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https://github.com/MobileGL-Dev/MobileGL
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Merge remote-tracking branch 'origin/Feat/Backend-Direct-Vulkan' into Agent/CodexAudit
# Conflicts: # MobileGL/MG_Backend/BackendObject.h # MobileGL/MG_Backend/DirectGLES/Managers.cpp # MobileGL/MG_Backend/DirectVulkan/BackendObject_DirectVulkan.cpp # MobileGL/MG_Backend/DirectVulkan/Renderer/FrameContext.cpp # MobileGL/MG_Backend/DirectVulkan/Renderer/VkTextureManager.cpp # MobileGL/MG_Backend/DirectVulkan/Renderer/VulkanRenderer.cpp # MobileGL/MG_Impl/GLImpl/Buffer/GL_Buffer.cpp # MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp # MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp # MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.cpp # MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.h # MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp # MobileGL/MG_Impl/GLImpl/Program/GL_Program.h # MobileGL/MG_Impl/GLImpl/Sync/GL_Sync.cpp # MobileGL/MG_Impl/GLImpl/Sync/GL_Sync.h # MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp # MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.cpp # MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.h # MobileGL/MG_State/GLState/BufferState/BufferObject.cpp # MobileGL/MG_State/GLState/BufferState/BufferObject.h # MobileGL/MG_Util/BackendLoaders/Vulkan/Loader.cpp # MobileGL/MG_Util/BackendLoaders/Vulkan/Loader.h
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@@ -8,8 +8,14 @@
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#pragma once
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#include <Includes.h>
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#include "MG_State/GLState/TextureState/TextureEnum.h"
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namespace MobileGL {
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namespace MG_State::GLState {
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class FramebufferObject;
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class ITextureObject;
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}
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enum class BackendType {
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DirectGLES,
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DirectVulkan,
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@@ -31,6 +37,10 @@ namespace MobileGL {
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void (*MultiDrawElementsIndirect)(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount,
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GLsizei stride);
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void (*MultiDrawArraysIndirect)(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
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void (*MultiDrawElementsIndirectCount)(GLenum mode, GLenum type, const void* indirect,
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GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
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void (*MultiDrawArraysIndirectCount)(GLenum mode, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void (*DrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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const void* indices, GLint basevertex);
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void (*DrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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@@ -54,8 +64,17 @@ namespace MobileGL {
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void (*ClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void (*ClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void (*ClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint* value);
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void (*ClearNamedFramebufferfv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
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void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
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const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void (*CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void (*CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
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@@ -64,6 +83,9 @@ namespace MobileGL {
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void (*ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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void* pixels);
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void (*GetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void (*GetTextureImage)(const SharedPtr<MG_State::GLState::ITextureObject>& texture,
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TextureUploadTarget uploadTarget, GLint level, GLenum format, GLenum type,
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GLsizei bufSize, GLvoid* pixels);
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void (*DispatchCompute)(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
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void (*DispatchComputeIndirect)(GLintptr indirect);
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void (*MemoryBarrier)(GLbitfield barriers);
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@@ -138,6 +160,11 @@ namespace MobileGL {
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Float ViewportBoundsRangeMax = 0.0f;
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Int ViewportSubpixelBits = 0;
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Bool SupportsWideLines = false;
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SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
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Uint32 SubgroupSize = 0;
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Uint32 SubgroupSupportedStages = 0;
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Uint32 SubgroupSupportedFeatures = 0;
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Bool SubgroupQuadOperationsInAllStages = false;
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};
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enum class WindowBackend {
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