Refresh/include/Refresh.h

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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
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#include <stddef.h>
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#ifndef REFRESH_H
#define REFRESH_H
#ifdef _WIN32
#define REFRESHAPI __declspec(dllexport)
#define REFRESHCALL __cdecl
#else
#define REFRESHAPI
#define REFRESHCALL
#endif
/* -Wpedantic nameless union/struct silencing */
#ifndef REFRESHNAMELESS
#ifdef __GNUC__
#define REFRESHNAMELESS __extension__
#else
#define REFRESHNAMELESS
#endif /* __GNUC__ */
#endif /* REFRESHNAMELESS */
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#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_HANDLE(VkDevice)
VK_DEFINE_HANDLE(VkPhysicalDevice)
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#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Type Declarations */
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typedef struct Refresh_Device Refresh_Device;
typedef struct Refresh_Buffer Refresh_Buffer;
typedef struct Refresh_Texture Refresh_Texture;
typedef struct Refresh_Sampler Refresh_Sampler;
typedef struct Refresh_ColorTarget Refresh_ColorTarget;
typedef struct Refresh_DepthStencilTarget Refresh_DepthStencilTarget;
typedef struct Refresh_Framebuffer Refresh_Framebuffer;
typedef struct Refresh_ShaderModule Refresh_ShaderModule;
typedef struct Refresh_RenderPass Refresh_RenderPass;
typedef struct Refresh_ComputePipeline Refresh_ComputePipeline;
typedef struct Refresh_GraphicsPipeline Refresh_GraphicsPipeline;
typedef struct Refresh_CommandBuffer Refresh_CommandBuffer;
typedef enum Refresh_PresentMode
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{
REFRESH_PRESENTMODE_IMMEDIATE,
REFRESH_PRESENTMODE_MAILBOX,
REFRESH_PRESENTMODE_FIFO,
REFRESH_PRESENTMODE_FIFO_RELAXED
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} Refresh_PresentMode;
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typedef enum Refresh_PrimitiveType
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{
REFRESH_PRIMITIVETYPE_POINTLIST,
REFRESH_PRIMITIVETYPE_LINELIST,
REFRESH_PRIMITIVETYPE_LINESTRIP,
REFRESH_PRIMITIVETYPE_TRIANGLELIST,
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REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
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} Refresh_PrimitiveType;
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typedef enum Refresh_LoadOp
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{
REFRESH_LOADOP_LOAD,
REFRESH_LOADOP_CLEAR,
REFRESH_LOADOP_DONT_CARE
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} Refresh_LoadOp;
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typedef enum Refresh_StoreOp
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{
REFRESH_STOREOP_STORE,
REFRESH_STOREOP_DONT_CARE
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} Refresh_StoreOp;
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typedef enum Refresh_ClearOptionsBits
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{
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REFRESH_CLEAROPTIONS_COLOR = 0x00000001,
REFRESH_CLEAROPTIONS_DEPTH = 0x00000002,
REFRESH_CLEAROPTIONS_STENCIL = 0x00000004,
} Refresh_ClearOptionsBits;
typedef uint32_t Refresh_ClearOptions;
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typedef enum Refresh_IndexElementSize
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{
REFRESH_INDEXELEMENTSIZE_16BIT,
REFRESH_INDEXELEMENTSIZE_32BIT
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} Refresh_IndexElementSize;
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typedef enum Refresh_ColorFormat
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{
REFRESH_COLORFORMAT_R8G8B8A8,
REFRESH_COLORFORMAT_R5G6B5,
REFRESH_COLORFORMAT_A1R5G5B5,
REFRESH_COLORFORMAT_B4G4R4A4,
REFRESH_COLORFORMAT_BC1,
REFRESH_COLORFORMAT_BC2,
REFRESH_COLORFORMAT_BC3,
REFRESH_COLORFORMAT_R8G8_SNORM,
REFRESH_COLORFORMAT_R8G8B8A8_SNORM,
REFRESH_COLORFORMAT_A2R10G10B10,
REFRESH_COLORFORMAT_R16G16,
REFRESH_COLORFORMAT_R16G16B16A16,
REFRESH_COLORFORMAT_R8,
REFRESH_COLORFORMAT_R32_SFLOAT,
REFRESH_COLORFORMAT_R32G32_SFLOAT,
REFRESH_COLORFORMAT_R32G32B32A32_SFLOAT,
REFRESH_COLORFORMAT_R16_SFLOAT,
REFRESH_COLORFORMAT_R16G16_SFLOAT,
REFRESH_COLORFORMAT_R16G16B16A16_SFLOAT
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} Refresh_ColorFormat;
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typedef enum Refresh_DepthFormat
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{
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REFRESH_DEPTHFORMAT_D16_UNORM,
REFRESH_DEPTHFORMAT_D32_SFLOAT,
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REFRESH_DEPTHFORMAT_D16_UNORM_S8_UINT,
REFRESH_DEPTHFORMAT_D32_SFLOAT_S8_UINT
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} Refresh_DepthFormat;
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typedef enum Refresh_TextureUsageFlagBits
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{
REFRESH_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002
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} Refresh_TextureUsageFlagBits;
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typedef uint32_t Refresh_TextureUsageFlags;
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typedef enum Refresh_SampleCount
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{
REFRESH_SAMPLECOUNT_1,
REFRESH_SAMPLECOUNT_2,
REFRESH_SAMPLECOUNT_4,
REFRESH_SAMPLECOUNT_8,
REFRESH_SAMPLECOUNT_16,
REFRESH_SAMPLECOUNT_32,
REFRESH_SAMPLECOUNT_64
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} Refresh_SampleCount;
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typedef enum Refresh_CubeMapFace
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{
REFRESH_CUBEMAPFACE_POSITIVEX,
REFRESH_CUBEMAPFACE_NEGATIVEX,
REFRESH_CUBEMAPFACE_POSITIVEY,
REFRESH_CUBEMAPFACE_NEGATIVEY,
REFRESH_CUBEMAPFACE_POSITIVEZ,
REFRESH_CUBEMAPFACE_NEGATIVEZ
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} Refresh_CubeMapFace;
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typedef enum Refresh_BufferUsageFlagBits
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{
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REFRESH_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
REFRESH_BUFFERUSAGE_INDEX_BIT = 0x00000002,
REFRESH_BUFFERUSAGE_COMPUTE_BIT = 0x00000004
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} Refresh_BufferUsageFlagBits;
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typedef uint32_t Refresh_BufferUsageFlags;
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typedef enum Refresh_VertexElementFormat
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{
