forked from MoonsideGames/Refresh
add boilerplate
parent
6f793a5a3c
commit
dcef2e68c7
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@ -631,11 +631,11 @@ REFRESHAPI void REFRESH_Clear(
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REFRESHAPI void REFRESH_DrawIndexedPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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int32_t baseVertex,
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int32_t minVertexIndex,
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int32_t numVertices,
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int32_t startIndex,
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int32_t primitiveCount,
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uint32_t baseVertex,
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uint32_t minVertexIndex,
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uint32_t numVertices,
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uint32_t startIndex,
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uint32_t primitiveCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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);
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@ -655,12 +655,12 @@ REFRESHAPI void REFRESH_DrawIndexedPrimitives(
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REFRESHAPI void REFRESH_DrawInstancedPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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int32_t baseVertex,
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int32_t minVertexIndex,
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int32_t numVertices,
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int32_t startIndex,
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int32_t primitiveCount,
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int32_t instanceCount,
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uint32_t baseVertex,
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uint32_t minVertexIndex,
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uint32_t numVertices,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t instanceCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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);
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@ -673,8 +673,8 @@ REFRESHAPI void REFRESH_DrawInstancedPrimitives(
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REFRESHAPI void REFRESH_DrawPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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int32_t vertexStart,
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int32_t primitiveCount
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uint32_t vertexStart,
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uint32_t primitiveCount
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);
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/* State Creation */
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664
src/Refresh.c
664
src/Refresh.c
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@ -28,6 +28,8 @@
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#include <SDL.h>
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#define NULL_RETURN(name) if (name == NULL) { return; }
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/* Drivers */
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static const REFRESH_Driver *drivers[] = {
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@ -59,11 +61,7 @@ REFRESH_Device* REFRESH_CreateDevice(
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void REFRESH_DestroyDevice(REFRESH_Device *device)
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{
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if (device == NULL)
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{
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return;
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}
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NULL_RETURN(device);
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device->DestroyDevice(device);
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}
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@ -75,9 +73,657 @@ void REFRESH_Clear(
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float depth,
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int32_t stencil
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) {
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if (device == NULL)
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{
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return;
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}
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NULL_RETURN(device);
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device->Clear(device->driverData, options, colors, colorCount, depth, stencil);
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}
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void REFRESH_DrawIndexedPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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uint32_t baseVertex,
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uint32_t minVertexIndex,
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uint32_t numVertices,
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uint32_t startIndex,
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uint32_t primitiveCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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) {
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NULL_RETURN(device);
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device->DrawIndexedPrimitives(
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device->driverData,
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primitiveType,
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baseVertex,
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minVertexIndex,
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numVertices,
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startIndex,
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primitiveCount,
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indices,
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indexElementSize
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);
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}
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void REFRESH_DrawInstancedPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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uint32_t baseVertex,
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uint32_t minVertexIndex,
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uint32_t numVertices,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t instanceCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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) {
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NULL_RETURN(device);
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device->DrawInstancedPrimitives(
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device->driverData,
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primitiveType,
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baseVertex,
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minVertexIndex,
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numVertices,
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startIndex,
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primitiveCount,
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instanceCount,
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indices,
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indexElementSize
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);
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}
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void REFRESH_DrawPrimitives(
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REFRESH_Device *device,
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REFRESH_PrimitiveType primitiveType,
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uint32_t vertexStart,
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uint32_t primitiveCount
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) {
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NULL_RETURN(device);
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device->DrawPrimitives(
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device->driverData,
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primitiveType,
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vertexStart,
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primitiveCount
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);
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}
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REFRESH_RenderPass* REFRESH_CreateRenderPass(
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REFRESH_Device *device,
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REFRESH_RenderPassCreateInfo *renderPassCreateInfo
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) {
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NULL_RETURN(device);
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device->CreateRenderPass(
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device->driverData,
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renderPassCreateInfo
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);
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}
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REFRESH_GraphicsPipeline* REFRESH_CreateGraphicsPipeline(
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REFRESH_Device *device,
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REFRESH_GraphicsPipelineCreateInfo *pipelineCreateInfo
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) {
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NULL_RETURN(device);
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device->CreateGraphicsPipeline(
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device->driverData,
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pipelineCreateInfo
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);
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}
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REFRESH_Sampler* REFRESH_CreateSampler(
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REFRESH_Device *device,
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REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
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) {
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NULL_RETURN(device);
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device->CreateSampler(
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device->driverData,
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samplerStateCreateInfo
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);
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}
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REFRESH_Framebuffer* REFRESH_CreateFramebuffer(
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REFRESH_Device *device,
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REFRESH_FramebufferCreateInfo *framebufferCreateInfo
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) {
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NULL_RETURN(device);
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device->CreateFramebuffer(
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device->driverData,
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framebufferCreateInfo
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);
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}
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REFRESH_ShaderModule* REFRESH_CreateShaderModule(
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REFRESH_Device *device,
