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https://github.com/hrydgard/ppsspp.git
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Remove Thin3D prefix on more things
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463251908b
commit
9b439e4c43
22 files changed
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@@ -146,7 +146,7 @@ public:
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}
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};
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class Thin3DVKDepthStencilState : public Thin3DDepthStencilState {
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class Thin3DVKDepthStencilState : public DepthStencilState {
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public:
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bool depthTestEnabled;
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bool depthWriteEnabled;
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@@ -163,7 +163,7 @@ public:
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}
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};
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class Thin3DVKRasterState : public Thin3DRasterState {
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class Thin3DVKRasterState : public RasterState {
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public:
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Thin3DVKRasterState(VulkanContext *vulkan, const T3DRasterStateDesc &desc) {
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cullFace = desc.cull;
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@@ -189,7 +189,7 @@ public:
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// Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw,
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// to avoid synchronization issues.
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class Thin3DVKBuffer : public Thin3DBuffer {
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class Thin3DVKBuffer : public Buffer {
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public:
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Thin3DVKBuffer(size_t size, uint32_t flags) : dataSize_(size) {
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data_ = new uint8_t[size];
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@@ -221,7 +221,7 @@ private:
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// Not registering this as a resource holder, instead ShaderSet is registered. It will
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// invoke Compile again to recreate the shader then link them together.
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class Thin3DVKShader : public Thin3DShader {
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class Thin3DVKShader : public Shader {
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public:
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Thin3DVKShader(ShaderStage stage) : module_(VK_NULL_HANDLE), ok_(false) {
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stage_ = stage == ShaderStage::FRAGMENT ? VK_SHADER_STAGE_FRAGMENT_BIT : VK_SHADER_STAGE_VERTEX_BIT;
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@@ -307,11 +307,11 @@ public:
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return false;
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}
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std::vector<Thin3DVertexComponent> components_;
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std::vector<VertexComponent> components_;
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int stride_;
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};
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class Thin3DVKShaderSet : public Thin3DShaderSet {
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class Thin3DVKShaderSet : public ShaderSet {
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public:
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Thin3DVKShaderSet() {
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// HACK! Hardcoded
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@@ -390,15 +390,15 @@ public:
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Thin3DVKContext(VulkanContext *vulkan);
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virtual ~Thin3DVKContext();
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Thin3DDepthStencilState *CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, Comparison depthCompare) override;
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DepthStencilState *CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, Comparison depthCompare) override;
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BlendState *CreateBlendState(const BlendStateDesc &desc) override;
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Thin3DBuffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
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Thin3DShaderSet *CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) override;
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Thin3DVertexFormat *CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride, Thin3DShader *vshader) override;
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Thin3DSamplerState *CreateSamplerState(const T3DSamplerStateDesc &desc) override;
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Thin3DRasterState *CreateRasterState(const T3DRasterStateDesc &desc) override;
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Thin3DTexture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) override;
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Thin3DTexture *CreateTexture() override;
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Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
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ShaderSet *CreateShaderSet(Shader *vshader, Shader *fshader) override;
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Thin3DVertexFormat *CreateVertexFormat(const std::vector<VertexComponent> &components, int stride, Shader *vshader) override;
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SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
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RasterState *CreateRasterState(const T3DRasterStateDesc &desc) override;
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Texture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) override;
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Texture *CreateTexture() override;
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// Bound state objects
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void SetBlendState(BlendState *state) override {
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@@ -407,19 +407,19 @@ public:
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}
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// Bound state objects
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void SetDepthStencilState(Thin3DDepthStencilState *state) override {
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void SetDepthStencilState(DepthStencilState *state) override {
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Thin3DVKDepthStencilState *s = static_cast<Thin3DVKDepthStencilState *>(state);
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curDepthStencilState_ = s;
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}
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// Bound state objects
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void SetRasterState(Thin3DRasterState *state) override {
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void SetRasterState(RasterState *state) override {
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Thin3DVKRasterState *s = static_cast<Thin3DVKRasterState *>(state);
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curRasterState_ = s;
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}
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// The implementation makes the choice of which shader code to use.
