Add dummy GL texture flag & direct object access
- Add dummy GL texture support to allow libobs texture references to be created for GL without - Add a texture_getobj function to allow the retrieval of the context-specific object, such as the D3D texture pointer, or the OpenGL texture object handle. - Also cleaned up the export stuff. I realized it was all totally superfluous. Kind of a dumb moment, but nice to clean it up regardless.
This commit is contained in:
@@ -1,197 +0,0 @@
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#pragma once
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#include <util/c99defs.h>
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extern "C" {
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EXPORT const char *device_preprocessor_name(void);
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EXPORT device_t device_create(struct gs_init_data *data);
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EXPORT void device_destroy(device_t device);
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EXPORT void device_entercontext(device_t device);
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EXPORT void device_leavecontext(device_t device);
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EXPORT swapchain_t device_create_swapchain(device_t device,
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struct gs_init_data *data);
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EXPORT void device_resize(device_t device, uint32_t x, uint32_t y);
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EXPORT void device_getsize(device_t device, uint32_t *x, uint32_t *y);
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EXPORT uint32_t device_getwidth(device_t device);
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EXPORT uint32_t device_getheight(device_t device);
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EXPORT texture_t device_create_texture(device_t device, uint32_t width,
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uint32_t height, enum gs_color_format color_format,
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uint32_t levels, const void **data, uint32_t flags);
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EXPORT texture_t device_create_cubetexture(device_t device, uint32_t size,
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enum gs_color_format color_format, uint32_t levels,
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const void **data, uint32_t flags);
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EXPORT texture_t device_create_volumetexture(device_t device, uint32_t width,
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uint32_t height, uint32_t depth,
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enum gs_color_format color_format, uint32_t levels,
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const void **data, uint32_t flags);
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EXPORT zstencil_t device_create_zstencil(device_t device, uint32_t width,
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uint32_t height, enum gs_zstencil_format format);
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EXPORT stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
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uint32_t height, enum gs_color_format color_format);
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EXPORT samplerstate_t device_create_samplerstate(device_t device,
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struct gs_sampler_info *info);
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EXPORT shader_t device_create_vertexshader(device_t device,
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const char *shader, const char *file,
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char **error_string);
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EXPORT shader_t device_create_pixelshader(device_t device,
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const char *shader, const char *file,
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char **error_string);
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EXPORT vertbuffer_t device_create_vertexbuffer(device_t device,
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struct vb_data *data, uint32_t flags);
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EXPORT indexbuffer_t device_create_indexbuffer(device_t device,
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enum gs_index_type type, void *indices, size_t num,
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uint32_t flags);
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EXPORT enum gs_texture_type device_gettexturetype(texture_t texture);
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EXPORT void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer);
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EXPORT void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer);
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EXPORT void device_load_texture(device_t device, texture_t tex, int unit);
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EXPORT void device_load_cubetexture(device_t device, texture_t cubetex,
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int unit);
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EXPORT void device_load_volumetexture(device_t device, texture_t voltex,
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int unit);
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EXPORT void device_load_samplerstate(device_t device,
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samplerstate_t samplerstate, int unit);
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EXPORT void device_load_vertexshader(device_t device, shader_t vertshader);
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EXPORT void device_load_pixelshader(device_t device, shader_t pixelshader);
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EXPORT void device_load_defaultsamplerstate(device_t device, bool b_3d,
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int unit);
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EXPORT shader_t device_getvertexshader(device_t device);
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EXPORT shader_t device_getpixelshader(device_t device);
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EXPORT texture_t device_getrendertarget(device_t device);
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EXPORT zstencil_t device_getzstenciltarget(device_t device);
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EXPORT void device_setrendertarget(device_t device, texture_t tex,
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zstencil_t zstencil);
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EXPORT void device_setcuberendertarget(device_t device, texture_t cubetex,
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int side, zstencil_t zstencil);
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EXPORT void device_copy_texture(device_t device, texture_t dst, texture_t src);
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EXPORT void device_stage_texture(device_t device, stagesurf_t dst,
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texture_t src);
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EXPORT void device_beginscene(device_t device);
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EXPORT void device_draw(device_t device, enum gs_draw_mode draw_mode,
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uint32_t start_vert, uint32_t num_verts);
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EXPORT void device_endscene(device_t device);
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EXPORT void device_load_swapchain(device_t device, swapchain_t swapchain);
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EXPORT void device_clear(device_t device, uint32_t clear_flags,
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struct vec4 *color, float depth, uint8_t stencil);
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EXPORT void device_present(device_t device);
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EXPORT void device_setcullmode(device_t device, enum gs_cull_mode mode);
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EXPORT enum gs_cull_mode device_getcullmode(device_t device);
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EXPORT void device_enable_blending(device_t device, bool enable);
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EXPORT void device_enable_depthtest(device_t device, bool enable);
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EXPORT void device_enable_stenciltest(device_t device, bool enable);
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EXPORT void device_enable_stencilwrite(device_t device, bool enable);
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EXPORT void device_enable_color(device_t device, bool red, bool green,
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bool blue, bool alpha);
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EXPORT void device_blendfunction(device_t device, enum gs_blend_type src,
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enum gs_blend_type dest);
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EXPORT void device_depthfunction(device_t device, enum gs_depth_test test);
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EXPORT void device_stencilfunction(device_t device, enum gs_stencil_side side,
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enum gs_depth_test test);
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EXPORT void device_stencilop(device_t device, enum gs_stencil_side side,
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enum gs_stencil_op fail, enum gs_stencil_op zfail,
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enum gs_stencil_op zpass);
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EXPORT void device_enable_fullscreen(device_t device, bool enable);
