mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
VertexBuffer, VertexLayout and GeometryBinding improvements
- VertexBuffer: Added constructor that takes stride instead of type - VertexLayout: Added Refcounting to VertexLayout and ownership parameters for VertexElements - Fixed: GeometryBinding using stride and offset from buffer instead of buffer binding
This commit is contained in:
@@ -40,8 +40,8 @@ namespace GlitchyEngine.Renderer
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nativeBuffers[slot] = vertexBuffer.nativeBuffer..AddRef();
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bufferStrides[slot] = vertexBuffer.Binding.Stride;
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bufferOffsets[slot] = vertexBuffer.Binding.Offset;
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bufferStrides[slot] = binding.Stride;
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bufferOffsets[slot] = binding.Offset;
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}
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else
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{
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@@ -13,12 +13,13 @@ namespace GlitchyEngine.Renderer
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public ID3DBlob* nativeShaderCode ~ _?.Release();
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public this(GraphicsContext context, VertexElement[] elements, VertexShader vertexShader)
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public this(GraphicsContext context, VertexElement[] elements, bool ownsElements, VertexShader vertexShader)
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{
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nativeShaderCode = vertexShader.nativeCode..AddRef();
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_context = context..AddRef();
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_elements = elements;
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_ownsElements = ownsElements;
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CreateNativeLayout();
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}
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@@ -8,8 +8,8 @@ namespace GlitchyEngine.Renderer
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internal GraphicsContext _context ~ _?.ReleaseRef();
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internal List<VertexBufferBinding> _vertexBuffers = new .() ~ delete _;
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internal IndexBuffer _indexBuffer;
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internal VertexLayout _vertexLayout;
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internal IndexBuffer _indexBuffer ~ _?.ReleaseRef();
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internal VertexLayout _vertexLayout ~ _?.ReleaseRef();
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internal uint32 _indexByteOffset;
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internal uint32 _indexCount;
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internal uint32 _instanceCount;
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@@ -26,8 +26,6 @@ namespace GlitchyEngine.Renderer
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{
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binding.Buffer?.ReleaseRef();
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}
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_indexBuffer?.ReleaseRef();
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}
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public VertexBufferBinding GetVertexBuffer(uint32 slot)
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@@ -74,7 +72,8 @@ namespace GlitchyEngine.Renderer
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public void SetVertexLayout(VertexLayout vertexLayout)
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{
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_vertexLayout = vertexLayout;
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_vertexLayout?.ReleaseRef();
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_vertexLayout = vertexLayout..AddRef();
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PlatformSetVertexLayout(vertexLayout);
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}
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@@ -91,8 +90,7 @@ namespace GlitchyEngine.Renderer
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public void SetIndexBuffer(IndexBuffer indexBuffer, uint32 byteOffset = 0, uint32 indexCount = (.)-1)
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{
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_indexBuffer?.ReleaseRef();
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_indexBuffer = indexBuffer;
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_indexBuffer.AddRef();
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_indexBuffer = indexBuffer..AddRef();
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_indexByteOffset = byteOffset;
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@@ -56,11 +56,9 @@ namespace GlitchyEngine.Renderer
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private Vector2 _virtualResolution;
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private Effect quadEffect ~ _?.ReleaseRef();
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private VertexLayout layout ~ delete _;
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private GeometryBinding quadBinding ~ _?.ReleaseRef();
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private Effect instancingEffect ~ _?.ReleaseRef();
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private VertexLayout instancingLayout ~ delete _;
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private GeometryBinding instancingBinding ~ _?.ReleaseRef();
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private VertexBuffer instanceBuffer ~ _?.ReleaseRef();
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@@ -80,7 +78,7 @@ namespace GlitchyEngine.Renderer
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{
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quadEffect = effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
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layout = new VertexLayout(_context, RenderVertex.VertexElements, quadEffect.VertexShader);
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VertexLayout layout = new VertexLayout(_context, RenderVertex.VertexElements, false, quadEffect.VertexShader);
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VertexBuffer quadVertices = new VertexBuffer(_context, typeof(RenderVertex), 4, .Immutable);
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@@ -103,7 +101,7 @@ namespace GlitchyEngine.Renderer
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quadIndices.SetData(indices);
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quadBinding = new GeometryBinding(_context);
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quadBinding.SetVertexLayout(layout);
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quadBinding.SetVertexLayout(layout..ReleaseRefNoDelete());
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quadBinding.SetPrimitiveTopology(.TriangleList);
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quadBinding.SetVertexBufferSlot(quadVertices, 0);
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quadBinding.SetIndexBuffer(quadIndices);
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@@ -133,20 +131,20 @@ namespace GlitchyEngine.Renderer
