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Render Actions API (#193)
* Sonicteam::RenderAction Signed-off-by: Isaac Marovitz <[email protected]> * About halfway through Signed-off-by: Isaac Marovitz <[email protected]> * More… Signed-off-by: Isaac Marovitz <[email protected]> * Done Signed-off-by: Isaac Marovitz <[email protected]> * A little more Signed-off-by: Isaac Marovitz <[email protected]> * Correct stencil Signed-off-by: Isaac Marovitz <[email protected]> * Apply suggestions from code review Co-authored-by: Hyper <[email protected]> * Misc Signed-off-by: Isaac Marovitz <[email protected]> * Fix MyRenderProcess mistake Signed-off-by: Isaac Marovitz <[email protected]> * Enum corrections Signed-off-by: Isaac Marovitz <[email protected]> * Update MarathonRecomp/api/Sonicteam/RenderAction/SetZMode.h Co-authored-by: Hyper <[email protected]> --------- Signed-off-by: Isaac Marovitz <[email protected]> Co-authored-by: Hyper <[email protected]>
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MarathonRecomp/api/Marathon.h

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#include "Sonicteam/MyCueAttenuate.h"
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#include "Sonicteam/MyGraphicsDevice.h"
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#include "Sonicteam/MyPhantom.h"
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#include "Sonicteam/MyRenderProcess.h"
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#include "Sonicteam/MyTexture.h"
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#include "Sonicteam/MyTransforms.h"
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#include "Sonicteam/NamedActor.h"
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#include "Sonicteam/Player/Zock.h"
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#include "Sonicteam/PropFixture.h"
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#include "Sonicteam/RaderMapManager.h"
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#include "Sonicteam/RenderAction/ApplyBloom.h"
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#include "Sonicteam/RenderAction/ApplyDevice.h"
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#include "Sonicteam/RenderAction/ApplySceneParams.h"
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#include "Sonicteam/RenderAction/AutoSetAspect.h"
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#include "Sonicteam/RenderAction/Capture.h"
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#include "Sonicteam/RenderAction/ClearRenderTarget.h"
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#include "Sonicteam/RenderAction/ColorFill.h"
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#include "Sonicteam/RenderAction/CopyTexture.h"
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#include "Sonicteam/RenderAction/LockBlendMode.h"
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#include "Sonicteam/RenderAction/LockCullMode.h"
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#include "Sonicteam/RenderAction/LockZMode.h"
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#include "Sonicteam/RenderAction/MakeBloom.h"
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#include "Sonicteam/RenderAction/Movie.h"
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#include "Sonicteam/RenderAction/PrepareCalculateCSM.h"
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#include "Sonicteam/RenderAction/Rasterize.h"
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#include "Sonicteam/RenderAction/RasterizeBurnoutBlur.h"
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#include "Sonicteam/RenderAction/ResetRenderStates.h"
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#include "Sonicteam/RenderAction/ResetScissorRect.h"
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#include "Sonicteam/RenderAction/ResetViewport.h"
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#include "Sonicteam/RenderAction/Resolve.h"
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#include "Sonicteam/RenderAction/RunCommandBuffer.h"
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#include "Sonicteam/RenderAction/SetAutoZPass.h"
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#include "Sonicteam/RenderAction/SetBackStencilOp.h"
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#include "Sonicteam/RenderAction/SetBlendMode.h"
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#include "Sonicteam/RenderAction/SetCSMTextures.h"
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#include "Sonicteam/RenderAction/SetClip.h"
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#include "Sonicteam/RenderAction/SetColorWriteEnable.h"
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#include "Sonicteam/RenderAction/SetConstantShader.h"
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#include "Sonicteam/RenderAction/SetCullMode.h"
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#include "Sonicteam/RenderAction/SetCurrentScreen.h"
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#include "Sonicteam/RenderAction/SetDepthTextures.h"
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#include "Sonicteam/RenderAction/SetFovY.h"
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#include "Sonicteam/RenderAction/SetFrameBufferObject.h"
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#include "Sonicteam/RenderAction/SetReflectionTextures.h"
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#include "Sonicteam/RenderAction/SetScissorRect.h"
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#include "Sonicteam/RenderAction/SetScissorTest.h"
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#include "Sonicteam/RenderAction/SetScreen.h"
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#include "Sonicteam/RenderAction/SetShaderGPRAllocation.h"
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#include "Sonicteam/RenderAction/SetStencilEnable.h"
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#include "Sonicteam/RenderAction/SetStencilFunc.h"
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#include "Sonicteam/RenderAction/SetStencilOp.h"
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#include "Sonicteam/RenderAction/SetStencilWriteMask.h"
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#include "Sonicteam/RenderAction/SetTexture.h"
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#include "Sonicteam/RenderAction/SetUserClipPlaneEnable.h"
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#include "Sonicteam/RenderAction/SetViewport.h"
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#include "Sonicteam/RenderAction/SetZMode.h"
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#include "Sonicteam/RenderPostprocess.h"
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#include "Sonicteam/SaveDataTask.h"
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#include "Sonicteam/SaveDataTaskXENON.h"
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#include "Sonicteam/SelectWindowTask.h"
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#include "Sonicteam/SoX/Engine/Application.h"
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#include "Sonicteam/SoX/Engine/Doc.h"
