Merge branch 'ubo' into vulkan
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@ -15,23 +15,8 @@
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namespace Nz
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namespace Nz
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{
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{
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<<<<<<< HEAD
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class AbstractBuffer;
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class AbstractBuffer;
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class Buffer;
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class Buffer;
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=======
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class Color;
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class Context;
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class GpuQuery;
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class IndexBuffer;
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class RenderTarget;
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struct RenderStates;
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class Shader;
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class Texture;
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class TextureSampler;
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class UniformBuffer;
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class VertexBuffer;
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class VertexDeclaration;
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>>>>>>> ubo
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class NAZARA_RENDERER_API Renderer
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class NAZARA_RENDERER_API Renderer
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{
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{
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@ -39,46 +24,7 @@ namespace Nz
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Renderer() = delete;
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Renderer() = delete;
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~Renderer() = delete;
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~Renderer() = delete;
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<<<<<<< HEAD
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static inline RendererImpl* GetRendererImpl();
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static inline RendererImpl* GetRendererImpl();
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=======
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static void BeginCondition(const GpuQuery& query, GpuQueryCondition condition);
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static void BindUniformBuffer(unsigned int bindingPoint, const UniformBuffer* uniformBuffer);
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static void Clear(UInt32 flags = RendererBuffer_Color | RendererBuffer_Depth);
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static void DrawFullscreenQuad();
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static void DrawIndexedPrimitives(PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
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static void DrawIndexedPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
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static void DrawPrimitives(PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
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static void DrawPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
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static void Enable(RendererParameter parameter, bool enable);
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static void EndCondition();
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static void Flush();
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static RendererComparison GetDepthFunc();
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static VertexBuffer* GetInstanceBuffer();
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static float GetLineWidth();
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static Matrix4f GetMatrix(MatrixType type);
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static UInt8 GetMaxAnisotropyLevel();
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static unsigned int GetMaxColorAttachments();
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static unsigned int GetMaxRenderTargets();
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static unsigned int GetMaxTextureSize();
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static unsigned int GetMaxTextureUnits();
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static unsigned int GetMaxVertexAttribs();
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static float GetPointSize();
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static const RenderStates& GetRenderStates();
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static Recti GetScissorRect();
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static const Shader* GetShader();
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static const RenderTarget* GetTarget();
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static Recti GetViewport();
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static bool HasCapability(RendererCap capability);
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>>>>>>> ubo
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static bool Initialize();
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static bool Initialize();
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