gpu: add VertexState.init slice helper
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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8cd2fb3f19
commit
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2 changed files with 22 additions and 4 deletions
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@ -178,6 +178,7 @@ And, to initialize data structures with slices in them, the following helpers ar
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* `RenderPassDescriptor.init`
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* `RenderPassDescriptor.init`
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* `ProgrammableStageDescriptor.init`
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* `ProgrammableStageDescriptor.init`
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* `VertexBufferLayout.init`
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* `VertexBufferLayout.init`
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* `VertexState.init`
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### Typed callbacks
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### Typed callbacks
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@ -669,7 +669,7 @@ pub const ProgrammableStageDescriptor = extern struct {
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.next_in_chain = v.next_in_chain,
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.next_in_chain = v.next_in_chain,
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.module = v.module,
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.module = v.module,
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.entry_point = v.entry_point,
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.entry_point = v.entry_point,
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.constant_count = if (v.timestamp_writes) |e| @intCast(u32, e.len) else 0,
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.constant_count = if (v.constants) |e| @intCast(u32, e.len) else 0,
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.constants = if (v.constants) |e| e.ptr else null,
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.constants = if (v.constants) |e| e.ptr else null,
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};
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};
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}
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}
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@ -711,7 +711,7 @@ pub const VertexBufferLayout = extern struct {
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array_stride: u64,
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array_stride: u64,
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step_mode: VertexStepMode = .vertex,
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step_mode: VertexStepMode = .vertex,
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attributes: ?[]const VertexAttribute = null,
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attributes: ?[]const VertexAttribute = null,
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}) ProgrammableStageDescriptor {
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}) VertexBufferLayout {
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return .{
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return .{
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.array_stride = v.array_stride,
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.array_stride = v.array_stride,
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.step_mode = v.step_mode,
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.step_mode = v.step_mode,
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@ -732,12 +732,29 @@ pub const VertexState = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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next_in_chain: ?*const ChainedStruct = null,
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module: *ShaderModule,
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module: *ShaderModule,
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entry_point: [*:0]const u8,
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entry_point: [*:0]const u8,
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// TODO: slice helper
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constant_count: u32 = 0,
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constant_count: u32 = 0,
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constants: ?[*]const ConstantEntry = null,
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constants: ?[*]const ConstantEntry = null,
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// TODO: slice helper
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buffer_count: u32 = 0,
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buffer_count: u32 = 0,
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buffers: ?[*]const VertexBufferLayout = null,
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buffers: ?[*]const VertexBufferLayout = null,
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/// Provides a slightly friendlier Zig API to initialize this structure.
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pub inline fn init(v: struct {
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next_in_chain: ?*const ChainedStruct = null,
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module: *ShaderModule,
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entry_point: [*:0]const u8,
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constants: ?[]const ConstantEntry = null,
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buffers: ?[]const VertexBufferLayout = null,
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}) VertexState {
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return .{
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.next_in_chain = v.next_in_chain,
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.module = v.module,
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.entry_point = v.entry_point,
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.constant_count = if (v.constants) |e| @intCast(u32, e.len) else 0,
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.constants = if (v.constants) |e| e.ptr else null,
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.buffer_count = if (v.buffers) |e| @intCast(u32, e.len) else 0,
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.buffers = if (v.buffers) |e| e.ptr else null,
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};
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}
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};
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};
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pub const FragmentState = extern struct {
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pub const FragmentState = extern struct {
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