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#include "Sonicteam/SoX/Engine/DocMode.h"
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#include "Sonicteam/SoX/Engine/RenderProcess.h"
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#include "Sonicteam/SoX/Engine/Task.h"
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#include "Sonicteam/SoX/Graphics/Device.h"
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#include "Sonicteam/SoX/Graphics/Frame.h"
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#include "Sonicteam/VehicleMissileCtrl.h"
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#include "Sonicteam/VehicleMissileCtrlAutomatic.h"
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#include "Sonicteam/VehicleMissileCtrlSingle.h"
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#include "Sonicteam/WorldRenderProcess.h"
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#include "Sonicteam/sonicXmaPlayer.h"
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#include "boost/smart_ptr/make_shared_object.h"
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#include "boost/smart_ptr/shared_ptr.h"
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#include "d3dxb.h"
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#include "hk330/hkArray.h"
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#include "hk330/hkReferencedObject.h"
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#include "hk330/hkpBroadPhaseHandle.h"
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyGraphicsDevice.h>
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#include <Sonicteam/SoX/Engine/RenderProcess.h>
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namespace Sonicteam
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{
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class MyRenderProcess : public SoX::Engine::RenderProcess
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{
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public:
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xpointer<DocMarathonState> m_pDocMarathonState;
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xpointer<MyGraphicsDevice> m_pMyGraphicsDevice;
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};
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MARATHON_ASSERT_SIZEOF(MyRenderProcess, 0x38);
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MARATHON_ASSERT_OFFSETOF(MyRenderProcess, m_pDocMarathonState, 0x30);
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MARATHON_ASSERT_OFFSETOF(MyRenderProcess, m_pMyGraphicsDevice, 0x34);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ApplyBloom : public MyRenderProcess
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{
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public:
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MARATHON_INSERT_PADDING(0x4);
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};
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MARATHON_ASSERT_SIZEOF(ApplyBloom, 0x3C);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ApplyDevice : public MyRenderProcess {};
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MARATHON_ASSERT_SIZEOF(ApplyDevice, 0x38);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ApplySceneParams : public MyRenderProcess {};
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MARATHON_ASSERT_SIZEOF(ApplySceneParams, 0x38);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ApplyAutoAspect : public MyRenderProcess
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{
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public:
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be<uint32_t> m_CameraIndex;
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};
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MARATHON_ASSERT_OFFSETOF(ApplyAutoAspect, m_CameraIndex, 0x38);
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MARATHON_ASSERT_SIZEOF(ApplyAutoAspect, 0x3C);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class Capture : public MyRenderProcess
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{
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public:
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MARATHON_INSERT_PADDING(0x4);
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xpointer<void> m_pFramebufferHDR;
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MARATHON_INSERT_PADDING(0x14);
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xpointer<void> m_pFBO1;
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MARATHON_INSERT_PADDING(0x10);
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xpointer<void> m_pFBO2;
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};
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MARATHON_ASSERT_OFFSETOF(Capture, m_pFramebufferHDR, 0x3C);
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MARATHON_ASSERT_OFFSETOF(Capture, m_pFBO1, 0x54);
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MARATHON_ASSERT_OFFSETOF(Capture, m_pFBO2, 0x68);
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MARATHON_ASSERT_SIZEOF(Capture, 0x6C);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ClearRenderTarget : public MyRenderProcess
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{
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public:
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MARATHON_INSERT_PADDING(0x8);
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};
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MARATHON_ASSERT_SIZEOF(ClearRenderTarget, 0x40);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class ColorFill : public MyRenderProcess
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{
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public:
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MARATHON_INSERT_PADDING(0x10);
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};
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MARATHON_ASSERT_SIZEOF(ColorFill, 0x48);
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}
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#pragma once
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#include <Marathon.inl>
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#include <Sonicteam/MyRenderProcess.h>
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namespace Sonicteam::RenderAction
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{
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class CopyTexture : public MyRenderProcess
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{
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public:
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MARATHON_INSERT_PADDING(0x4);
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xpointer<SoX::Graphics::Texture> m_pTexture;
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MARATHON_INSERT_PADDING(0x4);
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};
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MARATHON_ASSERT_OFFSETOF(CopyTexture, m_pTexture, 0x3C);
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MARATHON_ASSERT_SIZEOF(CopyTexture, 0x44);
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}

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