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* metal: add support for layered rendering * examples: add 52-layered demonstrating layered rendering
473 lines
12 KiB
C++
473 lines
12 KiB
C++
/*
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* Copyright 2011-2026 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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namespace
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{
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosColorVertex::ms_layout;
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static PosColorVertex s_cubeVertices[] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeTriList[] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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struct PosTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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float m_u;
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float m_v;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
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// Full-screen triangle used to blit a single layer of the array render target.
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void screenSpaceQuad(bool _originBottomLeft)
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{
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if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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const float minx = -1.0f;
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const float maxx = 3.0f;
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const float miny = -1.0f;
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const float maxy = 3.0f;
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float minu = 0.0f;
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float maxu = 2.0f;
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float minv = 0.0f;
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float maxv = 2.0f;
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if (_originBottomLeft)
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{
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minv = 1.0f;
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maxv = -1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = 0.0f;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = 0.0f;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = minx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = 0.0f;
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vertex[2].m_u = minu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(0, &vb);
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}
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}
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// The array render target has one layer per eye.
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static const uint16_t kNumLayers = 2;
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// View ids.
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static const bgfx::ViewId kRenderLayered = 0; // Renders both eyes in a single instanced draw.
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static const bgfx::ViewId kRenderEye0 = 1; // Non-layered: one draw per eye...
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static const bgfx::ViewId kRenderEye1 = 2; // ...into a single layer of the array.
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static const bgfx::ViewId kDisplayLeft = 3; // Blit layer 0 to the left half of the screen.
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static const bgfx::ViewId kDisplayRight = 4; // Blit layer 1 to the right half.
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class ExampleLayered : public entry::AppI
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{
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public:
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ExampleLayered(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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, m_layered(true)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
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init.platformData.ndt = entry::getNativeDisplayHandle();
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init.platformData.type = entry::getNativeWindowHandleType();
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Layered rendering requires the BGFX_CAPS_VIEWPORT_LAYER_ARRAY capability.
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m_layeredSupported = 0 != (bgfx::getCaps()->supported & BGFX_CAPS_VIEWPORT_LAYER_ARRAY);
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m_layered &= m_layeredSupported;
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PosColorVertex::init();
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PosTexCoord0Vertex::init();
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosColorVertex::ms_layout
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);
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m_ibh = bgfx::createIndexBuffer(
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bgfx::makeRef(s_cubeTriList, sizeof(s_cubeTriList) )
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);
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// One scene shader writes gl_Layer from the instance id (layered path),
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// the other renders a single eye selected by a uniform (non-layered path).
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m_programLayered = loadProgram("vs_layered", "fs_layered");
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m_programNonLayered = loadProgram("vs_layered_eye", "fs_layered");
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m_programBlit = loadProgram("vs_layered_blit","fs_layered_blit");
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
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u_eyeParams = bgfx::createUniform("u_eyeParams", bgfx::UniformType::Vec4);
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m_texColor = BGFX_INVALID_HANDLE;
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m_texDepth = BGFX_INVALID_HANDLE;
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m_fbLayered = BGFX_INVALID_HANDLE;
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m_fbEye[0] = BGFX_INVALID_HANDLE;
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m_fbEye[1] = BGFX_INVALID_HANDLE;
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createFramebuffers();
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m_frameTime.reset();
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imguiCreate();
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}
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virtual int shutdown() override
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{
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imguiDestroy();
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destroyFramebuffers();
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bgfx::destroy(s_texColor);
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bgfx::destroy(u_eyeParams);
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_programBlit);
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bgfx::destroy(m_programNonLayered);
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bgfx::destroy(m_programLayered);
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bgfx::shutdown();
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return 0;
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}
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void createFramebuffers()
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{
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m_texColor = bgfx::createTexture2D(
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uint16_t(m_width)
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, uint16_t(m_height)
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, false
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, kNumLayers
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
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);
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m_texDepth = bgfx::createTexture2D(
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uint16_t(m_width)
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, uint16_t(m_height)
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, false
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, kNumLayers
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, bgfx::TextureFormat::D16
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, BGFX_TEXTURE_RT_WRITE_ONLY
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);
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// Layered framebuffer: color and depth attachments each span all layers.
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bgfx::Attachment layered[2];
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layered[0].init(m_texColor, bgfx::Access::Write, 0, kNumLayers, 0, BGFX_RESOLVE_NONE);
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layered[1].init(m_texDepth, bgfx::Access::Write, 0, kNumLayers, 0, BGFX_RESOLVE_NONE);
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m_fbLayered = bgfx::createFrameBuffer(BX_COUNTOF(layered), layered);
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// Non-layered framebuffers: one per eye, each bound to a single layer.
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for (uint16_t ii = 0; ii < kNumLayers; ++ii)
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{
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bgfx::Attachment eye[2];
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eye[0].init(m_texColor, bgfx::Access::Write, ii, 1, 0, BGFX_RESOLVE_NONE);
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eye[1].init(m_texDepth, bgfx::Access::Write, ii, 1, 0, BGFX_RESOLVE_NONE);
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m_fbEye[ii] = bgfx::createFrameBuffer(BX_COUNTOF(eye), eye);
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}
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}
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void destroyFramebuffers()
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{
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bgfx::destroy(m_fbLayered);
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for (uint16_t ii = 0; ii < kNumLayers; ++ii)
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{
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bgfx::destroy(m_fbEye[ii]);
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}
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bgfx::destroy(m_texColor);
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bgfx::destroy(m_texDepth);
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}
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void submitScene(bgfx::ViewId _view, bgfx::ProgramHandle _program, float _time, float _eyeSeparation, bool _instanced, float _eye)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, _time, _time * 0.37f);
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bgfx::setTransform(mtx);
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA
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);
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// x = eye separation, y = eye index (only used by the non-layered path).
