mirror of
https://github.com/hrydgard/ppsspp.git
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836 lines
21 KiB
C++
836 lines
21 KiB
C++
// Very thin API wrapper, suitable for porting UI code (like the native/ui framework) and similar but not real rendering.
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// Does not involve context creation etc, that should be handled separately - only does drawing.
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// The goals may change in the future though.
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// MIT licensed, by Henrik Rydgård 2014.
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#pragma once
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#include <atomic>
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#include <cstdint>
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#include <cstddef>
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/GPU/DataFormat.h"
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/MiscTypes.h"
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#include "Common/Data/Collections/Slice.h"
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namespace Lin {
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class Matrix4x4;
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}
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namespace Draw {
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// Useful in UBOs
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typedef int bool32;
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enum class Comparison : uint8_t {
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NEVER,
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LESS,
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EQUAL,
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LESS_EQUAL,
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GREATER,
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NOT_EQUAL,
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GREATER_EQUAL,
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ALWAYS,
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};
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// Had to prefix with LOGIC, too many clashes
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enum class LogicOp : uint8_t {
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LOGIC_CLEAR,
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LOGIC_SET,
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LOGIC_COPY,
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LOGIC_COPY_INVERTED,
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LOGIC_NOOP,
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LOGIC_INVERT,
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LOGIC_AND,
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LOGIC_NAND,
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LOGIC_OR,
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LOGIC_NOR,
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LOGIC_XOR,
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LOGIC_EQUIV,
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LOGIC_AND_REVERSE,
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LOGIC_AND_INVERTED,
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LOGIC_OR_REVERSE,
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LOGIC_OR_INVERTED,
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};
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enum class BlendOp : uint8_t {
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ADD,
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SUBTRACT,
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REV_SUBTRACT,
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MIN,
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MAX,
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};
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enum class BlendFactor : uint8_t {
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ZERO,
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ONE,
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SRC_COLOR,
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ONE_MINUS_SRC_COLOR,
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DST_COLOR,
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ONE_MINUS_DST_COLOR,
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SRC_ALPHA,
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ONE_MINUS_SRC_ALPHA,
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DST_ALPHA,
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ONE_MINUS_DST_ALPHA,
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CONSTANT_COLOR,
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ONE_MINUS_CONSTANT_COLOR,
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CONSTANT_ALPHA,
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ONE_MINUS_CONSTANT_ALPHA,
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SRC1_COLOR,
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ONE_MINUS_SRC1_COLOR,
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SRC1_ALPHA,
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ONE_MINUS_SRC1_ALPHA,
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};
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enum class StencilOp {
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KEEP = 0,
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ZERO = 1,
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REPLACE = 2,
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INCREMENT_AND_CLAMP = 3,
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DECREMENT_AND_CLAMP = 4,
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INVERT = 5,
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INCREMENT_AND_WRAP = 6,
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DECREMENT_AND_WRAP = 7,
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};
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enum class TextureFilter : uint8_t {
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NEAREST = 0,
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LINEAR = 1,
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};
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enum BufferUsageFlag : int {
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VERTEXDATA = 1,
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INDEXDATA = 2,
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GENERIC = 4,
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UNIFORM = 8,
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DYNAMIC = 16,
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};
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enum Semantic : int {
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SEM_POSITION,
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SEM_COLOR0,
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SEM_COLOR1,
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SEM_TEXCOORD0,
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SEM_TEXCOORD1,
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SEM_NORMAL,
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SEM_TANGENT,
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SEM_BINORMAL, // really BITANGENT
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SEM_MAX,
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};
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enum class Primitive {
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POINT_LIST,
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LINE_LIST,
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LINE_STRIP,
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TRIANGLE_LIST,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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// Tesselation shader only
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PATCH_LIST,
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// These are for geometry shaders only.
