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Merge branch 'master' into graphics
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@@ -126,9 +126,9 @@ pub trait GraphicsServer: GraphicsServerAsAny {
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line_offset: isize,
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) -> Result<GpuShader, FrameworkError>;
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/// Creates a new named GPU program using a pair of vertex and fragment shaders. The name could
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/// be used for debugging purposes. The implementation of graphics server will generate proper
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/// resource bindings in the shader code for you.
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/// Creates a new named GPU program using source code of both vertex and fragment shaders. The
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/// name could be used for debugging purposes. The implementation of graphics server will generate
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/// proper resource bindings in the shader code for you.
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fn create_program(
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&self,
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name: &str,
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@@ -139,6 +139,17 @@ pub trait GraphicsServer: GraphicsServerAsAny {
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resources: &[ShaderResourceDefinition],
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) -> Result<GpuProgram, FrameworkError>;
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/// Creates a new named GPU program using a pair of vertex and fragment shaders. The name could
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/// be used for debugging purposes. The implementation of graphics server will generate proper
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/// resource bindings in the shader code for you.
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fn create_program_from_shaders(
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&self,
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name: &str,
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vertex_shader: &GpuShader,
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fragment_shader: &GpuShader,
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resources: &[ShaderResourceDefinition],
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) -> Result<GpuProgram, FrameworkError>;
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/// Creates a new read-back buffer, that can be used to obtain texture data from GPU. It can be
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/// used to read rendering result from GPU to CPU memory and save the result to disk.
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fn create_async_read_buffer(
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