gpu: inline TODOs

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-07-25 21:58:21 -07:00 committed by Stephen Gutekanst
parent 8453b0d2a6
commit b0adf42c70
25 changed files with 1939 additions and 605 deletions

View file

@ -1 +1,73 @@
pub const RenderPassEncoder = *opaque {};
pub const RenderPassEncoder = *opaque {
// TODO
// pub inline fn renderPassEncoderBeginOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder, query_index: u32) void {
// TODO
// pub inline fn renderPassEncoderDraw(render_pass_encoder: gpu.RenderPassEncoder, vertex_count: u32, instance_count: u32, first_vertex: u32, first_instance: u32) void {
// TODO
// 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 {
// TODO
// pub inline fn renderPassEncoderDrawIndexedIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void {
// TODO
// pub inline fn renderPassEncoderDrawIndirect(render_pass_encoder: gpu.RenderPassEncoder, indirect_buffer: gpu.Buffer, indirect_offset: u64) void {
// TODO
// pub inline fn renderPassEncoderEnd(render_pass_encoder: gpu.RenderPassEncoder) void {
// TODO
// pub inline fn renderPassEncoderEndOcclusionQuery(render_pass_encoder: gpu.RenderPassEncoder) void {
// TODO
// pub inline fn renderPassEncoderEndPass(render_pass_encoder: gpu.RenderPassEncoder) void {
// TODO
// pub inline fn renderPassEncoderExecuteBundles(render_pass_encoder: gpu.RenderPassEncoder, bundles_count: u32, bundles: [*]const gpu.RenderBundle) void {
// TODO
// pub inline fn renderPassEncoderInsertDebugMarker(render_pass_encoder: gpu.RenderPassEncoder, marker_label: [*:0]const u8) void {
// TODO
// pub inline fn renderPassEncoderPopDebugGroup(render_pass_encoder: gpu.RenderPassEncoder) void {
// TODO
// pub inline fn renderPassEncoderPushDebugGroup(render_pass_encoder: gpu.RenderPassEncoder, group_label: [*:0]const u8) void {
// TODO
// pub inline fn renderPassEncoderSetBindGroup(render_pass_encoder: gpu.RenderPassEncoder, group_index: u32, group: gpu.BindGroup, dynamic_offset_count: u32, dynamic_offsets: [*]const u32) void {
// TODO
// pub inline fn renderPassEncoderSetBlendConstant(render_pass_encoder: gpu.RenderPassEncoder, color: *const gpu.Color) void {
// TODO
// pub inline fn renderPassEncoderSetIndexBuffer(render_pass_encoder: gpu.RenderPassEncoder, buffer: gpu.Buffer, format: gpu.IndexFormat, offset: u64, size: u64) void {
// TODO
// pub inline fn renderPassEncoderSetLabel(render_pass_encoder: gpu.RenderPassEncoder, label: [*:0]const u8) void {
// TODO
// pub inline fn renderPassEncoderSetPipeline(render_pass_encoder: gpu.RenderPassEncoder, pipeline: gpu.RenderPipeline) void {
// TODO
// pub inline fn renderPassEncoderSetScissorRect(render_pass_encoder: gpu.RenderPassEncoder, x: u32, y: u32, width: u32, height: u32) void {
// TODO
// pub inline fn renderPassEncoderSetStencilReference(render_pass_encoder: gpu.RenderPassEncoder, reference: u32) void {
// TODO
// pub inline fn renderPassEncoderSetVertexBuffer(render_pass_encoder: gpu.RenderPassEncoder, slot: u32, buffer: gpu.Buffer, offset: u64, size: u64) void {
// TODO
// pub inline fn renderPassEncoderSetViewport(render_pass_encoder: gpu.RenderPassEncoder, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32) void {
// TODO
// pub inline fn renderPassEncoderWriteTimestamp(render_pass_encoder: gpu.RenderPassEncoder, query_set: gpu.QuerySet, query_index: u32) void {
// TODO
// pub inline fn renderPassEncoderReference(render_pass_encoder: gpu.RenderPassEncoder) void {
// TODO
// pub inline fn renderPassEncoderRelease(render_pass_encoder: gpu.RenderPassEncoder) void {
};