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Added Windows OpenGL support. D3D11 stability fixes
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@@ -25,9 +25,10 @@ public:
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API_OPENGLES_3 = 3,
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API_VULKAN = 4,
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API_D3D11 = 5,
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API_METAL = 6,
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API_GX = 7,
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API_GX2 = 8
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API_D3D12 = 6,
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API_METAL = 7,
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API_GX = 8,
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API_GX2 = 9
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};
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enum EPixelFormat
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@@ -24,10 +24,13 @@ public:
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const char* platformName() const {return "OpenGL";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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const void* data, size_t sz);
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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std::unique_ptr<uint8_t[]>&& data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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ITextureR* newRenderTexture(size_t width, size_t height, size_t samples);
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@@ -171,12 +171,17 @@ struct IGraphicsDataFactory
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virtual IGraphicsBufferS*
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newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)=0;
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virtual IGraphicsBufferS*
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newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count)=0;
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virtual IGraphicsBufferD*
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newDynamicBuffer(BufferUse use, size_t stride, size_t count)=0;
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virtual ITextureS*
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)=0;
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virtual ITextureS*
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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std::unique_ptr<uint8_t[]>&& data, size_t sz)=0;
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virtual ITextureD*
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newDynamicTexture(size_t width, size_t height, TextureFormat fmt)=0;
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virtual ITextureR*
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