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render_pipeline.c3i
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render_pipeline.c3i
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module webgpu;
distinct RenderPipeline = void*;
fn BindGroupLayout RenderPipeline.getBindGroupLayout(RenderPipeline pipeline,
CUInt groupIndex) @extern("wgpuRenderPipelineGetBindGroupLayout");
fn void RenderPipeline.setLabel(RenderPipeline pipeline,
ZString label) @extern("wgpuRenderPipelineSetLabel");
fn void RenderPipeline.reference(RenderPipeline pipeline) @extern("wgpuRenderPipelineReference");
fn void RenderPipeline.release(RenderPipeline pipeline) @extern("wgpuRenderPipelineRelease");
struct RenderPipelineDescriptor {
ChainedStruct* next;
ZString label;
PipelineLayout layout;
VertexState vertex;
PrimitiveState primitive;
DepthStencilState* depthStencil;
MultisampleState multisample;
FragmentState* fragment;
}
struct VertexState {
ChainedStruct* next;
ShaderModule shaderModule;
ZString entryPoint;
usz constantCount;
ConstantEntry* constants;
usz bufferCount;
VertexBufferLayout* buffers;
}
struct VertexBufferLayout {
CULong arrayStride;
VertexStepMode stepMode;
usz attributeCount;
VertexAttribute* attributes;
}
struct VertexAttribute {
VertexFormat format;
CULong offset;
CUInt shaderLocation;
}
struct FragmentState {
ChainedStruct* next;
ShaderModule shaderModule;
ZString entryPoint;
usz constantCount;
ConstantEntry* constants;
usz targetCount;
ColorTargetState* targets;
}
struct MultisampleState {
ChainedStruct* next;
CUInt count;
CUInt mask;
CBool alphaToCoverageEnabled;
}
struct DepthStencilState {
ChainedStruct* next;
TextureFormat format;
CBool depthWriteEnabled;
CompareFunction depthCompare;
StencilFaceState stencilFront;
StencilFaceState stencilBack;
CUInt stencilReadMask;
CUInt stencilWriteMask;
CInt depthBias;
float depthBiasSlopeScale;
float depthBiasClamp;
}
struct StencilFaceState {
CompareFunction compare;
StencilOperation failOperation;
StencilOperation depthFailOperation;
StencilOperation passOperation;
}
struct ColorTargetState {
ChainedStruct* next;
TextureFormat format;
BlendState* blend;
ColorWriteMask writeMask;
}
bitstruct ColorWriteMask: CInt {
bool red;
bool green;
bool blue;
bool alpha;
}
struct BlendState {
BlendComponent color;
BlendComponent alpha;
}
struct BlendComponent {
BlendOperation operation;
BlendFactor sourceFactor;
BlendFactor destinationFactor;
}
struct PrimitiveDepthClipControl {
ChainedStruct chain;
CBool unclippedDepth;
}
struct PrimitiveState {
ChainedStruct* next;
PrimitiveTopology topology;
IndexFormat stripIndexFormat;
FrontFace frontFace;
CullMode cullMode;
}
enum VertexFormat {
UNDEFINED,
UINT_8X2,
UINT_8X4,
SINT_8X2,
SINT_8X4,
UNORM_8X2,
UNORM_8X4,
SNORM_8X2,
SNORM_8X4,
UINT_16X2,
UINT_16X4,
SINT_16X2,
SINT_16X4,
UNORM_16X2,
UNORM_16X4,
SNORM_16X2,
SNORM_16X4,
FLOAT_16X2,
FLOAT_16X4,
FLOAT_32,
FLOAT_32X2,
FLOAT_32X3,
FLOAT_32X4,
UINT_32,
UINT_32X2,
UINT_32X3,
UINT_32X4,
SINT_32,
SINT_32X2,
SINT_32X3,
SINT_32X4
}
enum VertexStepMode {
VERTEX,
INSTANCE,
VERTEX_BUFFER_NOT_USED
}
enum BlendFactor {
ZERO,
ONE,
SRC,
ONE_MINUS_SRC,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST,
ONE_MINUS_DST,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
SRC_ALPHA_SATURATED,
CONSTANT,
ONE_MINUS_CONSTANT
}
enum BlendOperation {
ADD,
SUBTRACT,
REVERSE_SUBTRACT,
MIN,
MAX
}
enum FrontFace {
COUNTER_CLOCKWISE,
CLOCKWISE
}
enum CullMode {
NONE,
FRONT,
BACK
}
enum PrimitiveTopology {
POINT_LIST,
LINE_LIST,
LINE_STRIP,
TRIANGLE_LIST,
TRIANGLE_STRIP
}
enum StencilOperation {
KEEP,
ZERO,
REPLACE,
INVERT,
INCREMENT_CLAMP,
DECREMENT_CLAMP,
INCREMENT_WRAP,
DECREMENT_WRAP
}