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https://github.com/aharabada/glitchy-engine-beef.git
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Render basic geometry
Added GraphicsContext, SwapChain, Buffer, VertexBuffer, IndexBuffer and a basic DX11 implementation.
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using System;
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namespace GlitchyEngine.Renderer
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{
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/**
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* Identifies expected resource use during rendering.
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* The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).
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*/
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public enum Usage
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{
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/**
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* A resource that requires read and write access by the GPU.
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* This is likely to be the most common usage choice.
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*/
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Default = 0,
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/**
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* A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU.
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*/
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Immutable = 1,
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/**
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* A resource that is accessible by both the GPU (read only) and the CPU (write only).
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* A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame.
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* To update a dynamic resource, use a Map method.
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*/
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Dynamic = 2,
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/**
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* A resource that supports data transfer (copy) from the GPU to the CPU.
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*/
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Staging = 3
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}
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/**
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* Defines how the CPU can access a resource.
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*/
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public enum CPUAccessFlags
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{
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/// The CPU has no access to the resource.
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None = 0,
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/// The CPU has read access to the resource.
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Read = 1,
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/// The CPU has write access to the resource.
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Write = 2
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}
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/**
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* Defines how to bind a buffer to the pipeline.
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*/
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public enum BufferBindFlags
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{
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/// No binding flags specified
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None = 0,
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/// The Buffer contains vertex data
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Vertex = 1,
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/// The Buffer contains index data
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Index = 2,
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// The Buffer contains constant data
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Constant = 4,
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// ShaderResource?
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// UnorderedAccess?
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}
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public enum BufferMiscFlags
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{
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None = 0,
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//AllowRawView = 1,
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//Structured = 2,
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}
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typealias Format = DirectX.DXGI.Format;
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public struct BufferDescription
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{
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/**
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* The size of the buffer in bytes.
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*/
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public uint32 Size;
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/**
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* Identify how the buffer is expected to be read from and written to. Frequency of update is a key factor.
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* The most common value is typically Default.
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*/
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public Usage Usage;
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public CPUAccessFlags CPUAccess;
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public BufferBindFlags BindFlags;
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public BufferMiscFlags MiscFlags;
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// Strucutred Byte stride.
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public this() => this = default;
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public this(uint32 size, BufferBindFlags bindFlags, Usage usage = .Default, CPUAccessFlags cpuAccess = .None, BufferMiscFlags miscFlags = .None)
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{
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Size = size;
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BindFlags = bindFlags;
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Usage = usage;
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CPUAccess = cpuAccess;
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MiscFlags = miscFlags;
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}
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}
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public enum MapType
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{
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case None;
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case Read;
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case Write;
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case ReadWrite;
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case WriteDiscard;
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case WriteNoOverwrite;
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public bool CanWrite => this == Write ||
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this == ReadWrite ||
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this == WriteDiscard ||
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this == WriteNoOverwrite;
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public bool CanRead => this == Read ||
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this == ReadWrite;
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}
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/// Represents a buffer containing binary data on the GPU.
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public class Buffer
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{
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internal GraphicsContext _context;
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protected BufferDescription _description;
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public GraphicsContext Context => _context;
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public BufferDescription Description => _description;
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protected this(GraphicsContext context)
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{
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_context = context;
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}
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/**
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* Creates a new instance of a Buffer.
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* @param description The buffer description.
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*/
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public this(GraphicsContext context, BufferDescription description) : this(context)
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{
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_description = description;
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}
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/**
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* @param data The span containing the data that will be copied into the buffer.
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* @param destinationByteOffset The offset in bytes form the start of the destination buffer.
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* @param mapType Only relevant for dynamic buffers...
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*/
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public Result<void> SetData<T>(Span<T> data, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct
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{
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return PlatformSetData(data.Ptr, (uint32)(data.Length * sizeof(T)), destinationByteOffset, mapType);
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}
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/**
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* @param data The span containing the data that will be copied into the buffer.
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* @param destinationByteOffset The offset in bytes form the start of the destination buffer.
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* @param mapType Only relevant for dynamic buffers...
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*/
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public Result<void> SetData<T>(T* data, uint32 elementCount, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct
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{
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return PlatformSetData(data, elementCount * (uint32)sizeof(T), destinationByteOffset, mapType);
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}
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public Result<void> SetData<T, CLength>(T[CLength] data, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct where CLength : const int
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{
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var data;
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return PlatformSetData(&data, (uint32)sizeof(T[CLength]), destinationByteOffset, mapType);
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}
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/**
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* // Todo: as soon as Beef supports generic method override, change to generic?
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* Platform specific implementation of SetData.
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* @param data The pointer to the source data that will be copied to the buffer.
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* @param data The number of bytes that will be copied.
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* @param dstByteOffset The offset from the start of the target buffer.
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*/
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protected extern Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, MapType mapType);
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}
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/**
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* Type of data contained in an input slot.
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*/
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public enum InputClassification
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{
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/**
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* Input data is per-vertex data.
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*/
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PerVertexData = 0,
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/**
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* Input data is per-instance data.
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*/
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PerInstanceData = 1
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}
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public struct VertexElement
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{
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/**
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* The semantic associated with this element in a shader input-signature.
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*/
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public String SemanticName;
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/**
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* The semantic index for the element.
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* A semantic index modifies a semantic, with an integer index number.
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* A semantic index is only needed in a case where there is more than one element with the same semantic.
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* For example, a 4x4 matrix would have four components each with the semantic name "matrix",
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* however each of the four component would have different semantic indices (0, 1, 2, and 3).
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*/
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public uint32 SemanticIndex;
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/**
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* The data type of the element data.
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*/
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public Format Format;
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/**
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* An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15.
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*/
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public uint32 InputSlot;
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/**
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* Optional. Offset (in bytes) from the start of the vertex. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
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*/
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public uint32 AlignedByteOffset;
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/**
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* Identifies the input data class for a single input slot.
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*/
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public InputClassification InputSlotClass;
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/**
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* The number of instances to draw using the same per-instance data before advancing in the buffer by one element.
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* This value must be 0 for an element that contains per-vertex data (the slot class is set to PerVertexData).
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*/
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public uint32 InstanceDataStepRate;
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public this() => this = default;
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public this(String semanticName, uint32 semanticIndex, Format format, uint32 inputSlot, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
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{
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SemanticName = semanticName;
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SemanticIndex = semanticIndex;
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Format = format;
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InputSlot = inputSlot;
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AlignedByteOffset = offset;
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InputSlotClass = slotClass;
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InstanceDataStepRate = instanceStepRate;
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}
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/**
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* Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
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*/
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public static readonly uint32 AppendAligned = 0xffffffff;
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}
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public abstract class VertexLayout
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{
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private GraphicsContext _context;
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private VertexElement[] _elements ~ delete _;
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public GraphicsContext Context => _context;
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public VertexElement[] Elements => _elements;
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/// Takes ownership of ownElements!
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public this(GraphicsContext context, VertexElement[] ownElements)
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{
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_context = context;
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_elements = ownElements;
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//CreateNativeLayout();
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}
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private extern void CreateNativeLayout();
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}
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public interface IVertexData
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{
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static VertexLayout VertexLayout {get;}
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}
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}
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