gpu: 'dynamic_offsets' should be '?[] const u32' everywhere. (#260)
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e1192877c3
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0e64b9608c
4 changed files with 12 additions and 12 deletions
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@ -1308,14 +1308,14 @@ const render_pass_encoder_vtable = RenderPassEncoder.VTable{
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ptr: *anyopaque,
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group_index: u32,
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group: BindGroup,
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dynamic_offsets: []const u32,
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dynamic_offsets: ?[]const u32,
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) void {
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c.wgpuRenderPassEncoderSetBindGroup(
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@ptrCast(c.WGPURenderPassEncoder, ptr),
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group_index,
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@ptrCast(c.WGPUBindGroup, group.ptr),
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@intCast(u32, dynamic_offsets.len),
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dynamic_offsets.ptr,
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if (dynamic_offsets) |d| @intCast(u32, d.len) else 0,
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if (dynamic_offsets) |d| d.ptr else null,
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);
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}
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}).setBindGroup,
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@ -1505,14 +1505,14 @@ const render_bundle_encoder_vtable = RenderBundleEncoder.VTable{
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ptr: *anyopaque,
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group_index: u32,
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group: BindGroup,
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dynamic_offsets: []const u32,
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dynamic_offsets: ?[]const u32,
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) void {
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c.wgpuRenderBundleEncoderSetBindGroup(
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@ptrCast(c.WGPURenderBundleEncoder, ptr),
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group_index,
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@ptrCast(c.WGPUBindGroup, group.ptr),
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@intCast(u32, dynamic_offsets.len),
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dynamic_offsets.ptr,
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if (dynamic_offsets) |d| @intCast(u32, d.len) else 0,
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if (dynamic_offsets) |d| d.ptr else null,
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);
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}
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}).setBindGroup,
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