added Linux arm64 SDK
This commit is contained in:
@@ -0,0 +1,478 @@
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/**************************************************************************************************
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* This file is a part of Ultralight, an ultra-portable web-browser engine. *
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* *
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* See <https://ultralig.ht> for licensing and more. *
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* *
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* (C) 2024 Ultralight, Inc. *
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**************************************************************************************************/
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// clang-format off
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///
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/// @file CAPI_GPUDriver.h
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///
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/// User-defined GPU driver interface.
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///
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/// `#include <Ultralight/CAPI/CAPI_GPUDriver.h>`
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///
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/// The library uses this to optionally render Views on the GPU (see ulViewIsAccelerated()).
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///
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/// You can provide the library with your own GPU driver implementation so that all rendering is
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/// performed using an existing GPU context (useful for game engines).
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///
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/// When a View is rendered on the GPU, you can retrieve the backing texture ID via
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/// ulViewGetRenderTarget().
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///
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/// @see ulPlatformSetGPUDriver()
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///
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#ifndef ULTRALIGHT_CAPI_GPUDRIVER_H
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#define ULTRALIGHT_CAPI_GPUDRIVER_H
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#include <Ultralight/CAPI/CAPI_Defines.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/******************************************************************************
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* GPUDriver
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*****************************************************************************/
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///
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/// Render buffer description.
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///
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/// This structure describes a render buffer that can be used as a target for drawing commands.
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///
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typedef struct {
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unsigned int texture_id; ///< The backing texture for this RenderBuffer
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unsigned int width; ///< The width of the RenderBuffer texture
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unsigned int height; ///< The height of the RenderBuffer texture
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bool has_stencil_buffer; ///< Currently unused, always false.
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bool has_depth_buffer; ///< Currently unsued, always false.
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} ULRenderBuffer;
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/// \cond ignore
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/// This pragma pack(push, 1) command is important!
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/// GPU structs should not be padded with any bytes.
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/// \endcond
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#pragma pack(push, 1)
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///
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/// Vertex layout for path vertices.
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///
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/// This struct is the in-memory layout for each path vertex (useful for synthesizing or modifying
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/// your own vertex data).
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///
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typedef struct {
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float pos[2];
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unsigned char color[4];
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float obj[2];
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} ULVertex_2f_4ub_2f;
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///
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/// Vertex layout for quad vertices.
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///
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/// This struct is the in-memory layout for each quad vertex (useful for synthesizing or modifying
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/// your own vertex data).
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///
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typedef struct {
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float pos[2];
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unsigned char color[4];
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float tex[2];
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float obj[2];
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float data0[4];
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float data1[4];
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float data2[4];
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float data3[4];
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float data4[4];
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float data5[4];
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float data6[4];
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} ULVertex_2f_4ub_2f_2f_28f;
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///
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/// End single-byte alignment.
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///
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#pragma pack(pop)
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///
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/// Vertex buffer formats.
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///
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/// This enumeration describes the format of a vertex buffer.
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///
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typedef enum {
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kVertexBufferFormat_2f_4ub_2f, ///< Vertex_2f_4ub_2f (used for path rendering)
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kVertexBufferFormat_2f_4ub_2f_2f_28f, ///< Vertex_2f_4ub_2f_2f_28f (used for quad rendering)
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} ULVertexBufferFormat;
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///
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/// Vertex buffer description.
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///
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/// @see ULGPUDriver::create_geometry
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///
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typedef struct {
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ULVertexBufferFormat format; ///< The format of the vertex buffer.
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unsigned int size; ///< The size of the vertex buffer in bytes.
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unsigned char* data; ///< The raw vertex buffer data.
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} ULVertexBuffer;
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///
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/// Vertex index type.
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///
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typedef unsigned int ULIndexType;
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///
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/// Index buffer description.
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///
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/// This structure describes an index buffer that can be used to index into a vertex buffer.
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///
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/// @note The index buffer is a simple array of IndexType values.
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///
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typedef struct {
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unsigned int size; ///< The size of the index buffer in bytes.
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unsigned char* data; ///< The raw index buffer data.
