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@@ -37,80 +37,80 @@ namespace BansheeEngine
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/** @see RenderAPICore::setTexture() */
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static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr<Texture>& texture);
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- /** @see RenderAPICore::setLoadStoreTexture() */
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+ /** @see RenderAPICore::setLoadStoreTexture() */
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static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
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const SPtr<Texture>& texture, const TextureSurface& surface);
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- /** @see RenderAPICore::setBuffer() */
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+ /** @see RenderAPICore::setBuffer() */
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static void setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<GpuBuffer>& buffer,
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bool loadStore = false);
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- /** @see RenderAPICore::setSamplerState() */
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+ /** @see RenderAPICore::setSamplerState() */
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static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
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const SPtr<SamplerState>& samplerState);
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- /** @see RenderAPICore::setBlendState() */
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+ /** @see RenderAPICore::setBlendState() */
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static void setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState);
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- /** @see RenderAPICore::setRasterizerState() */
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+ /** @see RenderAPICore::setRasterizerState() */
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static void setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState);
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- /** @see RenderAPICore::setDepthStencilState() */
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+ /** @see RenderAPICore::setDepthStencilState() */
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static void setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState,
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UINT32 stencilRefValue);
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/** @see RenderAPICore::setVertexBuffers() */
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static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers);
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-
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- /** @see RenderAPICore::setIndexBuffer() */
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+
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+ /** @see RenderAPICore::setIndexBuffer() */
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static void setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer);
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- /** @see RenderAPICore::setVertexDeclaration() */
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+ /** @see RenderAPICore::setVertexDeclaration() */
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static void setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration);
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- /** @see RenderAPICore::setViewport() */
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+ /** @see RenderAPICore::setViewport() */
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static void setViewport(CoreAccessor& accessor, const Rect2& area);
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- /** @see RenderAPICore::setDrawOperation() */
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+ /** @see RenderAPICore::setDrawOperation() */
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static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op);
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- /** @see RenderAPICore::setScissorRect() */
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+ /** @see RenderAPICore::setScissorRect() */
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static void setScissorRect(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
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- /** @see RenderAPICore::setRenderTarget() */
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+ /** @see RenderAPICore::setRenderTarget() */
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static void setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil = false);
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- /** @see RenderAPICore::bindGpuProgram() */
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+ /** @see RenderAPICore::bindGpuProgram() */
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static void bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg);
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- /** @see RenderAPICore::unbindGpuProgram() */
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+ /** @see RenderAPICore::unbindGpuProgram() */
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static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype);
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- /** @see RenderAPICore::beginFrame() */
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+ /** @see RenderAPICore::beginFrame() */
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static void beginRender(CoreAccessor& accessor);
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- /** @see RenderAPICore::endFrame() */
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+ /** @see RenderAPICore::endFrame() */
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static void endRender(CoreAccessor& accessor);
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- /** @see RenderAPICore::clearRenderTarget() */
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+ /** @see RenderAPICore::clearRenderTarget() */
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static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers,
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const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
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- /** @see RenderAPICore::clearViewport() */
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+ /** @see RenderAPICore::clearViewport() */
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static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black,
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float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
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- /** @see RenderAPICore::swapBuffers() */
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+ /** @see RenderAPICore::swapBuffers() */
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static void swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target);
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- /** @see RenderAPICore::draw() */
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+ /** @see RenderAPICore::draw() */
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static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0);
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- /** @see RenderAPICore::drawIndexed() */
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+ /** @see RenderAPICore::drawIndexed() */
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static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset,
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UINT32 vertexCount, UINT32 instanceCount = 0);
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- /** @see RenderAPICore::dispatchCompute() */
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+ /** @see RenderAPICore::dispatchCompute() */
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static void dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1);
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/** @copydoc RenderAPICore::getVideoModeInfo */
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