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udevbe/skia
tests/ProcessorTest.cpp
/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "tests/Test.h" #include "include/gpu/GrDirectContext.h" #include "src/gpu/GrBitmapTextureMaker.h" #include "src/gpu/GrClip.h" #include "src/gpu/GrDirectContextPriv.h...
udevbe/skia
modules/svg/src/SkSVGLinearGradient.cpp
/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/effects/SkGradientShader.h" #include "modules/svg/include/SkSVGLinearGradient.h" #include "modules/svg/include/SkSVGRenderContext.h" #include "modules/svg/in...
udevbe/skia
src/gpu/GrYUVABackendTextures.cpp
/* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/gpu/GrYUVABackendTextures.h" static int num_channels(const GrBackendFormat& format) { switch (format.channelMask()) { case kRed_SkColorChannelFla...
udevbe/skia
tools/gpu/ManagedBackendTexture.cpp
<reponame>udevbe/skia<filename>tools/gpu/ManagedBackendTexture.cpp /* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "tools/gpu/ManagedBackendTexture.h" #include "include/core/SkImageInfo.h" #include "include/private...
udevbe/skia
modules/canvaskit/gm_bindings.cpp
<filename>modules/canvaskit/gm_bindings.cpp /* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include <set> #include <string> #include <emscripten.h> #include <emscripten/bind.h> #include <emscripten/html5.h> #include "gm/gm...
shanimergui/mat-b-c-
mat.hpp
#pragma once #include <string> namespace ariel { std::string mat(const int& col, const int& row, const char& sing1, const char& sing2); int badChars(char c); }
shanimergui/mat-b-c-
mat.cpp
#include <iostream> #include <stdexcept> #include <array> #include "mat.hpp" namespace ariel { int badChars(char c) { const char ch_a = 127; const char ch_b = 33; const int size=5; std::array<char,size> invalid_chars{'\t','\n','\r',' ','\0'}; for(const auto &i: invalid_chars) // One of the ch...
shanimergui/mat-b-c-
Test.cpp
<reponame>shanimergui/mat-b-c-<gh_stars>0 #include "doctest.h" #include "mat.hpp" #include <string> #include <algorithm> #include <ctime> using namespace std; using namespace ariel; string nospaces(string input) { input.erase(std::remove(input.begin(), input.end(), ' ') , input.end()); input.erase(std::remove(input...
shanimergui/mat-b-c-
main.cpp
<reponame>shanimergui/mat-b-c-<filename>main.cpp<gh_stars>0 #include <iostream> #include "mat.hpp" using namespace std; int main() { cout << ariel::mat(3, 3, '@', '-') << endl; /* Should print: @@@@@@@@@ @-------@ @-@@@@@-@ @-@---@-@ @-@@@@@-@ @-------@ @@@@@@@@@ */ cout << ariel::mat(13, 5, '@', '-') << endl; /...
Promethaes/GlobalGameJam2020
RePaIr/src/Billboard.cpp
#include "Billboard.h" Billboard::Billboard(Cappuccino::Shader* SHADER, const std::vector<Cappuccino::Texture*>& textures) :Cappuccino::GameObject(*SHADER, textures, { new Cappuccino::Mesh("rectangle_test.obj") }) { _rigidBody.setGrav(false); } void Billboard::childUpdate(float dt) { }
Promethaes/GlobalGameJam2020
RePaIr/src/MainScene.cpp
#include "MainScene.h" MainScene::MainScene(bool yn) :Cappuccino::Scene(yn), _in(true, std::nullopt), _pLight(glm::vec2(1600.0f, 1000.0f), { /*defaultLight*/glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,0.0f,0.0f) }, glm::vec3(0.05f, 0.05f, 0.05f), glm::vec3(0.5f, 0.5f, 0.5f), glm::vec3(0.5f, 0.5f, 0.5f), 512.0f) { ...
Promethaes/GlobalGameJam2020
RePaIr/src/main.cpp
#include "Cappuccino/Application.h" #include "MainScene.h" #include "Cappuccino/FrameBuffer.h" using Application = Cappuccino::Application; using FontManager = Cappuccino::FontManager; using Mesh = Cappuccino::Mesh; using Shader = Cappuccino::Shader; using SoundSystem = Cappuccino::SoundSystem; using Texture ...
akashchavan15/CarND-Kidnapped-Vehicle-Project
src/particle_filter.cpp
<filename>src/particle_filter.cpp /** * particle_filter.cpp * * Created on: Dec 12, 2016 * Author: <NAME> */ #include "particle_filter.h" #include <math.h> #include <algorithm> #include <iostream> #include <iterator> #include <numeric> #include <random> #include <string> #include <vector> #include "helper_funct...
Krombik/keypresser
src/addon/virtual.cpp
#include "virtual.hpp" #ifdef IS_WINDOWS const std::map<uint8_t, std::array<UINT, 2>> Virtual::msgs = { {0, {WM_LBUTTONUP, WM_LBUTTONDOWN}}, {1, {WM_RBUTTONUP, WM_RBUTTONDOWN}}, {2, {WM_MBUTTONUP, WM_MBUTTONDOWN}}}; const std::map<UINT, UINT> Virtual::wParams = {{WM_LBUTTONDOWN, MK_LBUTTON}, ...