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} ULIndexBuffer;
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///
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/// Shader program types, used with ULGPUState::shader_type
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///
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/// Each of these correspond to a vertex/pixel shader pair. You can find stock shader code for these
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/// in the `shaders` folder of the AppCore repo.
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///
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typedef enum {
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kShaderType_Fill, ///< Shader program for filling quad geometry.
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kShaderType_FillPath, ///< Shader program for filling tesselated path geometry.
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} ULShaderType;
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///
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/// Raw 4x4 matrix as an array of floats in column-major order.
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///
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typedef struct {
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float data[16];
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} ULMatrix4x4;
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///
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/// 4-component float vector
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///
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typedef struct {
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float value[4];
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} ULvec4;
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///
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/// The state of the GPU for a given draw command.
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///
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/// This structure describes the current state of the GPU for a given draw command.
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///
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typedef struct {
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/// Viewport width in pixels
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unsigned int viewport_width;
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/// Viewport height in pixels
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unsigned int viewport_height;
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/// Transform matrix-- you should multiply this with the screen-space orthographic projection
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/// matrix then pass to the vertex shader.
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ULMatrix4x4 transform;
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/// Whether or not we should enable texturing for the current draw command.
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bool enable_texturing;
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/// Whether or not we should enable blending for the current draw command. If blending is
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/// disabled, any drawn pixels should overwrite existing. Mainly used so we can modify alpha
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/// values of the RenderBuffer during scissored clears.
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bool enable_blend;
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/// The vertex/pixel shader program pair to use for the current draw command. You should cast this
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/// to ShaderType to get the corresponding enum.
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unsigned char shader_type;
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/// The render buffer to use for the current draw command.
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unsigned int render_buffer_id;
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/// The texture id to bind to slot #1. (Will be 0 if none)
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unsigned int texture_1_id;
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/// The texture id to bind to slot #2. (Will be 0 if none)
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unsigned int texture_2_id;
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/// The texture id to bind to slot #3. (Will be 0 if none)
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unsigned int texture_3_id;
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/// The uniform scalars (passed to the pixel shader via uniforms).
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float uniform_scalar[8];
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/// The uniform vectors (passed to the pixel shader via uniforms).
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ULvec4 uniform_vector[8];
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/// The clip size (passed to the pixel shader via uniforms).
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unsigned char clip_size;
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/// The clip stack (passed to the pixel shader via uniforms).
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ULMatrix4x4 clip[8];
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/// Whether or not scissor testing should be used for the current draw command.
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bool enable_scissor;
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/// The scissor rect to use for scissor testing (units in pixels)
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ULIntRect scissor_rect;
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} ULGPUState;
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///
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/// The types of commands.
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///
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/// This enumeration describes the type of command to execute on the GPU. Used with
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/// ULCommand::command_type
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///
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typedef enum {
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kCommandType_ClearRenderBuffer, ///< Clear the specified render buffer.
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kCommandType_DrawGeometry, ///< Draw the specified geometry to the specified render buffer.
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} ULCommandType;
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///
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/// A command to execute on the GPU.
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///
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/// This structure describes a command to be executed on the GPU.
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///
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/// Commands are dispatched to the GPU driver asynchronously via ULGPUDriver::update_command_list,
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/// the GPU driver should consume these commands and execute them at an appropriate time.
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///
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/// @see ULCommandList
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///
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typedef struct {
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unsigned char command_type; ///< The type of command to dispatch.
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ULGPUState gpu_state; ///< The current GPU state.
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unsigned int geometry_id; ///< The geometry ID to bind. (used with kCommandType_DrawGeometry)
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unsigned int indices_count; ///< The number of indices. (used with kCommandType_DrawGeometry)
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unsigned int indices_offset; ///< The index to start from. (used with kCommandType_DrawGeometry)
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} ULCommand;
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///
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/// List of commands to execute on the GPU.
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///
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/// @see ULGPUDriver::update_command_list
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///
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typedef struct {
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unsigned int size; ///< The number of commands in the list.
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ULCommand* commands; ///< The raw command list data.
