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New lightmapper
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
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@@ -596,6 +596,7 @@ public:
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}
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};
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RID shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode);
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virtual RID shader_create(const Vector<ShaderStageData> &p_stages) = 0;
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virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
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@@ -1045,6 +1046,8 @@ public:
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virtual void submit() = 0;
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virtual void sync() = 0;
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virtual uint64_t get_memory_usage() const = 0;
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virtual RenderingDevice *create_local_device() = 0;
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static RenderingDevice *get_singleton();
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@@ -1063,7 +1066,6 @@ protected:
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RID _vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const TypedArray<RID> &p_src_buffers);
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Ref<RDShaderBytecode> _shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
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RID _shader_create(const Ref<RDShaderBytecode> &p_bytecode);
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RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
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