forked from MoonsideGames/RefreshCS
426 lines
9.5 KiB
C#
426 lines
9.5 KiB
C#
/* Refresh - C# bindings for the Refresh graphics Library
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace RefreshSharp
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{
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public static class Refresh
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{
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private const string nativeLibName = "Refresh";
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/* Enums */
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public enum PresentMode
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{
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Immediate,
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Mailbox,
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FIFO,
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FIFORelaxed
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}
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public enum PrimitiveType
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{
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PointList,
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LineList,
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LineStrip,
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TriangleList,
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TriangleStrip
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}
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public enum LoadOp
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{
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Load,
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Clear,
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DontCare
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}
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public enum StoreOp
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{
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Store,
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DontCare
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}
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public enum ClearOptions
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{
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Color = 1,
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Depth = 2,
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Stencil = 4
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}
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public enum IndexElementSize
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{
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Sixteen,
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ThirtyTwo
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}
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public enum ColorFormat
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{
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R8G8B8A8,
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R5G6B5,
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A1R5G5B5,
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B4G4R4A4,
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BC1,
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BC2,
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BC3,
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R8G8_SNORM,
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R8G8B8A8_SNORM,
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A2R10G10B10,
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R16G16,
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R16G16B16A16,
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R8,
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R32_SFLOAT,
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R32G32_SFLOAT,
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R32G32B32A32_SFLOAT,
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R16_SFLOAT,
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R16G16_SFLOAT,
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R16G16B16A16_SFLOAT
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}
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public enum DepthFormat
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{
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Depth16,
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Depth32,
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Depth16Stencil8,
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Depth32Stencil8
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}
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public enum TextureUsageFlagBits
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{
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SamplerBit = 1,
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ColorTargetBit = 2
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}
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public enum SampleCount
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{
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One,
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Two,
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Four,
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Eight,
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Sixteen,
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ThirtyTwo,
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SixtyFour
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}
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public enum CubeMapFace
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{
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PositiveX,
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NegativeX,
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PositiveY,
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NegativeY,
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PositiveZ,
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NegativeZ
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}
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public enum VertexElementFormat
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{
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Single,
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Vector2,
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Vector3,
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Vector4,
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Color,
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Byte4,
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Short2,
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Short4,
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NormalizedShort2,
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NormalizedShort4,
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HalfVector2,
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HalfVector4
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}
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public enum VertexInputRate
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{
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Vertex,
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Instance
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}
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public enum FillMode
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{
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Fill,
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Line,
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Point
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}
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public enum CullMode
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{
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None,
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Front,
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Back,
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FrontAndBack
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}
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public enum FrontFace
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{
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CounterClockwise,
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Clockwise
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}
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public enum CompareOp
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{
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Never,
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Less,
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Equal,
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LessOrEqual,
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Greater,
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NotEqual,
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GreaterOrEqual,
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Always
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}
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public enum StencilOp
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{
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Keep,
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Zero,
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Replace,
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IncrementAndClamp,
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DecrementAndClamp,
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Invert,
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IncrementAndWrap,
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DecrementAndWrap
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}
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public enum BlendOp
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{
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max
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}
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public enum LogicOp
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{
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Clear,
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And,
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AndReverse,
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Copy,
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AndInverted,
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NoOp,
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Xor,
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Or,
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Nor,
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Equivalent,
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Invert,
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OrReverse,
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CopyInverted,
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OrInverted,
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Nand,
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Set
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}
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public enum BlendFactor
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{
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Zero,
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One,
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SourceColor,
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OneMinusSourceColor,
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DestinationColor,
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OneMinusDestinationColor,
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SourceAlpha,
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OneMinusSourceAlpha,
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DestinationAlpha,
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OneMinusDestinationAlpha,
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ConstantColor,
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OneMinusConstantColor,
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ConstantAlpha,
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OneMinusConstantAlpha,
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SourceAlphaSaturate,
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SourceOneColor,
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OneMinusSourceOneColor,
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SourceOneAlpha,
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OneMinusSourceOneAlpha
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}
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public enum ColorComponentFlagBits
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{
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R = 1,
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G = 2,
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B = 4,
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A = 8
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}
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public enum ShaderStageType
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{
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Vertex,
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Fragment
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}
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public enum Filter
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{
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Nearest,
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Linear,
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Cubic
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}
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public enum SamplerMipmapMode
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{
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Nearest,
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Linear
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}
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public enum SamplerAddressMode
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{
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Repeat,
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MirroredRepeat,
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ClampToEdge,
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ClampToBorder
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}
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public enum BorderColor
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{
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FloatTransparentBlack,
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IntTransparentBlack,
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FloatOpaqueBlack,
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IntOpaqueBlack,
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FloatOpaqueWhite,
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IntOpaqueWhite
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}
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/* Native Structures */
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[StructLayout(LayoutKind.Sequential)]
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public struct Color
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{
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public byte r;
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public byte g;
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public byte b;
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public byte a;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct DepthStencilValue
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{
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public float depth;
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public uint stencil;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Rect
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{
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public int x;
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public int y;
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public int w;
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public int h;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Vec4
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{
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public float x;
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public float y;
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public float z;
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public float w;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct Viewport
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{
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public float x;
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public float y;
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public float w;
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public float h;
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public float minDepth;
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public float maxDepth;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct TextureSlice
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{
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public IntPtr texture;
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public Rect rectangle;
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public uint depth;
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public uint layer;
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public uint level;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PresentationParameters
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{
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public IntPtr deviceWindowHandle;
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public PresentMode presentMode;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct SamplerStateCreateInfo
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{
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public Filter minFilter;
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public Filter magFilter;
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public SamplerMipmapMode mipmapMode;
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public SamplerAddressMode addressModeU;
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public SamplerAddressMode addressModeV;
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public SamplerAddressMode addressModeW;
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public float mipLodBias;
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public byte anisotropyEnable;
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public float maxAnisotropy;
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public byte compareEnable;
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public CompareOp compareOp;
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public float minLod;
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public float maxLod;
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public BorderColor borderColor;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct VertexBinding
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{
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public uint binding;
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public uint stride;
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public VertexInputRate inputRate;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct VertexAttribute
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{
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public uint location;
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public uint binding;
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public VertexElementFormat format;
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public uint offset;
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}
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct VertexInputState
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{
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public VertexBinding* vertexBindings;
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public uint vertexBindingCount;
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public VertexAttribute* vertexAttributes;
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public uint vertexAttributeCount;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct StencilOpState
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{
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public StencilOp failOp;
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public StencilOp passOp;
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public StencilOp depthFailOp;
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public CompareOp compareOp;
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public uint compareMask;
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public uint writeMask;
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public uint reference;
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}
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}
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}
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