From 3095f60d4ce4af1a633ed7eeab863ed3ad37d66c Mon Sep 17 00:00:00 2001 From: Stephen Gutekanst Date: Tue, 26 Jul 2022 19:47:19 -0700 Subject: [PATCH] gpu: implement RenderPassEncoder methods Signed-off-by: Stephen Gutekanst --- gpu/src/render_pass_encoder.zig | 129 ++++++++++++++++++++------------ 1 file changed, 81 insertions(+), 48 deletions(-) diff --git a/gpu/src/render_pass_encoder.zig b/gpu/src/render_pass_encoder.zig index de55ff14..fd9c1de0 100644 --- a/gpu/src/render_pass_encoder.zig +++ b/gpu/src/render_pass_encoder.zig @@ -1,73 +1,106 @@ +const Buffer = @import("buffer.zig").Buffer; +const RenderBundle = @import("render_bundle.zig").RenderBundle; +const BindGroup = @import("bind_group.zig").BindGroup; +const RenderPipeline = @import("render_pipeline.zig").RenderPipeline; +const QuerySet = @import("query_set.zig").QuerySet; +const Color = @import("types.zig").Color; +const IndexFormat = @import("types.zig").IndexFormat; +const impl = @import("interface.zig").impl; + pub const RenderPassEncoder = *opaque { - // TODO - // pub inline fn renderPassEncoderBeginOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder, query_index: u32) void { + pub inline fn beginOcclusionQuery(render_pass_encoder: RenderPassEncoder, query_index: u32) void { + impl.renderPassEncoderBeginOcclusionQuery(render_pass_encoder, query_index); + } - // TODO - // pub inline fn renderPassEncoderDraw(render_pass_encoder: gpu.RenderPassEncoder, vertex_count: u32, instance_count: u32, first_vertex: u32, first_instance: u32) void { + pub inline fn draw(render_pass_encoder: RenderPassEncoder, vertex_count: u32, instance_count: u32, first_vertex: u32, first_instance: u32) void { + impl.renderPassEncoderDraw(render_pass_encoder, vertex_count, instance_count, first_vertex, first_instance); + } - // TODO - // pub inline fn renderPassEncoderDrawIndexed(render_pass_encoder: gpu.RenderPassEncoder, index_count: u32, instance_count: u32, first_index: u32, base_vertex: u32, first_instance: u32) void { + pub inline fn drawIndexed(render_pass_encoder: RenderPassEncoder, index_count: u32, instance_count: u32, first_index: u32, base_vertex: u32, first_instance: u32) void { + impl.renderPassEncoderDrawIndexed(render_pass_encoder, index_count, instance_count, first_index, base_vertex, first_instance); + } - // TODO - // pub inline fn renderPassEncoderDrawIndexedIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void { + pub inline fn drawIndexedIndirect(render_pass_encoder: RenderPassEncoder, indirect_buffer: Buffer, indirect_offset: u64) void { + impl.renderPassEncoderDrawIndexedIndirect(render_pass_encoder, indirect_buffer, indirect_offset); + } - // TODO - // pub inline fn renderPassEncoderDrawIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void { + pub inline fn drawIndirect(render_pass_encoder: RenderPassEncoder, indirect_buffer: Buffer, indirect_offset: u64) void { + impl.renderPassEncoderDrawIndirect(render_pass_encoder, indirect_buffer, indirect_offset); + } - // TODO - // pub inline fn renderPassEncoderEnd(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn end(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderEnd(render_pass_encoder); + } - // TODO - // pub inline fn renderPassEncoderEndOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn endOcclusionQuery(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderEndOcclusionQuery(render_pass_encoder); + } - // TODO - // pub inline fn renderPassEncoderEndPass(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn endPass(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderEndPass(render_pass_encoder); + } - // TODO - // pub inline fn renderPassEncoderExecuteBundles(render_pass_encoder: gpu.RenderPassEncoder, bundles_count: u32, bundles: [*]const gpu.RenderBundle) void { + pub inline fn executeBundles(render_pass_encoder: RenderPassEncoder, bundles_count: u32, bundles: [*]const RenderBundle) void { + impl.renderPassEncoderExecuteBundles(render_pass_encoder, bundles_count, bundles); + } - // TODO - // pub inline fn renderPassEncoderInsertDebugMarker(render_pass_encoder: gpu.RenderPassEncoder, marker_label: [*:0]const u8) void { + pub inline fn insertDebugMarker(render_pass_encoder: RenderPassEncoder, marker_label: [*:0]const u8) void { + impl.renderPassEncoderInsertDebugMarker(render_pass_encoder, marker_label); + } - // TODO - // pub inline fn renderPassEncoderPopDebugGroup(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn