use render thread methods for Texture/Image/TextureSampler
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@@ -55,6 +55,7 @@ namespace thermion
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TTextureFormat format,
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void (*onComplete)(TTexture*)
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);
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EMSCRIPTEN_KEEPALIVE void Engine_destroyTextureRenderThread(TEngine *engine, TTexture* tTexture, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE void Material_createInstanceRenderThread(TMaterial *tMaterial, void (*onComplete)(TMaterialInstance *));
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@@ -124,11 +125,8 @@ namespace thermion
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bool shadows,
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void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void SceneManager_removeLightRenderThread(TSceneManager *tSceneManager, EntityId entityId, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void SceneManager_createCameraRenderThread(TSceneManager *tSceneManager, void (*callback)(TCamera *));
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EMSCRIPTEN_KEEPALIVE void SceneAsset_createInstanceRenderThread(TSceneAsset *asset, TMaterialInstance **tMaterialInstances, int materialInstanceCount, void (*callback)(TSceneAsset *));
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EMSCRIPTEN_KEEPALIVE void MaterialProvider_createMaterialInstanceRenderThread(TMaterialProvider *tMaterialProvider, TMaterialKey *tKey, void (*callback)(TMaterialInstance *));
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EMSCRIPTEN_KEEPALIVE void SceneManager_destroyMaterialInstanceRenderThread(TSceneManager *tSceneManager, TMaterialInstance *tMaterialInstance, void (*callback)());
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@@ -144,6 +142,88 @@ namespace thermion
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int numWeights,
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void (*callback)(bool));
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// Image methods
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EMSCRIPTEN_KEEPALIVE void Image_createEmptyRenderThread(uint32_t width, uint32_t height, uint32_t channel, void (*onComplete)(TLinearImage *));
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EMSCRIPTEN_KEEPALIVE void Image_decodeRenderThread(uint8_t* data, size_t length, const char* name, void (*onComplete)(TLinearImage *));
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EMSCRIPTEN_KEEPALIVE void Image_getBytesRenderThread(TLinearImage *tLinearImage, void (*onComplete)(float *));
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EMSCRIPTEN_KEEPALIVE void Image_destroyRenderThread(TLinearImage *tLinearImage, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE void Image_getWidthRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
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EMSCRIPTEN_KEEPALIVE void Image_getHeightRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
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EMSCRIPTEN_KEEPALIVE void Image_getChannelsRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
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// Texture methods
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EMSCRIPTEN_KEEPALIVE void Texture_loadImageRenderThread(TEngine *tEngine, TTexture *tTexture, TLinearImage *tImage, TPixelDataFormat bufferFormat, TPixelDataType pixelDataType, void (*onComplete)(bool));
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EMSCRIPTEN_KEEPALIVE void Texture_setImageRenderThread(
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TEngine *tEngine,
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TTexture *tTexture,
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uint32_t level,
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uint8_t *data,
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size_t size,
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uint32_t width,
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uint32_t height,
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uint32_t channels,
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uint32_t bufferFormat,
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uint32_t pixelDataType,
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void (*onComplete)(bool)
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);
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EMSCRIPTEN_KEEPALIVE void RenderTarget_getColorTextureRenderThread(TRenderTarget *tRenderTarget, void (*onComplete)(TTexture *));
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// TextureSampler methods
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EMSCRIPTEN_KEEPALIVE void TextureSampler_createRenderThread(void (*onComplete)(TTextureSampler*));
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EMSCRIPTEN_KEEPALIVE void TextureSampler_createWithFilteringRenderThread(
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TSamplerMinFilter minFilter,
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TSamplerMagFilter magFilter,
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TSamplerWrapMode wrapS,
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TSamplerWrapMode wrapT,
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TSamplerWrapMode wrapR,
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void (*onComplete)(TTextureSampler*)
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_createWithComparisonRenderThread(
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TSamplerCompareMode compareMode,
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TSamplerCompareFunc compareFunc,
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void (*onComplete)(TTextureSampler*)
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setMinFilterRenderThread(
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TTextureSampler* sampler,
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TSamplerMinFilter filter,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setMagFilterRenderThread(
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TTextureSampler* sampler,
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TSamplerMagFilter filter,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setWrapModeSRenderThread(
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TTextureSampler* sampler,
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TSamplerWrapMode mode,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setWrapModeTRenderThread(
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TTextureSampler* sampler,
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TSamplerWrapMode mode,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setWrapModeRRenderThread(
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TTextureSampler* sampler,
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TSamplerWrapMode mode,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setAnisotropyRenderThread(
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TTextureSampler* sampler,
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double anisotropy,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_setCompareModeRenderThread(
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TTextureSampler* sampler,
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TSamplerCompareMode mode,
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TTextureSamplerCompareFunc func,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void TextureSampler_destroyRenderThread(
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TTextureSampler* sampler,
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void (*onComplete)()
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);
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(TSceneManager *sceneManager,
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EntityId asset, void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void set_bone_transform_render_thread(
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