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@@ -209,9 +209,8 @@ namespace
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Matrix3x3 TransformCached;
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Array<ClipMask, InlinedAllocation<64>> ClipLayersStack;
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Array<Color, InlinedAllocation<64>> TintLayersStack;
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// Shader
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AssetReference<Shader> GUIShader;
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CachedPSO PsoDepth;
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@@ -297,7 +296,7 @@ void WriteTri(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vec
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indices[1] = VBIndex + 1;
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indices[2] = VBIndex + 2;
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IB.Write(indices, sizeof(indices));
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VBIndex += 3;
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IBIndex += 3;
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}
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@@ -635,8 +634,10 @@ void Render2D::Begin(GPUContext* context, GPUTextureView* output, GPUTextureView
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ClipLayersStack.Clear();
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ClipLayersStack.Add({ defaultMask, defaultBounds });
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// Initialize default tint stack
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TintLayersStack.Clear();
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TintLayersStack.Add({1,1,1,1});
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TintLayersStack.Add({ 1, 1, 1, 1 });
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// Scissors can be enabled only for 2D orthographic projections
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IsScissorsRectEnabled = false;
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@@ -815,7 +816,7 @@ void Render2D::PopClip()
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void Render2D::PushTint(const Color& tint, bool inherit)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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TintLayersStack.Push(inherit ? tint * TintLayersStack.Peek() : tint);
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}
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@@ -1804,9 +1805,9 @@ void Render2D::DrawBlur(const Rectangle& rect, float blurStrength)
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void Render2D::DrawTexturedTriangles(GPUTexture* t, const Span<Vector2>& vertices, const Span<Vector2>& uvs)
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{
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CHECK(vertices.Length() == uvs.Length())
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = DrawCallType::FillTexture;
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drawCall.StartIB = IBIndex;
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@@ -1820,9 +1821,9 @@ void Render2D::DrawTexturedTriangles(GPUTexture* t, const Span<Vector2>& vertice
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void Render2D::FillTriangles(const Span<Vector2>& vertices, const Span<Color>& colors, bool useAlpha)
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{
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CHECK(vertices.Length() == colors.Length());
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = useAlpha ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.StartIB = IBIndex;
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@@ -1835,7 +1836,7 @@ void Render2D::FillTriangles(const Span<Vector2>& vertices, const Span<Color>& c
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void Render2D::FillTriangle(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Color& color)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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Render2DDrawCall& drawCall = DrawCalls.AddOne();
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drawCall.Type = NeedAlphaWithTint(color) ? DrawCallType::FillRect : DrawCallType::FillRectNoAlpha;
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drawCall.StartIB = IBIndex;
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