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Six module interfaces carry windows.h in their fragment, and a fragment's include guard does not cross the boundary, so a unit that imported first and included the SDK afterwards parsed it twice: clang reports it as conflicting redeclarations of BroadcastSystemMessageEx and mismatched uuids all through the SDK. Same shape as the basic_filebuf failure, one level further out - the header arrives through d3d12.h, not directly. Thirty units get a guarded windows.h ahead of everything; on Linux it is a no-op. Vendored single-header libraries are left alone, and the block goes after a BOM rather than before it.
40 lines
936 B
C++
40 lines
936 B
C++
#pragma once
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#ifdef _WIN32
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#include <windows.h> // before any import: its guard must be set here
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#endif
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#include <vector>
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#include <nvrhi/nvrhi.h>
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import eu07.glm;
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struct Bloom {
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struct BloomConstants {
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glm::vec4 m_prefilter_vector;
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float m_mix_factor;
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};
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float m_threshold = 3.f;
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float m_knee = .6f;
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float m_mix_factor = .04f;
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bool m_gui_active = false;
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void UpdateConstants(nvrhi::ICommandList* command_list);
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void OnGui();
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void ShowGui();
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Bloom(class NvRendererBackend* backend) : m_backend(backend) {}
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void Init(nvrhi::ITexture* texture);
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void Render(nvrhi::ICommandList* command_list);
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nvrhi::TextureHandle m_working_texture;
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nvrhi::BufferHandle m_constant_buffer;
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struct BloomStage {
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int m_width;
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int m_height;
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nvrhi::BindingSetHandle m_binding_set;
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nvrhi::ComputePipelineHandle m_pso;
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};
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std::vector<BloomStage> m_stages;
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class NvRendererBackend* m_backend;
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}; |