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internal/graphpicsdriver/playstation5: add consts
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@ -36,14 +36,16 @@ extern "C" void ebitengine_Begin() {}
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extern "C" void ebitengine_End(int present) {}
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extern "C" void ebitengine_End(int present) {}
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extern "C" void ebitengine_SetVertices(float *vertices, int vertexCount,
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extern "C" void ebitengine_SetVertices(const float *vertices, int vertexCount,
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uint32_t *indices, int indexCount) {}
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const uint32_t *indices,
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int indexCount) {}
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extern "C" ebitengine_Error
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extern "C" ebitengine_Error
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ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader,
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ebitengine_DrawTriangles(int dst, const int *srcs, int srcCount, int shader,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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const ebitengine_DstRegion *dstRegions,
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int indexOffset, ebitengine_Blend blend,
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int dstRegionCount, int indexOffset,
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uint32_t *uniforms, int uniformCount, int fillRule) {
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ebitengine_Blend blend, const uint32_t *uniforms,
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int uniformCount, int fillRule) {
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return {};
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return {};
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}
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}
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@ -59,14 +59,15 @@ void ebitengine_DisposeImage(int id);
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void ebitengine_Begin();
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void ebitengine_Begin();
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void ebitengine_End(int present);
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void ebitengine_End(int present);
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void ebitengine_SetVertices(float *vertices, int vertexCount, uint32_t *indices,
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void ebitengine_SetVertices(const float *vertices, int vertexCount,
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int indexCount);
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const uint32_t *indices, int indexCount);
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ebitengine_Error
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ebitengine_Error
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ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader,
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ebitengine_DrawTriangles(int dst, const int *srcs, int srcCount, int shader,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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const ebitengine_DstRegion *dstRegions,
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int indexOffset, ebitengine_Blend blend,
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int dstRegionCount, int indexOffset,
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uint32_t *uniforms, int uniformCount, int fillRule);
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ebitengine_Blend blend, const uint32_t *uniforms,
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int uniformCount, int fillRule);
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ebitengine_Error ebitengine_NewShader(int *shader, const char *source);
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ebitengine_Error ebitengine_NewShader(int *shader, const char *source);
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void ebitengine_DisposeShader(int id);
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void ebitengine_DisposeShader(int id);
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