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Doom 3 RTX Initial Checkin.
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#pragma once
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static const UINT QD3D12_ARB_MAX_PROGRAM_PARAMETERS = 128;
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static const UINT QD3D12_ARB_MAX_VERTEX_ATTRIBS = 16;
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static const UINT QD3D12_ARB_MAX_TEXTURE_UNITS = 8;
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struct QD3D12ARBDrawConstantArrays
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{
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float env[QD3D12_ARB_MAX_PROGRAM_PARAMETERS][4];
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float vertexLocal[QD3D12_ARB_MAX_PROGRAM_PARAMETERS][4];
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float fragmentLocal[QD3D12_ARB_MAX_PROGRAM_PARAMETERS][4];
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};
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void QD3D12ARB_Init(void);
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void QD3D12ARB_Shutdown(void);
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void QD3D12ARB_DeviceLost(void);
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void QD3D12ARB_SetEnabled(GLenum cap, bool enabled);
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bool QD3D12ARB_IsVertexEnabled(void);
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bool QD3D12ARB_IsFragmentEnabled(void);
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bool QD3D12ARB_IsActive(void);
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GLuint QD3D12ARB_GetBoundVertexProgram(void);
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GLuint QD3D12ARB_GetBoundFragmentProgram(void);
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uint32_t QD3D12ARB_GetBoundVertexRevision(void);
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uint32_t QD3D12ARB_GetBoundFragmentRevision(void);
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ID3DBlob* QD3D12ARB_GetVertexShaderBlob(void);
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ID3DBlob* QD3D12ARB_GetFragmentShaderBlob(void);
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void QD3D12ARB_FillDrawConstantArrays(QD3D12ARBDrawConstantArrays* outArrays);
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GLenum QD3D12ARB_ConsumeError(void);
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GLint QD3D12ARB_GetProgramErrorPosition(void);
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const char* QD3D12ARB_GetProgramErrorString(void);
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