Krombik/keypresser
src/addon/workwindow.cpp
#include "workwindow.hpp" #include "helper.hpp" #ifdef IS_WINDOWS Napi::Value Workwindow::capture(const Napi::CallbackInfo &info) { Napi::Env env = info.Env(); RECT rect = {0, 0, 0, 0}; int width, height; std::string format = "rgba"; uint8_t threshold = 127; if (info[0].IsObject()) { Napi::Objec...
Krombik/keypresser
src/addon/workwindow.hpp
<gh_stars>0 #pragma once #ifndef WORKWINDOW_H #define WORKWINDOW_H #include "types.hpp" class Workwindow { public: Napi::Value capture(const Napi::CallbackInfo &info); Napi::Value refresh(const Napi::CallbackInfo &info); Napi::Value getColor(const Napi::CallbackInfo &info); Napi::Value isForeground(const Nap...
Krombik/keypresser
src/addon/hardware.cpp
#include "hardware.hpp" #ifdef IS_WINDOWS const UINT Hardware::extendKeys[] = { VK_RCONTROL, VK_SNAPSHOT, VK_RMENU, VK_PAUSE, VK_HOME, VK_UP, VK_PRIOR, VK_LEFT, VK_RIGHT, VK_END, VK_DOWN, VK_NEXT, VK_INSERT, VK_DELETE, VK_LWIN, VK_RWIN, VK_APPS, ...
Krombik/keypresser
src/addon/virtual.hpp
<reponame>Krombik/keypresser #pragma once #ifndef VIRTUAL_H #define VIRTUAL_H #include "keyboard.hpp" #include "mouse.hpp" #include "workwindow.hpp" class Virtual : public Keyboard, public Mouse, public Workwindow, public Napi::ObjectWrap<Virtual> { public: static Napi::Object Init(Napi::Env env, Napi::Object expo...
Krombik/keypresser
src/addon/hardware.hpp
<gh_stars>0 #pragma once #ifndef HARDWARE_H #define HARDWARE_H #include "keyboard.hpp" #include "mouse.hpp" #include "workwindow.hpp" class Hardware : public Keyboard, public Mouse, public Workwindow, public Napi::ObjectWrap<Hardware> { public: static Napi::Object Init(Napi::Env env, Napi::Object exports); Hardw...
Krombik/keypresser
src/addon/hotkey.cpp
#include "hotkey.hpp" #include "helper.hpp" #ifdef IS_WINDOWS std::set<TsfnContext *> Hotkey::hotkeyPointers; void Hotkey::unregisterDuplicate(UINT keyCode) { for (auto it = hotkeyPointers.begin(); it != hotkeyPointers.end(); ++it) { if ((*it)->keyCode == keyCode) { (*it)->keyCode = NONEXISTENT_VIRTUAL...
Krombik/keypresser
src/addon/helper.hpp
#pragma once #ifndef HELPER_H #define HELPER_H #include "types.hpp" class Helper { public: static std::wstring bufferToWstring(Napi::Value val); #ifdef IS_WINDOWS static std::wstring classNameGetter(HWND hWnd); static std::wstring titleGetter(HWND hWnd); static Napi::Object windowGetter(HWND hWnd, Napi::Env...
Krombik/keypresser
src/addon/includes.hpp
<filename>src/addon/includes.hpp #pragma once #ifndef INCLUDES_H #define INCLUDES_H #define NAPI_VERSION 5 #if defined(__APPLE__) #include <TargetConditionals.h> #if defined(TARGET_OS_MAC) #define IS_MACOS #endif #endif #if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__) #include <W...
Krombik/keypresser
src/addon/keyboard.cpp
<reponame>Krombik/keypresser<filename>src/addon/keyboard.cpp #include "keyboard.hpp" #include "helper.hpp" #ifdef IS_WINDOWS void Keyboard::toggleKey(const Napi::CallbackInfo &info) { if (info.Length() != 2 || (!info[0].IsString() && !info[0].IsNumber()) || !info[1].IsBoolean()) { Napi::Error::New(info.Env(), ...
Hoyr/futlol
futlol.cc
// <NAME> 2020/12/14 // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, ...
ZachHembree/reshade
source/QuakeFX/render/qfx_capture_buffer.hpp
#ifndef QFX_CAPTURE_BUFFER_H #define QFX_CAPTURE_BUFFER_H #include "render/qfx_texture2D.hpp" #include "render/qfx_program.hpp" #include "render/qfx_buffer.hpp" #include "render/qfx_framebuffer_obj.hpp" #include "render/qfx_vertex_array_obj.hpp" #include "render/qfx_vertex_layout.hpp" #include "render/qfx_default_shade...
ZachHembree/reshade
source/QuakeFX/render/qfx_default_shader.hpp
<gh_stars>0 #ifndef QFX_DEFAULT_SHADER_H #define QFX_DEFAULT_SHADER_H const char *const defaultShaderSrc = R"( #shader vertex #version 330 core layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; out vec2 v_TexCoord; void main() { gl_Position.xy = position; gl_Position.zw = vec2(0.0f, ...
