Consolidate Python ignore rules into root gitignore
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//+------------------------------------------------------------------+
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//| DXDispatcher.mqh |
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//| Copyright 2000-2026, MetaQuotes Ltd. |
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//| www.mql5.com |
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//+------------------------------------------------------------------+
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#property copyright "Copyright 2000-2026, MetaQuotes Ltd."
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#property link "https://www.mql5.com"
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//---
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#include "DXObjectBase.mqh"
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#include "DXData.mqh"
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#include "DXBuffers.mqh"
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#include "DXInput.mqh"
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#include "DXTexture.mqh"
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#include "DXShader.mqh"
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//--- default shaders
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#resource "Shaders/DefaultShaderVertex.hlsl" as string ExtDefaultShaderVertex;
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#resource "Shaders/DefaultShaderPixel.hlsl" as string ExtDefaultShaderPixel;
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//+------------------------------------------------------------------+
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//| DX dispatcher which holds all resources |
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//+------------------------------------------------------------------+
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class CDXDispatcher : public CDXObjectBase
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{
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protected:
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CDXObjectBase m_dx_resources; // DX resources list (Textures, Shaders, etc.)
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//--- default shaders
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CDXShader* m_default_vs;
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CDXShader* m_default_ps;
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public:
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CDXDispatcher(void);
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~CDXDispatcher(void);
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//--- create/destroy
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bool Create(int context);
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void Destroy(void);
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//--- check resources
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void Check(void);
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//--- get DX Context Handle
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int DXContext(void) const { return(m_context); }
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//--- create shaders
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CDXShader* ShaderCreateDefault(ENUM_DX_SHADER_TYPE shader_type);
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CDXShader* ShaderCreateFromFile(ENUM_DX_SHADER_TYPE shader_type,string path,string entry_point);
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CDXShader* ShaderCreateFromSource(ENUM_DX_SHADER_TYPE shader_type,string source,string entry_point);
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//--- create buffers
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template<typename TVertex>
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CDXVertexBuffer* VertexBufferCreate(const TVertex &vertices[],uint start=0,uint count=WHOLE_ARRAY);
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CDXIndexBuffer* IndexBufferCreate(const uint &indicies[],uint start=0,uint count=WHOLE_ARRAY);
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//--- create shader inputs
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template<typename TInput>
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CDXInput* InputCreate(void);
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CDXTexture* TextureCreateFromFile(string path,uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0);
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CDXTexture* TextureCreateFromData(ENUM_DX_FORMAT format,uint width,uint height,const uint &data[],uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0);
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private:
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//--- add resource to list
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bool ResourceAdd(CDXObjectBase *resource);
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//--- check resources
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void ResourcesCheck(void);
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};
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//+------------------------------------------------------------------+
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//| Constructor |
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//+------------------------------------------------------------------+
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CDXDispatcher::CDXDispatcher(void)
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{
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}
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//+------------------------------------------------------------------+
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//| Destructor |
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//+------------------------------------------------------------------+
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CDXDispatcher::~CDXDispatcher(void)
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{
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Destroy();
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}
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//+------------------------------------------------------------------+
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//| Create |
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//+------------------------------------------------------------------+
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bool CDXDispatcher::Create(int context)
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{
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//--- check if context already exist
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if(m_context!=INVALID_HANDLE)
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return(false);
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//--- save context
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m_context=context;
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//---
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return(true);
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}
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//+------------------------------------------------------------------+
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//| Destroy |
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//+------------------------------------------------------------------+
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void CDXDispatcher::Destroy(void)
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{
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//--- release default shaders
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if(m_default_ps)
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{
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m_default_ps.Release();
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m_default_ps=NULL;
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}
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if(m_default_vs)
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{
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m_default_vs.Release();
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m_default_vs=NULL;
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}
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//--- release and delete all DX resources
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while(m_dx_resources.Next())
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{
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CDXHandleShared* resource=(CDXHandleShared*)m_dx_resources.Next();
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resource.Release();
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}
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//--- forget context
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m_context=INVALID_HANDLE;
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}
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//+------------------------------------------------------------------+
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//| Check resources |
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//+------------------------------------------------------------------+
