gpu: 'dynamic_offsets' should be '?[] const u32' everywhere. (#260)

This commit is contained in:
Michal Ziulek 2022-04-30 17:57:10 +02:00 committed by GitHub
parent e1192877c3
commit 0e64b9608c
Failed to generate hash of commit
4 changed files with 12 additions and 12 deletions

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@ -1308,14 +1308,14 @@ const render_pass_encoder_vtable = RenderPassEncoder.VTable{
ptr: *anyopaque,
group_index: u32,
group: BindGroup,
dynamic_offsets: []const u32,
dynamic_offsets: ?[]const u32,
) void {
c.wgpuRenderPassEncoderSetBindGroup(
@ptrCast(c.WGPURenderPassEncoder, ptr),
group_index,
@ptrCast(c.WGPUBindGroup, group.ptr),
@intCast(u32, dynamic_offsets.len),
dynamic_offsets.ptr,
if (dynamic_offsets) |d| @intCast(u32, d.len) else 0,
if (dynamic_offsets) |d| d.ptr else null,
);
}
}).setBindGroup,
@ -1505,14 +1505,14 @@ const render_bundle_encoder_vtable = RenderBundleEncoder.VTable{
ptr: *anyopaque,
group_index: u32,
group: BindGroup,
dynamic_offsets: []const u32,
dynamic_offsets: ?[]const u32,
) void {
c.wgpuRenderBundleEncoderSetBindGroup(
@ptrCast(c.WGPURenderBundleEncoder, ptr),
group_index,
@ptrCast(c.WGPUBindGroup, group.ptr),
@intCast(u32, dynamic_offsets.len),
dynamic_offsets.ptr,
if (dynamic_offsets) |d| @intCast(u32, d.len) else 0,
if (dynamic_offsets) |d| d.ptr else null,
);
}
}).setBindGroup,