echo shader name on build error
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1c81be6a59
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9f22c9ca3a
@ -894,6 +894,7 @@ void M_BuildEntryPoint(WaveLaneCtx *lane)
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);
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OS_CommandResult cmd_result = OS_RunCommand(perm, compile_cmd);
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gpu_obj->name = shader_name;
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gpu_obj->output = cmd_result.output;
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gpu_obj->return_code = cmd_result.code;
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@ -995,7 +996,12 @@ void M_BuildEntryPoint(WaveLaneCtx *lane)
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}
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if (disp_obj)
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{
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gpu_obj_output = TrimWhitespace(disp_obj->output);
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gpu_obj_output = StringF(
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perm,
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"%F\n%F",
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FmtString(disp_obj->name),
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FmtString(TrimWhitespace(disp_obj->output))
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);
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}
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}
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String embed_obj_output = Zi;
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@ -109,6 +109,7 @@ Struct(M_ResDir)
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Struct(M_GpuObj)
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{
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String name;
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String output;
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i32 return_code;
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};
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@ -1,17 +1,19 @@
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#define P_WorldPitch 64.0
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#define P_CellsPerMeter 32.0
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#define P_CellsPerSqMeter (P_CellsPerMeter * P_CellsPerMeter)
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#define P_TilesPerMeter 2.0
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#define P_TilesPerSqMeter (V_TilesPerMeter * V_TilesPerMeter)
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#define P_WorldPitch 64.0
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#define P_TilesPitch (P_WorldPitch * P_TilesPerMeter)
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#define P_CellsPitch (P_WorldPitch * P_CellsPerMeter)
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#define P_TilesCount (P_TilesPitch * P_TilesPitch)
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#define P_CellsCount (P_CellsPitch * P_TilesPitch)
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////////////////////////////////////////////////////////////
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//~ Tile types
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#define P_TilesPitch (P_WorldPitch * P_TilesPerMeter)
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#define P_TilesCount (P_TilesPitch * P_TilesPitch)
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#define P_TilesXList(X) \
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X(Empty) \
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X(Wall) \
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@ -387,7 +387,7 @@ void V_TickForever(WaveLaneCtx *lane)
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f32 smooth_remote_buffered_ticks_target = 2;
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Vec2I32 tiles_dims = VEC2I32(P_TilesPitch, P_TilesPitch);
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Vec2I32 cells_dims = VEC2I32(P_CellsPerMeter * P_WorldPitch, P_CellsPerMeter * P_WorldPitch);
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Vec2I32 cells_dims = VEC2I32(P_CellsPitch, P_CellsPitch);
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// Init gpu state
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G_ResourceHandle gpu_tiles_res = Zi;
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@ -2758,7 +2758,7 @@ void V_TickForever(WaveLaneCtx *lane)
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++panel->windows_count;
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++V.windows_count;
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}
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panel->active_window_idx = 1;
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panel->active_window_idx = 2;
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}
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{
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@ -3353,6 +3353,7 @@ void V_TickForever(WaveLaneCtx *lane)
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if (window->is_prefab_window)
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{
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}
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}
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UI_PopCP(UI_TopCP());
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@ -18,9 +18,8 @@ Vec4 V_DryColor(Vec4 color, f32 dryness)
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}
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////////////////////////////////////////////////////////////
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//~ Utility shaders
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//~ Prepare frame
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//- Prepare shade
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ComputeShader2D(V_PrepareShadeCS, 8, 8)
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{
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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@ -39,6 +38,7 @@ ComputeShader2D(V_PrepareCellsCS, 8, 8)
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V_SharedFrame frame = G_Dereference<V_SharedFrame>(V_ShaderConst_Frame)[0];
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RWTexture2D<Vec4> cells = G_Dereference<Vec4>(frame.cells);
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RWTexture2D<f32> drynesses = G_Dereference<f32>(frame.drynesses);
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Vec2 cells_pos = SV_DispatchThreadID + 0.5;
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if (all(cells_pos < countof(cells)))
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{
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