General improvements
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18
materialsystem/stdshaders/flat.ini
Normal file
18
materialsystem/stdshaders/flat.ini
Normal file
@@ -0,0 +1,18 @@
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[Shaders]
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[Raster.Input.Triangle]
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VertexSize = 20
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Index = RGB32_UINT
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Position = RGB32_SFLOAT
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UV = RG32_SFLOAT
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[Raster.Parameters]
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TextureAtlas = true
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[Raster.Outputs]
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Color0 = RGBA16_SRGB
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Depth = D32_SFLOAT
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[Shading.Parameters]
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TextureAtlas = true
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@@ -253,15 +253,26 @@ public:
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virtual IVertexBuffer *CreateVertexBuffer( uint32_t nSize ) override;
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virtual IIndexBuffer *CreateIndexBuffer( uint32_t nSize ) override;
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virtual void DestroyBuffer( IBuffer *pBuffer ) override;
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virtual IImage *CreateRenderTarget( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) override;
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virtual IImage *CreateStorageImage( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) override;
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virtual void DestroyBuffer( IBuffer *pBuffer ) override;
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virtual void DestroyImage( IImage *pImage ) override;
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IBuffer *CreateBuffer( uint32_t nSize, VkBufferUsageFlags2 eUsage );
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IBuffer *CreateBufferAligned( uint32_t nSize, uint32_t nAlignment, VkBufferUsageFlags2 eUsage );
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virtual IShader *CreateShader( const char *szName ) override;
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virtual void DestroyShader( IShader *pMaterial ) override;
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virtual IMaterial *CreateMaterial( IShader *pShader ) override;
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virtual void DestroyMaterial( IMaterial *pMaterial ) override;
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virtual void SetMaterial( IMaterial *pMaterial ) override;
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virtual void SetVertexBuffer( IVertexBuffer *pBuffer ) override;
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virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) override;
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virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) override;
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virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) override;
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private:
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VkPhysicalDevice SelectPhysicalDevice( CUtlVector<VkPhysicalDevice> physicalDevices );
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CUtlVector<const char *> GetDeviceExtensions();
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