mirror of
https://github.com/odin-lang/Odin.git
synced 2026-06-06 18:54:12 +00:00
Fix Metal mesh shading bindings
This commit is contained in:
363
vendor/darwin/Metal/MetalClasses.odin
vendored
363
vendor/darwin/Metal/MetalClasses.odin
vendored
@@ -2767,6 +2767,10 @@ RenderPipelineDescriptor_fragmentBuffers :: #force_inline proc "c" (self: ^Rende
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RenderPipelineDescriptor_fragmentFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "fragmentFunction")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="fragmentLinkedFunctions")
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RenderPipelineDescriptor_fragmentLinkedFunctions :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^LinkedFunctions {
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return msgSend(^LinkedFunctions, self, "fragmentLinkedFunctions")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="inputPrimitiveTopology")
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RenderPipelineDescriptor_inputPrimitiveTopology :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> PrimitiveTopologyClass {
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return msgSend(PrimitiveTopologyClass, self, "inputPrimitiveTopology")
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@@ -2831,6 +2835,10 @@ RenderPipelineDescriptor_setDepthAttachmentPixelFormat :: #force_inline proc "c"
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RenderPipelineDescriptor_setFragmentFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, fragmentFunction: ^Function) {
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msgSend(nil, self, "setFragmentFunction:", fragmentFunction)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setFragmentLinkedFunctions")
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RenderPipelineDescriptor_setFragmentLinkedFunctions :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, fragmentLinkedFunctions: ^LinkedFunctions) {
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msgSend(nil, self, "setFragmentLinkedFunctions:", fragmentLinkedFunctions)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setInputPrimitiveTopology")
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RenderPipelineDescriptor_setInputPrimitiveTopology :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, inputPrimitiveTopology: PrimitiveTopologyClass) {
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msgSend(nil, self, "setInputPrimitiveTopology:", inputPrimitiveTopology)
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@@ -2940,86 +2948,6 @@ RenderPipelineDescriptor_vertexFunction :: #force_inline proc "c" (self: ^Render
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return msgSend(^Function, self, "vertexFunction")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="objectFunction")
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RenderPipelineDescriptor_objectFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "objectFunction")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setObjectFunction")
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RenderPipelineDescriptor_setObjectFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, objectFunction: ^Function) {
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msgSend(nil, self, "setObjectFunction:", objectFunction)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="meshFunction")
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RenderPipelineDescriptor_meshFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "meshFunction")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setMeshFunction")
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RenderPipelineDescriptor_setMeshFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, meshFunction: ^Function) {
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msgSend(nil, self, "setMeshFunction:", meshFunction)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadsPerObjectThreadgroup")
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RenderPipelineDescriptor_maxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadsPerObjectThreadgroup")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerObjectThreadgroup")
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RenderPipelineDescriptor_setMaxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadsPerObjectThreadgroup: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadsPerObjectThreadgroup:", maxTotalThreadsPerObjectThreadgroup)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadsPerMeshThreadgroup")
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RenderPipelineDescriptor_maxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadsPerMeshThreadgroup")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerMeshThreadgroup")
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RenderPipelineDescriptor_setMaxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadsPerMeshThreadgroup: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadsPerMeshThreadgroup:", maxTotalThreadsPerMeshThreadgroup)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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RenderPipelineDescriptor_objectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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RenderPipelineDescriptor_setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, objectThreadgroupSizeIsMultipleOfThreadExecutionWidth: NS.UInteger) {
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msgSend(nil, self, "setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth:", objectThreadgroupSizeIsMultipleOfThreadExecutionWidth)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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RenderPipelineDescriptor_meshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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RenderPipelineDescriptor_setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, meshThreadgroupSizeIsMultipleOfThreadExecutionWidth: BOOL) {