ZachHembree/reshade
source/QuakeFX/qfx_config.cpp
#include <stdio.h> #include <fstream> #include <wtypes.h> #include <dll_config.hpp> #include <dll_log.hpp> #include <mutex> #include "qfx_runtime.hpp" using namespace reshade; using namespace reshade::opengl; namespace QuakeFX { using wstring = std::wstring; template <class _Mutex> using unique_lock = std::unique...
ZachHembree/reshade
source/d3d9/render_d3d9.hpp
<reponame>ZachHembree/reshade /* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "com_ptr.hpp" #include "com_tracking.hpp" #include "addon_manager.hpp" #include "state_block_d3d9.hpp" namespace reshade::d3d9 { class device_impl : pu...
ZachHembree/reshade
source/QuakeFX/render/qfx_framebuffer_obj.hpp
<gh_stars>0 #ifndef QFX_FRAMEBUFFER_OBJ_H #define QFX_FRAMEBUFFER_OBJ_H #include <string> #include "opengl/qfx_opengl.hpp" #include "render/qfx_texture.hpp" #include "render/qfx_render_buffer.hpp" namespace QuakeFX { /// <summary> /// Bit masks used to target specific buffers /// </summary> enum class Framebuffer...
ZachHembree/reshade
source/d3d11/runtime_d3d11.hpp
/* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "runtime.hpp" #include "render_d3d11.hpp" #include "state_block_d3d11.hpp" namespace reshade::d3d11 { class runtime_impl : public api::api_object_impl<IDXGISwapChain *, runtime> { ...
ZachHembree/reshade
source/QuakeFX/qfx_dynamic_collections.hpp
#ifndef QFX_DYNAMIC_COLLECTIONS_H #define QFX_DYNAMIC_COLLECTIONS_H #include<vector> #include<exception> #include<string> namespace QuakeFX { template<typename T> class DynamicArrayBase; template<typename T> class DynamicArray; template<typename T> class UniqueArray; /// <summary> /// Dynamically allocated arra...
ZachHembree/reshade
source/vulkan/runtime_vk.hpp
<reponame>ZachHembree/reshade<filename>source/vulkan/runtime_vk.hpp /* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "runtime.hpp" #include "render_vk.hpp" namespace reshade::vulkan { class runtime_impl : public api::api_object_im...
ZachHembree/reshade
source/QuakeFX/render/qfx_texture2D.hpp
#ifndef QFX_TEXTURE2D_H #define QFX_TEXTURE2D_H #include "render/qfx_image_formats.hpp" #include "render/qfx_texture.hpp" namespace QuakeFX { class QfxTexture2D : public QfxTextureBase { public: QfxTexture2D( glm::ivec2 dim = glm::ivec2(0,0), ImageFormats internalFormat = ImageFormats::RGBA8, PixelForma...
ZachHembree/reshade
source/QuakeFX/render/qfx_renderer.hpp
<reponame>ZachHembree/reshade #ifndef QFX_RENDERER_H #define QFX_RENDERER_H #include "qfx_runtime.hpp" #include "render/qfx_capture_buffer.hpp" namespace QuakeFX { typedef void(*CallbackPtr)(); class QfxRenderer { public: static void Init(CallbackPtr callbackFunc, CallbackPtr closeCallback); static void Clos...
ZachHembree/reshade
source/opengl/render_gl.hpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "opengl.hpp" #include "addon_manager.hpp" #include <unordered_set> namespace reshade::opengl { inline api::resource_handle make_resource_handle(GLenum target, GLuint object) { re...
ZachHembree/reshade
source/QuakeFX/render/qfx_capture_buffer.cpp
#include "render/qfx_capture_buffer.hpp" namespace QuakeFX { CaptureBuffer::CaptureBuffer() : capturing(false), captured(false) { lastDrawFbo = QfxFramebufferObj::GetCurrent(FramebufferTargs::Draw); lastReadFbo = QfxFramebufferObj::GetCurrent(FramebufferTargs::Read); GLuint lastVao = QfxVertexArrayObj::Ge...
ZachHembree/reshade
source/QuakeFX/opengl/qfx_opengl.cpp
<reponame>ZachHembree/reshade #include <vector> #include <string> #include <sstream> #include <iostream> #include "hook_manager.hpp" #include "qfx_runtime.hpp" #include "qfx_opengl.hpp" #include "qfx_dynamic_collections.hpp" #define TRY_LOAD_GL( func ) if (!TryLoadGL(#func, ##func)) return false; #define TRY_LOAD_WGL(...
ZachHembree/reshade
source/QuakeFX/render/qfx_shader.hpp
<reponame>ZachHembree/reshade #ifndef QFX_SHADER_H #define QFX_SHADER_H #include <string> #include "opengl/qfx_opengl.hpp" namespace QuakeFX { /// <summary> /// Container for parsed shader source code /// </summary> struct ProgramData { const std::string vertexSrc; const std::string fragmentSrc; }; enum cl...
ZachHembree/reshade
source/QuakeFX/render/qfx_texture.cpp
<filename>source/QuakeFX/render/qfx_texture.cpp #include <string> #include "render/qfx_texture.hpp" namespace QuakeFX { QfxTextureBase::QfxTextureBase(uint texUnit, TexTargs target) : id(0), texUnit(texUnit), target(target), binding(GetTextureBinding(target)) { } QfxTextureBase::QfxTextureBase(QfxTextureBa...
