mirror of
https://github.com/RGBCube/serenity
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This is a simple demo for VirGL, that does the bare minimum required to create and render a spinning cube (with one color per face).
210 lines
4.4 KiB
C++
210 lines
4.4 KiB
C++
/*
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* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/DistinctNumeric.h>
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TYPEDEF_DISTINCT_ORDERED_ID(u32, ObjectHandle);
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TYPEDEF_DISTINCT_ORDERED_ID(u32, ResourceID);
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#define VIRGL_BIND_DEPTH_STENCIL (1 << 0)
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#define VIRGL_BIND_RENDER_TARGET (1 << 1)
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#define VIRGL_BIND_SAMPLER_VIEW (1 << 3)
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#define VIRGL_BIND_VERTEX_BUFFER (1 << 4)
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#define VIRGL_BIND_INDEX_BUFFER (1 << 5)
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#define VIRGL_BIND_CONSTANT_BUFFER (1 << 6)
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#define VIRGL_BIND_DISPLAY_TARGET (1 << 7)
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#define VIRGL_BIND_COMMAND_ARGS (1 << 8)
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#define VIRGL_BIND_STREAM_OUTPUT (1 << 11)
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#define VIRGL_BIND_SHADER_BUFFER (1 << 14)
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#define VIRGL_BIND_QUERY_BUFFER (1 << 15)
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#define VIRGL_BIND_CURSOR (1 << 16)
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#define VIRGL_BIND_CUSTOM (1 << 17)
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#define VIRGL_BIND_SCANOUT (1 << 18)
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#define VIRGL_BIND_STAGING (1 << 19)
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#define VIRGL_BIND_SHARED (1 << 20)
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namespace Protocol {
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enum class TextureFormat : u32 {
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// RGBA Formats
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VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM = 1,
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VIRTIO_GPU_FORMAT_B8G8R8X8_UNORM = 2,
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VIRTIO_GPU_FORMAT_A8R8G8B8_UNORM = 3,
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VIRTIO_GPU_FORMAT_X8R8G8B8_UNORM = 4,
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VIRTIO_GPU_FORMAT_R8G8B8A8_UNORM = 67,
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VIRTIO_GPU_FORMAT_X8B8G8R8_UNORM = 68,
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VIRTIO_GPU_FORMAT_A8B8G8R8_UNORM = 121,
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VIRTIO_GPU_FORMAT_R8G8B8X8_UNORM = 134,
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// Stencil-Depth Formats
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VIRTIO_GPU_FORMAT_Z16_UNORM = 16,
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VIRTIO_GPU_FORMAT_Z32_UNORM = 17,
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VIRTIO_GPU_FORMAT_Z32_FLOAT = 18,
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VIRTIO_GPU_FORMAT_Z24_UNORM_S8_UINT = 19,
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VIRTIO_GPU_FORMAT_S8_UINT_Z24_UNORM = 20,
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VIRTIO_GPU_FORMAT_Z24X8_UNORM = 21,
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VIRTIO_GPU_FORMAT_X8Z24_UNORM = 22,
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VIRTIO_GPU_FORMAT_S8_UINT = 23,
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VIRTIO_GPU_FORMAT_Z32_FLOAT_S8X24_UINT = 128,
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VIRTIO_GPU_FORMAT_X24S8_UINT = 136,
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VIRTIO_GPU_FORMAT_S8X24_UINT = 137,
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VIRTIO_GPU_FORMAT_X32_S8X24_UINT = 138,
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};
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enum class VirGLCommand : u32 {
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NOP = 0,
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CREATE_OBJECT = 1,
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BIND_OBJECT,
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DESTROY_OBJECT,
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SET_VIEWPORT_STATE,
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SET_FRAMEBUFFER_STATE,
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SET_VERTEX_BUFFERS,
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CLEAR,
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DRAW_VBO,
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RESOURCE_INLINE_WRITE,
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SET_SAMPLER_VIEWS,
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SET_INDEX_BUFFER,
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SET_CONSTANT_BUFFER,
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SET_STENCIL_REF,
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SET_BLEND_COLOR,
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SET_SCISSOR_STATE,
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BLIT,
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RESOURCE_COPY_REGION,
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BIND_SAMPLER_STATES,
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BEGIN_QUERY,
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END_QUERY,
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GET_QUERY_RESULT,
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SET_POLYGON_STIPPLE,
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SET_CLIP_STATE,
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SET_SAMPLE_MASK,
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SET_STREAMOUT_TARGETS,
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SET_RENDER_CONDITION,
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SET_UNIFORM_BUFFER,
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SET_SUB_CTX,
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CREATE_SUB_CTX,
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DESTROY_SUB_CTX,
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BIND_SHADER,
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SET_TESS_STATE,
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SET_MIN_SAMPLES,
