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146
engine/ml_video.cpp
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146
engine/ml_video.cpp
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#include "Metal/Metal.hpp"
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#include "math3d.h"
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#include "filesystem.h"
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#include "rendering.h"
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#include "tier0/lib.h"
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#include "tier1/utlvector.h"
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#include "tier0/platform.h"
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#include "rendering.h"
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mat4 g_cameraView;
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IStorageBuffer *IRenderer::CreateStorageBuffer( uint32_t uSize )
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{
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}
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IUniformBuffer *IRenderer::CreateUniformBuffer( uint32_t uSize )
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{
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}
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IVertexBuffer *IRenderer::CreateVertexBuffer( uint32_t uSize )
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{
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}
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IIndexBuffer *IRenderer::CreateIndexBuffer( uint32_t uSize )
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{
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}
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IImage *IRenderer::CreateImage( EImageFormat format, uint32_t usage, uint32_t nWidth, uint32_t nHeight, uint32_t nSamples )
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{
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};
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void IRenderer::DestroyBuffer( IBuffer *pBuffer )
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{
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}
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void IRenderer::DestroyImage( IImage *pImage )
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{
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}
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void IRenderer::SetConstants( uint32_t nSize, uint32_t nOffset, void *pData )
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{
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}
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void IRenderer::Barrier( EBarrierStage stageIn, uint32_t stageOut, CUtlVector<BufferBarrier_t> buffers, CUtlVector<ImageBarrier_t> images )
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{
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}
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void IRenderer::BindData( uint32_t binding, IBuffer *pBuffer, IImage* pImage)
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{
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}
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void IRenderer::BindPipeline( IPipeline *pPipeline )
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{
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}
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void IRenderer::Begin( uint32_t nWidth, uint32_t nHeight, CUtlVector<RenderingColorAttachment_t> attachments, RenderingDepthAttachment_t depth )
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{
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}
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void IRenderer::ResetState()
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{
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}
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void IRenderer::SetDepthMode( EDepthMode mode )
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{
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}
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void IRenderer::Draw( IVertexBuffer *pVertex, IIndexBuffer *pIndex )
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{
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}
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void IRenderer::End()
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{
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}
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IGraphicsPipeline *IRenderer::CreateGraphicsPipeline(
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CUtlVector<Shader_t> shaders,
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CUtlVector<ShaderInput_t> inputs,
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uint32_t nConstantsSize,
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CUtlVector<EImageFormat> outputFormats
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)
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{
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};
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CUtlVector<RenderingStep_t> g_StepPrepass;
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CUtlVector<RenderingStep_t> g_StepMeshRendering;
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CUtlVector<RenderingStep_t> g_StepShading;
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CUtlVector<RenderingStep_t> g_StepPostProcessing;
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CUtlVector<RenderingStep_t> g_StepUI;
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CRenderingStep::CRenderingStep()
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{
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}
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CRenderingStep::CRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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}
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CPrepassRenderingStep::CPrepassRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepPrepass.AppendTail({pfn(), szStepName});
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}
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CMeshRenderingStep::CMeshRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepMeshRendering.AppendTail({pfn(), szStepName});
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}
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CShadingRenderingStep::CShadingRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepShading.AppendTail({pfn(), szStepName});
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}
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CPostProcessingRenderingStep::CPostProcessingRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepPostProcessing.AppendTail({pfn(), szStepName});
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}
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CUIRenderingStep::CUIRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepUI.AppendTail({pfn(), szStepName});
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}
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