Add renderer shader uniform command
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@@ -14,6 +14,7 @@ constexpr std::uint32_t max_mesh_vertices = 16777216;
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constexpr std::uint32_t max_texture_slots = 32;
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constexpr std::uint64_t max_texture_bytes = 1024ULL * 1024ULL * 1024ULL;
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constexpr std::size_t max_shader_source_bytes = 4ULL * 1024ULL * 1024ULL;
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constexpr std::size_t max_shader_uniform_bytes = 64ULL * 1024ULL;
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enum class TextureFormat : std::uint8_t {
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rgba8,
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@@ -206,6 +207,9 @@ public:
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[[nodiscard]] virtual pp::foundation::Status set_blend_state(BlendState state) noexcept = 0;
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[[nodiscard]] virtual pp::foundation::Status set_depth_state(DepthState state) noexcept = 0;
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[[nodiscard]] virtual pp::foundation::Status bind_shader(IShaderProgram& shader) noexcept = 0;
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[[nodiscard]] virtual pp::foundation::Status set_shader_uniform(
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const char* name,
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std::span<const std::byte> bytes) noexcept = 0;
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[[nodiscard]] virtual pp::foundation::Status bind_texture(
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std::uint32_t slot,
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ITexture2D& texture) noexcept = 0;
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@@ -267,6 +271,9 @@ public:
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[[nodiscard]] pp::foundation::Status validate_mesh_desc(MeshDesc desc) noexcept;
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[[nodiscard]] pp::foundation::Status validate_texture_slot(std::uint32_t slot) noexcept;
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[[nodiscard]] pp::foundation::Status validate_shader_program_desc(ShaderProgramDesc desc) noexcept;
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[[nodiscard]] pp::foundation::Status validate_shader_uniform_write(
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const char* name,
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std::span<const std::byte> bytes) noexcept;
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[[nodiscard]] pp::foundation::Result<std::uint64_t> texture_byte_size(TextureDesc desc) noexcept;
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[[nodiscard]] pp::foundation::Result<std::uint64_t> readback_byte_size(
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TextureDesc desc,
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