REFRESH_VERTEXELEMENTFORMAT_SINGLE,
REFRESH_VERTEXELEMENTFORMAT_VECTOR2,
REFRESH_VERTEXELEMENTFORMAT_VECTOR3,
REFRESH_VERTEXELEMENTFORMAT_VECTOR4,
REFRESH_VERTEXELEMENTFORMAT_COLOR,
REFRESH_VERTEXELEMENTFORMAT_BYTE4,
REFRESH_VERTEXELEMENTFORMAT_SHORT2,
REFRESH_VERTEXELEMENTFORMAT_SHORT4,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT2,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT4,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR2,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR4
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} Refresh_VertexElementFormat;
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typedef enum Refresh_VertexInputRate
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{
REFRESH_VERTEXINPUTRATE_VERTEX = 0,
REFRESH_VERTEXINPUTRATE_INSTANCE = 1
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} Refresh_VertexInputRate;
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typedef enum Refresh_FillMode
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{
REFRESH_FILLMODE_FILL,
REFRESH_FILLMODE_LINE,
REFRESH_FILLMODE_POINT
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} Refresh_FillMode;
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typedef enum Refresh_CullMode
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{
REFRESH_CULLMODE_NONE,
REFRESH_CULLMODE_FRONT,
REFRESH_CULLMODE_BACK,
REFRESH_CULLMODE_FRONT_AND_BACK
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} Refresh_CullMode;
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typedef enum Refresh_FrontFace
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{
REFRESH_FRONTFACE_COUNTER_CLOCKWISE,
REFRESH_FRONTFACE_CLOCKWISE
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} Refresh_FrontFace;
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typedef enum Refresh_CompareOp
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{
REFRESH_COMPAREOP_NEVER,
REFRESH_COMPAREOP_LESS,
REFRESH_COMPAREOP_EQUAL,
REFRESH_COMPAREOP_LESS_OR_EQUAL,
REFRESH_COMPAREOP_GREATER,
REFRESH_COMPAREOP_NOT_EQUAL,
REFRESH_COMPAREOP_GREATER_OR_EQUAL,
REFRESH_COMPAREOP_ALWAYS
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} Refresh_CompareOp;
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typedef enum Refresh_StencilOp
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{
REFRESH_STENCILOP_KEEP,
REFRESH_STENCILOP_ZERO,
REFRESH_STENCILOP_REPLACE,
REFRESH_STENCILOP_INCREMENT_AND_CLAMP,
REFRESH_STENCILOP_DECREMENT_AND_CLAMP,
REFRESH_STENCILOP_INVERT,
REFRESH_STENCILOP_INCREMENT_AND_WRAP,
REFRESH_STENCILOP_DECREMENT_AND_WRAP
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} Refresh_StencilOp;
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typedef enum Refresh_BlendOp
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{
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REFRESH_BLENDOP_ADD,
REFRESH_BLENDOP_SUBTRACT,
REFRESH_BLENDOP_REVERSE_SUBTRACT,
REFRESH_BLENDOP_MIN,
REFRESH_BLENDOP_MAX
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} Refresh_BlendOp;
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typedef enum Refresh_LogicOp
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{
REFRESH_LOGICOP_CLEAR = 0,
REFRESH_LOGICOP_AND = 1,
REFRESH_LOGICOP_AND_REVERSE = 2,
REFRESH_LOGICOP_COPY = 3,
REFRESH_LOGICOP_AND_INVERTED = 4,
REFRESH_LOGICOP_NO_OP = 5,
REFRESH_LOGICOP_XOR = 6,
REFRESH_LOGICOP_OR = 7,
REFRESH_LOGICOP_NOR = 8,
REFRESH_LOGICOP_EQUIVALENT = 9,
REFRESH_LOGICOP_INVERT = 10,
REFRESH_LOGICOP_OR_REVERSE = 11,
REFRESH_LOGICOP_COPY_INVERTED = 12,
REFRESH_LOGICOP_OR_INVERTED = 13,
REFRESH_LOGICOP_NAND = 14,
REFRESH_LOGICOP_SET = 15
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} Refresh_LogicOp;
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typedef enum Refresh_BlendFactor
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{
REFRESH_BLENDFACTOR_ZERO = 0,
REFRESH_BLENDFACTOR_ONE = 1,
REFRESH_BLENDFACTOR_SRC_COLOR = 2,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 3,
REFRESH_BLENDFACTOR_DST_COLOR = 4,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR = 5,
REFRESH_BLENDFACTOR_SRC_ALPHA = 6,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 7,
REFRESH_BLENDFACTOR_DST_ALPHA = 8,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 9,
REFRESH_BLENDFACTOR_CONSTANT_COLOR = 10,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
REFRESH_BLENDFACTOR_CONSTANT_ALPHA = 12,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE = 14,
REFRESH_BLENDFACTOR_SRC1_COLOR = 15,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_COLOR = 16,
REFRESH_BLENDFACTOR_SRC1_ALPHA = 17,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_ALPHA = 18
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} Refresh_BlendFactor;
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typedef enum Refresh_ColorComponentFlagBits
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{
REFRESH_COLORCOMPONENT_R_BIT = 0x00000001,
REFRESH_COLORCOMPONENT_G_BIT = 0x00000002,
REFRESH_COLORCOMPONENT_B_BIT = 0x00000004,
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REFRESH_COLORCOMPONENT_A_BIT = 0x00000008
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} Refresh_ColorComponentFlagBits;
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typedef uint32_t Refresh_ColorComponentFlags;
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typedef enum Refresh_ShaderStageType
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{
REFRESH_SHADERSTAGE_VERTEX,
REFRESH_SHADERSTAGE_FRAGMENT
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} Refresh_ShaderStageType;
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typedef enum Refresh_Filter
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{
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REFRESH_FILTER_NEAREST,
REFRESH_FILTER_LINEAR,
REFRESH_FILTER_CUBIC
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} Refresh_Filter;
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typedef enum Refresh_SamplerMipmapMode
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{
REFRESH_SAMPLERMIPMAPMODE_NEAREST,
REFRESH_SAMPLERMIPMAPMODE_LINEAR
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} Refresh_SamplerMipmapMode;
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typedef enum Refresh_SamplerAddressMode
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{
REFRESH_SAMPLERADDRESSMODE_REPEAT,
REFRESH_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
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} Refresh_SamplerAddressMode;
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/* FIXME: we should probably make a library-level decision about color types */
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typedef enum Refresh_BorderColor
