From 643e36b87bb320818dcc9656ee1137dba9e74217 Mon Sep 17 00:00:00 2001 From: gingerBill Date: Mon, 14 Feb 2022 17:07:18 +0000 Subject: [PATCH] Improve Texture method names --- core/sys/darwin/Metal/MetalClasses.odin | 50 ++++++++++++------------- 1 file changed, 25 insertions(+), 25 deletions(-) diff --git a/core/sys/darwin/Metal/MetalClasses.odin b/core/sys/darwin/Metal/MetalClasses.odin index 6994b3181..af9f03518 100644 --- a/core/sys/darwin/Metal/MetalClasses.odin +++ b/core/sys/darwin/Metal/MetalClasses.odin @@ -3757,15 +3757,15 @@ ResourceStatePassSampleBufferAttachmentDescriptor_endOfEncoderSampleIndex :: #fo return msgSend(NS.UInteger, self, "endOfEncoderSampleIndex") } @(objc_type=ResourceStatePassSampleBufferAttachmentDescriptor, objc_name="sampleBuffer") -ResourceStatePassSampleBufferAttachmentDescriptor_sampleBuffer :: #force_inline proc(self: ^ResourceStatePassSampleBufferAttachmentDescriptor) -> ^Buffer { - return msgSend(^Buffer, self, "sampleBuffer") +ResourceStatePassSampleBufferAttachmentDescriptor_sampleBuffer :: #force_inline proc(self: ^ResourceStatePassSampleBufferAttachmentDescriptor) -> ^CounterSampleBuffer { + return msgSend(^CounterSampleBuffer, self, "sampleBuffer") } @(objc_type=ResourceStatePassSampleBufferAttachmentDescriptor, objc_name="setEndOfEncoderSampleIndex") ResourceStatePassSampleBufferAttachmentDescriptor_setEndOfEncoderSampleIndex :: #force_inline proc(self: ^ResourceStatePassSampleBufferAttachmentDescriptor, endOfEncoderSampleIndex: NS.UInteger) { msgSend(nil, self, "setEndOfEncoderSampleIndex:", endOfEncoderSampleIndex) } @(objc_type=ResourceStatePassSampleBufferAttachmentDescriptor, objc_name="setSampleBuffer") -ResourceStatePassSampleBufferAttachmentDescriptor_setSampleBuffer :: #force_inline proc(self: ^ResourceStatePassSampleBufferAttachmentDescriptor, sampleBuffer: ^Buffer) { +ResourceStatePassSampleBufferAttachmentDescriptor_setSampleBuffer :: #force_inline proc(self: ^ResourceStatePassSampleBufferAttachmentDescriptor, sampleBuffer: ^CounterSampleBuffer) { msgSend(nil, self, "setSampleBuffer:", sampleBuffer) } @(objc_type=ResourceStatePassSampleBufferAttachmentDescriptor, objc_name="setStartOfEncoderSampleIndex") @@ -4472,16 +4472,16 @@ TextureDescriptor_storageMode :: #force_inline proc(self: ^TextureDescriptor) -> TextureDescriptor_swizzle :: #force_inline proc(self: ^TextureDescriptor) -> TextureSwizzleChannels { return msgSend(TextureSwizzleChannels, self, "swizzle") } -@(objc_type=TextureDescriptor, objc_class_name="texture2DDescriptorWithPixelFormat") -TextureDescriptor_texture2DDescriptorWithPixelFormat :: #force_inline proc(pixelFormat: PixelFormat, width: NS.UInteger, height: NS.UInteger, mipmapped: BOOL) -> ^TextureDescriptor { +@(objc_type=TextureDescriptor, objc_class_name="texture2DDescriptor") +TextureDescriptor_texture2DDescriptor :: #force_inline proc(pixelFormat: PixelFormat, width: NS.UInteger, height: NS.UInteger, mipmapped: BOOL) -> ^TextureDescriptor { return msgSend(^TextureDescriptor, TextureDescriptor, "texture2DDescriptorWithPixelFormat:width:height:mipmapped:", pixelFormat, width, height, mipmapped) } -@(objc_type=TextureDescriptor, objc_class_name="textureBufferDescriptorWithPixelFormat") -TextureDescriptor_textureBufferDescriptorWithPixelFormat :: #force_inline proc(pixelFormat: PixelFormat, width: NS.UInteger, resourceOptions: ResourceOptions, usage: TextureUsage) -> ^TextureDescriptor { +@(objc_type=TextureDescriptor, objc_class_name="textureBufferDescriptor") +TextureDescriptor_textureBufferDescriptor :: #force_inline proc(pixelFormat: PixelFormat, width: NS.UInteger, resourceOptions: ResourceOptions, usage: TextureUsage) -> ^TextureDescriptor { return msgSend(^TextureDescriptor, TextureDescriptor, "textureBufferDescriptorWithPixelFormat:width:resourceOptions:usage:", pixelFormat, width, resourceOptions, usage) } -@(objc_type=TextureDescriptor, objc_class_name="textureCubeDescriptorWithPixelFormat") -TextureDescriptor_textureCubeDescriptorWithPixelFormat :: #force_inline proc(pixelFormat: PixelFormat, size: NS.UInteger, mipmapped: BOOL) -> ^TextureDescriptor { +@(objc_type=TextureDescriptor, objc_class_name="textureCubeDescriptor") +TextureDescriptor_textureCubeDescriptor :: #force_inline proc(pixelFormat: PixelFormat, size: NS.UInteger, mipmapped: BOOL) -> ^TextureDescriptor { return msgSend(^TextureDescriptor, TextureDescriptor, "textureCubeDescriptorWithPixelFormat:size:mipmapped:", pixelFormat, size, mipmapped) } @(objc_type=TextureDescriptor, objc_name="textureType") @@ -8322,12 +8322,12 @@ Texture_depth :: #force_inline proc(self: ^Texture) -> NS.UInteger { Texture_firstMipmapInTail :: #force_inline proc(self: ^Texture) -> NS.UInteger { return msgSend(NS.UInteger, self, "firstMipmapInTail") } -@(objc_type=Texture, objc_name="getBytes_bytesPerRow_bytesPerImage_fromRegion_mipmapLevel_slice_") -Texture_getBytes_bytesPerRow_bytesPerImage_fromRegion_mipmapLevel_slice_ :: #force_inline proc(self: ^Texture, pixelBytes: rawptr, bytesPerRow: NS.UInteger, bytesPerImage: NS.UInteger, region: Region, level: NS.UInteger, slice: NS.UInteger) { +@(objc_type=Texture, objc_name="getBytesWithLevel") +Texture_getBytesWithLevel :: #force_inline proc(self: ^Texture, pixelBytes: rawptr, bytesPerRow: NS.UInteger, bytesPerImage: NS.UInteger, region: Region, level: NS.UInteger, slice: NS.UInteger) { msgSend(nil, self, "getBytes:bytesPerRow:bytesPerImage:fromRegion:mipmapLevel:slice:", pixelBytes, bytesPerRow, bytesPerImage, region, level, slice) } -@(objc_type=Texture, objc_name="getBytes_bytesPerRow_fromRegion_mipmapLevel_") -Texture_getBytes_bytesPerRow_fromRegion_mipmapLevel_ :: #force_inline proc(self: ^Texture, pixelBytes: rawptr, bytesPerRow: NS.UInteger, region: Region, level: NS.UInteger) { +@(objc_type=Texture, objc_name="getBytes") +Texture_getBytes :: #force_inline proc(self: ^Texture, pixelBytes: rawptr, bytesPerRow: NS.UInteger, region: Region, level: NS.UInteger) { msgSend(nil, self, "getBytes:bytesPerRow:fromRegion:mipmapLevel:", pixelBytes, bytesPerRow, region, level) } @(objc_type=Texture, objc_name="height") @@ -8366,16 +8366,16 @@ Texture_newRemoteTextureViewForDevice :: #force_inline proc(self: ^Texture, devi Texture_newSharedTextureHandle :: #force_inline proc(self: ^Texture) -> ^SharedTextureHandle { return msgSend(^SharedTextureHandle, self, "newSharedTextureHandle") } -@(objc_type=Texture, objc_name="newTextureViewWithPixelFormat") -Texture_newTextureViewWithPixelFormat :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat) -> ^Texture { +@(objc_type=Texture, objc_name="newTextureView") +Texture_newTextureView :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat) -> ^Texture { return msgSend(^Texture, self, "newTextureViewWithPixelFormat:", pixelFormat) } -@(objc_type=Texture, objc_name="newTextureViewWithPixelFormat_textureType_levels_slices_") -Texture_newTextureViewWithPixelFormat_textureType_levels_slices_ :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat, textureType: TextureType, levelRange: NS.Range, sliceRange: NS.Range) -> ^Texture { +@(objc_type=Texture, objc_name="newTextureViewWithLevels") +Texture_newTextureViewWithLevels :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat, textureType: TextureType, levelRange: NS.Range, sliceRange: NS.Range) -> ^Texture { return msgSend(^Texture, self, "newTextureViewWithPixelFormat:textureType:levels:slices:", pixelFormat, textureType, levelRange, sliceRange) } -@(objc_type=Texture, objc_name="newTextureViewWithPixelFormat_textureType_levels_slices_swizzle_") -Texture_newTextureViewWithPixelFormat_textureType_levels_slices_swizzle_ :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat, textureType: TextureType, levelRange: NS.Range, sliceRange: NS.Range, swizzle: TextureSwizzleChannels) -> ^Texture { +@(objc_type=Texture, objc_name="newTextureViewWithLevelsAndSwizzle") +Texture_newTextureViewWithLevelsAndSwizzle :: #force_inline proc(self: ^Texture, pixelFormat: PixelFormat, textureType: TextureType, levelRange: NS.Range, sliceRange: NS.Range, swizzle: TextureSwizzleChannels) -> ^Texture { return msgSend(^Texture, self, "newTextureViewWithPixelFormat:textureType:levels:slices:swizzle:", pixelFormat, textureType, levelRange, sliceRange, swizzle) } @(objc_type=Texture, objc_name="parentRelativeLevel") @@ -8398,17 +8398,17 @@ Texture_pixelFormat :: #force_inline proc(self: ^Texture) -> PixelFormat { Texture_remoteStorageTexture :: #force_inline proc(self: ^Texture) -> ^Texture { return msgSend(^Texture, self, "remoteStorageTexture") } -@(objc_type=Texture, objc_name="replaceRegion_mipmapLevel_slice_withBytes_bytesPerRow_bytesPerImage_") -Texture_replaceRegion_mipmapLevel_slice_withBytes_bytesPerRow_bytesPerImage_ :: #force_inline proc(self: ^Texture, region: Region, level: NS.UInteger, slice: NS.UInteger, pixelBytes: rawptr, bytesPerRow: NS.UInteger, bytesPerImage: NS.UInteger) { +@(objc_type=Texture, objc_name="replaceRegionWithLevel") +Texture_replaceRegionWithLevel :: #force_inline proc(self: ^Texture, region: Region, level: NS.UInteger, slice: NS.UInteger, pixelBytes: rawptr, bytesPerRow: NS.UInteger, bytesPerImage: NS.UInteger) { msgSend(nil, self, "replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:", region, level, slice, pixelBytes, bytesPerRow, bytesPerImage) } -@(objc_type=Texture, objc_name="replaceRegion_mipmapLevel_withBytes_bytesPerRow_") -Texture_replaceRegion_mipmapLevel_withBytes_bytesPerRow_ :: #force_inline proc(self: ^Texture, region: Region, level: NS.UInteger, pixelBytes: rawptr, bytesPerRow: NS.UInteger) { +@(objc_type=Texture, objc_name="replaceRegion") +Texture_replaceRegion :: #force_inline proc(self: ^Texture, region: Region, level: NS.UInteger, pixelBytes: rawptr, bytesPerRow: NS.UInteger) { msgSend(nil, self, "replaceRegion:mipmapLevel:withBytes:bytesPerRow:", region, level, pixelBytes, bytesPerRow) } @(objc_type=Texture, objc_name="rootResource") -Texture_rootResource :: #force_inline proc(self: ^Texture) -> ^Texture { - return msgSend(^Texture, self, "rootResource") +Texture_rootResource :: #force_inline proc(self: ^Texture) -> ^Resource { + return msgSend(^Resource, self, "rootResource") } @(objc_type=Texture, objc_name="sampleCount") Texture_sampleCount :: #force_inline proc(self: ^Texture) -> NS.UInteger {