ZachHembree/reshade
source/QuakeFX/render/qfx_render_buffer.hpp
#ifndef QFX_RENDER_BUFFER_H #define QFX_RENDER_BUFFER_H #include "opengl/qfx_opengl.hpp" #include "render/qfx_image_formats.hpp" namespace QuakeFX { class QfxRenderBuffer { public: QfxRenderBuffer( ImageFormats internalFormat = ImageFormats::RGBA8, glm::ivec2 dim = glm::ivec2(0,0), int samples = 0 ); ...
ZachHembree/reshade
source/QuakeFX/render/qfx_shader.cpp
#include "render/qfx_shader.hpp" #include <string> namespace QuakeFX { using std::string; using std::stringstream; using std::ifstream; /// <summary> /// QfxShader default constructor /// </summary> QfxShader::QfxShader() : id(0), type(ShaderType::Invalid) { } /// <summary> /// Initializes a new shader...
ZachHembree/reshade
source/d3d12/render_d3d12.hpp
<filename>source/d3d12/render_d3d12.hpp /* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "com_ptr.hpp" #include "com_tracking.hpp" #include "addon_manager.hpp" #include <d3d12.h> #include <dxgi1_5.h> #include <unordered_map> namesp...
ZachHembree/reshade
source/QuakeFX/render/qfx_vertex_layout.hpp
#ifndef QFX_VERTEX_LAYOUT_H #define QFX_VERTEX_LAYOUT_H #include "opengl/qfx_opengl.hpp" #include "qfx_dynamic_collections.hpp" namespace QuakeFX { enum class BufferDataTypes { // Attrib and Attrib I Byte = GL_BYTE, UnsignedByte = GL_UNSIGNED_BYTE, Short = GL_SHORT, UnsignedShort = GL_UNSIGNED_SHORT, In...
ZachHembree/reshade
source/QuakeFX/render/qfx_vertex_array_obj.cpp
#include "render/qfx_vertex_layout.hpp" #include "render/qfx_vertex_array_obj.hpp" namespace QuakeFX { void QfxVertexArrayObj::Validate() const { #ifndef NDEBUG if (!IsBound()) REPORTERROR("Vertex array objects must be bound before they can be used.") #endif // !NDEBUG } /// <summary> /// Initializes a new ...
ZachHembree/reshade
source/d3d12/d3d12.cpp
/* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "dll_log.hpp" #include "hook_manager.hpp" #include "d3d12_device.hpp" HOOK_EXPORT HRESULT WINAPI D3D12CreateDevice( IUnknown *pAdapter, D3D_FEATURE_LEVEL MinimumFeatureLevel, REFIID riid, void...
ZachHembree/reshade
source/opengl/opengl_hooks.hpp
<gh_stars>0 /* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include <GL/gl3w.h> #undef glBindBuffer extern "C" void WINAPI glBindBuffer(GLenum target, GLuint buffer); #undef glBindFramebuffer extern "C" void WINAPI glBindFramebuffer(GLenum target, GLui...
ZachHembree/reshade
source/QuakeFX/qfx_runtime.hpp
<gh_stars>0 #ifndef QFX_RUNTIME_H #define QFX_RUNTIME_H #include <string.h> #include <unordered_set> #include <addon_manager.hpp> #include "qfx_opengl.hpp" #include "qfx_main.hpp" // Yes, I'm exposing an internal global. Don't @ me. extern thread_local reshade::opengl::runtime_impl* g_current_runtime; namespace Quake...
ZachHembree/reshade
source/vulkan/render_vk_utils.hpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ namespace reshade::vulkan { auto convert_usage_to_access(api::resource_usage state) -> VkAccessFlags; auto convert_usage_to_image_layout(api::resource_usage state) -> VkImageLayout; auto convert_usage_to...
ZachHembree/reshade
source/d3d12/runtime_d3d12.hpp
/* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "runtime.hpp" #include "render_d3d12.hpp" namespace reshade::d3d12 { class runtime_impl : public api::api_object_impl<IDXGISwapChain3 *, runtime> { public: runtime_impl(device_i...
ZachHembree/reshade
source/QuakeFX/qfx_runtime.cpp
<reponame>ZachHembree/reshade<filename>source/QuakeFX/qfx_runtime.cpp #include <stdio.h> #include <string.h> #include <fstream> #include <wtypes.h> #include <mutex> #include <tgmath.h> #include <imgui.h> #include <dll_config.hpp> #include <dll_log.hpp> #include "qfx_runtime.hpp" #include "render/qfx_renderer.hpp" #incl...
ZachHembree/reshade
source/QuakeFX/opengl/qfx_opengl.hpp
#ifndef QFX_OPENGL_H #define QFX_OPENGL_H #include <opengl/opengl.hpp> #include <opengl/runtime_gl.hpp> #include <GL/GLU.h> #include <wingdi.h> #include <glm/glm.hpp> #include <GL/glext.h> #include <GL/wglext.h> #include <exception> #if NDEBUG #define GLCALL(x) {x;} #define REPORTERROR(error) {} #elif RESHADE_TEST_AP...
