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/* Copyright (c) 2020, Arm Limited
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* Copyright (c) 2020, Bradley Austin Davis
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <memory>
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#include <glad/glad.h>
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#include "common/vk_common.h"
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constexpr uint32_t SHARED_TEXTURE_DIMENSION = 512;
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#ifdef WIN32
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constexpr const char *HOST_MEMORY_EXTENSION_NAME = VK_KHR_EXTERNAL_MEMORY_WIN32_EXTENSION_NAME;
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constexpr const char *HOST_SEMAPHORE_EXTENSION_NAME = VK_KHR_EXTERNAL_SEMAPHORE_WIN32_EXTENSION_NAME;
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# define glImportSemaphore glImportSemaphoreWin32HandleEXT
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# define glImportMemory glImportMemoryWin32HandleEXT
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# define GL_HANDLE_TYPE GL_HANDLE_TYPE_OPAQUE_WIN32_EXT
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# define VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT
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# define VK_EXTERNAL_MEMORY_HANDLE_TYPE VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT
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#else
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constexpr const char *HOST_MEMORY_EXTENSION_NAME = VK_KHR_EXTERNAL_MEMORY_FD_EXTENSION_NAME;
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constexpr const char *HOST_SEMAPHORE_EXTENSION_NAME = VK_KHR_EXTERNAL_SEMAPHORE_FD_EXTENSION_NAME;
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# define glImportSemaphore glImportSemaphoreFdEXT
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# define glImportMemory glImportMemoryFdEXT
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# define GL_HANDLE_TYPE GL_HANDLE_TYPE_OPAQUE_FD_EXT
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# define VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT
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# define VK_EXTERNAL_MEMORY_HANDLE_TYPE VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT
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#endif
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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// Android
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# include <EGL/egl.h>
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# include <EGL/eglext.h>
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struct ContextData
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{
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EGLConfig config{nullptr};
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EGLSurface surface{EGL_NO_SURFACE};
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EGLContext context{EGL_NO_CONTEXT};
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EGLDisplay display{EGL_NO_DISPLAY};
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};
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#else
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// Desktop
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# include <GLFW/glfw3.h>
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# include <GLFW/glfw3native.h>
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struct ContextData
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{
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GLFWwindow *window;
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};
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#endif
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class OffscreenContext
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{
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public:
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OffscreenContext();
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~OffscreenContext();
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// Shared
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GLuint build_program(const char *vertex_shader_source, const char *fragment_shader_source);
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private:
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// Platform specific
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void init_context();
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void destroy_context();
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std::string get_shader_header();
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ContextData data;
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GLuint load_shader(const char *shader_source, GLenum shader_type);
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};
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