Fix Metal mesh shading bindings

This commit is contained in:
Tohei Ichikawa
2025-08-06 23:56:36 -04:00
parent 09a1e170bc
commit a492fa7bc2
2 changed files with 284 additions and 85 deletions

View File

@@ -2767,6 +2767,10 @@ RenderPipelineDescriptor_fragmentBuffers :: #force_inline proc "c" (self: ^Rende
RenderPipelineDescriptor_fragmentFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "fragmentFunction")
}
@(objc_type=RenderPipelineDescriptor, objc_name="fragmentLinkedFunctions")
RenderPipelineDescriptor_fragmentLinkedFunctions :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^LinkedFunctions {
return msgSend(^LinkedFunctions, self, "fragmentLinkedFunctions")
}
@(objc_type=RenderPipelineDescriptor, objc_name="inputPrimitiveTopology")
RenderPipelineDescriptor_inputPrimitiveTopology :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> PrimitiveTopologyClass {
return msgSend(PrimitiveTopologyClass, self, "inputPrimitiveTopology")
@@ -2831,6 +2835,10 @@ RenderPipelineDescriptor_setDepthAttachmentPixelFormat :: #force_inline proc "c"
RenderPipelineDescriptor_setFragmentFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, fragmentFunction: ^Function) {
msgSend(nil, self, "setFragmentFunction:", fragmentFunction)
}
@(objc_type=RenderPipelineDescriptor, objc_name="setFragmentLinkedFunctions")
RenderPipelineDescriptor_setFragmentLinkedFunctions :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, fragmentLinkedFunctions: ^LinkedFunctions) {
msgSend(nil, self, "setFragmentLinkedFunctions:", fragmentLinkedFunctions)
}
@(objc_type=RenderPipelineDescriptor, objc_name="setInputPrimitiveTopology")
RenderPipelineDescriptor_setInputPrimitiveTopology :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, inputPrimitiveTopology: PrimitiveTopologyClass) {
msgSend(nil, self, "setInputPrimitiveTopology:", inputPrimitiveTopology)
@@ -2940,86 +2948,6 @@ RenderPipelineDescriptor_vertexFunction :: #force_inline proc "c" (self: ^Render
return msgSend(^Function, self, "vertexFunction")
}
@(objc_type=RenderPipelineDescriptor, objc_name="objectFunction")
RenderPipelineDescriptor_objectFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "objectFunction")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setObjectFunction")
RenderPipelineDescriptor_setObjectFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, objectFunction: ^Function) {
msgSend(nil, self, "setObjectFunction:", objectFunction)
}
@(objc_type=RenderPipelineDescriptor, objc_name="meshFunction")
RenderPipelineDescriptor_meshFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "meshFunction")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setMeshFunction")
RenderPipelineDescriptor_setMeshFunction :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, meshFunction: ^Function) {
msgSend(nil, self, "setMeshFunction:", meshFunction)
}
@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadsPerObjectThreadgroup")
RenderPipelineDescriptor_maxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadsPerObjectThreadgroup")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerObjectThreadgroup")
RenderPipelineDescriptor_setMaxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadsPerObjectThreadgroup: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadsPerObjectThreadgroup:", maxTotalThreadsPerObjectThreadgroup)
}
@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadsPerMeshThreadgroup")
RenderPipelineDescriptor_maxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadsPerMeshThreadgroup")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerMeshThreadgroup")
RenderPipelineDescriptor_setMaxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadsPerMeshThreadgroup: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadsPerMeshThreadgroup:", maxTotalThreadsPerMeshThreadgroup)
}
@(objc_type=RenderPipelineDescriptor, objc_name="objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
RenderPipelineDescriptor_objectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "objectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth")
RenderPipelineDescriptor_setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, objectThreadgroupSizeIsMultipleOfThreadExecutionWidth: NS.UInteger) {
msgSend(nil, self, "setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth:", objectThreadgroupSizeIsMultipleOfThreadExecutionWidth)
}
@(objc_type=RenderPipelineDescriptor, objc_name="meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
RenderPipelineDescriptor_meshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