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} ULCommandList;
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///
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/// Callback for users to implement ULGPUDriver::begin_synchronize.
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///
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/// Called before any state (eg, create_texture(), update_texture(), destroy_texture(), etc.) is
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/// updated during a call to ulRender().
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///
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/// This is a good time to prepare the GPU for any state updates.
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///
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typedef void (*ULGPUDriverBeginSynchronizeCallback)();
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///
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/// Callback for users to implement ULGPUDriver::end_synchronize.
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///
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/// Called after all state has been updated during a call to ulRender().
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///
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typedef void (*ULGPUDriverEndSynchronizeCallback)();
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///
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/// Callback for users to implement ULGPUDriver::next_texture_id.
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///
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/// Get the next available texture ID.
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///
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/// This is used to generate a unique texture ID for each texture created by the library. The
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/// GPU driver implementation is responsible for mapping these IDs to a native ID.
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///
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/// @note Numbering should start at 1, 0 is reserved for "no texture".
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///
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/// @return Returns the next available texture ID.
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///
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typedef unsigned int (*ULGPUDriverNextTextureIdCallback)();
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///
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/// Callback for users to implement ULGPUDriver::create_texture.
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///
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/// Create a texture with a certain ID and optional bitmap.
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///
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/// @param texture_id The texture ID to use for the new texture.
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///
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/// @param bitmap The bitmap to initialize the texture with (can be empty).
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///
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/// @note If the Bitmap is empty (ulBitmapIsEmpty()), then a RTT Texture should be created instead.
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/// This will be used as a backing texture for a new RenderBuffer.
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///
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/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
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/// asynchronously, it will not persist beyond this call.
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///
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typedef void (*ULGPUDriverCreateTextureCallback)(unsigned int texture_id, ULBitmap bitmap);
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///
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/// Callback for users to implement ULGPUDriver::update_texture.
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///
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/// Update an existing non-RTT texture with new bitmap data.
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///
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/// @param texture_id The texture to update.
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///
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/// @param bitmap The new bitmap data.
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///
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/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
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/// asynchronously, it will not persist beyond this call.
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///
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typedef void (*ULGPUDriverUpdateTextureCallback)(unsigned int texture_id, ULBitmap bitmap);
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///
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/// Callback for users to implement ULGPUDriver::destroy_texture.
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///
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/// Destroy a texture.
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///
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/// @param texture_id The texture to destroy.
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///
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typedef void (*ULGPUDriverDestroyTextureCallback)(unsigned int texture_id);
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///
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/// Callback for users to implement ULGPUDriver::next_render_buffer_id.
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///
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/// Get the next available render buffer ID.
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///
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/// This is used to generate a unique render buffer ID for each render buffer created by the
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/// library. The GPU driver implementation is responsible for mapping these IDs to a native ID.
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///
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/// @note Numbering should start at 1, 0 is reserved for "no render buffer".
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///
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/// @return Returns the next available render buffer ID.
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///
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typedef unsigned int (*ULGPUDriverNextRenderBufferIdCallback)();
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///
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/// Callback for users to implement ULGPUDriver::create_render_buffer.
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///
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/// Create a render buffer with certain ID and buffer description.
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///
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/// @param render_buffer_id The render buffer ID to use for the new render buffer.
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///
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/// @param buffer The render buffer description.
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///
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typedef void (*ULGPUDriverCreateRenderBufferCallback)(unsigned int render_buffer_id,
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ULRenderBuffer buffer);
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///
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/// Callback for users to implement ULGPUDriver::destroy_render_buffer.
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///
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/// Destroy a render buffer.
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///
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/// @param render_buffer_id The render buffer to destroy.
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///
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typedef void (*ULGPUDriverDestroyRenderBufferCallback)(unsigned int render_buffer_id);
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///
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/// Callback for users to implement ULGPUDriver::next_geometry_id.
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///
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/// Get the next available geometry ID.
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///
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/// This is used to generate a unique geometry ID for each geometry created by the library. The
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/// GPU driver implementation is responsible for mapping these IDs to a native ID.
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///
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/// @note Numbering should start at 1, 0 is reserved for "no geometry".