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msgSend(nil, self, "setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth:", meshThreadgroupSizeIsMultipleOfThreadExecutionWidth)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="payloadMemoryLength")
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RenderPipelineDescriptor_payloadMemoryLength :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "payloadMemoryLength")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setPayloadMemoryLength")
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RenderPipelineDescriptor_setPayloadMemoryLength :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, payloadMemoryLength: NS.UInteger) {
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msgSend(nil, self, "setPayloadMemoryLength:", payloadMemoryLength)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadgroupsPerMeshGrid")
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RenderPipelineDescriptor_maxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadgroupsPerMeshGrid")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadgroupsPerMeshGrid")
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RenderPipelineDescriptor_setMaxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadgroupsPerMeshGrid: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadgroupsPerMeshGrid:", maxTotalThreadgroupsPerMeshGrid)
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="objectBuffers")
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RenderPipelineDescriptor_objectBuffers :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
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return msgSend(^PipelineBufferDescriptorArray, self, "objectBuffers")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="meshBuffers")
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RenderPipelineDescriptor_meshBuffers :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
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return msgSend(^PipelineBufferDescriptorArray, self, "meshBuffers")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="alphaToCoverageEnabled")
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RenderPipelineDescriptor_alphaToCoverageEnabled :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "alphaToCoverageEnabled")
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@@ -3034,6 +2962,272 @@ RenderPipelineDescriptor_rasterizationEnabled :: #force_inline proc "c" (self: ^
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return msgSend(BOOL, self, "rasterizationEnabled")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="shaderValidation")
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RenderPipelineDescriptor_shaderValidation :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ShaderValidation {
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return msgSend(ShaderValidation, self, "shaderValidation")
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}
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@(objc_type=RenderPipelineDescriptor, objc_name="setShaderValidation")
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RenderPipelineDescriptor_setShaderValidation :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, shaderValidation: ShaderValidation) {
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msgSend(nil, self, "setShaderValidation:", shaderValidation)
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}
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////////////////////////////////////////////////////////////////////////////////
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@(objc_class="MTLMeshRenderPipelineDescriptor")
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MeshRenderPipelineDescriptor :: struct{ using _: NS.Copying(MeshRenderPipelineDescriptor) }
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="alloc", objc_is_class_method=true)
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MeshRenderPipelineDescriptor_alloc :: #force_inline proc "c" () -> ^MeshRenderPipelineDescriptor {
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return msgSend(^MeshRenderPipelineDescriptor, MeshRenderPipelineDescriptor, "alloc")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="init")
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MeshRenderPipelineDescriptor_init :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^MeshRenderPipelineDescriptor {
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return msgSend(^MeshRenderPipelineDescriptor, self, "init")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="binaryArchives")
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MeshRenderPipelineDescriptor_binaryArchives :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^NS.Array {
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return msgSend(^NS.Array, self, "binaryArchives")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setBinaryArchives")
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MeshRenderPipelineDescriptor_setBinaryArchives :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, binaryArchives: ^NS.Array) {
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msgSend(nil, self, "setBinaryArchives:", binaryArchives)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="colorAttachments")
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MeshRenderPipelineDescriptor_colorAttachments :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^RenderPipelineColorAttachmentDescriptorArray {
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return msgSend(^RenderPipelineColorAttachmentDescriptorArray, self, "colorAttachments")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="depthAttachmentPixelFormat")