ZachHembree/reshade
source/d3d11/render_d3d11_utils.cpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "render_d3d11.hpp" #include "render_d3d11_utils.hpp" using namespace reshade::api; static inline void convert_usage_to_bind_flags(const resource_usage usage, UINT &bind_flags) { if ((usage & res...
ZachHembree/reshade
include/reshade_events.hpp
<gh_stars>0 /* * Copyright (C) 2021 <NAME> * License: https://github.com/crosire/reshade#license */ #pragma once #include "reshade_api.hpp" namespace reshade { enum class addon_event { /// <summary> /// Called after 'IDirect3D9::CreateDevice(Ex)', 'D3D10CreateDevice(AndSwapChain)', 'D3D11CreateDevice(AndSwa...
ZachHembree/reshade
source/opengl/runtime_gl.hpp
<gh_stars>0 /* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "runtime.hpp" #include "render_gl.hpp" #include "state_block_gl.hpp" namespace reshade::opengl { class runtime_impl : public runtime, public device_impl { public: ru...
ZachHembree/reshade
source/d3d11/render_d3d11_utils.hpp
<reponame>ZachHembree/reshade<filename>source/d3d11/render_d3d11_utils.hpp /* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ namespace reshade::d3d11 { void convert_resource_desc(const api::resource_desc &desc, D3D11_BUFFER_DESC &internal_desc); void con...
ZachHembree/reshade
source/QuakeFX/opengl/qfx_opengl_hooks.cpp
#include <hook_manager.hpp> #include "qfx_runtime.hpp" #include "render/qfx_renderer.hpp" #define IS_3D_PROJECTION_MATRIX(x) (x[2*4+3] < 0) #define MATRIXMODE RENDERER->GetLastMatrixMode() #define RENDERER QfxRenderer::GetInstance() using namespace reshade; using namespace QuakeFX; HOOK_EXPORT void WINAPI qfx_glMat...
ZachHembree/reshade
source/QuakeFX/render/qfx_framebuffer_obj.cpp
<reponame>ZachHembree/reshade<filename>source/QuakeFX/render/qfx_framebuffer_obj.cpp #include "render/qfx_framebuffer_obj.hpp" namespace QuakeFX { QfxFramebufferObj::QfxFramebufferObj() : id(0), target(FramebufferTargs::Invalid) { glGenFramebuffers(1, &id); } QfxFramebufferObj::~QfxFramebufferObj() { if ...
ZachHembree/reshade
source/QuakeFX/render/qfx_texture.hpp
<filename>source/QuakeFX/render/qfx_texture.hpp #ifndef QFX_TEXTURE_H #define QFX_TEXTURE_H #include <glm/glm.hpp> #include "opengl/qfx_opengl.hpp" namespace QuakeFX { enum class TexTargs { Invalid = -1, OneD = GL_TEXTURE_1D, TwoD = GL_TEXTURE_2D, ThreeD = GL_TEXTURE_3D, OneDArray = GL_TEXTURE_1D_ARRAY, ...
ZachHembree/reshade
source/d3d12/render_d3d12_utils.cpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "render_d3d12.hpp" #include "render_d3d12_utils.hpp" using namespace reshade::api; D3D12_RESOURCE_STATES reshade::d3d12::convert_resource_usage_to_states(reshade::api::resource_usage usage) { au...
ZachHembree/reshade
source/QuakeFX/qfx_hook_manager.hpp
#ifndef QFX_HOOKS_H #define QFX_HOOKS_H #include <windows.h> #include <vector> namespace std { template<typename K, typename V> struct pair; class mutex; } namespace QuakeFX { typedef void (*CallbackFunc)(); struct ModuleExport { void* address; const char* name; unsigned short ordinal; ModuleExport()...
ZachHembree/reshade
source/d3d9/runtime_d3d9.cpp
/* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "dll_log.hpp" #include "runtime_d3d9.hpp" #include "runtime_d3d9_objects.hpp" #include <d3dcompiler.h> reshade::d3d9::runtime_impl::runtime_impl(device_impl *device, IDirect3DSwapChain9 *swapchain...
ZachHembree/reshade
source/QuakeFX/render/qfx_program.cpp
<filename>source/QuakeFX/render/qfx_program.cpp #include <iostream> #include <fstream> #include <string> #include <sstream> #include "render/qfx_program.hpp" namespace QuakeFX { using std::string; using std::stringstream; using std::ifstream; ProgramData GetParsedShaderSrc(const string& source); QfxProgram::Qfx...
ZachHembree/reshade
source/QuakeFX/render/qfx_vertex_array_obj.hpp
<reponame>ZachHembree/reshade<gh_stars>0 #ifndef QFX_VERTEX_ARRAYOBJ_H #define QFX_VERTEX_ARRAYOBJ_H #include "opengl/qfx_opengl.hpp" #include "qfx_dynamic_collections.hpp" namespace QuakeFX { class QfxVertexLayout; class QfxVertexArrayObj { public: /// <summary> /// Initializes a new vertex array object. Un...