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instanceBuffer.SetData(0);
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VertexElement[] vertexElements = scope .(
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VertexElement(.R32G32_Float, "POSITION", 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement( .R8G8B8A8_UNorm, "COLOR", 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", 0, 1, (.)-1, .PerInstanceData, 1)
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement( .R8G8B8A8_UNorm, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 0, 1, (.)-1, .PerInstanceData, 1)
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);
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instancingLayout = new VertexLayout(_context, vertexElements, instancingEffect.VertexShader);
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VertexLayout instancingLayout = new VertexLayout(_context, vertexElements, true, instancingEffect.VertexShader);
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instancingBinding = new GeometryBinding(_context);
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instancingBinding.SetVertexLayout(instancingLayout);
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instancingBinding.SetVertexLayout(instancingLayout..ReleaseRefNoDelete());
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instancingBinding.SetPrimitiveTopology(.TriangleList);
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instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
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instancingBinding.SetVertexBufferSlot(instanceBuffer, 1);
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@@ -40,6 +40,21 @@ namespace GlitchyEngine.Renderer
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_defaultBinding = .(this, (.)_vertexType.Stride, 0);
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}
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public this(GraphicsContext context, uint32 vertexStride, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) : base(context)
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{
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_vertexType = null;
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_description = .(){
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Size = (vertexStride * vertexCount),
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Usage = usage,
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CPUAccess = cpuAccess,
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BindFlags = .Vertex,
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MiscFlags = .None
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};
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_defaultBinding = .(this, vertexStride, 0);
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}
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[Inline]
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public static implicit operator VertexBufferBinding(Self buffer) => buffer._defaultBinding;
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}
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@@ -24,6 +24,10 @@ namespace GlitchyEngine.Renderer
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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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* If set to True, the VertexLayout will delete SemanticName once it's reference count is 0.
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*/
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public bool OwnsName;
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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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@@ -56,10 +60,11 @@ namespace GlitchyEngine.Renderer
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public this() => this = default;
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public this(Format format, String semanticName, uint32 semanticIndex = 0, uint32 inputSlot = 0, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
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public this(Format format, String semanticName, bool ownsName = false, uint32 semanticIndex = 0, uint32 inputSlot = 0, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
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{
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Format = format;
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SemanticName = semanticName;
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OwnsName = ownsName;
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SemanticIndex = semanticIndex;
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InputSlot = inputSlot;
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AlignedByteOffset = offset;
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@@ -73,24 +78,40 @@ namespace GlitchyEngine.Renderer
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public static readonly uint32 AppendAligned = 0xffffffff;
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}
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public class VertexLayout
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public class VertexLayout : RefCounted
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{
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private GraphicsContext _context ~ _?.ReleaseRef();
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private VertexElement[] _elements;
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private bool _ownsElements;
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public GraphicsContext Context => _context;
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public VertexElement[] Elements => _elements;
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public this(GraphicsContext context, VertexElement[] elements, VertexShader vertexShader)
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public this(GraphicsContext context, VertexElement[] elements, bool ownsElements, VertexShader vertexShader)
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{
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_context = context..AddRef();
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_elements = elements;
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_ownsElements = ownsElements;
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CreateNativeLayout();
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}
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public ~this()
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{
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if(_ownsElements)
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{
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for(var element in _elements)
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{
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if(element.OwnsName)
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delete element.SemanticName;
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}
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delete _elements;
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}
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}
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protected extern void CreateNativeLayout();
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}
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