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internal/graphicsdriver/playstation5: add ebitengine_SetVertices
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2bbceec451
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@ -32,6 +32,9 @@ ebitengine_NewScreenFramebufferImage(int *image, int width, int height) {
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extern "C" void ebitengine_DisposeImage(int id) {}
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extern "C" void ebitengine_DisposeImage(int id) {}
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void ebitengine_SetVertices(float *vertices, int vertexCount, int *indices,
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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, int *srcs, int srcCount, int shader,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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@ -72,6 +72,9 @@ func (g *Graphics) SetTransparent(transparent bool) {
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}
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}
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func (g *Graphics) SetVertices(vertices []float32, indices []uint32) error {
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func (g *Graphics) SetVertices(vertices []float32, indices []uint32) error {
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defer runtime.KeepAlive(vertices)
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defer runtime.KeepAlive(indices)
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C.ebitengine_SetVertices((*C.float)(&vertices[0]), C.int(len(vertices)), (*C.uint32_t)(&indices[0]), C.int(len(indices)))
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return nil
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return nil
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}
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}
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@ -57,6 +57,9 @@ ebitengine_Error ebitengine_NewScreenFramebufferImage(int *image, int width,
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int height);
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int height);
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void ebitengine_DisposeImage(int id);
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void ebitengine_DisposeImage(int id);
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void ebitengine_SetVertices(float *vertices, int vertexCount, uint32_t *indices,
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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, int *srcs, int srcCount, int shader,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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ebitengine_DstRegion *dstRegions, int dstRegionCount,
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