ZachHembree/reshade
source/d3d11/render_d3d11.hpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "com_ptr.hpp" #include "com_tracking.hpp" #include "addon_manager.hpp" #include <d3d11_4.h> namespace reshade::d3d11 { class device_impl : public api::api_object_impl<ID3D11Device *...
ZachHembree/reshade
source/QuakeFX/qfx_main.hpp
<reponame>ZachHembree/reshade #ifndef QFX_MAIN_H #define QFX_MAIN_H #pragma warning( disable : 4100 ) #include <cassert> #include <cstdio> #include <ctime> #include <cstdlib> #include <cmath> #include <algorithm> #include <windows.h> #include <mmsystem.h> const char *const QFX_LIBRARY_TITLE = "QuakeFX"; #endif //Q...
ZachHembree/reshade
source/QuakeFX/qfx_hook_manager.cpp
#include <hook_manager.hpp> #include <mutex> #include <utility> #include "qfx_dynamic_collections.hpp" #include "qfx_main.hpp" #include "qfx_runtime.hpp" #include "qfx_hook_manager.hpp" using namespace reshade; HMODULE WINAPI HookLoadLibraryA(LPCSTR lpFileName); HMODULE WINAPI HookLoadLibraryExA(LPCSTR lpFileName, HA...
ZachHembree/reshade
source/d3d9/render_d3d9_utils.hpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ namespace reshade::d3d9 { void convert_resource_usage_to_d3d_usage(const api::resource_usage usage, DWORD &d3d_usage); void convert_d3d_usage_to_resource_usage(const DWORD d3d_usage, api::resource_usage &...
ZachHembree/reshade
source/QuakeFX/render/qfx_render_buffer.cpp
<filename>source/QuakeFX/render/qfx_render_buffer.cpp #include "render/qfx_render_buffer.hpp" using namespace glm; namespace QuakeFX { QfxRenderBuffer::QfxRenderBuffer( ImageFormats internalFormat, ivec2 dim, int samples ) : id(0), internalFormat(internalFormat), dim(dim), samples(0) { glGenRenderb...
ZachHembree/reshade
source/QuakeFX/render/qfx_program.hpp
<reponame>ZachHembree/reshade<gh_stars>0 #ifndef QFX_PROGRAM_H #define QFX_PROGRAM_H #include <glm/glm.hpp> #include <unordered_map> #include "opengl/qfx_opengl.hpp" #include "qfx_dynamic_collections.hpp" #include "render/qfx_shader.hpp" namespace QuakeFX { enum class ProgramParameters { /// <summary> /// Retur...
ZachHembree/reshade
source/opengl/render_gl.cpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "render_gl.hpp" #include "render_gl_utils.hpp" #include <cassert> static inline GLenum get_binding_for_target(GLenum target) { switch (target) { default: return GL_NONE; case GL_ARRAY_BUFFER...
ZachHembree/reshade
source/QuakeFX/render/qfx_buffer.hpp
#ifndef QFX_GLBUFFER_H #define QFX_GLBUFFER_H #include "opengl/qfx_opengl.hpp" #include "qfx_dynamic_collections.hpp" namespace QuakeFX { enum class BufferContextBinding { Invalid = -1, /// <summary> /// Vertex attribute buffer binding /// </summary> ArrayBuffer = GL_ARRAY_BUFFER_BINDING, /// <summary...
ZachHembree/reshade
source/QuakeFX/render/qfx_image_formats.hpp
#ifndef QFX_COLOR_FORMATS_H #define QFX_COLOR_FORMATS_H #include "opengl/qfx_opengl.hpp" namespace QuakeFX { /// <summary> /// Used to specify format of pixel data used by images. /// </summary> enum class PixelFormats { BGRA = GL_BGRA, BGRA_I = GL_BGRA_INTEGER, BGR_I = GL_...
ZachHembree/reshade
source/QuakeFX/render/qfx_vertex_layout.cpp
<filename>source/QuakeFX/render/qfx_vertex_layout.cpp #include <string> #include "render/qfx_vertex_layout.hpp" namespace QuakeFX { /// <summary> /// Returns the size of the vertex element specified by the struct. /// </summary> uint QfxVertexElement::GetSize() const { return count * GetTypeSize(type); } ///...
ZachHembree/reshade
source/addon_manager.hpp
<gh_stars>0 /* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "addon_impl.hpp" #include "reshade_events.hpp" #include <string> #if RESHADE_ADDON #define RESHADE_ADDON_EVENT(name, ...) \ for (size_t cb = 0; cb < reshade::addon::ev...
ZachHembree/reshade
source/openvr/openvr.cpp
/* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "dll_log.hpp" #include "hook_manager.hpp" #include "d3d11/d3d11_device.hpp" #include "d3d11/d3d11_device_context.hpp" #include "d3d11/runtime_d3d11.hpp" #include "d3d12/d3d12_device.hpp" #include "...
ZachHembree/reshade
source/QuakeFX/qfx_main.cpp
<reponame>ZachHembree/reshade #include <hook_manager.hpp> #include "qfx_main.hpp" #include "qfx_runtime.hpp" #include "qfx_hook_manager.hpp" using namespace reshade; using namespace QuakeFX; void InitCallback(); #ifdef RESHADE_TEST_APPLICATION int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR l...
