std::is_same_v<T, Int32>)
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else if constexpr (std::is_same_v<T, float> || std::is_same_v<T, Int32> || std::is_same_v<T, UInt32>)
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Append(std::to_string(arg));
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else if constexpr (std::is_same_v<T, Vector2f> || std::is_same_v<T, Vector2i32>)
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Append("vec2(" + std::to_string(arg.x) + ", " + std::to_string(arg.y) + ")");
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