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REFRESH_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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NULL_RETURN(device);
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device->CreateShaderModule(
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device->driverData,
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shaderModuleCreateInfo
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);
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}
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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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NULL_RETURN(device);
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device->CreateTexture2D(
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device->driverData,
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format,
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width,
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height,
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levelCount
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);
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}
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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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NULL_RETURN(device);
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device->CreateTexture3D(
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device->driverData,
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format,
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width,
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height,
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depth,
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levelCount
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);
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}
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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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NULL_RETURN(device);
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device->CreateTextureCube(
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device->driverData,
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format,
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size,
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levelCount
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);
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}
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REFRESH_ColorTarget* REFRESH_GenColorTarget(
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REFRESH_Device *device,
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uint32_t width,
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uint32_t height,
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REFRESH_SurfaceFormat format,
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uint32_t multisampleCount,
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REFRESH_Texture *texture
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) {
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NULL_RETURN(device);
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device->GenColorTarget(
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device->driverData,
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width,
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height,
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format,
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multisampleCount,
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texture
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);
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}
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REFRESH_DepthStencilTarget* REFRESH_GenDepthStencilTarget(
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REFRESH_Device *device,
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uint32_t width,
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uint32_t height,
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REFRESH_DepthFormat format,
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REFRESH_Texture *texture
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) {
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NULL_RETURN(device);
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device->GenDepthStencilTarget(
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device->driverData,
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width,
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height,
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format,
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texture
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);
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}
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REFRESH_Buffer* REFRESH_GenVertexBuffer(
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REFRESH_Device *device,
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uint32_t sizeInBytes
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) {
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NULL_RETURN(device);
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device->GenVertexBuffer(
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device->driverData,
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sizeInBytes
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);
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}
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REFRESH_Buffer* REFRESH_GenIndexBuffer(
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REFRESH_Device *device,
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uint32_t sizeInBytes
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) {
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NULL_RETURN(device);
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device->GenIndexBuffer(
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device->driverData,
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sizeInBytes
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);
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}
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REFRESH_Buffer* REFRESH_GenShaderParamBuffer(
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REFRESH_Device *device,
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uint32_t sizeInBytes
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) {
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NULL_RETURN(device);
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device->GenShaderParamBuffer(
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device->driverData,
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sizeInBytes
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);
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}
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void REFRESH_SetTextureData2D(
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REFRESH_Device *device,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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uint32_t level,
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void *data,
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uint32_t dataLengthInBytes
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) {
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NULL_RETURN(device);
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device->SetTextureData2D(
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device->driverData,
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texture,
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x,
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y,
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w,
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h,
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level,
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data,
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dataLengthInBytes
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);
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}
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void REFRESH_SetTextureData3D(
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REFRESH_Device *device,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t z,
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uint32_t w,
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uint32_t h,
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uint32_t d,
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uint32_t level,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->SetTextureData3D(
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device->driverData,
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texture,
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x,
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y,
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z,
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w,
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h,
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d,
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level,
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data,
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dataLength
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);
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}
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void REFRESH_SetTextureDataCube(
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REFRESH_Device *device,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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REFRESH_CubeMapFace cubeMapFace,
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uint32_t level,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->SetTextureDataCube(
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device->driverData,
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texture,
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x,
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y,
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w,
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h,
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cubeMapFace,
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level,
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data,
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dataLength
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);
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}
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void REFRESH_SetTextureDataYUV(
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REFRESH_Device *device,
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REFRESH_Texture *y,
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REFRESH_Texture *u,
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REFRESH_Texture *v,
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uint32_t yWidth,
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uint32_t yHeight,
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uint32_t uvWidth,
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uint32_t uvHeight,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->SetTextureDataYUV(
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device->driverData,
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y,
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u,
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v,
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yWidth,
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yHeight,
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uvWidth,
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uvHeight,
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data,
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dataLength
