mirror of
https://github.com/AxioDL/boo.git
synced 2025-12-16 16:37:20 +00:00
Various fixes
This commit is contained in:
@@ -21,6 +21,12 @@ public:
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BUTTON_AUX2 = 5
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};
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struct SWindowRect
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{
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int location[2];
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int size[2];
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};
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struct SWindowCoord
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{
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unsigned pixel[2];
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@@ -84,6 +90,8 @@ public:
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MKEY_COMMAND = 1<<4
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};
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virtual void resized(const SWindowRect& rect)
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{(void)rect;}
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virtual void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
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{(void)coord;(void)button;(void)mods;}
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virtual void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
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@@ -18,21 +18,21 @@ public:
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Platform platform() const {return PlatformD3D11;}
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const char* platformName() const {return "Direct 3D 11";}
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use);
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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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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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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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@@ -28,22 +28,22 @@ public:
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Platform platform() const {return PlatformD3D12;}
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const char* platformName() const {return "Direct 3D 12";}
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* 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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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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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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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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const IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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@@ -23,26 +23,26 @@ public:
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Platform platform() const {return PlatformOGLES3;}
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const char* platformName() const {return "OpenGL ES 3.0";}
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use);
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* 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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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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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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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs);
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs);
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void reset();
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IGraphicsData* commit();
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@@ -147,21 +147,21 @@ struct IGraphicsDataFactory
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virtual Platform platform() const=0;
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virtual const char* platformName() const=0;
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virtual const IGraphicsBufferS*
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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 IGraphicsBufferD*
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newDynamicBuffer(BufferUse use, size_t stride, size_t count)=0;
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virtual const ITextureS*
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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 ITextureD*
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newDynamicTexture(size_t width, size_t height, TextureFormat fmt)=0;
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virtual const IVertexFormat*
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virtual IVertexFormat*
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newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)=0;
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virtual const IShaderDataBinding*
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virtual IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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