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LINE_LIST_ADJ,
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LINE_STRIP_ADJ,
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TRIANGLE_LIST_ADJ,
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TRIANGLE_STRIP_ADJ,
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UNDEFINED,
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PRIMITIVE_TYPE_COUNT,
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};
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enum VertexShaderPreset : int {
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VS_COLOR_2D,
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VS_TEXTURE_COLOR_2D,
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VS_MAX_PRESET,
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};
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enum FragmentShaderPreset : int {
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FS_COLOR_2D,
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FS_TEXTURE_COLOR_2D,
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FS_TEXTURE_COLOR_2D_RB_SWIZZLE,
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FS_MAX_PRESET,
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};
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enum class TextureType : uint8_t {
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UNKNOWN,
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LINEAR1D,
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LINEAR2D,
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LINEAR3D,
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CUBE,
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ARRAY1D,
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ARRAY2D,
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};
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enum class CullMode : uint8_t {
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NONE,
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FRONT,
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BACK,
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FRONT_AND_BACK, // Not supported on D3D9
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};
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enum class Facing {
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CCW,
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CW,
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};
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enum BorderColor {
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DONT_CARE,
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TRANSPARENT_BLACK,
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OPAQUE_BLACK,
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OPAQUE_WHITE,
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};
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enum {
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COLOR_MASK_R = 1,
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COLOR_MASK_G = 2,
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COLOR_MASK_B = 4,
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COLOR_MASK_A = 8,
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};
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enum class TextureAddressMode {
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REPEAT = 0,
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REPEAT_MIRROR,
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CLAMP_TO_EDGE,
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CLAMP_TO_BORDER,
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};
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enum FormatSupport {
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FMT_RENDERTARGET = 1,
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FMT_TEXTURE = 2,
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FMT_INPUTLAYOUT = 4,
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FMT_DEPTHSTENCIL = 8,
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FMT_AUTOGEN_MIPS = 16,
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FMT_BLIT = 32,
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FMT_STORAGE_IMAGE = 64,
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};
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enum InfoField {
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APINAME,
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APIVERSION,
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VENDORSTRING,
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VENDOR,
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SHADELANGVERSION,
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DRIVER,
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};
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enum class GPUVendor {
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VENDOR_UNKNOWN,
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VENDOR_NVIDIA,
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VENDOR_INTEL,
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VENDOR_AMD,
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VENDOR_ARM, // Mali
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VENDOR_QUALCOMM,
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VENDOR_IMGTEC, // PowerVR
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VENDOR_BROADCOM, // Raspberry
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VENDOR_VIVANTE,
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VENDOR_APPLE,
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};
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enum class NativeObject {
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CONTEXT,
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CONTEXT_EX,
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DEVICE,
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DEVICE_EX,
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BACKBUFFER_COLOR_VIEW,
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BACKBUFFER_DEPTH_VIEW,
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BACKBUFFER_COLOR_TEX,
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BACKBUFFER_DEPTH_TEX,
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FEATURE_LEVEL,
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INIT_COMMANDBUFFER,
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BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS,
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT,
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RENDER_MANAGER,
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TEXTURE_VIEW,
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NULL_IMAGEVIEW,
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NULL_IMAGEVIEW_ARRAY,
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THIN3D_PIPELINE_LAYOUT,
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};
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enum FBChannel {
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FB_COLOR_BIT = 1,
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FB_DEPTH_BIT = 2,
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FB_STENCIL_BIT = 4,
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// Implementation specific
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FB_SURFACE_BIT = 32, // Used in conjunction with the others in D3D9 to get surfaces through get_api_texture
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FB_VIEW_BIT = 64, // Used in conjunction with the others in D3D11 to get shader resource views through get_api_texture
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FB_FORMAT_BIT = 128, // Actually retrieves the native format instead. D3D11 only.
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};
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enum FBInvalidationStage {
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FB_INVALIDATION_LOAD = 1,
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FB_INVALIDATION_STORE = 2,
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};
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enum FBBlitFilter {
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FB_BLIT_NEAREST = 0,
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FB_BLIT_LINEAR = 1,
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};
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enum UpdateBufferFlags {
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UPDATE_DISCARD = 1,
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};
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enum class Event {
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// These happen on D3D resize. Only the backbuffer needs to be resized.
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LOST_BACKBUFFER,
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GOT_BACKBUFFER,
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// These are a bit more serious...
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LOST_DEVICE,
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GOT_DEVICE,
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RESIZED,
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PRESENTED,
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};
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constexpr uint32_t MAX_TEXTURE_SLOTS = 3;
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struct FramebufferDesc {
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int width;
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int height;
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int depth;
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int numLayers;
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int multiSampleLevel; // 0 = 1xaa, 1 = 2xaa, and so on.
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bool z_stencil;
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const char *tag; // For graphics debuggers
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};
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// Binary compatible with D3D11 viewport.
