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@@ -49,8 +49,8 @@ namespace package_resource_internal
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{
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{
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s32 bring_in_requirements(HashSet<ResourceOffset> &output
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s32 bring_in_requirements(HashSet<ResourceOffset> &output
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, u32 *graph_level
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, u32 *graph_level
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- , CompileOptions &opts
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, ResourceId res_id
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, ResourceId res_id
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+ , CompileOptions &opts
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)
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)
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{
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{
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const HashMap<DynamicString, u32> reqs_deffault(default_allocator());
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const HashMap<DynamicString, u32> reqs_deffault(default_allocator());
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@@ -72,7 +72,7 @@ namespace package_resource_internal
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const StringId64 req_name_hash(req_filename, req_name_len);
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const StringId64 req_name_hash(req_filename, req_name_len);
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cur_graph_level = 0;
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cur_graph_level = 0;
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- bring_in_requirements(output, &cur_graph_level, opts, resource_id(req_type_hash, req_name_hash));
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+ bring_in_requirements(output, &cur_graph_level, resource_id(req_type_hash, req_name_hash), opts);
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max_graph_level = max(max_graph_level, cur_graph_level + 1);
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max_graph_level = max(max_graph_level, cur_graph_level + 1);
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ResourceOffset ro;
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ResourceOffset ro;
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@@ -88,9 +88,9 @@ namespace package_resource_internal
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}
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}
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s32 compile_resources(HashSet<ResourceOffset> &output
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s32 compile_resources(HashSet<ResourceOffset> &output
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- , CompileOptions &opts
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, const char *type
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, const char *type
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, const JsonArray &names
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, const JsonArray &names
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+ , CompileOptions &opts
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)
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)
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{
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{
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const StringId64 type_hash = StringId64(type);
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const StringId64 type_hash = StringId64(type);
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@@ -110,7 +110,7 @@ namespace package_resource_internal
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// Bring in requirements
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// Bring in requirements
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u32 graph_level = 0;
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u32 graph_level = 0;
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- bring_in_requirements(output, &graph_level, opts, resource_id(ro.type, ro.name));
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+ bring_in_requirements(output, &graph_level, resource_id(ro.type, ro.name), opts);
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ro.online_order = graph_level;
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ro.online_order = graph_level;
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ro._pad = 0;
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ro._pad = 0;
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@@ -181,29 +181,29 @@ namespace package_resource_internal
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}
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}
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s32 err = 0;
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s32 err = 0;
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- err = compile_resources(resources_set, opts, "texture", texture);
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+ err = compile_resources(resources_set, "texture", texture, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "lua", script);
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+ err = compile_resources(resources_set, "lua", script, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "sound", sound);
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+ err = compile_resources(resources_set, "sound", sound, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "mesh", mesh);
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+ err = compile_resources(resources_set, "mesh", mesh, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "unit", unit);
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+ err = compile_resources(resources_set, "unit", unit, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "sprite", sprite);
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+ err = compile_resources(resources_set, "sprite", sprite, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "material", material);
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+ err = compile_resources(resources_set, "material", material, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "font", font);
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+ err = compile_resources(resources_set, "font", font, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "level", level);
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+ err = compile_resources(resources_set, "level", level, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "physics_config", phyconf);
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+ err = compile_resources(resources_set, "physics_config", phyconf, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "shader", shader);
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+ err = compile_resources(resources_set, "shader", shader, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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- err = compile_resources(resources_set, opts, "sprite_animation", sprite_animation);
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+ err = compile_resources(resources_set, "sprite_animation", sprite_animation, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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DATA_COMPILER_ENSURE(err == 0, opts);
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// Generate resource list
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// Generate resource list
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