gpu: add FragmentState
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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3 changed files with 10 additions and 10 deletions
10
gpu/src/TODO
10
gpu/src/TODO
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@ -99,16 +99,6 @@ typedef struct WGPUSupportedLimits {
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WGPULimits limits;
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} WGPUSupportedLimits;
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typedef struct WGPUFragmentState {
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WGPUChainedStruct const * nextInChain;
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WGPUShaderModule module;
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char const * entryPoint;
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uint32_t constantCount;
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WGPUConstantEntry const * constants;
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uint32_t targetCount;
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WGPUColorTargetState const * targets;
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} WGPUFragmentState;
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typedef struct WGPUExternalTextureBindingEntry {
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WGPUChainedStruct chain;
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WGPUExternalTexture externalTexture;
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@ -101,6 +101,7 @@ pub const RenderPassTimestampWrite = @import("structs.zig").RenderPassTimestampW
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pub const RenderPassDepthStencilAttachment = @import("structs.zig").RenderPassDepthStencilAttachment;
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pub const RenderPassColorAttachment = @import("structs.zig").RenderPassColorAttachment;
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pub const VertexState = @import("structs.zig").VertexState;
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pub const FragmentState = @import("structs.zig").FragmentState;
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// Enumerations
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pub const Feature = @import("enums.zig").Feature;
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@ -7,6 +7,7 @@ const ShaderModule = @import("ShaderModule.zig");
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const QuerySet = @import("QuerySet.zig");
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const StencilFaceState = @import("data.zig").StencilFaceState;
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const Color = @import("data.zig").Color;
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const VertexBufferLayout = @import("data.zig").VertexBufferLayout;
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const CompilationMessageType = @import("enums.zig").CompilationMessageType;
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const PrimitiveTopology = @import("enums.zig").PrimitiveTopology;
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const IndexFormat = @import("enums.zig").IndexFormat;
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@ -118,6 +119,13 @@ pub const VertexState = struct {
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buffers: []const VertexBufferLayout,
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};
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pub const FragmentState = struct {
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module: ShaderModule,
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entry_point: [*:0]const u8,
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constants: []const ConstantEntry,
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targets: []const ColorTargetState,
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};
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test "syntax" {
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_ = CompilationMessage;
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_ = CompilationInfo;
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@ -132,4 +140,5 @@ test "syntax" {
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_ = RenderPassDepthStencilAttachment;
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_ = RenderPassColorAttachment;
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_ = VertexState;
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_ = FragmentState;
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}
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