new static declaration style
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@@ -322,27 +322,9 @@ struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal> {
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static constexpr AttributeInfo attributes[] = {
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{0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
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{1, gfx::AttributeDataType::UByte4, 1, "a_data"},
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{2, gfx::AttributeDataType::Float4, 1, "a_color"},
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{3, gfx::AttributeDataType::Float2, 1, "a_blur"},
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{4, gfx::AttributeDataType::Float2, 1, "a_opacity"},
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{5, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
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{6, gfx::AttributeDataType::Float2, 1, "a_offset"},
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{7, gfx::AttributeDataType::Float2, 1, "a_width"},
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{8, gfx::AttributeDataType::Float2, 1, "a_floorwidth"},
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};
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static constexpr UniformBlockInfo uniforms[] = {
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MLN_MTL_UNIFORM_BLOCK(9, true, true, LineSDFUBO),
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MLN_MTL_UNIFORM_BLOCK(10, true, false, LineSDFPropertiesUBO),
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MLN_MTL_UNIFORM_BLOCK(11, true, false, LineSDFInterpolationUBO),
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MLN_MTL_UNIFORM_BLOCK(12, true, true, LinePermutationUBO),
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MLN_MTL_UNIFORM_BLOCK(13, true, false, ExpressionInputsUBO),
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};
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static constexpr TextureInfo textures[] = {
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{0, "u_image"},
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};
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static const std::array<AttributeInfo, 9> attributes;
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static const std::array<UniformBlockInfo, 5> uniforms;
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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@@ -45,5 +45,28 @@ const std::array<TextureInfo, 1> ShaderSource<BuiltIn::LinePatternShader, gfx::B
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TextureInfo{0, "u_image"},
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};
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const std::array<AttributeInfo, 9> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::attributes= {
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AttributeInfo{0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
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AttributeInfo{1, gfx::AttributeDataType::UByte4, 1, "a_data"},
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AttributeInfo{2, gfx::AttributeDataType::Float4, 1, "a_color"},
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AttributeInfo{3, gfx::AttributeDataType::Float2, 1, "a_blur"},
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AttributeInfo{4, gfx::AttributeDataType::Float2, 1, "a_opacity"},
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AttributeInfo{5, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
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AttributeInfo{6, gfx::AttributeDataType::Float2, 1, "a_offset"},
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AttributeInfo{7, gfx::AttributeDataType::Float2, 1, "a_width"},
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AttributeInfo{8, gfx::AttributeDataType::Float2, 1, "a_floorwidth"},
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};
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const std::array<UniformBlockInfo, 5> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::uniforms = {
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UniformBlockInfo{9, true, true, sizeof(LineSDFUBO), "LineSDFUBO"},
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UniformBlockInfo{10, true, false, sizeof(LineSDFPropertiesUBO), "LineSDFPropertiesUBO"},
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UniformBlockInfo{11, true, false, sizeof(LineSDFInterpolationUBO), "LineSDFInterpolationUBO"},
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UniformBlockInfo{12, true, true, sizeof(LinePermutationUBO), "LinePermutationUBO"},
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UniformBlockInfo{13, true, false, sizeof(ExpressionInputsUBO), "ExpressionInputsUBO"},
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};
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const std::array<TextureInfo, 1> ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Metal>::textures = {
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TextureInfo{0, "u_image"},
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};
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} // namespace shaders
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} // namespace mbgl
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