gpu: internalize Texture types
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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10 changed files with 221 additions and 232 deletions
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@ -1,9 +1,6 @@
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const std = @import("std");
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const testing = std.testing;
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const Texture = @import("texture.zig").Texture;
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const TextureFormat = @import("texture.zig").TextureFormat;
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const TextureAspect = @import("texture.zig").TextureAspect;
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const TextureDataLayout = @import("texture.zig").TextureDataLayout;
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const TextureView = @import("texture_view.zig").TextureView;
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const Buffer = @import("buffer.zig").Buffer;
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const ShaderModule = @import("shader_module.zig").ShaderModule;
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@ -509,7 +506,7 @@ pub const StencilFaceState = extern struct {
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pub const StorageTextureBindingLayout = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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access: StorageTextureAccess = .undef,
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format: TextureFormat = .undef,
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format: Texture.Format = .undef,
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view_dimension: TextureView.Dimension = .dimension_undef,
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};
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@ -533,7 +530,7 @@ pub const CompilationInfo = extern struct {
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pub const DepthStencilState = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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format: TextureFormat,
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format: Texture.Format,
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depth_write_enabled: bool = false,
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depth_compare: CompareFunction = .always,
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stencil_front: StencilFaceState,
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@ -547,7 +544,7 @@ pub const DepthStencilState = extern struct {
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pub const ImageCopyBuffer = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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layout: TextureDataLayout,
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layout: Texture.DataLayout,
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buffer: *Buffer,
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};
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@ -556,7 +553,7 @@ pub const ImageCopyTexture = extern struct {
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texture: *Texture,
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mip_level: u32 = 0,
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origin: Origin3D,
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aspect: TextureAspect = .all,
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aspect: Texture.Aspect = .all,
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};
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pub const ProgrammableStageDescriptor = extern struct {
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@ -603,7 +600,7 @@ pub const VertexBufferLayout = extern struct {
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pub const ColorTargetState = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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format: TextureFormat,
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format: Texture.Format,
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blend: ?*const BlendState,
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write_mask: ColorWriteMaskFlags = ColorWriteMaskFlags.all,
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};
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