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D3D11 is quite strict about how resources are supposed to be used - read/write & CPU access. This changes Tex2DKind and BufferKind into one uniform ResourceKind (because it's the same thing really). And it is more strict about usage: 1) Static is not allowed to update, resource is immutable, data provided at creation 2) Dynamic allows CPU to update GPU resource occasionally via UpdateSubresource 3) Stream allows CPU to update GPU resource often via Map/Unmap (currently unused)
65 lines
1.3 KiB
C
65 lines
1.3 KiB
C
// Copyright (c) 2024 Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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//- GENERATED CODE
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#ifndef RENDER_META_H
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#define RENDER_META_H
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typedef enum R_Tex2DFormat
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{
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R_Tex2DFormat_R8,
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R_Tex2DFormat_RG8,
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R_Tex2DFormat_RGBA8,
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R_Tex2DFormat_BGRA8,
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R_Tex2DFormat_R16,
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R_Tex2DFormat_RGBA16,
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R_Tex2DFormat_R32,
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R_Tex2DFormat_RG32,
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R_Tex2DFormat_RGBA32,
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R_Tex2DFormat_COUNT,
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} R_Tex2DFormat;
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typedef enum R_ResourceKind
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{
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R_ResourceKind_Static,
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R_ResourceKind_Dynamic,
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R_ResourceKind_Stream,
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R_ResourceKind_COUNT,
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} R_ResourceKind;
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typedef enum R_Tex2DSampleKind
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{
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R_Tex2DSampleKind_Nearest,
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R_Tex2DSampleKind_Linear,
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R_Tex2DSampleKind_COUNT,
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} R_Tex2DSampleKind;
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typedef enum R_GeoTopologyKind
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{
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R_GeoTopologyKind_Lines,
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R_GeoTopologyKind_LineStrip,
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R_GeoTopologyKind_Triangles,
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R_GeoTopologyKind_TriangleStrip,
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R_GeoTopologyKind_COUNT,
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} R_GeoTopologyKind;
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typedef enum R_PassKind
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{
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R_PassKind_UI,
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R_PassKind_Blur,
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R_PassKind_Geo3D,
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R_PassKind_COUNT,
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} R_PassKind;
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C_LINKAGE_BEGIN
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extern String8 r_tex2d_format_display_string_table[9];
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extern U8 r_tex2d_format_bytes_per_pixel_table[9];
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extern String8 r_tex2d_kind_display_string_table[1];
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extern String8 r_tex2d_sample_kind_display_string_table[2];
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extern String8 r_pass_kind_display_string_table[3];
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extern U8 r_pass_kind_batch_table[3];
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C_LINKAGE_END
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#endif // RENDER_META_H
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