forked from MoonsideGames/Refresh
misc API tweaks
parent
4ca101099d
commit
b19fab415d
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@ -336,6 +336,7 @@ typedef enum Refresh_SamplerAddressMode
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REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
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REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
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} Refresh_SamplerAddressMode;
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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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typedef enum Refresh_BorderColor
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{
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{
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REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK = 0,
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REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK = 0,
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@ -520,6 +521,7 @@ typedef struct Refresh_ShaderStageState
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uint64_t uniformBufferSize;
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uint64_t uniformBufferSize;
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} Refresh_ShaderStageState;
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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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typedef struct Refresh_TopologyState
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{
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{
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Refresh_PrimitiveType topology;
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Refresh_PrimitiveType topology;
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@ -549,7 +551,7 @@ typedef struct Refresh_RasterizerState
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typedef struct Refresh_MultisampleState
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typedef struct Refresh_MultisampleState
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{
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{
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Refresh_SampleCount multisampleCount;
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Refresh_SampleCount multisampleCount;
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const uint32_t *sampleMask;
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const uint32_t sampleMask;
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} Refresh_MultisampleState;
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} Refresh_MultisampleState;
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typedef struct Refresh_DepthStencilState
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typedef struct Refresh_DepthStencilState
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@ -4758,7 +4758,7 @@ static Refresh_GraphicsPipeline* VULKAN_CreateGraphicsPipeline(
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multisampleStateCreateInfo.sampleShadingEnable = VK_FALSE;
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multisampleStateCreateInfo.sampleShadingEnable = VK_FALSE;
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multisampleStateCreateInfo.minSampleShading = 1.0f;
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multisampleStateCreateInfo.minSampleShading = 1.0f;
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multisampleStateCreateInfo.pSampleMask =
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multisampleStateCreateInfo.pSampleMask =
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pipelineCreateInfo->multisampleState.sampleMask;
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&pipelineCreateInfo->multisampleState.sampleMask;
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multisampleStateCreateInfo.alphaToCoverageEnable = VK_FALSE;
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multisampleStateCreateInfo.alphaToCoverageEnable = VK_FALSE;
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multisampleStateCreateInfo.alphaToOneEnable = VK_FALSE;
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multisampleStateCreateInfo.alphaToOneEnable = VK_FALSE;
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