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{
REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK = 0,
REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK = 1,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK = 2,
REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK = 3,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE = 4,
REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE = 5
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} Refresh_BorderColor;
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/* Structures */
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typedef struct Refresh_Color
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{
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
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} Refresh_Color;
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typedef struct Refresh_DepthStencilValue
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{
float depth;
uint32_t stencil;
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} Refresh_DepthStencilValue;
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typedef struct Refresh_Rect
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{
int32_t x;
int32_t y;
int32_t w;
int32_t h;
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} Refresh_Rect;
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typedef struct Refresh_Vec4
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{
float x;
float y;
float z;
float w;
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} Refresh_Vec4;
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typedef struct Refresh_Viewport
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{
float x;
float y;
float w;
float h;
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float minDepth;
float maxDepth;
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} Refresh_Viewport;
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typedef struct Refresh_TextureSlice
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{
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Refresh_Texture *texture;
Refresh_Rect rectangle;
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uint32_t depth; /* 0 unless 3D */
uint32_t layer; /* 0 unless cube */
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uint32_t level;
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} Refresh_TextureSlice;
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typedef struct Refresh_PresentationParameters
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{
void* deviceWindowHandle;
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Refresh_PresentMode presentMode;
} Refresh_PresentationParameters;
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/* State structures */
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typedef struct Refresh_SamplerStateCreateInfo
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{
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Refresh_Filter minFilter;
Refresh_Filter magFilter;
Refresh_SamplerMipmapMode mipmapMode;
Refresh_SamplerAddressMode addressModeU;
Refresh_SamplerAddressMode addressModeV;
Refresh_SamplerAddressMode addressModeW;
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float mipLodBias;
uint8_t anisotropyEnable;
float maxAnisotropy;
uint8_t compareEnable;
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Refresh_CompareOp compareOp;
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float minLod;
float maxLod;
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Refresh_BorderColor borderColor;
} Refresh_SamplerStateCreateInfo;
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typedef struct Refresh_VertexBinding
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{
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uint32_t binding;
uint32_t stride;
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Refresh_VertexInputRate inputRate;
} Refresh_VertexBinding;
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typedef struct Refresh_VertexAttribute
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{
uint32_t location;
uint32_t binding;
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Refresh_VertexElementFormat format;
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uint32_t offset;
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} Refresh_VertexAttribute;
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typedef struct Refresh_VertexInputState
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{
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const Refresh_VertexBinding *vertexBindings;
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uint32_t vertexBindingCount;
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const Refresh_VertexAttribute *vertexAttributes;
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uint32_t vertexAttributeCount;
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} Refresh_VertexInputState;
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typedef struct Refresh_StencilOpState
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{
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Refresh_StencilOp failOp;
Refresh_StencilOp passOp;
Refresh_StencilOp depthFailOp;
Refresh_CompareOp compareOp;
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uint32_t compareMask;
uint32_t writeMask;
uint32_t reference;
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} Refresh_StencilOpState;
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typedef struct Refresh_ColorTargetBlendState
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{
uint8_t blendEnable;
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Refresh_BlendFactor srcColorBlendFactor;
Refresh_BlendFactor dstColorBlendFactor;
Refresh_BlendOp colorBlendOp;
Refresh_BlendFactor srcAlphaBlendFactor;
Refresh_BlendFactor dstAlphaBlendFactor;
Refresh_BlendOp alphaBlendOp;
Refresh_ColorComponentFlags colorWriteMask;
} Refresh_ColorTargetBlendState;
typedef struct Refresh_ComputePipelineLayoutCreateInfo
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{
uint32_t bufferBindingCount;
uint32_t imageBindingCount;
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} Refresh_ComputePipelineLayoutCreateInfo;
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typedef struct Refresh_GraphicsPipelineLayoutCreateInfo
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{
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uint32_t vertexSamplerBindingCount;
uint32_t fragmentSamplerBindingCount;
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} Refresh_GraphicsPipelineLayoutCreateInfo;
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typedef struct Refresh_ColorTargetDescription
