gpu: implement RenderPassEncoder.drawIndexedIndirect
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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660a0334dd
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2 changed files with 15 additions and 1 deletions
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@ -922,6 +922,15 @@ const render_pass_encoder_vtable = RenderPassEncoder.VTable{
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);
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}
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}).drawIndexed,
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.drawIndexedIndirect = (struct {
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pub fn drawIndexedIndirect(ptr: *anyopaque, indirect_buffer: Buffer, indirect_offset: u64) void {
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c.wgpuRenderPassEncoderDrawIndexedIndirect(
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@ptrCast(c.WGPURenderPassEncoder, ptr),
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@ptrCast(c.WGPUBuffer, indirect_buffer.ptr),
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indirect_offset,
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);
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}
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}).drawIndexedIndirect,
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.beginOcclusionQuery = (struct {
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pub fn beginOcclusionQuery(ptr: *anyopaque, query_index: u32) void {
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c.wgpuRenderPassEncoderBeginOcclusionQuery(@ptrCast(c.WGPURenderPassEncoder, ptr), query_index);
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@ -3,6 +3,7 @@ const RenderPassColorAttachment = @import("structs.zig").RenderPassColorAttachme
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const RenderPassDepthStencilAttachment = @import("structs.zig").RenderPassDepthStencilAttachment;
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const RenderPassTimestampWrite = @import("structs.zig").RenderPassTimestampWrite;
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const RenderPipeline = @import("RenderPipeline.zig");
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const Buffer = @import("Buffer.zig");
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const RenderPassEncoder = @This();
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@ -24,7 +25,7 @@ pub const VTable = struct {
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base_vertex: i32,
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first_instance: u32,
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) void,
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// WGPU_EXPORT void wgpuRenderPassEncoderDrawIndexedIndirect(WGPURenderPassEncoder renderPassEncoder, WGPUBuffer indirectBuffer, uint64_t indirectOffset);
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drawIndexedIndirect: fn (ptr: *anyopaque, indirect_buffer: Buffer, indirect_offset: u64) void,
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// WGPU_EXPORT void wgpuRenderPassEncoderDrawIndirect(WGPURenderPassEncoder renderPassEncoder, WGPUBuffer indirectBuffer, uint64_t indirectOffset);
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end: fn (ptr: *anyopaque) void,
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// WGPU_EXPORT void wgpuRenderPassEncoderEndOcclusionQuery(WGPURenderPassEncoder renderPassEncoder);
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@ -75,6 +76,10 @@ pub inline fn drawIndexed(
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pass.vtable.drawIndexed(pass.ptr, index_count, instance_count, first_index, base_vertex, first_instance);
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}
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pub inline fn drawIndexedIndirect(pass: RenderPassEncoder, indirect_buffer: Buffer, indirect_offset: u64) void {
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pass.vtable.drawIndexedIndirect(pass.ptr, indirect_buffer, indirect_offset);
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}
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pub inline fn beginOcclusionQuery(pass: RenderPassEncoder, query_index: u32) void {
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pass.vtable.beginOcclusionQuery(pass.ptr, query_index);
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}
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