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@@ -42,6 +42,25 @@ using GlCommandBufferAllocator = ChainAllocator<T>;
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/// The type of the allocator for heap allocations
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template<typename T>
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using GlAllocator = HeapAllocator<T>;
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+/// @}
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+
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+/// @addtogroup opengl_containers
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+/// @{
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+
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+/// Attachment load.
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+enum class GlAttachmentLoadOperation: U8
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+{
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+ LOAD,
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+ CLEAR,
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+ DONT_CARE
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+};
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+
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+/// Attachment store.
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+enum class GlAttachmentStoreOperation: U8
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+{
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+ STORE,
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+ DONT_CARE
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+};
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/// Texture filtering method
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enum class GlTextureFilter: U8
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@@ -51,27 +70,6 @@ enum class GlTextureFilter: U8
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TRILINEAR
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};
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-/// Split the initializer for re-using parts of it
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-class GlTextureInitializerBase
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-{
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-public:
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- U32 m_width = 0;
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- U32 m_height = 0;
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- U32 m_depth = 0; ///< Relevant only for 3D and 2DArray textures
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- GLenum m_target = GL_TEXTURE_2D;
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- GLenum m_internalFormat = GL_NONE;
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- U32 m_mipmapsCount = 0;
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- GlTextureFilter m_filterType = GlTextureFilter::NEAREST;
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- Bool8 m_repeat = false;
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- I32 m_anisotropyLevel = 0;
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- U32 m_samples = 1;
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-};
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-
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-/// @}
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-
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-/// @addtogroup opengl_containers
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-/// @{
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-
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/// Shader type
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enum class ShaderType: U8
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{
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@@ -128,6 +126,22 @@ ANKI_SPECIALIZE_SHADER_VAR_TYPE_GET(Mat4, MAT4)
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#undef ANKI_SPECIALIZE_SHADER_VAR_TYPE_GET
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+/// Split the initializer for re-using parts of it
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+class GlTextureInitializerBase
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+{
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+public:
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+ U32 m_width = 0;
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+ U32 m_height = 0;
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+ U32 m_depth = 0; ///< Relevant only for 3D and 2DArray textures
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+ GLenum m_target = GL_TEXTURE_2D;
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+ GLenum m_internalFormat = GL_NONE;
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+ U32 m_mipmapsCount = 0;
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+ GlTextureFilter m_filterType = GlTextureFilter::NEAREST;
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+ Bool8 m_repeat = false;
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+ I32 m_anisotropyLevel = 0;
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+ U32 m_samples = 1;
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+};
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+
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/// Shader block information.
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struct ShaderVariableBlockInfo
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{
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