gpu: move common compute header to its own file
This commit is contained in:
@@ -24,18 +24,6 @@
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*/
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*/
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#version 430 core
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#version 430 core
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#define PI 3.1415926535897932384626433832795f
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#define UNIT PI / 1024.0f
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layout(std140) uniform uniforms {
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int cameraYaw;
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int cameraPitch;
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int centerX;
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int centerY;
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int zoom;
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ivec2 sinCosTable[2048];
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};
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shared int totalNum[12]; // number of faces with a given priority
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shared int totalNum[12]; // number of faces with a given priority
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shared int totalDistance[12]; // sum of distances to faces of a given priority
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shared int totalDistance[12]; // sum of distances to faces of a given priority
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@@ -55,33 +43,7 @@ struct modelinfo {
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int z; // scene position z
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int z; // scene position z
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};
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};
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layout(std430, binding = 0) readonly buffer modelbuffer_in {
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#include comp_common.glsl
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modelinfo ol[];
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};
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layout(std430, binding = 1) readonly buffer vertexbuffer_in {
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ivec4 vb[];
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};
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layout(std430, binding = 2) readonly buffer tempvertexbuffer_in {
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ivec4 tempvb[];
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};
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layout(std430, binding = 3) writeonly buffer vertex_out {
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ivec4 vout[];
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};
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layout(std430, binding = 4) writeonly buffer uv_out {
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vec4 uvout[];
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};
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layout(std430, binding = 5) readonly buffer uvbuffer_in {
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vec4 uv[];
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};
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layout(std430, binding = 6) readonly buffer tempuvbuffer_in {
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vec4 tempuv[];
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};
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layout(local_size_x = 1024) in;
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layout(local_size_x = 1024) in;
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@@ -0,0 +1,75 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#define PI 3.1415926535897932384626433832795f
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#define UNIT PI / 1024.0f
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layout(std140) uniform uniforms {
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int cameraYaw;
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int cameraPitch;
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int centerX;
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int centerY;
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int zoom;
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ivec2 sinCosTable[2048];
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};
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struct modelinfo {
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int offset; // offset into buffer
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int uvOffset; // offset into uv buffer
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int length; // length in faces
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int idx; // write idx in target buffer
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int flags; // radius, orientation
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int x; // scene position x
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int y; // scene position y
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int z; // scene position z
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};
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layout(std430, binding = 0) readonly buffer modelbuffer_in {
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modelinfo ol[];
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};
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layout(std430, binding = 1) readonly buffer vertexbuffer_in {
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ivec4 vb[];
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};
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layout(std430, binding = 2) readonly buffer tempvertexbuffer_in {
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ivec4 tempvb[];
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};
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layout(std430, binding = 3) writeonly buffer vertex_out {
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ivec4 vout[];
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};
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layout(std430, binding = 4) writeonly buffer uv_out {
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vec4 uvout[];
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};
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layout(std430, binding = 5) readonly buffer uvbuffer_in {
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vec4 uv[];
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};
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layout(std430, binding = 6) readonly buffer tempuvbuffer_in {
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vec4 tempuv[];
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};
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@@ -24,18 +24,6 @@
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*/
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*/
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#version 430 core
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#version 430 core
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#define PI 3.1415926535897932384626433832795f
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#define UNIT PI / 1024.0f
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layout(std140) uniform uniforms {
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int cameraYaw;
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int cameraPitch;
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int centerX;
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int centerY;
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int zoom;
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ivec2 sinCosTable[2048];
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};
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shared int totalNum[12]; // number of faces with a given priority
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shared int totalNum[12]; // number of faces with a given priority
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shared int totalDistance[12]; // sum of distances to faces of a given priority
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shared int totalDistance[12]; // sum of distances to faces of a given priority
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@@ -44,44 +32,7 @@ shared int totalMappedNum[18]; // number of faces with a given adjusted priority
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shared int min10; // minimum distance to a face of priority 10
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shared int min10; // minimum distance to a face of priority 10
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shared int dfs[512]; // packed face id and distance
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shared int dfs[512]; // packed face id and distance
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struct modelinfo {
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#include comp_common.glsl
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int offset; // offset into buffer
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int uvOffset; // offset into uv buffer
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int length; // length in faces
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int idx; // write idx in target buffer
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int flags; // radius, orientation
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int x; // scene position x
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int y; // scene position y
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int z; // scene position z
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};
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layout(std430, binding = 0) readonly buffer modelbuffer_in {
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modelinfo ol[];
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};
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layout(std430, binding = 1) readonly buffer vertexbuffer_in {
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ivec4 vb[];
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};
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layout(std430, binding = 2) readonly buffer tempvertexbuffer_in {
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ivec4 tempvb[];
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};
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layout(std430, binding = 3) writeonly buffer vertex_out {
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ivec4 vout[];
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};
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layout(std430, binding = 4) writeonly buffer uv_out {
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vec4 uvout[];
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};
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layout(std430, binding = 5) readonly buffer uvbuffer_in {
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vec4 uv[];
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};
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layout(std430, binding = 6) readonly buffer tempuvbuffer_in {
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vec4 tempuv[];
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};
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layout(local_size_x = 512) in;
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layout(local_size_x = 512) in;
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@@ -85,6 +85,33 @@ public class ShaderTest
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gl = glContext.getGL().getGL4();
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gl = glContext.getGL().getGL4();
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}
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}
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@Test
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@Ignore
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public void testUnordered() throws ShaderException
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{
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int glComputeProgram = gl.glCreateProgram();
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int glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER);
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try
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{
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Function<String, String> func = (s) -> inputStreamToString(getClass().getResourceAsStream(s));
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Template template = new Template(func);
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String source = template.process(func.apply("comp_unordered.glsl"));
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int line = 0;
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for (String str : source.split("\\n"))
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{
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System.out.println(++line + " " + str);
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}
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GLUtil.loadComputeShader(gl, glComputeProgram, glComputeShader, source);
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}
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finally
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{
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gl.glDeleteShader(glComputeShader);
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gl.glDeleteProgram(glComputeProgram);
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}
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}
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@Test
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@Test
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@Ignore
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@Ignore
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public void testSmall() throws ShaderException
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public void testSmall() throws ShaderException
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