popDebugGroup(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderPopDebugGroup(render_pass_encoder); + } - // TODO - // pub inline fn renderPassEncoderPushDebugGroup(render_pass_encoder: gpu.RenderPassEncoder, group_label: [*:0]const u8) void { + pub inline fn pushDebugGroup(render_pass_encoder: RenderPassEncoder, group_label: [*:0]const u8) void { + impl.renderPassEncoderPushDebugGroup(render_pass_encoder, group_label); + } - // TODO - // pub inline fn renderPassEncoderSetBindGroup(render_pass_encoder: gpu.RenderPassEncoder, group_index: u32, group: gpu.BindGroup, dynamic_offset_count: u32, dynamic_offsets: [*]const u32) void { + pub inline fn setBindGroup(render_pass_encoder: RenderPassEncoder, group_index: u32, group: BindGroup, dynamic_offset_count: u32, dynamic_offsets: [*]const u32) void { + impl.renderPassEncoderSetBindGroup(render_pass_encoder, group_index, group, dynamic_offset_count, dynamic_offsets); + } - // TODO - // pub inline fn renderPassEncoderSetBlendConstant(render_pass_encoder: gpu.RenderPassEncoder, color: *const gpu.Color) void { + pub inline fn setBlendConstant(render_pass_encoder: RenderPassEncoder, color: *const Color) void { + impl.renderPassEncoderSetBlendConstant(render_pass_encoder, color); + } - // TODO - // pub inline fn renderPassEncoderSetIndexBuffer(render_pass_encoder: gpu.RenderPassEncoder, buffer: gpu.Buffer, format: gpu.IndexFormat, offset: u64, size: u64) void { + pub inline fn setIndexBuffer(render_pass_encoder: RenderPassEncoder, buffer: Buffer, format: IndexFormat, offset: u64, size: u64) void { + impl.renderPassEncoderSetIndexBuffer(render_pass_encoder, buffer, format, offset, size); + } - // TODO - // pub inline fn renderPassEncoderSetLabel(render_pass_encoder: gpu.RenderPassEncoder, label: [*:0]const u8) void { + pub inline fn setLabel(render_pass_encoder: RenderPassEncoder, label: [*:0]const u8) void { + impl.renderPassEncoderSetLabel(render_pass_encoder, label); + } - // TODO - // pub inline fn renderPassEncoderSetPipeline(render_pass_encoder: gpu.RenderPassEncoder, pipeline: gpu.RenderPipeline) void { + pub inline fn setPipeline(render_pass_encoder: RenderPassEncoder, pipeline: RenderPipeline) void { + impl.renderPassEncoderSetPipeline(render_pass_encoder, pipeline); + } - // TODO - // pub inline fn renderPassEncoderSetScissorRect(render_pass_encoder: gpu.RenderPassEncoder, x: u32, y: u32, width: u32, height: u32) void { + pub inline fn setScissorRect(render_pass_encoder: RenderPassEncoder, x: u32, y: u32, width: u32, height: u32) void { + impl.renderPassEncoderSetScissorRect(render_pass_encoder, x, y, width, height); + } - // TODO - // pub inline fn renderPassEncoderSetStencilReference(render_pass_encoder: gpu.RenderPassEncoder, reference: u32) void { + pub inline fn setStencilReference(render_pass_encoder: RenderPassEncoder, _reference: u32) void { + impl.renderPassEncoderSetStencilReference(render_pass_encoder, _reference); + } - // TODO - // pub inline fn renderPassEncoderSetVertexBuffer(render_pass_encoder: gpu.RenderPassEncoder, slot: u32, buffer: gpu.Buffer, offset: u64, size: u64) void { + pub inline fn setVertexBuffer(render_pass_encoder: RenderPassEncoder, slot: u32, buffer: Buffer, offset: u64, size: u64) void { + impl.renderPassEncoderSetVertexBuffer(render_pass_encoder, slot, buffer, offset, size); + } - // TODO - // pub inline fn renderPassEncoderSetViewport(render_pass_encoder: gpu.RenderPassEncoder, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32) void { + pub inline fn setViewport(render_pass_encoder: RenderPassEncoder, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32) void { + impl.renderPassEncoderSetViewport(render_pass_encoder, x, y, width, height, min_depth, max_depth); + } - // TODO - // pub inline fn renderPassEncoderWriteTimestamp(render_pass_encoder: gpu.RenderPassEncoder, query_set: gpu.QuerySet, query_index: u32) void { + pub inline fn writeTimestamp(render_pass_encoder: RenderPassEncoder, query_set: QuerySet, query_index: u32) void { + impl.renderPassEncoderWriteTimestamp(render_pass_encoder, query_set, query_index); + } - // TODO - // pub inline fn renderPassEncoderReference(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn reference(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderReference(render_pass_encoder); + } - // TODO - // pub inline fn renderPassEncoderRelease(render_pass_encoder: gpu.RenderPassEncoder) void { + pub inline fn release(render_pass_encoder: RenderPassEncoder) void { + impl.renderPassEncoderRelease(render_pass_encoder); + } };