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{
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Refresh_ColorFormat format;
Refresh_SampleCount multisampleCount;
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
} Refresh_ColorTargetDescription;
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typedef struct Refresh_DepthStencilTargetDescription
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{
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Refresh_DepthFormat depthFormat;
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
Refresh_LoadOp stencilLoadOp;
Refresh_StoreOp stencilStoreOp;
} Refresh_DepthStencilTargetDescription;
typedef struct Refresh_RenderPassCreateInfo
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{
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const Refresh_ColorTargetDescription *colorTargetDescriptions;
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uint32_t colorTargetCount;
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const Refresh_DepthStencilTargetDescription *depthTargetDescription; /* can be NULL */
} Refresh_RenderPassCreateInfo;
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typedef struct Refresh_ShaderModuleCreateInfo
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{
size_t codeSize;
const uint32_t *byteCode;
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} Refresh_ShaderModuleCreateInfo;
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/* Pipeline state structures */
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typedef struct Refresh_ShaderStageState
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{
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Refresh_ShaderModule *shaderModule;
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const char* entryPointName;
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uint64_t uniformBufferSize;
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} Refresh_ShaderStageState;
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/* FIXME: this is awkwardly named */
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typedef struct Refresh_TopologyState
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{
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Refresh_PrimitiveType topology;
} Refresh_TopologyState;
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typedef struct Refresh_ViewportState
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{
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const Refresh_Viewport *viewports;
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uint32_t viewportCount;
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const Refresh_Rect *scissors;
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uint32_t scissorCount;
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} Refresh_ViewportState;
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typedef struct Refresh_RasterizerState
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{
uint8_t depthClampEnable;
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Refresh_FillMode fillMode;
Refresh_CullMode cullMode;
Refresh_FrontFace frontFace;
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uint8_t depthBiasEnable;
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
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} Refresh_RasterizerState;
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typedef struct Refresh_MultisampleState
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{
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Refresh_SampleCount multisampleCount;
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uint32_t sampleMask;
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} Refresh_MultisampleState;
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typedef struct Refresh_DepthStencilState
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{
uint8_t depthTestEnable;
uint8_t depthWriteEnable;
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Refresh_CompareOp compareOp;
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uint8_t depthBoundsTestEnable;
uint8_t stencilTestEnable;
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Refresh_StencilOpState frontStencilState;
Refresh_StencilOpState backStencilState;
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float minDepthBounds;
float maxDepthBounds;
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} Refresh_DepthStencilState;
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typedef struct Refresh_ColorBlendState
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{
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uint8_t logicOpEnable;
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Refresh_LogicOp logicOp;
const Refresh_ColorTargetBlendState *blendStates;
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uint32_t blendStateCount;
float blendConstants[4];
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} Refresh_ColorBlendState;
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typedef struct Refresh_ComputePipelineCreateInfo
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{
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Refresh_ShaderStageState computeShaderState;
Refresh_ComputePipelineLayoutCreateInfo pipelineLayoutCreateInfo;
} Refresh_ComputePipelineCreateInfo;
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typedef struct Refresh_GraphicsPipelineCreateInfo
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{
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Refresh_ShaderStageState vertexShaderState;
Refresh_ShaderStageState fragmentShaderState;
Refresh_VertexInputState vertexInputState;
Refresh_TopologyState topologyState;
Refresh_ViewportState viewportState;
Refresh_RasterizerState rasterizerState;
Refresh_MultisampleState multisampleState;
Refresh_DepthStencilState depthStencilState;
Refresh_ColorBlendState colorBlendState;
Refresh_GraphicsPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
Refresh_RenderPass *renderPass;
} Refresh_GraphicsPipelineCreateInfo;
typedef struct Refresh_FramebufferCreateInfo
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{
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Refresh_RenderPass *renderPass;
Refresh_ColorTarget **pColorTargets;
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uint32_t colorTargetCount;
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Refresh_DepthStencilTarget *pDepthStencilTarget;
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uint32_t width;
uint32_t height;
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} Refresh_FramebufferCreateInfo;
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/* Interop Structs */
