mach/libs/gpu/src/render_pass_encoder.zig
Stephen Gutekanst 0645429df9 all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.

I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.

As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.

We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.

Performed via:

```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```

git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>

git mv ecs libs/

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-26 15:12:04 -07:00

128 lines
5.8 KiB
Zig

const Buffer = @import("buffer.zig").Buffer;
const RenderBundle = @import("render_bundle.zig").RenderBundle;
const BindGroup = @import("bind_group.zig").BindGroup;
const RenderPipeline = @import("render_pipeline.zig").RenderPipeline;
const QuerySet = @import("query_set.zig").QuerySet;
const Color = @import("types.zig").Color;
const IndexFormat = @import("types.zig").IndexFormat;
const Impl = @import("interface.zig").Impl;
pub const RenderPassEncoder = opaque {
pub inline fn beginOcclusionQuery(render_pass_encoder: *RenderPassEncoder, query_index: u32) void {
Impl.renderPassEncoderBeginOcclusionQuery(render_pass_encoder, query_index);
}
/// Default `instance_count`: 1
/// Default `first_vertex`: 0
/// Default `first_instance`: 0
pub inline fn draw(render_pass_encoder: *RenderPassEncoder, vertex_count: u32, instance_count: u32, first_vertex: u32, first_instance: u32) void {
Impl.renderPassEncoderDraw(render_pass_encoder, vertex_count, instance_count, first_vertex, first_instance);
}
/// Default `instance_count`: 1
/// Default `first_index`: 0
/// Default `base_vertex`: 0
/// Default `first_instance`: 0
pub inline fn drawIndexed(render_pass_encoder: *RenderPassEncoder, index_count: u32, instance_count: u32, first_index: u32, base_vertex: i32, first_instance: u32) void {
Impl.renderPassEncoderDrawIndexed(render_pass_encoder, index_count, instance_count, first_index, base_vertex, first_instance);
}
pub inline fn drawIndexedIndirect(render_pass_encoder: *RenderPassEncoder, indirect_buffer: *Buffer, indirect_offset: u64) void {
Impl.renderPassEncoderDrawIndexedIndirect(render_pass_encoder, indirect_buffer, indirect_offset);
}
pub inline fn drawIndirect(render_pass_encoder: *RenderPassEncoder, indirect_buffer: *Buffer, indirect_offset: u64) void {
Impl.renderPassEncoderDrawIndirect(render_pass_encoder, indirect_buffer, indirect_offset);
}
pub inline fn end(render_pass_encoder: *RenderPassEncoder) void {
Impl.renderPassEncoderEnd(render_pass_encoder);
}
pub inline fn endOcclusionQuery(render_pass_encoder: *RenderPassEncoder) void {
Impl.renderPassEncoderEndOcclusionQuery(render_pass_encoder);
}
pub inline fn executeBundles(
render_pass_encoder: *RenderPassEncoder,
bundles: []*const RenderBundle,
) void {
Impl.renderPassEncoderExecuteBundles(
render_pass_encoder,
@intCast(u32, bundles.len),
bundles.ptr,
);
}
pub inline fn insertDebugMarker(render_pass_encoder: *RenderPassEncoder, marker_label: [*:0]const u8) void {
Impl.renderPassEncoderInsertDebugMarker(render_pass_encoder, marker_label);
}
pub inline fn popDebugGroup(render_pass_encoder: *RenderPassEncoder) void {
Impl.renderPassEncoderPopDebugGroup(render_pass_encoder);
}
pub inline fn pushDebugGroup(render_pass_encoder: *RenderPassEncoder, group_label: [*:0]const u8) void {
Impl.renderPassEncoderPushDebugGroup(render_pass_encoder, group_label);
}
/// Default `dynamic_offsets_count`: 0
/// Default `dynamic_offsets`: `null`
pub inline fn setBindGroup(render_pass_encoder: *RenderPassEncoder, group_index: u32, group: *BindGroup, dynamic_offsets: ?[]const u32) void {
Impl.renderPassEncoderSetBindGroup(
render_pass_encoder,
group_index,
group,
if (dynamic_offsets) |v| @intCast(u32, v.len) else 0,
if (dynamic_offsets) |v| v.ptr else null,
);
}
pub inline fn setBlendConstant(render_pass_encoder: *RenderPassEncoder, color: *const Color) void {
Impl.renderPassEncoderSetBlendConstant(render_pass_encoder, color);
}
/// Default `offset`: 0
/// Default `size`: `gpu.whole_size`
pub inline fn setIndexBuffer(render_pass_encoder: *RenderPassEncoder, buffer: *Buffer, format: IndexFormat, offset: u64, size: u64) void {
Impl.renderPassEncoderSetIndexBuffer(render_pass_encoder, buffer, format, offset, size);
}
pub inline fn setLabel(render_pass_encoder: *RenderPassEncoder, label: [*:0]const u8) void {
Impl.renderPassEncoderSetLabel(render_pass_encoder, label);
}
pub inline fn setPipeline(render_pass_encoder: *RenderPassEncoder, pipeline: *RenderPipeline) void {
Impl.renderPassEncoderSetPipeline(render_pass_encoder, pipeline);
}
pub inline fn setScissorRect(render_pass_encoder: *RenderPassEncoder, x: u32, y: u32, width: u32, height: u32) void {
Impl.renderPassEncoderSetScissorRect(render_pass_encoder, x, y, width, height);
}
pub inline fn setStencilReference(render_pass_encoder: *RenderPassEncoder, _reference: u32) void {
Impl.renderPassEncoderSetStencilReference(render_pass_encoder, _reference);
}
/// Default `offset`: 0
/// Default `size`: `gpu.whole_size`
pub inline fn setVertexBuffer(render_pass_encoder: *RenderPassEncoder, slot: u32, buffer: *Buffer, offset: u64, size: u64) void {
Impl.renderPassEncoderSetVertexBuffer(render_pass_encoder, slot, buffer, offset, size);
}
pub inline fn setViewport(render_pass_encoder: *RenderPassEncoder, x: f32, y: f32, width: f32, height: f32, min_depth: f32, max_depth: f32) void {
Impl.renderPassEncoderSetViewport(render_pass_encoder, x, y, width, height, min_depth, max_depth);
}
pub inline fn writeTimestamp(render_pass_encoder: *RenderPassEncoder, query_set: *QuerySet, query_index: u32) void {
Impl.renderPassEncoderWriteTimestamp(render_pass_encoder, query_set, query_index);
}
pub inline fn reference(render_pass_encoder: *RenderPassEncoder) void {
Impl.renderPassEncoderReference(render_pass_encoder);
}
pub inline fn release(render_pass_encoder: *RenderPassEncoder) void {
Impl.renderPassEncoderRelease(render_pass_encoder);
}
};