forked from MoonsideGames/Refresh
texture creation
parent
78f2dc1bde
commit
3bd6dfae2d
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@ -655,30 +655,84 @@ REFRESHAPI void REFRESH_DrawPrimitives(
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/* State Creation */
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/* State Creation */
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/* Creates a new RenderPass object. */
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/* Returns an allocated RenderPass* object. */
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REFRESHAPI REFRESH_RenderPass REFRESH_CreateRenderPass(
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REFRESHAPI REFRESH_RenderPass* REFRESH_CreateRenderPass(
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REFRESH_Device *device,
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REFRESH_Device *device,
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REFRESH_RenderPassCreateInfo *renderPassCreateInfo
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REFRESH_RenderPassCreateInfo *renderPassCreateInfo
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);
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);
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/* Creates a new Pipeline object. */
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/* Returns an allocated Pipeline* object. */
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REFRESHAPI REFRESH_Pipeline REFRESH_CreatePipeline(
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REFRESHAPI REFRESH_Pipeline* REFRESH_CreatePipeline(
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REFRESH_Device *device,
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REFRESH_Device *device,
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REFRESH_PipelineCreateInfo *pipelineCreateInfo
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REFRESH_PipelineCreateInfo *pipelineCreateInfo
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);
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);
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/* Creates a new Sampler object. */
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/* Returns an allocated Sampler* object. */
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REFRESHAPI REFRESH_Sampler REFRESH_CreateSampler(
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REFRESHAPI REFRESH_Sampler* REFRESH_CreateSampler(
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REFRESH_Device *device,
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REFRESH_Device *device,
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REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
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REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
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);
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);
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/* Creates a new Framebuffer object. */
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/* Returns an allocated Framebuffer* object. */
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REFRESHAPI REFRESH_Framebuffer REFRESH_CreateFramebuffer(
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REFRESHAPI REFRESH_Framebuffer* REFRESH_CreateFramebuffer(
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REFRESH_Device *device,
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REFRESH_Device *device,
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REFRESH_FramebufferCreateInfo *framebufferCreateInfo
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REFRESH_FramebufferCreateInfo *framebufferCreateInfo
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);
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);
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/* Creates a 2D texture.
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*
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* format: The pixel format of the texture data.
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* width: The width of the texture image.
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* height: The height of the texture image.
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* levelCount: The number of mipmap levels to allocate.
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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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*/
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REFRESHAPI REFRESH_Texture* REFRESH_CreateTexture2D(
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REFRESH_Device *device,
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REFRESH_SurfaceFormat format,
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uint32_t width,
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uint32_t height,
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uint32_t levelCount
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);
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/* Creates a 3D texture.
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*
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* format: The pixel format of the texture data.
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* width: The width of the texture image.
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* height: The height of the texture image.
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* depth: The depth of the texture image.
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* levelCount: The number of mipmap levels to allocate.
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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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*/
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REFRESHAPI REFRESH_Texture* REFRESH_CreateTexture3D(
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REFRESH_Device *device,
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REFRESH_SurfaceFormat format,
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uint32_t width,
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uint32_t height,
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uint32_t depth,
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uint32_t levelCount
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);
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/* Creates a texture cube.
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*
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* format: The pixel format of the texture data.
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* size: The length of the cube side.
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* levelCount: The number of mipmap levels to allocate.
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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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*/
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REFRESHAPI REFRESH_Texture* REFRESH_CreateTextureCube(
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REFRESH_Device *device,
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REFRESH_SurfaceFormat format,
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uint32_t size,
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uint32_t levelCount
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);
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/* Shader State */
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/* Shader State */
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/* Sets textures/samplers for use with the currently bound vertex shader.
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/* Sets textures/samplers for use with the currently bound vertex shader.
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