gpu: add VertexState
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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77810482bd
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3 changed files with 10 additions and 11 deletions
10
gpu/src/TODO
10
gpu/src/TODO
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@ -99,16 +99,6 @@ typedef struct WGPUSupportedLimits {
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WGPULimits limits;
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WGPULimits limits;
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} WGPUSupportedLimits;
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} WGPUSupportedLimits;
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typedef struct WGPUVertexState {
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WGPUChainedStruct const * nextInChain;
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WGPUShaderModule module;
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char const * entryPoint;
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uint32_t constantCount;
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WGPUConstantEntry const * constants;
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uint32_t bufferCount;
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WGPUVertexBufferLayout const * buffers;
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} WGPUVertexState;
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typedef struct WGPUFragmentState {
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typedef struct WGPUFragmentState {
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WGPUChainedStruct const * nextInChain;
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WGPUChainedStruct const * nextInChain;
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WGPUShaderModule module;
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WGPUShaderModule module;
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@ -100,6 +100,7 @@ pub const ComputePassTimestampWrite = @import("structs.zig").ComputePassTimestam
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pub const RenderPassTimestampWrite = @import("structs.zig").RenderPassTimestampWrite;
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pub const RenderPassTimestampWrite = @import("structs.zig").RenderPassTimestampWrite;
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pub const RenderPassDepthStencilAttachment = @import("structs.zig").RenderPassDepthStencilAttachment;
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pub const RenderPassDepthStencilAttachment = @import("structs.zig").RenderPassDepthStencilAttachment;
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pub const RenderPassColorAttachment = @import("structs.zig").RenderPassColorAttachment;
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pub const RenderPassColorAttachment = @import("structs.zig").RenderPassColorAttachment;
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pub const VertexState = @import("structs.zig").VertexState;
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// Enumerations
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// Enumerations
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pub const Feature = @import("enums.zig").Feature;
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pub const Feature = @import("enums.zig").Feature;
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@ -73,7 +73,7 @@ pub const ConstantEntry = struct {
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pub const ProgrammableStageDescriptor = struct {
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pub const ProgrammableStageDescriptor = struct {
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label: ?[*:0]const u8 = null,
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label: ?[*:0]const u8 = null,
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module: ShaderModule,
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module: ShaderModule,
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entryPoint: [*:0]const u8,
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entry_point: [*:0]const u8,
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constants: []const ConstantEntry,
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constants: []const ConstantEntry,
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};
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};
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@ -111,6 +111,13 @@ pub const RenderPassColorAttachment = struct {
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clear_value: Color,
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clear_value: Color,
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};
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};
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pub const VertexState = struct {
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module: ShaderModule,
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entry_point: [*:0]const u8,
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constants: []const ConstantEntry,
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buffers: []const VertexBufferLayout,
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};
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test "syntax" {
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test "syntax" {
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_ = CompilationMessage;
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_ = CompilationMessage;
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_ = CompilationInfo;
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_ = CompilationInfo;
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@ -124,4 +131,5 @@ test "syntax" {
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_ = RenderPassTimestampWrite;
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_ = RenderPassTimestampWrite;
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_ = RenderPassDepthStencilAttachment;
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_ = RenderPassDepthStencilAttachment;
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_ = RenderPassColorAttachment;
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_ = RenderPassColorAttachment;
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_ = VertexState;
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}
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}
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