typedef enum Refresh_SysRendererType
{
REFRESH_RENDERER_TYPE_VULKAN
} Refresh_SysRendererType;
typedef struct Refresh_SysRenderer
{
Refresh_SysRendererType rendererType;
union
{
#if REFRESH_DRIVER_VULKAN
struct
{
VkInstance instance;
VkPhysicalDevice physicalDevice;
VkDevice logicalDevice;
uint32_t queueFamilyIndex;
} vulkan;
#endif /* REFRESH_DRIVER_VULKAN */
uint8_t filler[64];
} renderer;
} Refresh_SysRenderer;
typedef struct Refresh_TextureHandles
{
Refresh_SysRendererType rendererType;
union
{
#if REFRESH_DRIVER_VULKAN
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define REFRESH_VULKAN_HANDLE_TYPE void*
#else
#define REFRESH_VULKAN_HANDLE_TYPE uint64_t
#endif
struct
{
REFRESH_VULKAN_HANDLE_TYPE image; /* VkImage */
REFRESH_VULKAN_HANDLE_TYPE view; /* VkImageView */
} vulkan;
#endif /* REFRESH_DRIVER_VULKAN */
uint8_t filler[64];
} texture;
} Refresh_TextureHandles;
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/* Version API */
#define REFRESH_ABI_VERSION 0
#define REFRESH_MAJOR_VERSION 0
#define REFRESH_MINOR_VERSION 1
#define REFRESH_PATCH_VERSION 0
#define REFRESH_COMPILED_VERSION ( \
(REFRESH_ABI_VERSION * 100 * 100 * 100) + \
(REFRESH_MAJOR_VERSION * 100 * 100) + \
(REFRESH_MINOR_VERSION * 100) + \
(REFRESH_PATCH_VERSION) \
)
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REFRESHAPI uint32_t Refresh_LinkedVersion(void);
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/* Functions */
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/* Logging */
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typedef void (REFRESHCALL * Refresh_LogFunc)(const char *msg);
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/* Reroutes Refresh's logging to custom logging functions.
*
* info: Basic logs that might be useful to have stored for support.
* warn: Something went wrong, but it's really just annoying, not fatal.
* error: You better have this stored somewhere because it's crashing now!
*/
REFRESHAPI void Refresh_HookLogFunctions(
Refresh_LogFunc info,
Refresh_LogFunc warn,
Refresh_LogFunc error
);
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/* Device */
/* Create a rendering context for use on the calling thread.
*
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* presentationParameters:
* If the windowHandle is NULL, Refresh will run in headless mode.
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* debugMode: Enable debug mode properties.
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*/
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REFRESHAPI Refresh_Device* Refresh_CreateDevice(
Refresh_PresentationParameters *presentationParameters,
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uint8_t debugMode
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);
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/* Create a rendering context by taking an externally-initialized VkDevice.
* Only valid with Vulkan backend.
* Useful for piggybacking on a separate graphics library like FNA3D.
*
* sysRenderer: Externally-initialized device info.
* debugMode: Enable debug mode properties.
*/
REFRESHAPI Refresh_Device* Refresh_CreateDeviceUsingExternal(
Refresh_SysRenderer *sysRenderer,
uint8_t debugMode
);
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/* Destroys a rendering context previously returned by Refresh_CreateDevice. */
REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device);
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/* Drawing */
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/* Clears the targets of the currently bound framebuffer.
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* If fewer colors are passed than the number of color targets in the
* framebuffer, this function will clear the first n color targets.
*
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* NOTE:
* It is generally recommended to clear in BeginRenderPass
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* rather than by calling this function unless necessary.
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*
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* clearRect: Area to clear.
* options: Bitflags to specify color/depth/stencil buffers for clearing.
* colors: An array of color values for the cleared color buffers.
* colorCount: The number of colors in the above array.
* depth: The new value of the cleared depth buffer.
* stencil: The new value of the cleared stencil buffer.
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*/
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REFRESHAPI void Refresh_Clear(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Color *colors,
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uint32_t colorCount,
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float depth,
int32_t stencil
);
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/* Draws data from vertex/index buffers with instancing enabled.
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*
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* baseVertex: The starting offset to read from the vertex buffer.
* minVertexIndex: The lowest index value expected from the index buffer.
* numVertices: The highest offset expected from the index buffer.
* startIndex: The starting offset to read from the index buffer.
* primitiveCount: The number of primitives to draw.
* instanceCount: The number of instances that will be drawn.
* indices: The index buffer to bind for this draw call.
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* indexElementSize: The size of the index type for this index buffer.
* vertexParamOffset: The offset of the vertex shader param data.
* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawInstancedPrimitives(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
uint32_t minVertexIndex,
uint32_t numVertices,
uint32_t startIndex,
uint32_t primitiveCount,
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uint32_t instanceCount,
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Refresh_Buffer *indices,
Refresh_IndexElementSize indexElementSize,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
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/* Draws data from vertex/index buffers.
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*
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* baseVertex: The starting offset to read from the vertex buffer.
* minVertexIndex: The lowest index value expected from the index buffer.
* numVertices: The highest offset expected from the index buffer.
* startIndex: The starting offset to read from the index buffer.
* primitiveCount: The number of primitives to draw.
* indices: The index buffer to bind for this draw call.
