gpu: add RenderBundleEncoder.Descriptor
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
4ae4ef4e14
commit
7509404a91
2 changed files with 12 additions and 11 deletions
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@ -1,3 +1,5 @@
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const Texture = @import("Texture.zig");
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const RenderBundleEncoder = @This();
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/// The type erased pointer to the RenderBundleEncoder implementation
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@ -36,8 +38,18 @@ pub inline fn setLabel(enc: RenderBundleEncoder, label: [:0]const u8) void {
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enc.vtable.setLabel(enc.ptr, label);
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}
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pub const Descriptor = struct {
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label: ?[*:0]const u8 = null,
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color_formats: []Texture.Format,
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depth_stencil_format: Texture.Format,
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sample_count: u32,
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depth_read_only: bool,
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stencil_read_only: bool,
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};
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test "syntax" {
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_ = VTable;
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_ = reference;
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_ = release;
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_ = Descriptor;
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}
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11
gpu/src/TODO
11
gpu/src/TODO
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@ -57,17 +57,6 @@ typedef struct WGPUDawnTogglesDeviceDescriptor {
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typedef struct WGPURenderBundleEncoderDescriptor {
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WGPUChainedStruct const * nextInChain;
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char const * label;
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uint32_t colorFormatsCount;
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WGPUTextureFormat const * colorFormats;
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WGPUTextureFormat depthStencilFormat;
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uint32_t sampleCount;
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bool depthReadOnly;
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bool stencilReadOnly;
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} WGPURenderBundleEncoderDescriptor;
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typedef struct WGPUSamplerDescriptor {
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WGPUChainedStruct const * nextInChain;
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char const * label;
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