_some prog with dynamic linking perhaps
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@@ -18,7 +18,7 @@ public class GraphicsDeviceWebGPU : GraphicsDeviceBaseModule
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options.CompileEnv.CustomArgs.Add(port);
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options.LinkEnv.CustomArgs.Add("-sASYNCIFY");
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options.OutputFiles.Add(port);
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options.PublicDefinitions.Add("GRAPHICS_API_WEBGPU");
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//options.PublicDefinitions.Add("GRAPHICS_API_WEBGPU");
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options.PrivateIncludePaths.Add(Path.Combine(EmscriptenSdk.Instance.EmscriptenPath, "emscripten/cache/ports/emdawnwebgpu/emdawnwebgpu_pkg/webgpu/include"));
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options.PrivateDependencies.Add("lz4");
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}
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@@ -1175,7 +1175,7 @@ void ShadowsPass::SetupShadows(RenderContext& renderContext, RenderContextBatch&
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LOG(Fatal, "Failed to setup shadow map of size {0}x{1} and format {2}", desc.Width, desc.Height, ScriptingEnum::ToString(desc.Format));
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return;
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}
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#if PLATFORM_WEB
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#if PLATFORM_WEB && GRAPHICS_API_WEBGPU
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// Hack to fix WebGPU limitation that requires to specify different sampler type manually to sample depth texture
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void SetWebGPUTextureViewSampler(GPUTextureView * view, uint32 samplerType);
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SetWebGPUTextureViewSampler(shadows.ShadowMapAtlas->View(), 0x00000004); // WGPUTextureSampleType_Depth
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@@ -2075,6 +2075,11 @@ static MonoAssembly* OnMonoAssemblyLoad(const char* aname)
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#if DOTNET_HOST_MONO_DEBUG
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LOG(Info, "Loading C# assembly from path = {0}, exist = {1}", path, FileSystem::FileExists(path));
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#endif
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String testPath = path;
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testPath += TEXT(".so");
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LOG(Info, "{0} exist = {1}", testPath, FileSystem::FileExists(testPath));
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//Platform::LoadLibrary(testPath.Get());
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MonoAssembly* assembly = nullptr;
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if (FileSystem::FileExists(path))
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{
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