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MeshRenderPipelineDescriptor_depthAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> PixelFormat {
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return msgSend(PixelFormat, self, "depthAttachmentPixelFormat")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setDepthAttachmentPixelFormat")
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MeshRenderPipelineDescriptor_setDepthAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, depthAttachmentPixelFormat: PixelFormat) {
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msgSend(nil, self, "setDepthAttachmentPixelFormat:", depthAttachmentPixelFormat)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentBuffers")
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MeshRenderPipelineDescriptor_fragmentBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
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return msgSend(^PipelineBufferDescriptorArray, self, "fragmentBuffers")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentFunction")
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MeshRenderPipelineDescriptor_fragmentFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "fragmentFunction")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setFragmentFunction")
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MeshRenderPipelineDescriptor_setFragmentFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, fragmentFunction: ^Function) {
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msgSend(nil, self, "setFragmentFunction:", fragmentFunction)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentLinkedFunctions")
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MeshRenderPipelineDescriptor_fragmentLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^LinkedFunctions {
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return msgSend(^LinkedFunctions, self, "fragmentLinkedFunctions")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setFragmentLinkedFunctions")
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MeshRenderPipelineDescriptor_setFragmentLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, fragmentLinkedFunctions: ^LinkedFunctions) {
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msgSend(nil, self, "setFragmentLinkedFunctions:", fragmentLinkedFunctions)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="alphaToCoverageEnabled")
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MeshRenderPipelineDescriptor_alphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "alphaToCoverageEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="isAlphaToCoverageEnabled")
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MeshRenderPipelineDescriptor_isAlphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "isAlphaToCoverageEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setAlphaToCoverageEnabled")
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MeshRenderPipelineDescriptor_setAlphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, alphaToCoverageEnabled: BOOL) {
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msgSend(nil, self, "setAlphaToCoverageEnabled:", alphaToCoverageEnabled)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="alphaToOneEnabled")
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MeshRenderPipelineDescriptor_alphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "alphaToOneEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="isAlphaToOneEnabled")
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MeshRenderPipelineDescriptor_isAlphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "isAlphaToOneEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setAlphaToOneEnabled")
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MeshRenderPipelineDescriptor_setAlphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, alphaToOneEnabled: BOOL) {
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msgSend(nil, self, "setAlphaToOneEnabled:", alphaToOneEnabled)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="rasterizationEnabled")
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MeshRenderPipelineDescriptor_rasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "rasterizationEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="isRasterizationEnabled")
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MeshRenderPipelineDescriptor_isRasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "isRasterizationEnabled")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setRasterizationEnabled")
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MeshRenderPipelineDescriptor_setRasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, rasterizationEnabled: BOOL) {
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msgSend(nil, self, "setRasterizationEnabled:", rasterizationEnabled)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="label")
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MeshRenderPipelineDescriptor_label :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^NS.String {
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return msgSend(^NS.String, self, "label")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadgroupsPerMeshGrid")
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MeshRenderPipelineDescriptor_maxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadgroupsPerMeshGrid")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadgroupsPerMeshGrid")
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MeshRenderPipelineDescriptor_setMaxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadgroupsPerMeshGrid: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadgroupsPerMeshGrid:", maxTotalThreadgroupsPerMeshGrid)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadsPerMeshThreadgroup")