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struct Viewport {
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float TopLeftX;
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float TopLeftY;
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float Width;
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float Height;
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float MinDepth;
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float MaxDepth;
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};
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class Bugs {
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public:
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bool Has(uint32_t bug) const {
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return (flags_ & (1 << bug)) != 0;
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}
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void Infest(uint32_t bug) {
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flags_ |= (1 << bug);
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}
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uint32_t MaxBugIndex() const {
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return (uint32_t)MAX_BUG;
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}
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const char *GetBugName(uint32_t bug);
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enum : uint32_t {
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NO_DEPTH_CANNOT_DISCARD_STENCIL = 0,
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DUAL_SOURCE_BLENDING_BROKEN = 1,
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ANY_MAP_BUFFER_RANGE_SLOW = 2,
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PVR_GENMIPMAP_HEIGHT_GREATER = 3,
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BROKEN_NAN_IN_CONDITIONAL = 4,
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COLORWRITEMASK_BROKEN_WITH_DEPTHTEST = 5,
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BROKEN_FLAT_IN_SHADER = 6,
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EQUAL_WZ_CORRUPTS_DEPTH = 7,
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RASPBERRY_SHADER_COMP_HANG = 8,
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MALI_CONSTANT_LOAD_BUG = 9,
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SUBPASS_FEEDBACK_BROKEN = 10,
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GEOMETRY_SHADERS_SLOW_OR_BROKEN = 11,
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ADRENO_RESOURCE_DEADLOCK = 12,
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MAX_BUG,
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};
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protected:
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uint32_t flags_ = 0;
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static_assert(sizeof(flags_) * 8 > MAX_BUG, "Ran out of space for bugs.");
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};
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class RefCountedObject {
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public:
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RefCountedObject() {
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refcount_ = 1;
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}
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RefCountedObject(const RefCountedObject &other) = delete;
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RefCountedObject& operator=(RefCountedObject const&) = delete;
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virtual ~RefCountedObject();
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void AddRef() { refcount_++; }
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bool Release();
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bool ReleaseAssertLast();
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private:
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std::atomic<int> refcount_;
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};
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template <typename T>
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struct AutoRef {
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AutoRef() {}
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explicit AutoRef(T *p) {
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ptr = p;
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if (ptr)
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ptr->AddRef();
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}
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AutoRef(const AutoRef<T> &p) {
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*this = p.ptr;
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}
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~AutoRef() {
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if (ptr)
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ptr->Release();
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}
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T *operator =(T *p) {
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if (ptr)
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ptr->Release();
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ptr = p;
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if (ptr)
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ptr->AddRef();
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return ptr;
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}
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AutoRef<T> &operator =(const AutoRef<T> &p) {
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*this = p.ptr;
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return *this;
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}
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bool operator !=(const AutoRef<T> &p) const {
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return ptr != p.ptr;
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}
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T *operator->() const {
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return ptr;
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}
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operator T *() {
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return ptr;
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}
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operator bool() const {
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return ptr != nullptr;
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}
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void clear() {
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if (ptr) {
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ptr->Release();
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ptr = nullptr;
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}
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}
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T *ptr = nullptr;
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};
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class BlendState : public RefCountedObject {
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public:
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};
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class SamplerState : public RefCountedObject {
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public:
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};
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class DepthStencilState : public RefCountedObject {
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public:
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};
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class Framebuffer : public RefCountedObject {
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public:
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int Width() { return width_; }
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int Height() { return height_; }
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int Layers() { return layers_; }
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int MultiSampleLevel() { return multiSampleLevel_; }
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virtual void UpdateTag(const char *tag) {}
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protected:
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int width_ = -1, height_ = -1, layers_ = 1, multiSampleLevel_ = 0;
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};
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class Buffer : public RefCountedObject {
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public:
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};
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class Texture : public RefCountedObject {
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public:
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int Width() { return width_; }
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int Height() { return height_; }
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int Depth() { return depth_; }
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protected:
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int width_ = -1, height_ = -1, depth_ = -1;
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};
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struct BindingDesc {
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int stride;
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bool instanceRate;
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};
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struct AttributeDesc {
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int binding;
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int location; // corresponds to semantic
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DataFormat format;
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int offset;
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};
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struct InputLayoutDesc {
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std::vector<BindingDesc> bindings;
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std::vector<AttributeDesc> attributes;
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};
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class InputLayout : public RefCountedObject { };
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// Uniform types have moved to Shader.h.
