forked from MoonsideGames/Refresh
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@ -573,7 +573,7 @@ REFRESHAPI uint32_t REFRESH_LinkedVersion(void);
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/* Drawing */
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/* Drawing */
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/* Clears the active draw buffers of any previous contents.
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/* Clears the targets of the currently bound framebuffer.
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* NOTE:
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* NOTE:
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* It is generally recommended to clear in BeginRenderPass
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* It is generally recommended to clear in BeginRenderPass
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* rather than by calling this function.
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* rather than by calling this function.
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@ -655,21 +655,25 @@ 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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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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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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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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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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@ -677,15 +681,51 @@ REFRESHAPI REFRESH_Framebuffer REFRESH_CreateFramebuffer(
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/* Shader State */
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/* Shader State */
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REFRESHAPI void REFRESH_SetSamplers(
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/* Sets textures/samplers for use with the currently bound vertex shader.
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*
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* startIndex: The index at which to begin replacing sampler references.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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* count: The length of the above arrays.
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*/
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REFRESHAPI void REFRESH_SetVertexSamplers(
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REFRESH_Device *device,
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REFRESH_Device *device,
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uint32_t startIndex,
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uint32_t startIndex,
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REFRESH_Texture **textures,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler **samplers
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REFRESH_Sampler *pSamplers,
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uint32_t count
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);
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);
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/* TODO: Do we need to give the user this much control over UBOs? */
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/* Sets textures/samplers for use with the currently bound fragment shader.
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REFRESHAPI void REFRESH_SetShaderParamData(
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*
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* startIndex: The index at which to begin replacing sampler references.
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* textures: A pointer to an array of textures.
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* samplers: A pointer to an array of samplers.
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* count: The length of the above arrays.
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*/
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REFRESHAPI void REFRESH_SetFragmentSamplers(
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REFRESH_Device *device,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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);
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/* Sets shader params for use with the currently bound vertex shader.
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*
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* TODO: Do we need to give the user this much control over UBOs?
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*/
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REFRESHAPI void REFRESH_SetVertexShaderParamData(
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REFRESH_Device *device,
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REFRESH_ShaderParamBuffer *shaderParamBuffer,
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uint32_t offsetInBytes,
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void *data,
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uint32_t elementCount,
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uint32_t elementSizeInBytes
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);
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/* Sets shader params for use with the currently bound fragment shader. */
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REFRESHAPI void REFRESH_SetFragmentShaderParamData(
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REFRESH_Device *device,
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REFRESH_Device *device,
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REFRESH_ShaderParamBuffer *shaderParamBuffer,
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REFRESH_ShaderParamBuffer *shaderParamBuffer,
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uint32_t offsetInBytes,
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uint32_t offsetInBytes,
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