use strnicmp instead stricmp
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16
glsl2spv.cpp
16
glsl2spv.cpp
@ -443,14 +443,14 @@ extern "C"
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uint32_t GetShaderStageFlagByExtName(const char *ext_name)
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{
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if (stricmp(ext_name,"vert") == 0)return VK_SHADER_STAGE_VERTEX_BIT; else
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if (stricmp(ext_name,"tesc") == 0)return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT; else
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if (stricmp(ext_name,"tese") == 0)return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT; else
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if (stricmp(ext_name,"geom") == 0)return VK_SHADER_STAGE_GEOMETRY_BIT; else
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if (stricmp(ext_name,"frag") == 0)return VK_SHADER_STAGE_FRAGMENT_BIT; else
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if (stricmp(ext_name,"comp") == 0)return VK_SHADER_STAGE_COMPUTE_BIT; else
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if (stricmp(ext_name,"task") == 0)return VK_SHADER_STAGE_TASK_BIT_NV; else
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if (stricmp(ext_name,"mesh") == 0)return VK_SHADER_STAGE_MESH_BIT_NV; else
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if (strnicmp(ext_name,"vert",4) == 0)return VK_SHADER_STAGE_VERTEX_BIT; else
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if (strnicmp(ext_name,"tesc",4) == 0)return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT; else
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if (strnicmp(ext_name,"tese",4) == 0)return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT; else
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if (strnicmp(ext_name,"geom",4) == 0)return VK_SHADER_STAGE_GEOMETRY_BIT; else
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if (strnicmp(ext_name,"frag",4) == 0)return VK_SHADER_STAGE_FRAGMENT_BIT; else
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if (strnicmp(ext_name,"comp",4) == 0)return VK_SHADER_STAGE_COMPUTE_BIT; else
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if (strnicmp(ext_name,"task",4) == 0)return VK_SHADER_STAGE_TASK_BIT_NV; else
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if (strnicmp(ext_name,"mesh",4) == 0)return VK_SHADER_STAGE_MESH_BIT_NV; else
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{
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return 0;
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}
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