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///
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/// @return Returns the next available geometry ID.
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///
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typedef unsigned int (*ULGPUDriverNextGeometryIdCallback)();
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///
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/// Callback for users to implement ULGPUDriver::create_geometry.
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///
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/// Create geometry with certain ID and vertex/index data.
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///
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/// @param geometry_id The geometry ID to use for the new geometry.
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///
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/// @param vertices The vertex buffer data.
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///
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/// @param indices The index buffer data.
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///
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/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
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/// GPU asynchronously, it will not persist beyond this call.
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///
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typedef void (*ULGPUDriverCreateGeometryCallback)(unsigned int geometry_id, ULVertexBuffer vertices,
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ULIndexBuffer indices);
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///
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/// Callback for users to implement ULGPUDriver::update_geometry.
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///
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/// Update existing geometry with new vertex/index data.
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///
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/// @param geometry_id The geometry to update.
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///
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/// @param vertices The new vertex buffer data.
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///
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/// @param indices The new index buffer data.
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///
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/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
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/// GPU asynchronously, it will not persist beyond this call.
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///
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typedef void (*ULGPUDriverUpdateGeometryCallback)(unsigned int geometry_id, ULVertexBuffer vertices,
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ULIndexBuffer indices);
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///
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/// Callback for users to implement ULGPUDriver::destroy_geometry.
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///
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/// Destroy geometry.
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///
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/// @param geometry_id The geometry to destroy.
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///
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typedef void (*ULGPUDriverDestroyGeometryCallback)(unsigned int geometry_id);
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///
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/// Callback for users to implement ULGPUDriver::update_command_list.
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///
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/// Update the pending command list with commands to execute on the GPU.
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///
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/// Commands are dispatched to the GPU driver asynchronously via this method. The GPU driver
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/// implementation should consume these commands and execute them at an appropriate time.
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///
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/// @param list The list of commands to execute.
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///
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/// @warning Implementations should make a deep copy of the command list, it will not persist
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/// beyond this call.
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///
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typedef void (*ULGPUDriverUpdateCommandListCallback)(ULCommandList list);
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///
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/// User-defined GPU driver interface.
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///
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/// You should implement each of these callbacks, then pass an instance of this struct containing
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/// your callbacks to ulPlatformSetGPUDriver().
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///
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typedef struct {
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ULGPUDriverBeginSynchronizeCallback begin_synchronize;
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ULGPUDriverEndSynchronizeCallback end_synchronize;
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ULGPUDriverNextTextureIdCallback next_texture_id;
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ULGPUDriverCreateTextureCallback create_texture;
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ULGPUDriverUpdateTextureCallback update_texture;
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ULGPUDriverDestroyTextureCallback destroy_texture;
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ULGPUDriverNextRenderBufferIdCallback next_render_buffer_id;
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ULGPUDriverCreateRenderBufferCallback create_render_buffer;
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ULGPUDriverDestroyRenderBufferCallback destroy_render_buffer;
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ULGPUDriverNextGeometryIdCallback next_geometry_id;
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ULGPUDriverCreateGeometryCallback create_geometry;
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ULGPUDriverUpdateGeometryCallback update_geometry;
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ULGPUDriverDestroyGeometryCallback destroy_geometry;
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ULGPUDriverUpdateCommandListCallback update_command_list;
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} ULGPUDriver;
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///
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/// Sets up an orthographic projection matrix with a certain viewport width and height, multiplies
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/// it by 'transform', and returns the result.
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///
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/// This should be used to calculate the model-view projection matrix for the vertex shaders using
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/// the current ULGPUState.
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///
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/// The 'flip_y' can be optionally used to flip the Y coordinate-space. (Usually flip_y == true for
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/// OpenGL)
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///
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ULExport ULMatrix4x4 ulApplyProjection(ULMatrix4x4 transform, float viewport_width,
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float viewport_height, bool flip_y);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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||||
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||||
#endif // ULTRALIGHT_CAPI_GPUDRIVER_H
|
||||
|
||||
// clang-format on
|
||||
Reference in New Issue
Block a user