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* indexElementSize: The size of the index type for this index buffer.
* vertexParamOffset: The offset of the vertex shader param data.
* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawIndexedPrimitives(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
uint32_t minVertexIndex,
uint32_t numVertices,
uint32_t startIndex,
uint32_t primitiveCount,
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Refresh_Buffer *indices,
Refresh_IndexElementSize indexElementSize,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
/* Draws data from vertex buffers.
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*
* vertexStart: The starting offset to read from the vertex buffer.
* primitiveCount: The number of primitives to draw.
* vertexParamOffset: The offset of the vertex shader param data.
* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawPrimitives(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t vertexStart,
uint32_t primitiveCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
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/* Dispatches work compute items.
*
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* groupCountX: Number of local workgroups to dispatch in the X dimension.
* groupCountY: Number of local workgroups to dispatch in the Y dimension.
* groupCountZ: Number of local workgroups to dispatch in the Z dimension.
* computeParamOffset: The offset of the compute shader param data.
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*/
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REFRESHAPI void Refresh_DispatchCompute(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t groupCountX,
uint32_t groupCountY,
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uint32_t groupCountZ,
uint32_t computeParamOffset
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);
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/* State Creation */
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/* Returns an allocated RenderPass* object. */
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REFRESHAPI Refresh_RenderPass* Refresh_CreateRenderPass(
Refresh_Device *device,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
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);
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/* Returns an allocated ComputePipeline* object. */
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REFRESHAPI Refresh_ComputePipeline* Refresh_CreateComputePipeline(
Refresh_Device *device,
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
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);
/* Returns an allocated GraphicsPipeline* object. */
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REFRESHAPI Refresh_GraphicsPipeline* Refresh_CreateGraphicsPipeline(
Refresh_Device *device,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
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);
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/* Returns an allocated Sampler* object. */
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REFRESHAPI Refresh_Sampler* Refresh_CreateSampler(
Refresh_Device *device,
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
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);
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/* Returns an allocated Framebuffer* object. */
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REFRESHAPI Refresh_Framebuffer* Refresh_CreateFramebuffer(
Refresh_Device *device,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
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);
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/* Returns an allocated ShaderModule* object. */
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REFRESHAPI Refresh_ShaderModule* Refresh_CreateShaderModule(
Refresh_Device *device,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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);
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/* Creates a 2D texture.
*
* format: The pixel format of the texture data.
* width: The width of the texture image.
* height: The height of the texture image.
* levelCount: The number of mipmap levels to allocate.
* usageFlags: Specifies how the texture will be used.
*
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* Returns an allocated Refresh_Texture* object. Note that the contents of
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* the texture are undefined until SetData is called.
*/
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REFRESHAPI Refresh_Texture* Refresh_CreateTexture2D(
Refresh_Device *device,
Refresh_ColorFormat format,
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uint32_t width,
uint32_t height,
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uint32_t levelCount,
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Refresh_TextureUsageFlags usageFlags
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);
/* Creates a 3D texture.
*
* format: The pixel format of the texture data.
* width: The width of the texture image.
* height: The height of the texture image.
* depth: The depth of the texture image.
* levelCount: The number of mipmap levels to allocate.
* usageFlags: Specifies how the texture will be used.
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*
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* Returns an allocated Refresh_Texture* object. Note that the contents of
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* the texture are undefined until SetData is called.
*/
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REFRESHAPI Refresh_Texture* Refresh_CreateTexture3D(
Refresh_Device *device,
Refresh_ColorFormat format,
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uint32_t width,
uint32_t height,
uint32_t depth,
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uint32_t levelCount,
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Refresh_TextureUsageFlags usageFlags
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);
/* Creates a texture cube.
*
* format: The pixel format of the texture data.
* size: The length of the cube side.
* levelCount: The number of mipmap levels to allocate.
* usageFlags: Specifies how the texture will be used.
*
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* Returns an allocated Refresh_Texture* object. Note that the contents of
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* the texture are undefined until SetData is called.
*/
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REFRESHAPI Refresh_Texture* Refresh_CreateTextureCube(
Refresh_Device *device,
Refresh_ColorFormat format,
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uint32_t size,
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uint32_t levelCount,
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Refresh_TextureUsageFlags usageFlags
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);
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/* Creates a color target.
*
* multisampleCount: The MSAA value for the color target.
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* textureSlice: The texture slice that the color target will resolve to.
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*/
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REFRESHAPI Refresh_ColorTarget* Refresh_CreateColorTarget(
Refresh_Device *device,
Refresh_SampleCount multisampleCount,
Refresh_TextureSlice *textureSlice
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);
/* Creates a depth/stencil target.
*
* width: The width of the depth/stencil target.
* height: The height of the depth/stencil target.
* format: The storage format of the depth/stencil target.
*/
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REFRESHAPI Refresh_DepthStencilTarget* Refresh_CreateDepthStencilTarget(
Refresh_Device *device,
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uint32_t width,
uint32_t height,
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Refresh_DepthFormat format
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);
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/* Creates a buffer.
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*
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* usageFlags: Specifies how the buffer will be used.
* sizeInBytes: The length of the buffer.
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*/
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REFRESHAPI Refresh_Buffer* Refresh_CreateBuffer(
Refresh_Device *device,
Refresh_BufferUsageFlags usageFlags,
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uint32_t sizeInBytes
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);
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/* Setters */
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/* Uploads image data to a texture object.