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class ShaderModule : public RefCountedObject {
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public:
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virtual ShaderStage GetStage() const = 0;
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};
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class Pipeline : public RefCountedObject { };
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class RasterState : public RefCountedObject {};
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struct StencilSetup {
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StencilOp failOp;
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StencilOp passOp;
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StencilOp depthFailOp;
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Comparison compareOp;
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};
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struct DepthStencilStateDesc {
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bool depthTestEnabled;
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bool depthWriteEnabled;
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Comparison depthCompare;
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bool stencilEnabled;
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StencilSetup stencil;
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};
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struct BlendStateDesc {
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bool enabled;
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int colorMask;
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BlendFactor srcCol;
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BlendFactor dstCol;
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BlendOp eqCol;
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BlendFactor srcAlpha;
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BlendFactor dstAlpha;
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BlendOp eqAlpha;
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bool logicEnabled;
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LogicOp logicOp;
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};
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struct SamplerStateDesc {
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TextureFilter magFilter;
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TextureFilter minFilter;
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TextureFilter mipFilter;
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float maxAniso;
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TextureAddressMode wrapU;
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TextureAddressMode wrapV;
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TextureAddressMode wrapW;
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bool shadowCompareEnabled;
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Comparison shadowCompareFunc;
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BorderColor borderColor;
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};
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struct RasterStateDesc {
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CullMode cull;
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Facing frontFace;
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};
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struct PipelineDesc {
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Primitive prim;
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std::vector<ShaderModule *> shaders;
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InputLayout *inputLayout;
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DepthStencilState *depthStencil;
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BlendState *blend;
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RasterState *raster;
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const UniformBufferDesc *uniformDesc;
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const Slice<SamplerDef> samplers;
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};
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struct DeviceCaps {
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GPUVendor vendor;
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uint32_t deviceID; // use caution!
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DataFormat preferredDepthBufferFormat;
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DataFormat preferredShadowMapFormatLow;
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DataFormat preferredShadowMapFormatHigh;
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bool anisoSupported;
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bool depthRangeMinusOneToOne; // OpenGL style depth
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bool geometryShaderSupported;
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bool tesselationShaderSupported;
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bool dualSourceBlend;
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bool logicOpSupported;
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bool depthClampSupported;
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bool clipDistanceSupported;
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bool cullDistanceSupported;
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bool framebufferCopySupported;
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bool framebufferBlitSupported;
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bool framebufferDepthCopySupported;
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bool framebufferSeparateDepthCopySupported;
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bool framebufferDepthBlitSupported;
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bool framebufferStencilBlitSupported;
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bool framebufferFetchSupported;
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bool texture3DSupported;
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bool fragmentShaderInt32Supported;
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bool textureNPOTFullySupported;
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bool fragmentShaderDepthWriteSupported;
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bool fragmentShaderStencilWriteSupported;
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bool textureDepthSupported;
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bool blendMinMaxSupported;
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bool multiViewSupported;
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bool isTilingGPU; // This means that it benefits from correct store-ops, msaa without backing memory, etc.
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bool sampleRateShadingSupported;
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bool verySlowShaderCompiler;
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// From the other backends, we can detect if D3D9 support is known bad (like on Xe) and disable it.
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bool supportsD3D9;
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// Old style, for older GL or Direct3D 9.
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u32 clipPlanesSupported;
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u32 multiSampleLevelsMask; // Bit n is set if (1 << n) is a valid multisample level. Bit 0 is always set.
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std::string deviceName; // The device name to use when creating the thin3d context, to get the same one.
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};
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// Use to write data directly to texture memory. initData is the pointer passed in TextureDesc.
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// Important: only write to the provided pointer, don't read from it.
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typedef std::function<bool(uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride)> TextureCallback;
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struct TextureDesc {
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TextureType type;
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DataFormat format;
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int width;
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int height;
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int depth;
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int mipLevels;
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bool generateMips;
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// Optional, for tracking memory usage and graphcis debuggers.
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const char *tag;
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// Does not take ownership over pointed-to data.
