feat: complete native client rendering parity updates
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@@ -23,6 +23,7 @@ struct UIRenderCommand {
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// circular minimap_image_filter): the mask's texture coordinates at the quad's four corners.
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std::string mask;
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float mu[4] = {}, mv[4] = {};
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bool behind_3d = false;
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};
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// D3DXCOLOR (0..1 floats) -> the 0xAARRGGBB the commands carry.
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@@ -54,6 +55,8 @@ struct IDirect3DBaseTexture8;
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void UIRenderReleaseMemoryTexture(IDirect3DTexture8* texture);
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// The name (as UIRenderTextureName) of the texture a D3D handle belongs to; "" for null or unknown.
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std::string UIRenderTextureNameFromHandle(const IDirect3DBaseTexture8* handle);
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std::string MtCpuTextureNameFromHandle(const IDirect3DBaseTexture8* handle);
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bool MtCpuMemoryTexture(const std::string& name, UIMemoryTexture* out);
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// A textured quad from 40250's TPDTVertex[4] (TL, TR, BL, BR) positions and texture coordinates.
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// PORT: D3D8 puts pixel centres on integers, which is why 40250 subtracts 0.5 from every vertex; the
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@@ -64,6 +67,7 @@ void UIRenderAddImage(const CGraphicTexture* texture, const float x[4], const fl
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void UIRenderSetSize(int width, int height);
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void UIRenderGetSize(unsigned* width, unsigned* height);
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void UIRenderBeginFrame();
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std::uint64_t UIRenderFrameId();
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void UIRenderAdd(UIRenderCommand command);
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const std::vector<UIRenderCommand>& UIRenderCommands();
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void UIRenderSetClip(float x, float y, float width, float height);
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