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all: automatically move (some) referenced objects to heap (#9873)
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@ -331,7 +331,7 @@ fn draw_cube_glsl_i(mut app App){
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app.inst_pos[index] = m4.Vec4{e:[f32((x - cx - app.camera_x) * cube_size),y ,f32( (z - cz - app.camera_z) * cube_size),spare_param]!}
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}
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range := C.sg_range{
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ptr: &app.inst_pos
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ptr: unsafe { &app.inst_pos }
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size: size_t(num_inst * int(sizeof(m4.Vec4)))
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}
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gfx.update_buffer(app.bind['inst'].vertex_buffers[1], &range )
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@ -341,7 +341,7 @@ fn draw_cube_glsl_i(mut app App){
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// passing the view matrix as uniform
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// res is a 4x4 matrix of f32 thus: 4*16 byte of size
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vs_uniforms_range := C.sg_range{
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ptr: &tr_matrix
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ptr: unsafe { &tr_matrix }
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size: size_t(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_i, &vs_uniforms_range)
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@ -359,7 +359,7 @@ fn draw_cube_glsl_i(mut app App){
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0,0 // padding bytes , see "fs_params" struct paddings in rt_glsl.h
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]!
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fs_uniforms_range := C.sg_range{
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ptr: &tmp_fs_params
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ptr: unsafe { &tmp_fs_params }
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size: size_t(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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