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std::vector<const uint8_t *> initData;
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TextureCallback initDataCallback;
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};
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enum class RPAction {
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KEEP = 0,
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CLEAR = 1,
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DONT_CARE = 2,
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};
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struct RenderPassInfo {
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RPAction color;
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RPAction depth;
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RPAction stencil;
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uint32_t clearColor;
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float clearDepth;
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uint8_t clearStencil;
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const char *tag;
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};
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const int ALL_LAYERS = -1;
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enum class TextureBindFlags {
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NONE = 0,
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VULKAN_BIND_ARRAY = 1,
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};
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ENUM_CLASS_BITOPS(TextureBindFlags);
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enum class DebugFlags {
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NONE = 0,
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PROFILE_TIMESTAMPS = 1,
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PROFILE_SCOPES = 2,
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};
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ENUM_CLASS_BITOPS(DebugFlags);
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class DrawContext {
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public:
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virtual ~DrawContext();
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bool CreatePresets();
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void DestroyPresets();
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Bugs GetBugs() const { return bugs_; }
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virtual const DeviceCaps &GetDeviceCaps() const = 0;
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virtual uint32_t GetDataFormatSupport(DataFormat fmt) const = 0;
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virtual std::vector<std::string> GetFeatureList() const { return std::vector<std::string>(); }
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virtual std::vector<std::string> GetExtensionList() const { return std::vector<std::string>(); }
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virtual std::vector<std::string> GetDeviceList() const { return std::vector<std::string>(); }
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// Describes the primary shader language that this implementation prefers.
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const ShaderLanguageDesc &GetShaderLanguageDesc() {
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return shaderLanguageDesc_;
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}
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virtual uint32_t GetSupportedShaderLanguages() const = 0;
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virtual void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {}
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virtual void DebugAnnotate(const char *annotation) {}
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virtual void SetDebugFlags(DebugFlags flags) {}
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// Partial pipeline state, used to create pipelines. (in practice, in d3d11 they'll use the native state objects directly).
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// TODO: Possibly ditch these and just put the descs directly in PipelineDesc since only D3D11 benefits.
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virtual DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) = 0;
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virtual BlendState *CreateBlendState(const BlendStateDesc &desc) = 0;
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virtual SamplerState *CreateSamplerState(const SamplerStateDesc &desc) = 0;
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virtual RasterState *CreateRasterState(const RasterStateDesc &desc) = 0;
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// virtual ComputePipeline CreateComputePipeline(const ComputePipelineDesc &desc) = 0
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virtual InputLayout *CreateInputLayout(const InputLayoutDesc &desc) = 0;
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virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize, const char *tag = "thin3d") = 0;
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virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc, const char *tag) = 0;
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// Note that these DO NOT AddRef so you must not ->Release presets unless you manually AddRef them.
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ShaderModule *GetVshaderPreset(VertexShaderPreset preset) { return vsPresets_[preset]; }
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ShaderModule *GetFshaderPreset(FragmentShaderPreset preset) { return fsPresets_[preset]; }
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// Resources
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virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0;
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// Does not take ownership over pointed-to initData. After this returns, can dispose of it.
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virtual Texture *CreateTexture(const TextureDesc &desc) = 0;
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// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
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virtual Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) = 0;
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// Copies data from the CPU over into the buffer, at a specific offset. This does not change the size of the buffer and cannot write outside it.
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virtual void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) = 0;
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virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits, const char *tag) = 0;
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virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter, const char *tag) = 0;
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virtual bool CopyFramebufferToMemorySync(Framebuffer *src, int channelBits, int x, int y, int w, int h, Draw::DataFormat format, void *pixels, int pixelStride, const char *tag) {
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return false;
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}
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virtual DataFormat PreferredFramebufferReadbackFormat(Framebuffer *src) {
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return DataFormat::R8G8B8A8_UNORM;
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}
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// These functions should be self explanatory.
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// Binding a zero render target means binding the backbuffer.
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// If an fbo has two layers, we bind for stereo rendering ALWAYS. There's no rendering to one layer anymore.
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virtual void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp, const char *tag) = 0;
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// binding must be < MAX_TEXTURE_SLOTS (0, 1 are okay if it's 2).
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virtual void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int layer) = 0;
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// Framebuffer fetch / input attachment support, needs to be explicit in Vulkan.
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virtual void BindCurrentFramebufferForColorInput() {}
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// deprecated, only used by D3D9
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virtual uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) {
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return 0;
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}
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virtual void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) = 0;
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// Could be useful in OpenGL ES to give hints about framebuffers on tiler GPUs
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// using glInvalidateFramebuffer, although drivers are known to botch that so we currently don't use it.
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// In Vulkan, this sets the LOAD_OP or the STORE_OP (depending on stage) of the current render pass instance to DONT_CARE.
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// channels is a bitwise combination of FBChannel::COLOR, DEPTH and STENCIL.
