gpu: internalize RenderPipeline types
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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0fac1d9336
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3 changed files with 19 additions and 20 deletions
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@ -9,6 +9,17 @@ const BindGroupLayout = @import("bind_group_layout.zig").BindGroupLayout;
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const Impl = @import("interface.zig").Impl;
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pub const RenderPipeline = opaque {
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pub const Descriptor = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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label: ?[*:0]const u8 = null,
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layout: ?*PipelineLayout,
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vertex: VertexState,
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primitive: PrimitiveState,
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depth_stencil: ?*const DepthStencilState,
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multisample: MultisampleState,
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fragment: ?*const FragmentState,
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};
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pub inline fn getBindGroupLayout(render_pipeline: *RenderPipeline, group_index: u32) *BindGroupLayout {
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return Impl.renderPipelineGetBindGroupLayout(render_pipeline, group_index);
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}
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@ -25,14 +36,3 @@ pub const RenderPipeline = opaque {
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Impl.renderPipelineRelease(render_pipeline);
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}
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};
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pub const RenderPipelineDescriptor = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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label: ?[*:0]const u8 = null,
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layout: ?*PipelineLayout,
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vertex: VertexState,
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primitive: PrimitiveState,
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depth_stencil: ?*const DepthStencilState,
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multisample: MultisampleState,
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fragment: ?*const FragmentState,
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};
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