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Thin3DShader *CreateShader(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
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Shader *CreateShader(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
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void SetScissorEnabled(bool enable) override {
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scissorEnabled_ = enable;
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@@ -430,14 +430,14 @@ public:
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void SetViewports(int count, Viewport *viewports) override;
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void BindTextures(int start, int count, Thin3DTexture **textures) override;
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void BindTextures(int start, int count, Texture **textures) override;
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void SetSamplerStates(int start, int count, Thin3DSamplerState **state) override;
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void SetSamplerStates(int start, int count, SamplerState **state) override;
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// TODO: Add more sophisticated draws.
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void Draw(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) override;
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void DrawIndexed(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) override;
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void DrawUP(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) override;
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void Draw(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, Buffer *vdata, int vertexCount, int offset) override;
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void DrawIndexed(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, Buffer *vdata, Buffer *idata, int vertexCount, int offset) override;
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void DrawUP(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) override;
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void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
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@@ -532,9 +532,9 @@ VkFormat FormatToVulkan(DataFormat fmt, int *bpp) {
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}
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}
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class Thin3DVKSamplerState : public Thin3DSamplerState {
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class Thin3DVKSamplerState : public SamplerState {
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public:
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Thin3DVKSamplerState(VulkanContext *vulkan, const T3DSamplerStateDesc &desc) : vulkan_(vulkan) {
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Thin3DVKSamplerState(VulkanContext *vulkan, const SamplerStateDesc &desc) : vulkan_(vulkan) {
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VkSamplerCreateInfo s = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
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s.addressModeU = desc.wrapS == TextureAddressMode::REPEAT ? VK_SAMPLER_ADDRESS_MODE_REPEAT : VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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s.addressModeV = desc.wrapT == TextureAddressMode::REPEAT ? VK_SAMPLER_ADDRESS_MODE_REPEAT : VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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@@ -557,15 +557,15 @@ private:
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VkSampler sampler_;
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};
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Thin3DSamplerState *Thin3DVKContext::CreateSamplerState(const T3DSamplerStateDesc &desc) {
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SamplerState *Thin3DVKContext::CreateSamplerState(const SamplerStateDesc &desc) {
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return new Thin3DVKSamplerState(vulkan_, desc);
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}
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Thin3DRasterState *Thin3DVKContext::CreateRasterState(const T3DRasterStateDesc &desc) {
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RasterState *Thin3DVKContext::CreateRasterState(const T3DRasterStateDesc &desc) {
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return new Thin3DVKRasterState(vulkan_, desc);
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}
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void Thin3DVKContext::SetSamplerStates(int start, int count, Thin3DSamplerState **state) {
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void Thin3DVKContext::SetSamplerStates(int start, int count, SamplerState **state) {
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for (int i = start; i < start + count; i++) {
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boundSamplers_[i] = (Thin3DVKSamplerState *)state[i];
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}
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@@ -578,7 +578,7 @@ enum class TextureState {
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PENDING_DESTRUCTION,
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};
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class Thin3DVKTexture : public Thin3DTexture {
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class Thin3DVKTexture : public Texture {
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public:
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Thin3DVKTexture(VulkanContext *vulkan) : vulkan_(vulkan), vkTex_(nullptr) {
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}
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@@ -953,18 +953,18 @@ void Thin3DVKContext::DirtyDynamicState() {
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viewportDirty_ = true;
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}
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Thin3DVertexFormat *Thin3DVKContext::CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride, Thin3DShader *vshader) {
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Thin3DVertexFormat *Thin3DVKContext::CreateVertexFormat(const std::vector<VertexComponent> &components, int stride, Shader *vshader) {
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Thin3DVKVertexFormat *fmt = new Thin3DVKVertexFormat();
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fmt->components_ = components;
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fmt->stride_ = stride;
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return fmt;
