removed windows sdk
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@@ -1,86 +0,0 @@
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/**************************************************************************************************
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* This file is a part of Ultralight. *
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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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#pragma once
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#include <Ultralight/Defines.h>
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#include <Ultralight/Bitmap.h>
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#include <Ultralight/Geometry.h>
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namespace ultralight {
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#pragma pack(push, 1)
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///
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/// Offscreen render target, used when rendering Views via the GPU renderer.
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///
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/// When a View is rendered via the GPU renderer (see View::is_accelerated), it will be rendered to
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/// an offscreen render target (View::render_target) that you can display in your application.
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///
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/// This is intended to be used with a custom GPUDriver implementation in a game or similar
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/// application.
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///
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/// ## Displaying the Render Target
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///
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/// To display the View's render target, you should:
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///
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/// 1. Retrieve the underlying texture via RenderTarget::texture_id().
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/// 2. Bind the texture using your custom GPUDriver implementation.
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/// 3. Draw a textured quad with the provided UV coordinates (RenderTarget::uv_coords()).
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///
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struct UExport RenderTarget {
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///
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/// Whether this target is empty (null texture)
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///
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bool is_empty;
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///
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/// The viewport width (in device coordinates).
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///
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uint32_t width;
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///
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/// The viewport height (in device coordinates).
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///
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uint32_t height;
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///
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/// The GPUDriver-specific texture ID (you should bind the texture using your custom GPUDriver
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/// implementation before drawing a quad).
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///
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uint32_t texture_id;
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///
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/// The texture width (in pixels). This may be padded.
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///
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uint32_t texture_width;
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///
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/// The texture height (in pixels). This may be padded.
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///
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uint32_t texture_height;
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///
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/// The pixel format of the texture.
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///
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BitmapFormat texture_format;
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///
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/// UV coordinates of the texture (this is needed because the texture may be padded).
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///
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Rect uv_coords;
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///
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/// The GPUDriver-specific render buffer ID.
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///
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uint32_t render_buffer_id;
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RenderTarget();
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};
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#pragma pack(pop)
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} // namespace ultralight
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