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MeshRenderPipelineDescriptor_maxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadsPerMeshThreadgroup")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerMeshThreadgroup")
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MeshRenderPipelineDescriptor_setMaxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadsPerMeshThreadgroup: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadsPerMeshThreadgroup:", maxTotalThreadsPerMeshThreadgroup)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadsPerObjectThreadgroup")
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MeshRenderPipelineDescriptor_maxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxTotalThreadsPerObjectThreadgroup")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerObjectThreadgroup")
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MeshRenderPipelineDescriptor_setMaxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadsPerObjectThreadgroup: NS.UInteger) {
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msgSend(nil, self, "setMaxTotalThreadsPerObjectThreadgroup:", maxTotalThreadsPerObjectThreadgroup)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxVertexAmplificationCount")
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MeshRenderPipelineDescriptor_maxVertexAmplificationCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
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return msgSend(NS.UInteger, self, "maxVertexAmplificationCount")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxVertexAmplificationCount")
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MeshRenderPipelineDescriptor_setMaxVertexAmplificationCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxVertexAmplificationCount: NS.UInteger) {
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msgSend(nil, self, "setMaxVertexAmplificationCount:", maxVertexAmplificationCount)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshBuffers")
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MeshRenderPipelineDescriptor_meshBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
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return msgSend(^PipelineBufferDescriptorArray, self, "meshBuffers")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshFunction")
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MeshRenderPipelineDescriptor_meshFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "meshFunction")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshFunction")
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MeshRenderPipelineDescriptor_setMeshFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshFunction: ^Function) {
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msgSend(nil, self, "setMeshFunction:", meshFunction)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshLinkedFunctions")
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MeshRenderPipelineDescriptor_meshLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^LinkedFunctions {
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return msgSend(^LinkedFunctions, self, "meshLinkedFunctions")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshLinkedFunctions")
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MeshRenderPipelineDescriptor_setMeshLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshLinkedFunctions: ^LinkedFunctions) {
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msgSend(nil, self, "setMeshLinkedFunctions:", meshLinkedFunctions)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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MeshRenderPipelineDescriptor_meshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
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return msgSend(BOOL, self, "meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
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MeshRenderPipelineDescriptor_setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshThreadgroupSizeIsMultipleOfThreadExecutionWidth: BOOL) {
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msgSend(nil, self, "setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth:", meshThreadgroupSizeIsMultipleOfThreadExecutionWidth)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectBuffers")
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MeshRenderPipelineDescriptor_objectBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
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return msgSend(^PipelineBufferDescriptorArray, self, "objectBuffers")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectFunction")
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MeshRenderPipelineDescriptor_objectFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
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return msgSend(^Function, self, "objectFunction")
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="setObjectFunction")
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MeshRenderPipelineDescriptor_setObjectFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, objectFunction: ^Function) {
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msgSend(nil, self, "setObjectFunction:", objectFunction)
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}
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@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectLinkedFunctions")
|
||||
MeshRenderPipelineDescriptor_objectLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^LinkedFunctions {
|
||||
return msgSend(^LinkedFunctions, self, "objectLinkedFunctions")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setObjectLinkedFunctions")
|
||||
MeshRenderPipelineDescriptor_setObjectLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, objectLinkedFunctions: ^LinkedFunctions) {
|
||||
msgSend(nil, self, "setObjectLinkedFunctions:", objectLinkedFunctions)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
|
||||
MeshRenderPipelineDescriptor_objectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