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}
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Thin3DTexture *Thin3DVKContext::CreateTexture() {
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Texture *Thin3DVKContext::CreateTexture() {
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return new Thin3DVKTexture(vulkan_);
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}
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Thin3DTexture *Thin3DVKContext::CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) {
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Texture *Thin3DVKContext::CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) {
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return new Thin3DVKTexture(vulkan_, type, format, width, height, depth, mipLevels);
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}
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@@ -985,7 +985,7 @@ void Thin3DVKTexture::Finalize(int zim_flags) {
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// TODO
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}
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Thin3DDepthStencilState *Thin3DVKContext::CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, Comparison depthCompare) {
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DepthStencilState *Thin3DVKContext::CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, Comparison depthCompare) {
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Thin3DVKDepthStencilState *ds = new Thin3DVKDepthStencilState();
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ds->depthTestEnabled = depthTestEnabled;
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ds->depthWriteEnabled = depthWriteEnabled;
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@@ -1007,11 +1007,11 @@ BlendState *Thin3DVKContext::CreateBlendState(const BlendStateDesc &desc) {
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return bs;
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}
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Thin3DBuffer *Thin3DVKContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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Buffer *Thin3DVKContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new Thin3DVKBuffer(size, usageFlags);
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}
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Thin3DShaderSet *Thin3DVKContext::CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) {
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ShaderSet *Thin3DVKContext::CreateShaderSet(Shader *vshader, Shader *fshader) {
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if (!vshader || !fshader) {
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ELOG("ShaderSet requires both a valid vertex and a fragment shader: %p %p", vshader, fshader);
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return NULL;
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@@ -1029,13 +1029,13 @@ Thin3DShaderSet *Thin3DVKContext::CreateShaderSet(Thin3DShader *vshader, Thin3DS
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}
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}
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void Thin3DVKContext::BindTextures(int start, int count, Thin3DTexture **textures) {
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void Thin3DVKContext::BindTextures(int start, int count, Texture **textures) {
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for (int i = start; i < start + count; i++) {
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boundTextures_[i] = static_cast<Thin3DVKTexture *>(textures[i]);
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}
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}
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Thin3DShader *Thin3DVKContext::CreateShader(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) {
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Shader *Thin3DVKContext::CreateShader(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) {
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Thin3DVKShader *shader = new Thin3DVKShader(stage);
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if (shader->Compile(vulkan_, vulkan_source)) {
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return shader;
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@@ -1091,7 +1091,7 @@ inline VkPrimitiveTopology PrimToVK(Primitive prim) {
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}
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}
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void Thin3DVKContext::Draw(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) {
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void Thin3DVKContext::Draw(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, Buffer *vdata, int vertexCount, int offset) {
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ApplyDynamicState();
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curPrim_ = PrimToVK(prim);
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@@ -1114,7 +1114,7 @@ void Thin3DVKContext::Draw(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVer
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vkCmdDraw(cmd_, vertexCount, 1, offset, 0);
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}
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void Thin3DVKContext::DrawIndexed(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) {
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void Thin3DVKContext::DrawIndexed(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, Buffer *vdata, Buffer *idata, int vertexCount, int offset) {
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ApplyDynamicState();
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curPrim_ = PrimToVK(prim);
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@@ -1143,7 +1143,7 @@ void Thin3DVKContext::DrawIndexed(Primitive prim, Thin3DShaderSet *shaderSet, Th
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vkCmdDrawIndexed(cmd_, vertexCount, 1, 0, offset, 0);
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}
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void Thin3DVKContext::DrawUP(Primitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) {
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void Thin3DVKContext::DrawUP(Primitive prim, ShaderSet *shaderSet, Thin3DVertexFormat *format, const void *vdata, int vertexCount) {
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ApplyDynamicState();
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curPrim_ = PrimToVK(prim);
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