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*
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* textureSlice: The texture slice to be updated.
* data: A pointer to the image data.
* dataLengthInBytes: The size of the image data.
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*/
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REFRESHAPI void Refresh_SetTextureData(
Refresh_Device *driverData,
Refresh_TextureSlice *textureSlice,
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void *data,
uint32_t dataLengthInBytes
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);
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/* Uploads YUV image data to three R8 texture objects.
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*
* y: The texture storing the Y data.
* u: The texture storing the U (Cb) data.
* v: The texture storing the V (Cr) data.
* yWidth: The width of the Y plane.
* yHeight: The height of the Y plane.
* uvWidth: The width of the U/V planes.
* uvHeight: The height of the U/V planes.
* data: A pointer to the raw YUV image data.
* dataLength: The size of the image data in bytes.
*/
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REFRESHAPI void Refresh_SetTextureDataYUV(
Refresh_Device *driverData,
Refresh_Texture *y,
Refresh_Texture *u,
Refresh_Texture *v,
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uint32_t yWidth,
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void* data,
uint32_t dataLength
);
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/* Performs an asynchronous texture-to-texture copy.
*
* sourceTextureSlice: The texture slice from which to copy.
* destinationTextureSlice: The texture slice to copy to.
* filter: The filter that will be used if the copy requires scaling.
*/
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REFRESHAPI void Refresh_CopyTextureToTexture(
Refresh_Device *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *sourceTextureSlice,
Refresh_TextureSlice *destinationTextureSlice,
Refresh_Filter filter
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);
/* Asynchronously copies image data from a texture slice into a buffer.
*
* NOTE:
* The buffer will not contain correct data until the command buffer
* is submitted and completed.
*
* textureSlice: The texture object being copied.
* buffer: The buffer being filled with the image data.
*/
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REFRESHAPI void Refresh_CopyTextureToBuffer(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Buffer *buffer
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);
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/* Sets a region of the buffer with client data.
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*
* NOTE:
* Calling this function on a buffer after the buffer
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* has been bound without calling Submit first is an error.
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*
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* buffer: The vertex buffer to be updated.
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* offsetInBytes: The starting offset of the buffer to write into.
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* data: The client data to write into the buffer.
* dataLength: The length of data from the client buffer to write.
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*/
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REFRESHAPI void Refresh_SetBufferData(
Refresh_Device *device,
Refresh_Buffer *buffer,
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uint32_t offsetInBytes,
void* data,
uint32_t dataLength
);
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/* Pushes vertex shader params to the device.
* Returns a starting offset value to be used with draw calls.
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*
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* NOTE:
* A pipeline must be bound.
* Will use the block size of the currently bound vertex shader.
*
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* data: The client data to write into the buffer.
* paramBlockCount: The number of param-sized blocks from the client buffer to write.
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*/
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REFRESHAPI uint32_t Refresh_PushVertexShaderParams(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
void *data,
uint32_t paramBlockCount
);
/* Pushes fragment shader params to the device.
* Returns a starting offset value to be used with draw calls.
*
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* NOTE:
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* A graphics pipeline must be bound.
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* Will use the block size of the currently bound fragment shader.
*
* data: The client data to write into the buffer.
* paramBlockCount: The number of param-sized blocks from the client buffer to write.
*/
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REFRESHAPI uint32_t Refresh_PushFragmentShaderParams(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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void *data,
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uint32_t paramBlockCount
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);
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/* Pushes compute shader params to the device.
* Returns a starting offset value to be used with draw calls.
*
* NOTE:
* A compute pipeline must be bound.
* Will use the block size of the currently bound compute shader.
*
* data: The client data to write into the buffer.
* paramBlockData: The number of param-sized blocks from the client buffer to write.
*/
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REFRESHAPI uint32_t Refresh_PushComputeShaderParams(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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void *data,
uint32_t paramBlockCount
);
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/* Getters */
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/* Synchronously copies data from a buffer to a pointer.
* You probably want to wait for a sync point to call this.
*
* buffer: The buffer to copy data from.
* data: The pointer to copy data to.
* dataLengthInBytes: The length of data to copy.
*/
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REFRESHAPI void Refresh_GetBufferData(
Refresh_Device *device,
Refresh_Buffer *buffer,
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void *data,
uint32_t dataLengthInBytes
);
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/* Disposal */
/* Sends a texture to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* texture: The Refresh_Texture to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyTexture(
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Refresh_Device *device,
Refresh_Texture *texture
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);
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/* Sends a sampler to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* texture: The Refresh_Sampler to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroySampler(
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Refresh_Device *device,
Refresh_Sampler *sampler
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);
/* Sends a buffer to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* buffer: The Refresh_Buffer to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyBuffer(
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Refresh_Device *device,
Refresh_Buffer *buffer
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);
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/* Sends a color target to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* colorTarget: The Refresh_ColorTarget to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyColorTarget(
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Refresh_Device *device,
Refresh_ColorTarget *colorTarget
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);
/* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyDepthStencilTarget(
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Refresh_Device *device,
Refresh_DepthStencilTarget *depthStencilTarget
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);
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/* Sends a framebuffer to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* framebuffer: The Refresh_Framebuffer to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyFramebuffer(
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Refresh_Device *device,
Refresh_Framebuffer *frameBuffer
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);
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/* Sends a shader module to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* shaderModule: The Refresh_ShaderModule to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyShaderModule(
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Refresh_Device *device,
Refresh_ShaderModule *shaderModule
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);
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/* Sends a render pass to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* renderPass: The Refresh_RenderPass to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyRenderPass(
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Refresh_Device *device,
Refresh_RenderPass *renderPass
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);
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/* Sends a compute pipeline to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* computePipeline: The Refresh_ComputePipeline to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyComputePipeline(
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Refresh_Device *device,
Refresh_ComputePipeline *computePipeline
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);
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/* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
*
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* graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline(
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Refresh_Device *device,
Refresh_GraphicsPipeline *graphicsPipeline
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);
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/* Graphics State */
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/* Begins a render pass.
