mach/gpu/src/BindGroupLayout.zig
Michal Ziulek 9ed6f6ca8b
Added helper functions to BindGroupLayout.Entry (#213)
* gpu: Added helper functions to BindGroupLayout.Entry
* gpu: Changed default values for *.BindingLayout structures. Added comments for helpers.
2022-04-10 14:28:44 -07:00

132 lines
4 KiB
Zig

const Buffer = @import("Buffer.zig");
const Sampler = @import("Sampler.zig");
const Texture = @import("Texture.zig");
const TextureView = @import("TextureView.zig");
const StorageTextureBindingLayout = @import("structs.zig").StorageTextureBindingLayout;
const StorageTextureAccess = @import("enums.zig").StorageTextureAccess;
const ShaderStage = @import("enums.zig").ShaderStage;
const BindGroupLayout = @This();
/// The type erased pointer to the BindGroupLayout implementation
/// Equal to c.WGPUBindGroupLayout for NativeInstance.
ptr: *anyopaque,
vtable: *const VTable,
pub const VTable = struct {
reference: fn (ptr: *anyopaque) void,
release: fn (ptr: *anyopaque) void,
setLabel: fn (ptr: *anyopaque, label: [:0]const u8) void,
};
pub inline fn reference(layout: BindGroupLayout) void {
layout.vtable.reference(layout.ptr);
}
pub inline fn release(layout: BindGroupLayout) void {
layout.vtable.release(layout.ptr);
}
pub inline fn setLabel(group: BindGroupLayout, label: [:0]const u8) void {
group.vtable.setLabel(group.ptr, label);
}
pub const Descriptor = struct {
label: ?[*:0]const u8 = null,
entries: []const Entry,
};
pub const Entry = extern struct {
reserved: ?*anyopaque = null,
binding: u32,
visibility: ShaderStage,
buffer: Buffer.BindingLayout = .{ .type = .none },
sampler: Sampler.BindingLayout = .{ .type = .none },
texture: Texture.BindingLayout = .{ .sample_type = .none },
storage_texture: StorageTextureBindingLayout = .{ .access = .none, .format = .none },
/// Helper to create a buffer BindGroupLayout.Entry.
pub fn buffer(
binding: u32,
visibility: ShaderStage,
binding_type: Buffer.BindingType,
has_dynamic_offset: bool,
min_binding_size: u64,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.buffer = .{
.type = binding_type,
.has_dynamic_offset = has_dynamic_offset,
.min_binding_size = min_binding_size,
},
};
}
/// Helper to create a sampler BindGroupLayout.Entry.
pub fn sampler(binding: u32, visibility: ShaderStage, binding_type: Sampler.BindingType) Entry {
return .{
.binding = binding,
.visibility = visibility,
.sampler = .{ .type = binding_type },
};
}
/// Helper to create a texture BindGroupLayout.Entry.
pub fn texture(
binding: u32,
visibility: ShaderStage,
sample_type: Texture.SampleType,
view_dimension: TextureView.Dimension,
multisampled: bool,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.texture = .{
.sample_type = sample_type,
.view_dimension = view_dimension,
.multisampled = multisampled,
},
};
}
/// Helper to create a storage texture BindGroupLayout.Entry.
pub fn storageTexture(
binding: u32,
visibility: ShaderStage,
access: StorageTextureAccess,
format: Texture.Format,
view_dimension: TextureView.Dimension,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.storage_texture = .{
.access = access,
.format = format,
.view_dimension = view_dimension,
},
};
}
};
test {
_ = VTable;
_ = reference;
_ = release;
_ = setLabel;
_ = Descriptor;
_ = Entry;
const desc = BindGroupLayout.Descriptor{
.entries = &.{
BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0),
BindGroupLayout.Entry.sampler(1, .{ .vertex = true }, .filtering),
BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .float, .dimension_2d, false),
BindGroupLayout.Entry.storageTexture(3, .{ .fragment = true }, .none, .rgba32_float, .dimension_2d),
},
};
_ = desc;
}