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EXPORT int device_fullscreen_enabled(device_t device);
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EXPORT void device_setdisplaymode(device_t device,
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const struct gs_display_mode *mode);
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EXPORT void device_getdisplaymode(device_t device,
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struct gs_display_mode *mode);
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EXPORT void device_setcolorramp(device_t device, float gamma, float brightness,
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float contrast);
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EXPORT void device_setviewport(device_t device, int x, int y, int width,
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int height);
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EXPORT void device_getviewport(device_t device, struct gs_rect *rect);
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EXPORT void device_setscissorrect(device_t device, struct gs_rect *rect);
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EXPORT void device_ortho(device_t device, float left, float right,
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float top, float bottom, float znear, float zfar);
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EXPORT void device_frustum(device_t device, float left, float right,
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float top, float bottom, float znear, float zfar);
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EXPORT void device_projection_push(device_t device);
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EXPORT void device_projection_pop(device_t device);
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EXPORT void swapchain_destroy(swapchain_t swapchain);
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EXPORT void texture_destroy(texture_t tex);
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EXPORT uint32_t texture_getwidth(texture_t tex);
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EXPORT uint32_t texture_getheight(texture_t tex);
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EXPORT enum gs_color_format texture_getcolorformat(texture_t tex);
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EXPORT bool texture_map(texture_t tex, void **ptr, uint32_t *linesize);
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EXPORT void texture_unmap(texture_t tex);
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EXPORT void cubetexture_destroy(texture_t cubetex);
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EXPORT uint32_t cubetexture_getsize(texture_t cubetex);
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EXPORT enum gs_color_format cubetexture_getcolorformat(texture_t cubetex);
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EXPORT void volumetexture_destroy(texture_t voltex);
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EXPORT uint32_t volumetexture_getwidth(texture_t voltex);
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EXPORT uint32_t volumetexture_getheight(texture_t voltex);
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EXPORT uint32_t volumetexture_getdepth(texture_t voltex);
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EXPORT enum gs_color_format volumetexture_getcolorformat(texture_t voltex);
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EXPORT void stagesurface_destroy(stagesurf_t stagesurf);
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EXPORT uint32_t stagesurface_getwidth(stagesurf_t stagesurf);
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EXPORT uint32_t stagesurface_getheight(stagesurf_t stagesurf);
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EXPORT enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf);
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EXPORT bool stagesurface_map(stagesurf_t stagesurf, uint8_t **data,
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uint32_t *linesize);
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EXPORT void stagesurface_unmap(stagesurf_t stagesurf);
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EXPORT void zstencil_destroy(zstencil_t zstencil);
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EXPORT void samplerstate_destroy(samplerstate_t samplerstate);
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EXPORT void vertexbuffer_destroy(vertbuffer_t vertbuffer);
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EXPORT void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild);
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EXPORT struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer);
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EXPORT void indexbuffer_destroy(indexbuffer_t indexbuffer);
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EXPORT void indexbuffer_flush(indexbuffer_t indexbuffer);
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EXPORT void *indexbuffer_getdata(indexbuffer_t indexbuffer);
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EXPORT size_t indexbuffer_numindices(indexbuffer_t indexbuffer);
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EXPORT enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer);
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EXPORT void shader_destroy(shader_t shader);
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EXPORT int shader_numparams(shader_t shader);
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EXPORT sparam_t shader_getparambyidx(shader_t shader, uint32_t param);
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EXPORT sparam_t shader_getparambyname(shader_t shader, const char *name);
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EXPORT void shader_getparaminfo(shader_t shader, sparam_t param,
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struct shader_param_info *info);
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EXPORT sparam_t shader_getviewprojmatrix(shader_t shader);
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EXPORT sparam_t shader_getworldmatrix(shader_t shader);
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EXPORT void shader_setbool(shader_t shader, sparam_t param, bool val);
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EXPORT void shader_setfloat(shader_t shader, sparam_t param, float val);
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EXPORT void shader_setint(shader_t shader, sparam_t param, int val);
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EXPORT void shader_setmatrix3(shader_t shader, sparam_t param,
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const struct matrix3 *val);
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EXPORT void shader_setmatrix4(shader_t shader, sparam_t param,
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const struct matrix4 *val);
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EXPORT void shader_setvec2(shader_t shader, sparam_t param,
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const struct vec2 *val);
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EXPORT void shader_setvec3(shader_t shader, sparam_t param,
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const struct vec3 *val);
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EXPORT void shader_setvec4(shader_t shader, sparam_t param,
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const struct vec4 *val);
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EXPORT void shader_settexture(shader_t shader, sparam_t param, texture_t val);
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EXPORT void shader_setval(shader_t shader, sparam_t param, const void *val,
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size_t size);
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EXPORT void shader_setdefault(shader_t shader, sparam_t param);
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}
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@@ -1477,6 +1477,15 @@ void texture_unmap(texture_t tex)
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tex2d->device->context->Unmap(tex2d->texture, 0);
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}
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void *texture_getobj(texture_t tex)
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{
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if (tex->type != GS_TEXTURE_2D)
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return nullptr;
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gs_texture_2d *tex2d = static_cast<gs_texture_2d*>(tex);
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return tex2d->texture.Get();
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}
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void cubetexture_destroy(texture_t cubetex)
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{
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@@ -30,6 +30,7 @@
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#include <util/base.h>
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#include <graphics/matrix4.h>
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#include <graphics/graphics.h>
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#include <graphics/device-exports.h>
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#include <util/windows/ComPtr.hpp>
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#include <util/windows/HRError.hpp>
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@@ -37,8 +38,6 @@ struct shader_var;
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struct shader_sampler;
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struct gs_vertex_shader;
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#include "d3d11-exports.h"
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using namespace std;
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/*
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