ZachHembree/reshade
source/QuakeFX/render/qfx_buffer.cpp
#include <string> #include "render/qfx_buffer.hpp" namespace QuakeFX { /// <summary> /// Initializes an empty, invalid buffer wrapper. /// </summary> QfxBuffer::QfxBuffer() : id(0), target(BufferBindingTargets::Invalid), binding(BufferContextBinding::Invalid), pattern(BufferUsagePatterns::Invalid) { } /...
ZachHembree/reshade
source/QuakeFX/render/qfx_renderer.cpp
#include <hook_manager.hpp> #include <vector> #include <string> #include <imgui.h> #include "render/qfx_renderer.hpp" #include "qfx_default_shader.hpp" #include "qfx_hook_manager.hpp" #define CFG QfxRuntime::GetConfig() using namespace reshade; using namespace glm; typedef ImDrawData* (*ImDrawDataPtr)(); HOOK_EXPO...
ZachHembree/reshade
source/d3d10/render_d3d10.hpp
<gh_stars>0 /* * Copyright (C) 2021 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #pragma once #include "com_ptr.hpp" #include "com_tracking.hpp" #include "addon_manager.hpp" #include <d3d10_1.h> namespace reshade::d3d10 { class device_impl : public api::api_object_impl<ID...
ZachHembree/reshade
source/vulkan/runtime_vk_objects.hpp
<filename>source/vulkan/runtime_vk_objects.hpp /* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "runtime_objects.hpp" namespace reshade::vulkan { struct tex_data { VkImage image = VK_NULL_HANDLE; VkImageView view[4] = {}; VmaAllocation i...
ZachHembree/reshade
source/QuakeFX/render/qfx_texture2D.cpp
#include "render/qfx_texture2D.hpp" namespace QuakeFX { QfxTexture2D::QfxTexture2D( glm::ivec2 dim, ImageFormats internalFormat, PixelFormats format, PixelTypes pixType, GLint lod, TexInterpFuncs minInterp, TexInterpFuncs magInterp, TexWrapPatterns wrapS, TexWrapPatterns wrapT, GLvoid* imgData ) ...
ZachHembree/reshade
source/vulkan/runtime_vk.cpp
<filename>source/vulkan/runtime_vk.cpp /* * Copyright (C) 2014 <NAME>. All rights reserved. * License: https://github.com/crosire/reshade#license */ #include "dll_log.hpp" #include "runtime_vk.hpp" #include "runtime_vk_objects.hpp" #include "format_utils.hpp" static inline void transition_layout(const VkLayerDispa...
Wongboo/color
example/color_zh.cpp
<gh_stars>1-10 #include "color_ostream.h" using namespace color_ostream; using namespace std; int main([[maybe_unused]] int argc, [[maybe_unused]] char *argv[]) { wcout << clr::red << L" red " << clr::yellow << L" yellow " << clr::green << L" green " << clr::cyan ...
Wongboo/color
example/color.cpp
<filename>example/color.cpp #include "color_ostream.h" using namespace color_ostream; using namespace std; int main([[maybe_unused]] int argc, [[maybe_unused]] char *argv[]) { std::cout << clr::red << " red " << clr::yellow << " yellow " << clr::green << " green " ...
Wongboo/color
example/hello_zh.cpp
<filename>example/hello_zh.cpp #include "color_ostream.h" using namespace color_ostream; int main([[maybe_unused]] int argc, [[maybe_unused]] char *argv[]) { rd_wcout.imbue(std::locale(std::locale(),"",LC_CTYPE)); rd_wcout << L"你好,沃德\n"; rd_wcout << L"你好,世界\n"; rd_wcout << L"哈啰,世界\n"; rd256_wcou...
yuikns/hello_rabbitmq
src/consumer.cc
<reponame>yuikns/hello_rabbitmq<filename>src/consumer.cc #include "config.h" #include <stdlib.h> #include <stdio.h> #include <string.h> #include <stdint.h> #include <amqp.h> #include <amqp_framing.h> //#include <amqp_ssl_socket.h> #include <amqp_tcp_socket.h> #include <assert.h> #include "utils.h" #define SUMMA...
yuikns/hello_rabbitmq
src/producer.cc
#include "config.h" #include <stdlib.h> #include <stdio.h> #include <string.h> #include <stdint.h> #include <amqp_tcp_socket.h> #include <amqp.h> #include <amqp_framing.h> #include "utils.h" #define SUMMARY_EVERY_US 1000000 static void send_batch(amqp_connection_state_t conn, char const *queue_name, int rate_l...
yuikns/hello_rabbitmq
lib/argcvnw/argcvhttp.cc
<filename>lib/argcvnw/argcvhttp.cc #include "argcvhttp.h" #include <string> #include <cstring> #include <cstdlib> #include <cstdio> #ifndef ARGCV_DEFAULT_FILE #define ARGCV_DEFAULT_FILE "/" #endif // ARGCV_DEFAULT_FILE #ifndef ARGCV_DEFAULT_HTTP_PROTOCOL #define ARGCV_DEFAULT_HTTP_PROTOCOL 0 #endif // ARGCV_DEFAULT_...