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float eyeParams[4] = { _eyeSeparation, _eye, 0.0f, 0.0f };
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bgfx::setUniform(u_eyeParams, eyeParams);
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if (_instanced)
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{
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// One draw, kNumLayers instances. The vertex shader routes each
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// instance to its own array layer via gl_Layer.
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bgfx::setInstanceCount(kNumLayers);
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}
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bgfx::submit(_view, _program);
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}
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void blitLayer(bgfx::ViewId _view, float _layer)
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{
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float layerParams[4] = { _layer, 0.0f, 0.0f, 0.0f };
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bgfx::setUniform(u_eyeParams, layerParams);
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bgfx::setTexture(0, s_texColor, m_texColor);
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bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
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screenSpaceQuad(bgfx::getCaps()->originBottomLeft);
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bgfx::submit(_view, m_programBlit);
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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// Recreate the array render target when the window is resized.
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if (m_width != m_oldWidth || m_height != m_oldHeight)
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{
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destroyFramebuffers();
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createFramebuffers();
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m_oldWidth = m_width;
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m_oldHeight = m_height;
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}
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m_frameTime.frame();
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const float time = bx::toSeconds<float>(m_frameTime.getDurationTime() );
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 4.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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if (!m_layeredSupported)
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{
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ImGui::TextWrapped("BGFX_CAPS_VIEWPORT_LAYER_ARRAY is not supported by this renderer.");
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}
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ImGui::BeginDisabled(!m_layeredSupported);
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ImGui::Checkbox("Layered rendering", &m_layered);
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ImGui::EndDisabled();
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ImGui::Text("Both layers of an array render target");
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ImGui::Text("are shown as left/right eye.");
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ImGui::Separator();
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ImGui::Text("Technique : %s", m_layered ? "layered" : "non-layered");
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ImGui::Text("Scene draws : %d", m_layered ? 1 : kNumLayers);
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// Real draw-call count reported by the backend. Toggling the
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// technique changes this by one: layered renders both eyes in a
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// single draw, non-layered issues one draw per eye.
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ImGui::Text("Backend draws: %d", bgfx::getStats()->numDraw);
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ImGui::End();
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imguiEndFrame();
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const float eyeSeparation = 0.06f;
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -5.0f };
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float view[16];
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bx::mtxLookAt(view, eye, at);
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// Each eye is displayed in a half-width viewport, so use that aspect.
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width) * 0.5f / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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if (m_layered)
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{
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bgfx::setViewFrameBuffer(kRenderLayered, m_fbLayered);
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bgfx::setViewRect(kRenderLayered, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewClear(kRenderLayered, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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bgfx::setViewTransform(kRenderLayered, view, proj);
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submitScene(kRenderLayered, m_programLayered, time, eyeSeparation, true, 0.0f);
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}
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else
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{
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const bgfx::ViewId views[kNumLayers] = { kRenderEye0, kRenderEye1 };
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for (uint16_t ii = 0; ii < kNumLayers; ++ii)
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{
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bgfx::setViewFrameBuffer(views[ii], m_fbEye[ii]);
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bgfx::setViewRect(views[ii], 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewClear(views[ii], BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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bgfx::setViewTransform(views[ii], view, proj);
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submitScene(views[ii], m_programNonLayered, time, eyeSeparation, false, float(ii) );
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}
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}
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// Blit each layer of the array to one half of the back buffer.
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const uint16_t halfWidth = uint16_t(m_width / 2);
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bgfx::setViewRect(kDisplayLeft, 0, 0, halfWidth, uint16_t(m_height) );
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bgfx::setViewRect(kDisplayRight, halfWidth, 0, halfWidth, uint16_t(m_height) );
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blitLayer(kDisplayLeft, 0.0f);
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blitLayer(kDisplayRight, 1.0f);
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bgfx::frame();
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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_oldWidth = 0;
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uint32_t m_oldHeight = 0;
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uint32_t m_debug;
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uint32_t m_reset;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::ProgramHandle m_programLayered;
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bgfx::ProgramHandle m_programNonLayered;
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bgfx::ProgramHandle m_programBlit;
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bgfx::TextureHandle m_texColor;
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bgfx::TextureHandle m_texDepth;
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bgfx::FrameBufferHandle m_fbLayered;
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bgfx::FrameBufferHandle m_fbEye[kNumLayers];
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bgfx::UniformHandle s_texColor;
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bgfx::UniformHandle u_eyeParams;
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FrameTime m_frameTime;
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bool m_layered;
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bool m_layeredSupported = false;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleLayered
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, "52-layered"
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, "Layered rendering to a texture array."
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, "https://bkaradzic.github.io/bgfx/examples.html#layered"
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);
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