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SET_SHADER_BUFFERS,
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SET_SHADER_IMAGES,
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MEMORY_BARRIER,
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LAUNCH_GRID,
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SET_FRAMEBUFFER_STATE_NO_ATTACH,
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TEXTURE_BARRIER,
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SET_ATOMIC_BUFFERS,
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SET_DBG_FLAGS,
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GET_QUERY_RESULT_QBO,
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TRANSFER3D,
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END_TRANSFERS,
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COPY_TRANSFER3D,
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SET_TWEAKS,
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CLEAR_TEXTURE,
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PIPE_RESOURCE_CREATE,
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PIPE_RESOURCE_SET_TYPE,
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GET_MEMORY_INFO,
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SEND_STRING_MARKER,
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MAX_COMMANDS
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};
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union ClearType {
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struct {
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u32 depth : 1;
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u32 stencil : 1;
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u32 color0 : 1;
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u32 color1 : 1;
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u32 color2 : 1;
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u32 color3 : 1;
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u32 color4 : 1;
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u32 color5 : 1;
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u32 color6 : 1;
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u32 color7 : 1;
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} flags;
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u32 value;
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};
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enum class ObjectType : u32 {
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NONE,
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BLEND,
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RASTERIZER,
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DSA,
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SHADER,
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VERTEX_ELEMENTS,
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SAMPLER_VIEW,
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SAMPLER_STATE,
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SURFACE,
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QUERY,
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STREAMOUT_TARGET,
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MSAA_SURFACE,
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MAX_OBJECTS,
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};
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enum class PipeTextureTarget : u32 {
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BUFFER = 0,
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TEXTURE_1D,
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TEXTURE_2D,
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TEXTURE_3D,
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TEXTURE_CUBE,
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TEXTURE_RECT,
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TEXTURE_1D_ARRAY,
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TEXTURE_2D_ARRAY,
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TEXTURE_CUBE_ARRAY,
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MAX
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};
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enum class PipePrimitiveTypes : u32 {
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POINTS = 0,
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LINES,
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LINE_LOOP,
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LINE_STRIP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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POLYGON,
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LINES_ADJACENCY,
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LINE_STRIP_ADJACENCY,
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TRIANGLES_ADJACENCY,
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TRIANGLE_STRIP_ADJACENCY,
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PATCHES,
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MAX
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};
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}
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namespace Gallium {
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enum class PipeTextureTarget : u32 {
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BUFFER,
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TEXTURE_1D,
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TEXTURE_2D,
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TEXTURE_3D,
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TEXTURE_CUBE,
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TEXTURE_RECT,
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TEXTURE_1D_ARRAY,
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TEXTURE_2D_ARRAY,
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TEXTURE_CUBE_ARRAY,
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MAX_TEXTURE_TYPES,
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};
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enum class ShaderType : u32 {
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SHADER_VERTEX = 0,
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SHADER_FRAGMENT,
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SHADER_GEOMETRY,
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SHADER_TESS_CTRL,
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SHADER_TESS_EVAL,
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SHADER_COMPUTE,
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SHADER_TYPES
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};
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}
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