mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Replaced RefCounted with RefCounter
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@@ -1,5 +1,6 @@
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using GlitchyEngine.Math;
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer.Animation
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{
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@@ -64,7 +65,7 @@ namespace GlitchyEngine.Renderer.Animation
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}
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}
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class AnimationClip : RefCounted
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class AnimationClip : RefCounter
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{
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private Skeleton _skeleton ~ _.ReleaseRef();
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//public float FramesPerSecond;
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@@ -1,9 +1,9 @@
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer.Animation
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{
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public class Skeleton : RefCounted
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public class Skeleton : RefCounter
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{
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public Joint[] Joints ~ delete _;
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@@ -1,5 +1,7 @@
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer
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{
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public struct BlendStateDescription
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@@ -70,7 +72,7 @@ namespace GlitchyEngine.Renderer
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public static readonly Self Default = .(false, false, .(.Default, .Default, .Default, .Default, .Default, .Default, .Default, .Default));
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}
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public class BlendState : RefCounted
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public class BlendState : RefCounter
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{
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protected GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,4 +1,5 @@
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using System;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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@@ -80,7 +81,7 @@ namespace GlitchyEngine.Renderer
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}
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/// Represents a buffer containing binary data on the GPU.
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public class Buffer : RefCounted
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public class Buffer : RefCounter
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{
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internal GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,4 +1,5 @@
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using System;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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public enum DepthStencilFormat
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@@ -11,7 +12,7 @@ namespace GlitchyEngine.Renderer
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}
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// TODO: add all features.
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public class DepthStencilTarget : RefCounted
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public class DepthStencilTarget : RefCounter
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{
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protected internal GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,6 +1,7 @@
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using System;
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using System.IO;
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using System.Collections;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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@@ -89,7 +90,7 @@ namespace GlitchyEngine.Renderer
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public bool Exists(String effectName) => _effects.ContainsKey(effectName);
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}
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public class Effect : RefCounted
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public class Effect : RefCounter
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{
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protected GraphicsContext _context ~ _?.ReleaseRef();
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internal VertexShader _vs ~ _?.ReleaseRef();
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@@ -1,9 +1,10 @@
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using System;
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using System.Collections;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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public class GeometryBinding : RefCounted
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public class GeometryBinding : RefCounter
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{
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internal GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,9 +1,10 @@
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using GlitchyEngine.Math;
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer
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{
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public class GraphicsContext : RefCounted
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public class GraphicsContext : RefCounter
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{
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private RasterizerState _currentRasterizerState;
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@@ -1,12 +1,13 @@
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using System;
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using System.Collections;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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public class Material : RefCounted
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public class Material : RefCounter
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{
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private Effect _effect ~ _?.ReleaseRef();
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@@ -1,4 +1,6 @@
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using System;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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public enum FillMode
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@@ -50,7 +52,7 @@ namespace GlitchyEngine.Renderer
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public static readonly RasterizerStateDescription Default = .(.Solid, .Back, false, 0, 0f, 0f, true, false, false, false);
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}
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public class RasterizerState : RefCounted
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public class RasterizerState : RefCounter
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{
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internal GraphicsContext _context ~ _?.ReleaseRef();
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private RasterizerStateDescription _description;
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@@ -1,4 +1,5 @@
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using System;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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public struct RenderTarget2DDescription
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@@ -32,7 +33,7 @@ namespace GlitchyEngine.Renderer
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}
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}
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public class RenderTarget2D : RefCounted
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public class RenderTarget2D : RefCounter
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{
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internal GraphicsContext _context;
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@@ -1,4 +1,5 @@
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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using System.Collections;
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@@ -285,7 +286,7 @@ namespace GlitchyEngine.Renderer
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}
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}
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public class SamplerState : RefCounted
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public class SamplerState : RefCounter
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{
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protected GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,6 +1,7 @@
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using System;
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using System.IO;
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using System.Collections;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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@@ -18,7 +19,7 @@ namespace GlitchyEngine.Renderer
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}
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}
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public abstract class Shader : RefCounted
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public abstract class Shader : RefCounter
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{
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protected GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,6 +1,7 @@
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using System;
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using FreeType;
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using GlitchyEngine.Math;
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using GlitchyEngine.Core;
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using System.Collections;
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using msdfgen;
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@@ -8,7 +9,7 @@ using internal GlitchyEngine.Renderer.Text;
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namespace GlitchyEngine.Renderer.Text
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{
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public class Font : RefCounted
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public class Font : RefCounter
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{
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internal class GlyphDescriptor
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{
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@@ -1,9 +1,10 @@
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer
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{
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public abstract class Texture : RefCounted
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public abstract class Texture : RefCounter
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{
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protected GraphicsContext _context ~ _?.ReleaseRef();
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@@ -1,4 +1,5 @@
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using System;
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using GlitchyEngine.Core;
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namespace GlitchyEngine.Renderer
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{
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@@ -78,7 +79,7 @@ namespace GlitchyEngine.Renderer
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public static readonly uint32 AppendAligned = 0xffffffff;
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}
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public class VertexLayout : RefCounted
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public class VertexLayout : RefCounter
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{
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private GraphicsContext _context ~ _?.ReleaseRef();
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