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internal/builtinshader: use a struct instead of a map
With a map, we might miss typos.
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72004b2e23
commit
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@ -131,15 +131,24 @@ func Shader(filter graphicsdriver.Filter, address graphicsdriver.Address, useCol
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}
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var buf bytes.Buffer
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if err := tmpl.Execute(&buf, map[string]interface{}{
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"Filter": filter,
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"FilterNearest": graphicsdriver.FilterNearest,
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"FilterLinear": graphicsdriver.FilterLinear,
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"Address": address,
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"AddressUnsafe": graphicsdriver.AddressUnsafe,
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"AddressClampToZero": graphicsdriver.AddressClampToZero,
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"AddressRepeat": graphicsdriver.AddressRepeat,
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"UseColorM": useColorM,
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if err := tmpl.Execute(&buf, struct {
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Filter graphicsdriver.Filter
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FilterNearest graphicsdriver.Filter
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FilterLinear graphicsdriver.Filter
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Address graphicsdriver.Address
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AddressUnsafe graphicsdriver.Address
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AddressClampToZero graphicsdriver.Address
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AddressRepeat graphicsdriver.Address
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UseColorM bool
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}{
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Filter: filter,
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FilterNearest: graphicsdriver.FilterNearest,
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FilterLinear: graphicsdriver.FilterLinear,
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Address: address,
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AddressUnsafe: graphicsdriver.AddressUnsafe,
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AddressClampToZero: graphicsdriver.AddressClampToZero,
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AddressRepeat: graphicsdriver.AddressRepeat,
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UseColorM: useColorM,
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}); err != nil {
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panic(fmt.Sprintf("builtinshader: tmpl.Execute failed: %v", err))
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}
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