248 lines
7.2 KiB
Plaintext
248 lines
7.2 KiB
Plaintext
#include "Graphics.h"
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#include "Buffer.h"
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#include "Command.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/Metal/Descriptor.h"
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#include "Graphics/Metal/Pipeline.h"
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#include "Graphics/Metal/PipelineCache.h"
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#include "Graphics/Metal/Resources.h"
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#include "RenderPass.h"
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#include "Resources.h"
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#include "Shader.h"
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#include "Window.h"
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#include <slang.h>
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#include "Graphics/slang-compile.h"
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using namespace Seele;
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using namespace Seele::Metal;
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Graphics::Graphics() {}
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Graphics::~Graphics() {}
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void Graphics::init(GraphicsInitializer) {
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glfwInit();
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device = MTL::CreateSystemDefaultDevice();
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queue = new CommandQueue(this);
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ioQueue = new IOCommandQueue(this);
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cache = new PipelineCache(this, "pipelines.metal");
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meshShadingEnabled = false;
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}
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Gfx::OWindow Graphics::createWindow(const WindowCreateInfo &createInfo) {
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return new Window(this, createInfo);
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}
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Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner,
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const ViewportCreateInfo &createInfo) {
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return new Viewport(owner, createInfo);
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}
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Gfx::ORenderPass
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Graphics::createRenderPass(Gfx::RenderTargetLayout layout,
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Array<Gfx::SubPassDependency> dependencies,
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Gfx::PViewport renderArea, std::string name) {
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return new RenderPass(this, layout, dependencies, renderArea, name);
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}
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void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) {
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queue->getCommands()->beginRenderPass(renderPass.cast<RenderPass>());
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}
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void Graphics::endRenderPass() { queue->getCommands()->endRenderPass(); }
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void Graphics::waitDeviceIdle() { queue->getCommands()->waitDeviceIdle(); }
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void Graphics::executeCommands(Array<Gfx::ORenderCommand> commands) {
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queue->executeCommands(std::move(commands));
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}
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void Graphics::executeCommands(Array<Gfx::OComputeCommand> commands) {
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queue->executeCommands(std::move(commands));
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}
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Gfx::OTexture2D Graphics::createTexture2D(const TextureCreateInfo &createInfo) {
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return new Texture2D(this, createInfo);
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}
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Gfx::OTexture3D Graphics::createTexture3D(const TextureCreateInfo &createInfo) {
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return new Texture3D(this, createInfo);
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}
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Gfx::OTextureCube
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Graphics::createTextureCube(const TextureCreateInfo &createInfo) {
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return new TextureCube(this, createInfo);
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}
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Gfx::OUniformBuffer
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Graphics::createUniformBuffer(const UniformBufferCreateInfo &bulkData) {
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return new UniformBuffer(this, bulkData);
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}
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Gfx::OShaderBuffer
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Graphics::createShaderBuffer(const ShaderBufferCreateInfo &bulkData) {
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return new ShaderBuffer(this, bulkData);
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}
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Gfx::OVertexBuffer
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Graphics::createVertexBuffer(const VertexBufferCreateInfo &bulkData) {
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return new VertexBuffer(this, bulkData);
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}
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Gfx::OIndexBuffer
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Graphics::createIndexBuffer(const IndexBufferCreateInfo &bulkData) {
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return new IndexBuffer(this, bulkData);
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}
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Gfx::ORenderCommand Graphics::createRenderCommand(const std::string &name) {
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return queue->getRenderCommand(name);
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}
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Gfx::OComputeCommand Graphics::createComputeCommand(const std::string &name) {
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return queue->getComputeCommand(name);
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}
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void Graphics::beginShaderCompilation(const ShaderCompilationInfo &compileInfo) {
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beginCompilation(compileInfo, SLANG_METAL, compileInfo.rootSignature);
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}
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Gfx::OVertexShader
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Graphics::createVertexShader(const ShaderCreateInfo &createInfo) {
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OVertexShader result = new VertexShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OFragmentShader
