convert indentation to spaces
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+12
-12
@@ -28,7 +28,7 @@ static SDL_Window *window;
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static SDL_GPUGraphicsPipeline *basic_graphics_pipeline;
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static SDL_GPUGraphicsPipeline *world_graphics_pipeline;
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static SDL_GPUSampler *point_sampler;
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static SDL_GPUSampler *point_sampler;
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static SDL_GPUBuffer *vertex_buffer;
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static SDL_GPUBuffer *index_buffer;
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@@ -152,7 +152,7 @@ static void save_map() {
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if (fwrite(&map_width, sizeof(Uint32), 1, file) != 1) {
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log_error("fwrite for map_width has failed.");
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return;
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}
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}
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if (fwrite(&map_height, sizeof(Uint32), 1, file) != 1) {
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log_error("fwrite for map_height has failed.");
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@@ -213,7 +213,7 @@ static void load_map() {
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}
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static bool update_buffer(SDL_GPUBuffer *buffer, Uint32 offset, Uint32 num_bytes, void *data) {
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = num_bytes,
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};
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@@ -242,7 +242,7 @@ static bool update_buffer(SDL_GPUBuffer *buffer, Uint32 offset, Uint32 num_bytes
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SDL_GPUTransferBufferLocation transfer_info = {
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.transfer_buffer = transfer_buffer,
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.offset = 0,
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.offset = 0,
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};
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SDL_GPUBufferRegion buffer_region = {
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@@ -414,7 +414,7 @@ static SDL_GPUTexture *create_shader_texture(const char *path) {
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if (properties) SDL_DestroyProperties(properties);
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Uint32 upload_size = width * height * channels;
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = upload_size,
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};
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@@ -509,7 +509,7 @@ static SDL_GPUTexture *create_shader_texture(const char *name, const char *data,
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if (properties) SDL_DestroyProperties(properties);
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Uint32 upload_size = width * height * channels;
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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SDL_GPUTransferBufferCreateInfo transfer_buffer_info = {
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.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = upload_size,
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};
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@@ -739,25 +739,25 @@ static bool recreate_graphics_pipelines() {
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{
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.location = 0,
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.buffer_slot = 0,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.offset = offsetof(Vertex, pos),
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},
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{
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.location = 1,
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.buffer_slot = 1,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
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.offset = offsetof(Instance, pos),
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},
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{
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.location = 2,
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.buffer_slot = 1,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
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.offset = offsetof(Instance, uv0uv1),
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},
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{
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.location = 3,
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.buffer_slot = 1,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4,
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.offset = offsetof(Instance, uv2uv3),
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},
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};
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@@ -854,13 +854,13 @@ static bool recreate_graphics_pipelines() {
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{
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.location = 0,
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.buffer_slot = 0,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
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.offset = offsetof(Vertex, pos),
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},
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{
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.location = 1,
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.buffer_slot = 1,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
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.format = SDL_GPU_VERTEXELEMENTFORMAT_UINT,
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.offset = 0,
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},
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};
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