mmaldacker/Vortex2D
Vortex/Renderer/RenderWindow.cpp
<gh_stars>100-1000 // // RenderWindow.cpp // Vortex // #include "RenderWindow.h" #include <Vortex/Renderer/CommandBuffer.h> #include <Vortex/Renderer/Drawable.h> namespace Vortex { namespace Renderer { struct SwapChainSupportDetails { SwapChainSupportDetails(vk::PhysicalDevice device, vk::SurfaceKHR surface) ...
mmaldacker/Vortex2D
Vortex/Engine/LinearSolver/Reduce.cpp
// // Reduce.cpp // Vortex // #include "Reduce.h" #include <Vortex/Renderer/DescriptorSet.h> #include <Vortex/Renderer/Work.h> #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { namespace { Renderer::ComputeSize MakeComputeSize(int size) { Renderer::ComputeSize computeSize(Renderer::Comput...
mmaldacker/Vortex2D
Vortex/Engine/Particles.cpp
// // Particles.cpp // Vortex // #include "Particles.h" #include <Vortex/Engine/LevelSet.h> #include <random> #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { float DefaultParticleSize() { return 1.0f / std::sqrt(2.0f); } ParticleCount::ParticleCount(Renderer::Device& device, ...
mmaldacker/Vortex2D
Vortex/Engine/Extrapolation.cpp
// // Extrapolation.cpp // Vortex #include "Extrapolation.h" #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { Extrapolation::Extrapolation(Renderer::Device& device, const glm::ivec2& size, Renderer::GenericBuffer& valid, ...
mmaldacker/Vortex2D
Vortex/Renderer/Buffer.cpp
<filename>Vortex/Renderer/Buffer.cpp // // Buffer.cpp // Vortex // #include "Buffer.h" #include <Vortex/Renderer/CommandBuffer.h> #include <Vortex/Renderer/Device.h> #include <Vortex/Renderer/Texture.h> namespace Vortex { namespace Renderer { void BufferBarrier(vk::Buffer buffer, vk::CommandBuff...
mmaldacker/Vortex2D
Tests/Engine/ExtrapolateTests.cpp
<filename>Tests/Engine/ExtrapolateTests.cpp // // ExtrapolateTests.cpp // Vortex // #include <Vortex/Engine/Extrapolation.h> #include "VariationalHelpers.h" #include "Verify.h" using namespace Vortex::Fluid; using namespace Vortex::Renderer; extern Device* device; void PrintValid(const glm::ivec2& size, Vortex::R...
mmaldacker/Vortex2D
Vortex/Engine/PrefixScan.cpp
<filename>Vortex/Engine/PrefixScan.cpp<gh_stars>100-1000 // // PrefixScan.cpp // Vortex // #include "PrefixScan.h" #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { namespace { int GetWorkGroupSize(int n, int localSize) { return (n + (localSize * 2 - 1)) / (localSize * 2); } Renderer::Com...
mmaldacker/Vortex2D
Vortex/Engine/World.cpp
// // World.cpp // Vortex // #include "World.h" #define GLM_ENABLE_EXPERIMENTAL #include <glm/gtx/transform.hpp> namespace Vortex { namespace Fluid { template <typename Class> void ForAll(std::vector<Class*>& elements, void (Class::*f)()) { for (auto& element : elements) { (*(element).*f)(); } } uint32_...
mmaldacker/Vortex2D
Vortex/Engine/LinearSolver/ConjugateGradient.cpp
<gh_stars>100-1000 // // ConjugateGradient.cpp // Vortex // #include "ConjugateGradient.h" #include <Vortex/Engine/Rigidbody.h> #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { ConjugateGradient::ConjugateGradient(Renderer::Device& device, const glm::iv...
mmaldacker/Vortex2D
Vortex/Renderer/Texture.cpp
// // Texture.cpp // Vortex // #include "Texture.h" #include <Vortex/Renderer/CommandBuffer.h> #include <Vortex/Renderer/Device.h> namespace Vortex { namespace Renderer { vk::DeviceSize GetBytesPerPixel(vk::Format format) { switch (format) { case vk::Format::eR8Uint: case vk::Format::eR8Sint: ret...
mmaldacker/Vortex2D
Tests/Renderer/RenderingTests.cpp
// // RenderingTests.cpp // Vortex // #include <gtest/gtest.h> #include <Vortex/Renderer/CommandBuffer.h> #include <Vortex/Renderer/RenderTexture.h> #include <Vortex/Renderer/Shapes.h> #include <Vortex/Renderer/Sprite.h> #include <Vortex/Renderer/Texture.h> #include "ShapeDrawer.h" #include "Verify.h" using names...
mmaldacker/Vortex2D
Vortex/Engine/Boundaries.cpp
<reponame>mmaldacker/Vortex2D<gh_stars>100-1000 // // Boundaries.cpp // Vortex // #include "Boundaries.h" #include <Vortex/Engine/LevelSet.h> #include <Vortex/Engine/Particles.h> #include <Vortex/SPIRV/Reflection.h> #include "vortex_generated_spirv.h" namespace Vortex { namespace Fluid { namespace { bool IsClockw...