gpu: inline TODOs
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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25 changed files with 1939 additions and 605 deletions
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pub const RenderPassEncoder = *opaque {};
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pub const RenderPassEncoder = *opaque {
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// TODO
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// pub inline fn renderPassEncoderBeginOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder, query_index: u32) void {
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// TODO
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// pub inline fn renderPassEncoderDraw(render_pass_encoder: gpu.RenderPassEncoder, vertex_count: u32, instance_count: u32, first_vertex: u32, first_instance: u32) void {
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// TODO
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// pub inline fn renderPassEncoderDrawIndexed(render_pass_encoder: gpu.RenderPassEncoder, index_count: u32, instance_count: u32, first_index: u32, base_vertex: u32, first_instance: u32) void {
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// TODO
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// pub inline fn renderPassEncoderDrawIndexedIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void {
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// TODO
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// pub inline fn renderPassEncoderDrawIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void {
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// TODO
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// pub inline fn renderPassEncoderEnd(render_pass_encoder: gpu.RenderPassEncoder) void {
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// TODO
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// pub inline fn renderPassEncoderEndOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder) void {
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// TODO
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// pub inline fn renderPassEncoderEndPass(render_pass_encoder: gpu.RenderPassEncoder) void {
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// TODO
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// pub inline fn renderPassEncoderExecuteBundles(render_pass_encoder: gpu.RenderPassEncoder, bundles_count: u32, bundles: [*]const gpu.RenderBundle) void {
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// TODO
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// pub inline fn renderPassEncoderInsertDebugMarker(render_pass_encoder: gpu.RenderPassEncoder, marker_label: [*:0]const u8) void {
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// TODO
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// pub inline fn renderPassEncoderPopDebugGroup(render_pass_encoder: gpu.RenderPassEncoder) void {
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// TODO
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// pub inline fn renderPassEncoderPushDebugGroup(render_pass_encoder: gpu.RenderPassEncoder, group_label: [*:0]const u8) void {
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// TODO
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// pub inline fn renderPassEncoderSetBindGroup(render_pass_encoder: gpu.RenderPassEncoder, group_index: u32, group: gpu.BindGroup, dynamic_offset_count: u32, dynamic_offsets: [*]const u32) void {
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// TODO
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// pub inline fn renderPassEncoderSetBlendConstant(render_pass_encoder: gpu.RenderPassEncoder, color: *const gpu.Color) void {
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// TODO
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// pub inline fn renderPassEncoderSetIndexBuffer(render_pass_encoder: gpu.RenderPassEncoder, buffer: gpu.Buffer, format: gpu.IndexFormat, offset: u64, size: u64) void {
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// TODO
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// pub inline fn renderPassEncoderSetLabel(render_pass_encoder: gpu.RenderPassEncoder, label: [*:0]const u8) void {
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// TODO
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// pub inline fn renderPassEncoderSetPipeline(render_pass_encoder: gpu.RenderPassEncoder, pipeline: gpu.RenderPipeline) void {
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// TODO
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// pub inline fn renderPassEncoderSetScissorRect(render_pass_encoder: gpu.RenderPassEncoder, x: u32, y: u32, width: u32, height: u32) void {
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// TODO
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// pub inline fn renderPassEncoderSetStencilReference(render_pass_encoder: gpu.RenderPassEncoder, reference: u32) void {
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// TODO
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// pub inline fn renderPassEncoderSetVertexBuffer(render_pass_encoder: gpu.RenderPassEncoder, slot: u32, buffer: gpu.Buffer, offset: u64, size: u64) void {
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// TODO
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// pub inline fn renderPassEncoderSetViewport(render_pass_encoder: gpu.RenderPassEncoder, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32) void {
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// TODO
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// pub inline fn renderPassEncoderWriteTimestamp(render_pass_encoder: gpu.RenderPassEncoder, query_set: gpu.QuerySet, query_index: u32) void {
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// TODO
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// pub inline fn renderPassEncoderReference(render_pass_encoder: gpu.RenderPassEncoder) void {
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// TODO
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// pub inline fn renderPassEncoderRelease(render_pass_encoder: gpu.RenderPassEncoder) void {
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};
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