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void CDXDispatcher::Check(void)
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{
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//---
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CDXHandleShared* resource=(CDXHandleShared*)m_dx_resources.Next();
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//--- release and delete all DX resources
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while(CheckPointer(resource)!=POINTER_INVALID)
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{
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CDXHandleShared* next=(CDXHandleShared*)resource.Next();
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//--- if references count 1 or less, then only we hold the resource
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if(resource.References()<=1)
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resource.Release();
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//---
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resource=next;
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}
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}
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//+------------------------------------------------------------------+
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//| Create default shader of specified type |
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//+------------------------------------------------------------------+
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CDXShader* CDXDispatcher::ShaderCreateDefault(ENUM_DX_SHADER_TYPE shader_type)
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{
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switch(shader_type)
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{
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//--- default pixel shader
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case DX_SHADER_PIXEL:
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{
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if(m_default_ps==NULL)
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m_default_ps=ShaderCreateFromSource(DX_SHADER_PIXEL,ExtDefaultShaderPixel,"PSMain");
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return(m_default_ps);
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}
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//--- default vertex shader
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case DX_SHADER_VERTEX:
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{
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if(m_default_vs==NULL)
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{
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m_default_vs=ShaderCreateFromSource(DX_SHADER_VERTEX,ExtDefaultShaderVertex,"VSMain");
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if(m_default_vs && !m_default_vs.LayoutSet<DXVertex>())
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{
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m_default_vs.Release();
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m_default_vs=NULL;
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}
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}
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return(m_default_vs);
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}
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}
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//--- return result
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return(NULL);
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}
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//+------------------------------------------------------------------+
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//| Create new shader of specified type from file |
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//+------------------------------------------------------------------+
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CDXShader* CDXDispatcher::ShaderCreateFromFile(ENUM_DX_SHADER_TYPE shader_type,string path,string entry_point)
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{
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//--- open source file
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int file=FileOpen(path,FILE_READ);
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if(file==INVALID_HANDLE)
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return(NULL);
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//--- check file size
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uint size=(uint)FileSize(file);
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FileClose(file);
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if(size>16*1024*1024)
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return(NULL);
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//--- prepare buffer
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char buffer[];
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ArrayResize(buffer,size);
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//--- read file into buffer
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int read=(int)FileLoad(path,buffer);
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if(read<=0)
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return(NULL);
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//--- convert vuffer to string
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string source=CharArrayToString(buffer,0,WHOLE_ARRAY,CP_UTF8);
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//--- add shader by source
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return(ShaderCreateFromSource(shader_type,source,entry_point));
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}
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//+------------------------------------------------------------------+
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//| Create new shader of specified type from source code |
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//+------------------------------------------------------------------+
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CDXShader* CDXDispatcher::ShaderCreateFromSource(ENUM_DX_SHADER_TYPE shader_type,string source,string entry_point)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new shader
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CDXShader* shader=new CDXShader();
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if(shader==NULL)
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return(NULL);
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//--- create shader
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if(!shader.Create(m_context,shader_type,source,entry_point))
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{
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shader.Release();
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return(NULL);
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}
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//--- add shader to resources list
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if(!ResourceAdd(shader))
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{
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shader.Release();
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return(NULL);
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}
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//--- return shader
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return(shader);
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}
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//+------------------------------------------------------------------+
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//| Create vertex buffer |
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//+------------------------------------------------------------------+
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template<typename TVertex>
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CDXVertexBuffer* CDXDispatcher::VertexBufferCreate(const TVertex &vertices[],uint start=0,uint count=WHOLE_ARRAY)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new buffer
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CDXVertexBuffer* buffer=new CDXVertexBuffer();
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if(buffer==NULL)
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return(NULL);
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//--- create buffer
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if(!buffer.Create(m_context,vertices,start,count))
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{
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buffer.Release();
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return(NULL);
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}
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//--- add buffer to resources list
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if(!ResourceAdd(buffer))
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{
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buffer.Release();
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return(NULL);
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}
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//--- return buffer
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return(buffer);
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}
