gpu: implement Device.createBindGroup

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-03-18 12:36:40 -07:00 committed by Stephen Gutekanst
parent 48dcfad65c
commit 8588a08e05
2 changed files with 56 additions and 10 deletions

View file

@ -15,6 +15,7 @@ const SwapChain = @import("SwapChain.zig");
const RenderPipeline = @import("RenderPipeline.zig");
const CommandEncoder = @import("CommandEncoder.zig");
const ComputePipeline = @import("ComputePipeline.zig");
const BindGroup = @import("BindGroup.zig");
const Device = @This();
@ -24,9 +25,9 @@ ptr: *anyopaque,
vtable: *const VTable,
pub const VTable = struct {
// TODO:
// createBindGroup: fn (ptr: *anyopaque, descriptor: *const BindGroup.Descriptor) BindGroup,
// WGPU_EXPORT WGPUBindGroup wgpuDeviceCreateBindGroup(WGPUDevice device, WGPUBindGroupDescriptor const * descriptor);
reference: fn (ptr: *anyopaque) void,
release: fn (ptr: *anyopaque) void,
createBindGroup: fn (ptr: *anyopaque, descriptor: *const BindGroup.Descriptor) BindGroup,
// createBindGroupLayout: fn (ptr: *anyopaque, descriptor: *const BindGroupLayout.Descriptor) BindGroupLayout,
// WGPU_EXPORT WGPUBindGroupLayout wgpuDeviceCreateBindGroupLayout(WGPUDevice device, WGPUBindGroupLayoutDescriptor const * descriptor);
// createBuffer: fn (ptr: *anyopaque, descriptor: *const Buffer.Descriptor) Buffer,
@ -88,15 +89,8 @@ pub const VTable = struct {
// WGPU_EXPORT void wgpuDeviceSetUncapturedErrorCallback(WGPUDevice device, WGPUErrorCallback callback, void * userdata);
// tick: fn (ptr: *anyopaque) void,
// WGPU_EXPORT void wgpuDeviceTick(WGPUDevice device);
reference: fn (ptr: *anyopaque) void,
release: fn (ptr: *anyopaque) void,
};
pub inline fn getQueue(device: Device) Queue {
return device.vtable.getQueue(device.ptr);
}
pub inline fn reference(device: Device) void {
device.vtable.reference(device.ptr);
}
@ -105,6 +99,14 @@ pub inline fn release(device: Device) void {
device.vtable.release(device.ptr);
}
pub inline fn getQueue(device: Device) Queue {
return device.vtable.getQueue(device.ptr);
}
pub inline fn createBindGroup(device: Device, descriptor: *const BindGroup.Descriptor) void {
device.vtable.createBindGroup(device.ptr, descriptor);
}
pub inline fn createShaderModule(device: Device, descriptor: *const ShaderModule.Descriptor) ShaderModule {
return device.vtable.createShaderModule(device.ptr, descriptor);
}