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@@ -4,3 +4,176 @@
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// http://www.anki3d.org/LICENSE
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// http://www.anki3d.org/LICENSE
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#include <anki/gr/CommandBuffer.h>
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#include <anki/gr/CommandBuffer.h>
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+#include <anki/gr/vulkan/CommandBufferImpl.h>
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+
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+namespace anki
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+{
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+
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+//==============================================================================
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+CommandBuffer::CommandBuffer(GrManager* manager, U64 hash)
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+ : GrObject(manager, CLASS_TYPE, hash)
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+{
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+}
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+
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+//==============================================================================
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+CommandBuffer::~CommandBuffer()
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::init(CommandBufferInitInfo& inf)
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+{
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+}
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+
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+//==============================================================================
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+CommandBufferInitHints CommandBuffer::computeInitHints() const
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::flush()
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::finish()
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::setViewport(U16 minx, U16 miny, U16 maxx, U16 maxy)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::setPolygonOffset(F32 offset, F32 units)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::bindPipeline(PipelinePtr ppline)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::beginRenderPass(FramebufferPtr fb)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::endRenderPass()
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::bindResourceGroup(
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+ ResourceGroupPtr rc, U slot, const TransientMemoryInfo* dynInfo)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::drawElements(U32 count,
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+ U32 instanceCount,
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+ U32 firstIndex,
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+ U32 baseVertex,
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+ U32 baseInstance)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::drawArrays(
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+ U32 count, U32 instanceCount, U32 first, U32 baseInstance)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::drawElementsConditional(OcclusionQueryPtr query,
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+ U32 count,
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+ U32 instanceCount,
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+ U32 firstIndex,
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+ U32 baseVertex,
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+ U32 baseInstance)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::drawArraysConditional(OcclusionQueryPtr query,
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+ U32 count,
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+ U32 instanceCount,
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+ U32 first,
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+ U32 baseInstance)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::dispatchCompute(
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+ U32 groupCountX, U32 groupCountY, U32 groupCountZ)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::generateMipmaps(TexturePtr tex, U depth, U face)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::copyTextureToTexture(TexturePtr src,
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+ const TextureSurfaceInfo& srcSurf,
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+ TexturePtr dest,
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+ const TextureSurfaceInfo& destSurf)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::clearTexture(TexturePtr tex,
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+ const TextureSurfaceInfo& surf,
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+ const ClearValue& clearValue)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::uploadTextureSurface(TexturePtr tex,
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+ const TextureSurfaceInfo& surf,
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+ const TransientMemoryToken& token)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::uploadBuffer(
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+ BufferPtr buff, PtrSize offset, const TransientMemoryToken& token)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::setPipelineBarrier(
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+ PipelineStageBit src, PipelineStageBit dst)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::setBufferMemoryBarrier(
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+ BufferPtr buff, ResourceAccessBit src, ResourceAccessBit dst)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::beginOcclusionQuery(OcclusionQueryPtr query)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::endOcclusionQuery(OcclusionQueryPtr query)
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+{
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+}
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+
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+//==============================================================================
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+void CommandBuffer::pushSecondLevelCommandBuffer(CommandBufferPtr cmdb)
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+{
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+}
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+
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+//==============================================================================
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+Bool CommandBuffer::isEmpty() const
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+{
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+}
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+
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+} // end namespace anki
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