Add Android Vulkan backend (#2711)
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
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@@ -17,7 +17,7 @@ struct ShaderSource<BuiltIn::DebugShader, gfx::Backend::Type::Vulkan> {
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static constexpr auto vertex = R"(
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layout(location = 0) in vec2 in_position;
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layout(location = 0) in ivec2 in_position;
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layout(set = 0, binding = 1) uniform DebugUBO {
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mat4 matrix;
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@@ -59,18 +59,5 @@ void main() {
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::WideVectorShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "WideVectorShader";
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static constexpr std::array<UniformBlockInfo, 0> uniforms{};
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static constexpr std::array<AttributeInfo, 0> attributes{};
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static constexpr std::array<TextureInfo, 0> textures{};
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static constexpr auto vertex = R"()";
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static constexpr auto fragment = R"()";
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};
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} // namespace shaders
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} // namespace mbgl
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