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ToBackend: Add support for Device
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@ -53,6 +53,11 @@ namespace backend {
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using BackendType = typename BackendTraits::DepthStencilStateType;
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using BackendType = typename BackendTraits::DepthStencilStateType;
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};
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};
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template<typename BackendTraits>
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struct ToBackendTraits<DeviceBase, BackendTraits> {
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using BackendType = typename BackendTraits::DeviceType;
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};
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template<typename BackendTraits>
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template<typename BackendTraits>
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struct ToBackendTraits<FramebufferBase, BackendTraits> {
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struct ToBackendTraits<FramebufferBase, BackendTraits> {
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using BackendType = typename BackendTraits::FramebufferType;
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using BackendType = typename BackendTraits::FramebufferType;
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@ -42,6 +42,7 @@ namespace d3d12 {
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class BufferView;
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class BufferView;
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class CommandBuffer;
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class CommandBuffer;
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class DepthStencilState;
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class DepthStencilState;
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class Device;
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class InputState;
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class InputState;
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class Pipeline;
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class Pipeline;
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class PipelineLayout;
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class PipelineLayout;
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@ -60,6 +61,7 @@ namespace d3d12 {
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using BufferViewType = BufferView;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using CommandBufferType = CommandBuffer;
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using DepthStencilStateType = DepthStencilState;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using InputStateType = InputState;
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using PipelineType = Pipeline;
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using PipelineType = Pipeline;
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using PipelineLayoutType = PipelineLayout;
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using PipelineLayoutType = PipelineLayout;
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@ -55,6 +55,7 @@ namespace metal {
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class BufferView;
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class BufferView;
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class CommandBuffer;
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class CommandBuffer;
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class DepthStencilState;
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class DepthStencilState;
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class Device;
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class InputState;
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class InputState;
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class Framebuffer;
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class Framebuffer;
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class Pipeline;
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class Pipeline;
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@ -73,6 +74,7 @@ namespace metal {
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using BufferViewType = BufferView;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using CommandBufferType = CommandBuffer;
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using DepthStencilStateType = DepthStencilState;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using InputStateType = InputState;
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using FramebufferType = Framebuffer;
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using FramebufferType = Framebuffer;
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using PipelineType = Pipeline;
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using PipelineType = Pipeline;
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@ -43,6 +43,7 @@ namespace null {
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using BufferView = BufferViewBase;
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using BufferView = BufferViewBase;
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using CommandBuffer = CommandBufferBase;
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using CommandBuffer = CommandBufferBase;
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using DepthStencilState = DepthStencilStateBase;
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using DepthStencilState = DepthStencilStateBase;
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class Device;
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using InputState = InputStateBase;
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using InputState = InputStateBase;
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using Framebuffer = FramebufferBase;
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using Framebuffer = FramebufferBase;
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using Pipeline = PipelineBase;
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using Pipeline = PipelineBase;
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@ -61,6 +62,7 @@ namespace null {
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using BufferViewType = BufferView;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using CommandBufferType = CommandBuffer;
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using DepthStencilStateType = DepthStencilState;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using InputStateType = InputState;
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using FramebufferType = Framebuffer;
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using FramebufferType = Framebuffer;
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using PipelineType = Pipeline;
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using PipelineType = Pipeline;
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@ -39,6 +39,7 @@ namespace opengl {
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class BufferView;
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class BufferView;
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class CommandBuffer;
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class CommandBuffer;
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class DepthStencilState;
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class DepthStencilState;
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class Device;
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class InputState;
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class InputState;
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class PersistentPipelineState;
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class PersistentPipelineState;
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class Pipeline;
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class Pipeline;
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@ -58,6 +59,7 @@ namespace opengl {
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using BufferViewType = BufferView;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using CommandBufferType = CommandBuffer;
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using DepthStencilStateType = DepthStencilState;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using InputStateType = InputState;
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using PipelineType = Pipeline;
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using PipelineType = Pipeline;
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using PipelineLayoutType = PipelineLayout;
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using PipelineLayoutType = PipelineLayout;
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