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virtual void InvalidateFramebuffer(FBInvalidationStage stage, uint32_t channels) {}
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// Dynamic state
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virtual void SetScissorRect(int left, int top, int width, int height) = 0;
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virtual void SetViewports(int count, Viewport *viewports) = 0;
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virtual void SetBlendFactor(float color[4]) = 0;
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virtual void SetStencilParams(uint8_t refValue, uint8_t writeMask, uint8_t compareMask) = 0;
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virtual void BindSamplerStates(int start, int count, SamplerState **state) = 0;
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virtual void BindTextures(int start, int count, Texture **textures, TextureBindFlags flags = TextureBindFlags::NONE) = 0;
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virtual void BindVertexBuffers(int start, int count, Buffer **buffers, const int *offsets) = 0;
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virtual void BindIndexBuffer(Buffer *indexBuffer, int offset) = 0;
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// Sometimes it's necessary to bind a texture not created by thin3d, and use with a thin3d pipeline.
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// Not pretty, and one way in the future could be to create all textures through thin3d.
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// Data types:
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// * Vulkan: VkImageView
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// * D3D11: ID3D11ShaderResourceView*
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virtual void BindNativeTexture(int sampler, void *nativeTexture) = 0;
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// Only supports a single dynamic uniform buffer, for maximum compatibility with the old APIs and ease of emulation.
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// More modern methods will be added later.
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virtual void UpdateDynamicUniformBuffer(const void *ub, size_t size) = 0;
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void BindTexture(int stage, Texture *texture) {
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Texture *textures[1] = { texture };
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BindTextures(stage, 1, textures);
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} // from sampler 0 and upwards
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// Clear state cached within thin3d. Must be called after directly calling API functions.
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// Note that framebuffer state (which framebuffer is bounds) may not be cached.
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// Must not actually perform any API calls itself since this can be called when no framebuffer is bound for rendering.
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virtual void Invalidate(InvalidationFlags flags) = 0;
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virtual void BindPipeline(Pipeline *pipeline) = 0;
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virtual void Draw(int vertexCount, int offset) = 0;
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virtual void DrawIndexed(int vertexCount, int offset) = 0; // Always 16-bit indices.
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virtual void DrawUP(const void *vdata, int vertexCount) = 0;
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// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
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virtual void BeginFrame() {}
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virtual void EndFrame() = 0;
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virtual void WipeQueue() {}
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// This should be avoided as much as possible, in favor of clearing when binding a render target, which is native
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// on Vulkan.
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virtual void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) = 0;
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// Necessary to correctly flip scissor rectangles etc for OpenGL.
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virtual void SetTargetSize(int w, int h) {
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targetWidth_ = w;
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targetHeight_ = h;
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}
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virtual std::string GetInfoString(InfoField info) const = 0;
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virtual uint64_t GetNativeObject(NativeObject obj, void *srcObject = nullptr) = 0; // Most uses don't need an srcObject.
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virtual void HandleEvent(Event ev, int width, int height, void *param1 = nullptr, void *param2 = nullptr) = 0;
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// Flush state like scissors etc so the caller can do its own custom drawing.
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virtual void FlushState() {}
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// This is called when we launch a new game, so any collected internal stats in the backends don't carry over.
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virtual void ResetStats() {}
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// Used by the DrawEngines to know when they have to re-apply some state.
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// Not very elegant, but more elegant than the old passId hack.
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virtual void SetInvalidationCallback(InvalidationCallback callback) = 0;
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protected:
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ShaderModule *vsPresets_[VS_MAX_PRESET];
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ShaderModule *fsPresets_[FS_MAX_PRESET];
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ShaderLanguageDesc shaderLanguageDesc_;
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int targetWidth_;
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int targetHeight_;
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Bugs bugs_;
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};
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extern const UniformBufferDesc UBPresetDesc;
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// UBs for the preset shaders
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struct VsTexColUB {
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float WorldViewProj[16];
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float tint;
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float saturation;
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float pad[2];
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};
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extern const UniformBufferDesc vsTexColBufDesc;
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struct VsColUB {
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float WorldViewProj[16];
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float tint;
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float saturation;
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float pad[2];
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};
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extern const UniformBufferDesc vsColBufDesc;
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// Useful utility for specifying a shader in multiple languages.
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struct ShaderSource {
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ShaderLanguage lang;
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const char *src;
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};
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ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources);
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} // namespace Draw
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