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