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);
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}
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void REFRESH_SetVertexBufferData(
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REFRESH_Device *device,
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REFRESH_Buffer *buffer,
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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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NULL_RETURN(device);
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device->SetVertexBufferData(
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device->driverData,
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buffer,
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offsetInBytes,
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data,
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elementCount,
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elementSizeInBytes
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);
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}
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void REFRESH_SetIndexBufferData(
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REFRESH_Device *device,
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REFRESH_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->SetIndexBufferData(
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device->driverData,
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buffer,
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offsetInBytes,
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data,
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dataLength
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);
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}
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void REFRESH_SetShaderParamData(
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REFRESH_Device *device,
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REFRESH_Buffer *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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NULL_RETURN(device);
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device->SetShaderParamData(
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device->driverData,
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shaderParamBuffer,
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offsetInBytes,
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data,
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elementCount,
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elementSizeInBytes
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);
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}
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void REFRESH_SetVertexSamplers(
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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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NULL_RETURN(device);
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device->SetVertexSamplers(
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device->driverData,
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startIndex,
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pTextures,
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pSamplers,
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count
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);
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}
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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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NULL_RETURN(device);
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device->SetFragmentSamplers(
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device->driverData,
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startIndex,
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pTextures,
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pSamplers,
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count
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);
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}
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void REFRESH_GetTextureData2D(
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REFRESH_Device *device,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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uint32_t level,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->GetTextureData2D(
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device->driverData,
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texture,
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x,
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y,
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w,
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h,
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level,
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data,
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dataLength
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);
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}
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void REFRESH_GetTextureDataCube(
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REFRESH_Device *device,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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REFRESH_CubeMapFace cubeMapFace,
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uint32_t level,
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void* data,
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uint32_t dataLength
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) {
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NULL_RETURN(device);
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device->GetTextureDataCube(
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device->driverData,
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texture,
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x,
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y,
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w,
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h,
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cubeMapFace,
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level,
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data,
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dataLength
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);
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}
|
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void REFRESH_AddDisposeTexture(
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REFRESH_Device *device,
|
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REFRESH_Texture *texture
|
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) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeTexture(
|
||||
device->driverData,
|
||||
texture
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeSampler(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_Sampler *sampler
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeSampler(
|
||||
device->driverData,
|
||||
sampler
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeVertexBuffer(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_Buffer *buffer
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeVertexBuffer(
|
||||
device->driverData,
|
||||
buffer
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeIndexBuffer(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_Buffer *buffer
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeIndexBuffer(
|
||||
device->driverData,
|
||||
buffer
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeShaderParamBuffer(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_Buffer *buffer
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeShaderParamBuffer(
|
||||
device->driverData,
|
||||
buffer
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeColorTarget(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_ColorTarget *colorTarget
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeColorTarget(
|
||||
device->driverData,
|
||||
colorTarget
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeDepthStencilTarget(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_DepthStencilTarget *depthStencilTarget
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeDepthStencilTarget(
|
||||
device->driverData,
|
||||
depthStencilTarget
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeFramebuffer(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_Framebuffer *frameBuffer
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeFramebuffer(
|
||||
device->driverData,
|
||||
frameBuffer
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeShaderModule(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_ShaderModule *shaderModule
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeShaderModule(
|
||||
device->driverData,
|
||||
shaderModule
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeRenderPass(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_RenderPass *renderPass
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeRenderPass(
|
||||
device->driverData,
|
||||
renderPass
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_AddDisposeGraphicsPipeline(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_GraphicsPipeline *graphicsPipeline
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->AddDisposeGraphicsPipeline(
|
||||
device->driverData,
|
||||
graphicsPipeline
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_BeginRenderPass(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_RenderPass *renderPass,
|
||||
REFRESH_Framebuffer *framebuffer,
|
||||
REFRESH_Rect renderArea,
|
||||
REFRESH_ClearValue *pClearValues,
|
||||
uint32_t clearCount
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->BeginRenderPass(
|
||||
device->driverData,
|
||||
renderPass,
|
||||
framebuffer,
|
||||
renderArea,
|
||||
pClearValues,
|
||||
clearCount
|
||||
);
|
||||
}
|
||||
|
||||
void REFRESH_EndRenderPass(
|
||||
REFRESH_Device *device
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->EndRenderPass(device->driverData);
|
||||
}
|
||||
|
||||
void REFRESH_BindGraphicsPipeline(
|
||||
REFRESH_Device *device,
|
||||
REFRESH_GraphicsPipeline *graphicsPipeline
|
||||
) {
|
||||
NULL_RETURN(device);
|
||||
device->BindGraphicsPipeline(
|
||||
device->driverData,
|
||||
graphicsPipeline
|
||||
);
|
||||
}
|
||||
|
||||
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */
|
||||
|
|
|
@ -175,31 +175,31 @@ struct REFRESH_Device
|
|||
void (*DrawIndexedPrimitives)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_PrimitiveType primitiveType,
|
||||
int32_t baseVertex,
|
||||
int32_t minVertexIndex,
|
||||
int32_t numVertices,
|
||||
int32_t startIndex,
|
||||
int32_t primitiveCount,
|
||||
uint32_t baseVertex,
|
||||
uint32_t minVertexIndex,
|
||||
uint32_t numVertices,
|
||||
uint32_t startIndex,
|
||||
uint32_t primitiveCount,
|
||||
REFRESH_Buffer *indices,
|
||||
REFRESH_IndexElementSize indexElementSize
|
||||
);
|
||||
void (*DrawInstancedPrimitives)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_PrimitiveType primitiveType,
|
||||
int32_t baseVertex,
|
||||
int32_t minVertexIndex,
|
||||
int32_t numVertices,
|
||||
int32_t startIndex,
|
||||
int32_t primitiveCount,
|
||||
int32_t instanceCount,
|
||||
uint32_t baseVertex,
|
||||
uint32_t minVertexIndex,
|
||||
uint32_t numVertices,
|
||||
uint32_t startIndex,
|
||||
uint32_t primitiveCount,
|
||||
uint32_t instanceCount,
|
||||
REFRESH_Buffer *indices,
|
||||
REFRESH_IndexElementSize indexElementSize
|
||||
);
|
||||
void (*DrawPrimitives)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_PrimitiveType primitiveType,
|
||||
int32_t vertexStart,
|
||||
int32_t primitiveCount
|
||||
uint32_t vertexStart,
|
||||
uint32_t primitiveCount
|
||||
);
|
||||
|
||||
/* State Creation */
|
||||
|
|
Loading…
Reference in New Issue