*
* renderPass: The renderpass to begin.
* framebuffer: The framebuffer to bind for the render pass.
* renderArea:
* The area affected by the render pass.
* All load, store and resolve operations are restricted
* to the given rectangle.
* clearValues:
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* A pointer to an array of Refresh_Color structures
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* that contains clear values for each color target in the
* framebuffer. May be NULL.
* clearCount: The amount of color structs in the above array.
* depthStencilClearValue: The depth/stencil clear value. May be NULL.
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*/
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REFRESHAPI void Refresh_BeginRenderPass(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect renderArea,
Refresh_Color *pColorClearValues,
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uint32_t colorClearCount,
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Refresh_DepthStencilValue *depthStencilClearValue
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);
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/* Ends the current render pass. */
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REFRESHAPI void Refresh_EndRenderPass(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer
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);
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/* Binds a graphics pipeline to the graphics bind point. */
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REFRESHAPI void Refresh_BindGraphicsPipeline(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_GraphicsPipeline *graphicsPipeline
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);
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/* Binds vertex buffers for use with subsequent draw calls. */
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REFRESHAPI void Refresh_BindVertexBuffers(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t firstBinding,
uint32_t bindingCount,
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Refresh_Buffer **pBuffers,
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uint64_t *pOffsets
);
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/* Binds an index buffer for use with subsequent draw calls. */
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REFRESHAPI void Refresh_BindIndexBuffer(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
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uint64_t offset,
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Refresh_IndexElementSize indexElementSize
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);
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/* Sets textures/samplers for use with the currently bound vertex shader.
*
* NOTE:
* The length of the passed arrays must be equal to the number
* of sampler bindings specified by the pipeline.
*
* textures: A pointer to an array of textures.
* samplers: A pointer to an array of samplers.
*/
REFRESHAPI void Refresh_BindVertexSamplers(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
);
/* Sets textures/samplers for use with the currently bound fragment shader.
*
* NOTE:
* The length of the passed arrays must be equal to the number
* of sampler bindings specified by the pipeline.
*
* textures: A pointer to an array of textures.
* samplers: A pointer to an array of samplers.
*/
REFRESHAPI void Refresh_BindFragmentSamplers(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
);
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/* Binds a compute pipeline to the compute bind point. */
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REFRESHAPI void Refresh_BindComputePipeline(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputePipeline *computePipeline
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);
/* Binds buffers for use with the currently bound compute pipeline.
*
* pBuffers: An array of buffers to bind.
* Length must be equal to the number of buffers
* specified by the compute pipeline.
*/
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REFRESHAPI void Refresh_BindComputeBuffers(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer **pBuffers
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);
/* Binds textures for use with the currently bound compute pipeline.
*
* pTextures: An array of textures to bind.
* Length must be equal to the number of buffers
* specified by the compute pipeline.
*/
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REFRESHAPI void Refresh_BindComputeTextures(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures
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);
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/* Submission/Presentation */
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/* Returns an allocated Refresh_CommandBuffer* object.
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* This command buffer is managed by the implementation and
* should NOT be freed by the user.
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*
* NOTE:
* A command buffer may only be used on the thread that
* it was acquired on. Using it on any other thread is an error.
*
* fixed:
* If a command buffer is designated as fixed, it can be
* acquired once, have commands recorded into it, and
* be re-submitted indefinitely.
*
*/
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REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
Refresh_Device *device,
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uint8_t fixed
);
/* Queues an image to be presented to the screen.
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* The image will be presented upon the next Refresh_Submit call.
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*
* NOTE:
* It is an error to call this function in headless mode.
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*
* textureSlice: The texture slice to present.
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* destinationRectangle: The region of the window to update. Can be NULL.
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* filter: The filter to use if scaling is required.
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*/
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REFRESHAPI void Refresh_QueuePresent(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter
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);
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/* Submits all of the enqueued commands. */
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REFRESHAPI void Refresh_Submit(
Refresh_Device* device,
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uint32_t commandBufferCount,
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Refresh_CommandBuffer **pCommandBuffers
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);
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/* Waits for the previous submission to complete. */
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REFRESHAPI void Refresh_Wait(
Refresh_Device *device
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);
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/* Export handles to be consumed by another API */
REFRESHAPI void Refresh_GetTextureHandles(
Refresh_Device* device,
Refresh_Texture* texture,
Refresh_TextureHandles* handles
);
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#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* REFRESH_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */