Shader buffer storage object management (ssbo) and rest of rlgl texture management functions.
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110
API.md
110
API.md
@@ -4930,7 +4930,7 @@ Update camera movement, movement/rotation values should be provided by user
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> buffer = RL.LoadBuffer( data{} buffer, int type )
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Load Buffer. Type should be one of the Buffer types
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Load Buffer. Type should be one of the Buffer types. Empty buffer will set data to NULL.
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- Success return Buffer
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@@ -9119,7 +9119,7 @@ Draw vertex array elements instanced
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---
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> id = RL.rlLoadTexture( Vector2 size, int format, int mipmapCount )
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> id = RL.rlLoadTexture( Buffer data, Vector2 size, int format, int mipmapCount )
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Load texture in GPU
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@@ -9135,12 +9135,66 @@ Load depth texture/renderbuffer (to be attached to fbo)
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---
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> id = RL.rlLoadTextureCubemap( Buffer data, int size, int format )
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Load texture cubemap
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- Success return int
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---
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> RL.rlUpdateTexture( int id, Vector2 offset, Vector2 size, int format, Buffer data )
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Update GPU texture with new data
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---
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> glInternalFormat, glFormat, glType = RL.rlGetGlTextureFormats( int format )
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Get OpenGL internal formats
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- Success return int, int, int
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---
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> name = RL.rlGetPixelFormatName( int format )
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Get name string for pixel format
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- Success return string
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---
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> RL.rlUnloadTexture( int id )
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Unload texture from GPU memory
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---
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> mipmapCount = RL.rlGenTextureMipmaps( int id, Vector2 size, int format )
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Generate mipmap data for selected texture
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- Success return int
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---
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> data = RL.rlReadTexturePixels( int id, Vector2 size, int format )
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Read texture pixel data
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- Success return Buffer
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---
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> data = RL.rlReadScreenPixels( Vector2 size )
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Read screen pixel data (color buffer)
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- Success return Buffer
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---
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## RLGL - Framebuffer management (fbo)
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---
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@@ -9265,6 +9319,58 @@ Dispatch compute shader (equivalent to *draw* for graphics pipeline)
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---
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## RLGL - Shader buffer storage object management (ssbo)
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---
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> buffer = RL.rlLoadShaderBuffer( int size, Buffer data, int usageHint )
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Load shader storage buffer object (SSBO)
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- Success return int
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---
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> RL.rlUnloadShaderBuffer( int ssboId )
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Unload shader storage buffer object (SSBO)
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---
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> RL.rlUpdateShaderBuffer( int id, Buffer data, int offset )
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Update SSBO buffer data
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---
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> RL.rlBindShaderBuffer( int id, int index )
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Bind SSBO buffer
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---
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> data = RL.rlReadShaderBuffer( int id, int count, int offset )
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Read SSBO buffer data (GPU->CPU)
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- Success return Buffer
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---
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> RL.rlCopyShaderBuffer( int destId, int srcId, int destOffset, int srcOffset, int count )
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Copy SSBO data between buffers
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---
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> size = RL.rlGetShaderBufferSize( int id )
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Get SSBO buffer size
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- Success return int
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---
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## RLGL - Buffer management
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---
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