gpu: implement RenderPassEncoder.setBlendConstant
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2 changed files with 22 additions and 1 deletions
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@ -18,6 +18,7 @@ const RequestDeviceResponse = Adapter.RequestDeviceResponse;
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const Device = @import("Device.zig");
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const Surface = @import("Surface.zig");
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const Limits = @import("data.zig").Limits;
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const Color = @import("data.zig").Color;
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const Queue = @import("Queue.zig");
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const CommandBuffer = @import("CommandBuffer.zig");
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const ShaderModule = @import("ShaderModule.zig");
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@ -1005,6 +1006,14 @@ const render_pass_encoder_vtable = RenderPassEncoder.VTable{
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);
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}
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}).setBindGroup,
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.setBlendConstant = (struct {
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pub fn setBlendConstant(ptr: *anyopaque, color: *const Color) void {
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c.wgpuRenderPassEncoderSetBlendConstant(
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@ptrCast(c.WGPURenderPassEncoder, ptr),
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@ptrCast(*const c.WGPUColor, color),
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);
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}
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}).setBlendConstant,
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};
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fn wrapRenderBundleEncoder(enc: c.WGPURenderBundleEncoder) RenderBundleEncoder {
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