gpu: implement RenderPassEncoder.setBindGroup
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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b24512b6cf
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2 changed files with 28 additions and 1 deletions
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@ -989,6 +989,22 @@ const render_pass_encoder_vtable = RenderPassEncoder.VTable{
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c.wgpuRenderPassEncoderPushDebugGroup(@ptrCast(c.WGPURenderPassEncoder, ptr), group_label);
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}
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}).pushDebugGroup,
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.setBindGroup = (struct {
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pub fn setBindGroup(
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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: []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[0],
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);
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}
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}).setBindGroup,
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};
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fn wrapRenderBundleEncoder(enc: c.WGPURenderBundleEncoder) RenderBundleEncoder {
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