|
||||
return msgSend(BOOL, self, "objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
|
||||
MeshRenderPipelineDescriptor_setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, objectThreadgroupSizeIsMultipleOfThreadExecutionWidth: BOOL) {
|
||||
msgSend(nil, self, "setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth:", objectThreadgroupSizeIsMultipleOfThreadExecutionWidth)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="payloadMemoryLength")
|
||||
MeshRenderPipelineDescriptor_payloadMemoryLength :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
|
||||
return msgSend(NS.UInteger, self, "payloadMemoryLength")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setPayloadMemoryLength")
|
||||
MeshRenderPipelineDescriptor_setPayloadMemoryLength :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, payloadMemoryLength: NS.UInteger) {
|
||||
msgSend(nil, self, "setPayloadMemoryLength:", payloadMemoryLength)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="rasterSampleCount")
|
||||
MeshRenderPipelineDescriptor_rasterSampleCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
|
||||
return msgSend(NS.UInteger, self, "rasterSampleCount")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setRasterSampleCount")
|
||||
MeshRenderPipelineDescriptor_setRasterSampleCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, rasterSampleCount: NS.UInteger) {
|
||||
msgSend(nil, self, "setRasterSampleCount:", rasterSampleCount)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="shaderValidation")
|
||||
MeshRenderPipelineDescriptor_shaderValidation :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ShaderValidation {
|
||||
return msgSend(ShaderValidation, self, "shaderValidation")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setShaderValidation")
|
||||
MeshRenderPipelineDescriptor_setShaderValidation :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, shaderValidation: ShaderValidation) {
|
||||
msgSend(nil, self, "setShaderValidation:", shaderValidation)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="stencilAttachmentPixelFormat")
|
||||
MeshRenderPipelineDescriptor_stencilAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> PixelFormat {
|
||||
return msgSend(PixelFormat, self, "stencilAttachmentPixelFormat")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setStencilAttachmentPixelFormat")
|
||||
MeshRenderPipelineDescriptor_setStencilAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, stencilAttachmentPixelFormat: PixelFormat) {
|
||||
msgSend(nil, self, "setStencilAttachmentPixelFormat:", stencilAttachmentPixelFormat)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="supportIndirectCommandBuffers")
|
||||
MeshRenderPipelineDescriptor_supportIndirectCommandBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
|
||||
return msgSend(BOOL, self, "supportIndirectCommandBuffers")
|
||||
}
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setSupportIndirectCommandBuffers")
|
||||
MeshRenderPipelineDescriptor_setSupportIndirectCommandBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, supportIndirectCommandBuffers: BOOL) {
|
||||
msgSend(nil, self, "setSupportIndirectCommandBuffers:", supportIndirectCommandBuffers)
|
||||
}
|
||||
|
||||
@(objc_type=MeshRenderPipelineDescriptor, objc_name="reset")
|
||||
MeshRenderPipelineDescriptor_reset :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) {
|
||||
msgSend(nil, self, "reset")
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -5702,14 +5896,13 @@ Device_supportsVertexAmplificationCount :: #force_inline proc "c" (self: ^Device
|
||||
|
||||
|
||||
@(objc_type=Device, objc_name="newRenderPipelineStateWithMeshDescriptor")
|
||||
Device_newRenderPipelineStateWithMeshDescriptor :: #force_inline proc "contextless" (self: ^Device, options: PipelineOption, reflection: ^AutoreleasedRenderPipelineReflection) -> (state: ^RenderPipelineState, error: ^NS.Error) {
|
||||
state = msgSend(^RenderPipelineState, self, "newRenderPipelineStateWithMeshDescriptor:options:reflection:error:", options, reflection, &error)
|
||||
Device_newRenderPipelineStateWithMeshDescriptor :: #force_inline proc "c" (self: ^Device, descriptor: ^MeshRenderPipelineDescriptor, options: PipelineOption, reflection: ^AutoreleasedRenderPipelineReflection) -> (state: ^RenderPipelineState, error: ^NS.Error) {
|
||||
state = msgSend(^RenderPipelineState, self, "newRenderPipelineStateWithMeshDescriptor:options:reflection:error:", descriptor, options, reflection, &error)
|
||||
return
|
||||
}
|
||||
@(objc_type=Device, objc_name="newRenderPipelineStateWithMeshDescriptorAndCompletionHandler")
|
||||
Device_newRenderPipelineStateWithMeshDescriptorAndCompletionHandler :: #force_inline proc "c" (self: ^Device, options: PipelineOption, completionHandler: ^NewRenderPipelineStateWithReflectionCompletionHandler) -> (state: ^RenderPipelineState) {
|
||||
state = msgSend(^RenderPipelineState, self, "newRenderPipelineStateWithMeshDescriptor:options:completionHandler:", options, completionHandler)
|
||||
return
|
||||
Device_newRenderPipelineStateWithMeshDescriptorAndCompletionHandler :: #force_inline proc "c" (self: ^Device, descriptor: ^MeshRenderPipelineDescriptor, options: PipelineOption, completionHandler: NewRenderPipelineStateWithReflectionCompletionHandler) {
|
||||
msgSend(nil, self, "newRenderPipelineStateWithMeshDescriptor:options:completionHandler:", descriptor, options, completionHandler)
|
||||
}
|
||||
|
||||
@(objc_type=Device, objc_name="newIOHandle")
|
||||
|
||||
6
vendor/darwin/Metal/MetalEnums.odin
vendored
6
vendor/darwin/Metal/MetalEnums.odin
vendored
@@ -1050,3 +1050,9 @@ VertexStepFunction :: enum NS.UInteger {
|
||||
PerPatch = 3,
|
||||
PerPatchControlPoint = 4,
|
||||
}
|
||||
|
||||
ShaderValidation :: enum NS.UInteger {
|
||||
Default = 0,
|
||||
Enabled = 1,
|
||||
Disabled = 2,
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user