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Graphics::createFragmentShader(const ShaderCreateInfo &createInfo) {
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OFragmentShader result = new FragmentShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OComputeShader
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Graphics::createComputeShader(const ShaderCreateInfo &createInfo) {
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OComputeShader result = new ComputeShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OMeshShader
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Graphics::createMeshShader(const ShaderCreateInfo &createInfo) {
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OMeshShader result = new MeshShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OTaskShader
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Graphics::createTaskShader(const ShaderCreateInfo &createInfo) {
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OTaskShader result = new TaskShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::PGraphicsPipeline
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Graphics::createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo createInfo) {
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::PGraphicsPipeline
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Graphics::createGraphicsPipeline(Gfx::MeshPipelineCreateInfo createInfo) {
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::PComputePipeline
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Graphics::createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo) {
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::PRayTracingPipeline Graphics::createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo createInfo) {
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return nullptr;
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}
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Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo &createInfo) {
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return new Sampler(this, createInfo);
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}
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Gfx::ODescriptorLayout
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Graphics::createDescriptorLayout(const std::string &name) {
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return new DescriptorLayout(this, name);
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}
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Gfx::OPipelineLayout
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Graphics::createPipelineLayout(const std::string &name,
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Gfx::PPipelineLayout baseLayout) {
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return new PipelineLayout(this, name, baseLayout);
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}
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Gfx::OVertexInput
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Graphics::createVertexInput(VertexInputStateCreateInfo createInfo) {
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return new VertexInput(createInfo);
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}
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Gfx::OOcclusionQuery Graphics::createOcclusionQuery(const std::string& name) {
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}
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Gfx::OPipelineStatisticsQuery Graphics::createPipelineStatisticsQuery(const std::string& name) {
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}
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Gfx::OTimestampQuery Graphics::createTimestampQuery(uint64 numTimestamps, const std::string& name) {
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}
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void Graphics::resolveTexture(Gfx::PTexture source, Gfx::PTexture destination) {
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}
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void Graphics::copyTexture(Gfx::PTexture src, Gfx::PTexture dst) {
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}
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// Ray Tracing
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Gfx::OBottomLevelAS Graphics::createBottomLevelAccelerationStructure(const Gfx::BottomLevelASCreateInfo& createInfo) {
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return nullptr;
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}
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Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLevelASCreateInfo& createInfo) {
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return nullptr;
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}
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void Graphics::buildBottomLevelAccelerationStructures(Array<Gfx::PBottomLevelAS> data) {
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}
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Gfx::ORayGenShader Graphics::createRayGenShader(const ShaderCreateInfo& createInfo) {
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ORayGenShader shader = new RayGenShader(this);
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shader->create(createInfo);
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return shader;
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}
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Gfx::OAnyHitShader Graphics::createAnyHitShader(const ShaderCreateInfo& createInfo) {
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OAnyHitShader shader = new AnyHitShader(this);
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shader->create(createInfo);
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return shader;
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}
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Gfx::OClosestHitShader Graphics::createClosestHitShader(const ShaderCreateInfo& createInfo) {
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OClosestHitShader shader = new ClosestHitShader(this);
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shader->create(createInfo);
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return shader;
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}
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Gfx::OMissShader Graphics::createMissShader(const ShaderCreateInfo& createInfo) {
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OMissShader shader = new MissShader(this);
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shader->create(createInfo);
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return shader;
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}
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Gfx::OIntersectionShader Graphics::createIntersectionShader(const ShaderCreateInfo& createInfo) {
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OIntersectionShader shader = new IntersectionShader(this);
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shader->create(createInfo);
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return shader;
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}
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Gfx::OCallableShader Graphics::createCallableShader(const ShaderCreateInfo& createInfo) {
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OCallableShader shader = new CallableShader(this);
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shader->create(createInfo);
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return shader;
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}
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