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//+------------------------------------------------------------------+
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//| Create vertex buffer |
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//+------------------------------------------------------------------+
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CDXIndexBuffer* CDXDispatcher::IndexBufferCreate(const uint &indicies[],uint start=0,uint count=WHOLE_ARRAY)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new buffer
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CDXIndexBuffer* buffer=new CDXIndexBuffer();
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if(buffer==NULL)
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return(NULL);
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//--- create buffer
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if(!buffer.Create(m_context,indicies,start,count))
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{
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buffer.Release();
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return(NULL);
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}
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//--- add buffer to resources list
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if(!ResourceAdd(buffer))
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{
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buffer.Release();
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return(NULL);
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}
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//--- return input buffer
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return(buffer);
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}
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//+------------------------------------------------------------------+
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//| Create shader input buffer |
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//+------------------------------------------------------------------+
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template<typename TInput>
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CDXInput* CDXDispatcher::InputCreate(void)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new input buffer
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CDXInput* input_buffer=new CDXInput();
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if(input_buffer==NULL)
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return(NULL);
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//--- create buffer
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if(!input_buffer.Create<TInput>(m_context))
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{
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input_buffer.Release();
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return(NULL);
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}
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//--- add buffer to resources list
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if(!ResourceAdd(input_buffer))
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{
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input_buffer.Release();
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return(NULL);
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}
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//--- return shader
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return(input_buffer);
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}
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//+------------------------------------------------------------------+
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//| Create texture from bitmap file |
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//+------------------------------------------------------------------+
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CDXTexture* CDXDispatcher::TextureCreateFromFile(string path,uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new texture
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CDXTexture* texture=new CDXTexture();
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if(texture==NULL)
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return(NULL);
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//--- create texture
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if(!texture.Create(m_context,path,data_x,data_y,data_width,data_height))
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{
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texture.Release();
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return(NULL);
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}
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//--- add texture to resources list
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if(!ResourceAdd(texture))
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{
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texture.Release();
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return(NULL);
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}
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//--- return shader
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return(texture);
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}
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//+------------------------------------------------------------------+
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//| Create texture from raw data, only 32-bit pixel formats supported|
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//+------------------------------------------------------------------+
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CDXTexture* CDXDispatcher::TextureCreateFromData(ENUM_DX_FORMAT format,uint width,uint height,const uint &data[],uint data_x=0,uint data_y=0,uint data_width=0,uint data_height=0)
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{
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//--- check context
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if(m_context==INVALID_HANDLE)
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return(NULL);
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//--- allocate new texture
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CDXTexture* texture=new CDXTexture();
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if(texture==NULL)
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return(NULL);
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//--- create texture
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if(!texture.Create(m_context,format,width,height,data,data_x,data_y,data_width,data_height))
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{
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texture.Release();
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return(NULL);
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}
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//--- add texture to resources list
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if(!ResourceAdd(texture))
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{
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texture.Release();
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return(NULL);
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}
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//--- return shader
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return(texture);
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}
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//+------------------------------------------------------------------+
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//| Add DX resource |
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//+------------------------------------------------------------------+
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bool CDXDispatcher::ResourceAdd(CDXObjectBase *resource)
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{
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//--- add resource
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if(!CheckPointer(resource))
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return(false);
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//---
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CDXObjectBase *last=&m_dx_resources;
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while(CheckPointer(last.Next())!=POINTER_INVALID)
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{
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if(last==resource)
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return(false);
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//---
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last=last.Next();
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}
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//---
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resource.Next(NULL);
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resource.Prev(last);
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last.Next(resource);
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return(true);
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}
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//+------------------------------------------------------------------+
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