Daily update on 20250721-223448 by Nitload Youmu. Additional Message : Rename StgSHarp.C to StgSharp.Native. Add SDL to repo.
Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_shaders_gpu_h_
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#define SDL_shaders_gpu_h_
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#include "SDL_internal.h"
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// SDL_GPU shader implementation
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typedef enum
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{
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VERT_SHADER_INVALID = -1,
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VERT_SHADER_LINEPOINT,
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VERT_SHADER_TRI_COLOR,
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VERT_SHADER_TRI_TEXTURE,
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NUM_VERT_SHADERS,
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} GPU_VertexShaderID;
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typedef enum
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{
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FRAG_SHADER_INVALID = -1,
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FRAG_SHADER_COLOR,
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FRAG_SHADER_TEXTURE_RGB,
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FRAG_SHADER_TEXTURE_RGBA,
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FRAG_SHADER_TEXTURE_RGB_PIXELART,
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FRAG_SHADER_TEXTURE_RGBA_PIXELART,
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FRAG_SHADER_TEXTURE_CUSTOM,
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NUM_FRAG_SHADERS,
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} GPU_FragmentShaderID;
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struct GPU_Shaders
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{
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SDL_GPUShader *vert_shaders[NUM_VERT_SHADERS];
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SDL_GPUShader *frag_shaders[NUM_FRAG_SHADERS];
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};
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typedef struct GPU_Shaders GPU_Shaders;
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void GPU_FillSupportedShaderFormats(SDL_PropertiesID props);
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extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
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extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
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extern SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id);
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extern SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id);
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#endif // SDL_shaders_gpu_h_
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