RenderPipelineDescriptor_setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, meshThreadgroupSizeIsMultipleOfThreadExecutionWidth: BOOL) {
msgSend(nil, self, "setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth:", meshThreadgroupSizeIsMultipleOfThreadExecutionWidth)
}
@(objc_type=RenderPipelineDescriptor, objc_name="payloadMemoryLength")
RenderPipelineDescriptor_payloadMemoryLength :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "payloadMemoryLength")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setPayloadMemoryLength")
RenderPipelineDescriptor_setPayloadMemoryLength :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, payloadMemoryLength: NS.UInteger) {
msgSend(nil, self, "setPayloadMemoryLength:", payloadMemoryLength)
}
@(objc_type=RenderPipelineDescriptor, objc_name="maxTotalThreadgroupsPerMeshGrid")
RenderPipelineDescriptor_maxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadgroupsPerMeshGrid")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setMaxTotalThreadgroupsPerMeshGrid")
RenderPipelineDescriptor_setMaxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, maxTotalThreadgroupsPerMeshGrid: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadgroupsPerMeshGrid:", maxTotalThreadgroupsPerMeshGrid)
}
@(objc_type=RenderPipelineDescriptor, objc_name="objectBuffers")
RenderPipelineDescriptor_objectBuffers :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
return msgSend(^PipelineBufferDescriptorArray, self, "objectBuffers")
}
@(objc_type=RenderPipelineDescriptor, objc_name="meshBuffers")
RenderPipelineDescriptor_meshBuffers :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
return msgSend(^PipelineBufferDescriptorArray, self, "meshBuffers")
}
@(objc_type=RenderPipelineDescriptor, objc_name="alphaToCoverageEnabled")
RenderPipelineDescriptor_alphaToCoverageEnabled :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "alphaToCoverageEnabled")
@@ -3034,6 +2962,272 @@ RenderPipelineDescriptor_rasterizationEnabled :: #force_inline proc "c" (self: ^
return msgSend(BOOL, self, "rasterizationEnabled")
}
@(objc_type=RenderPipelineDescriptor, objc_name="shaderValidation")
RenderPipelineDescriptor_shaderValidation :: #force_inline proc "c" (self: ^RenderPipelineDescriptor) -> ShaderValidation {
return msgSend(ShaderValidation, self, "shaderValidation")
}
@(objc_type=RenderPipelineDescriptor, objc_name="setShaderValidation")
RenderPipelineDescriptor_setShaderValidation :: #force_inline proc "c" (self: ^RenderPipelineDescriptor, shaderValidation: ShaderValidation) {
msgSend(nil, self, "setShaderValidation:", shaderValidation)
}
////////////////////////////////////////////////////////////////////////////////
@(objc_class="MTLMeshRenderPipelineDescriptor")
MeshRenderPipelineDescriptor :: struct{ using _: NS.Copying(MeshRenderPipelineDescriptor) }
@(objc_type=MeshRenderPipelineDescriptor, objc_name="alloc", objc_is_class_method=true)
MeshRenderPipelineDescriptor_alloc :: #force_inline proc "c" () -> ^MeshRenderPipelineDescriptor {
return msgSend(^MeshRenderPipelineDescriptor, MeshRenderPipelineDescriptor, "alloc")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="init")
MeshRenderPipelineDescriptor_init :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^MeshRenderPipelineDescriptor {
return msgSend(^MeshRenderPipelineDescriptor, self, "init")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="binaryArchives")
MeshRenderPipelineDescriptor_binaryArchives :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^NS.Array {
return msgSend(^NS.Array, self, "binaryArchives")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setBinaryArchives")
MeshRenderPipelineDescriptor_setBinaryArchives :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, binaryArchives: ^NS.Array) {
msgSend(nil, self, "setBinaryArchives:", binaryArchives)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="colorAttachments")
MeshRenderPipelineDescriptor_colorAttachments :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^RenderPipelineColorAttachmentDescriptorArray {
return msgSend(^RenderPipelineColorAttachmentDescriptorArray, self, "colorAttachments")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="depthAttachmentPixelFormat")
MeshRenderPipelineDescriptor_depthAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> PixelFormat {
return msgSend(PixelFormat, self, "depthAttachmentPixelFormat")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setDepthAttachmentPixelFormat")
MeshRenderPipelineDescriptor_setDepthAttachmentPixelFormat :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, depthAttachmentPixelFormat: PixelFormat) {
msgSend(nil, self, "setDepthAttachmentPixelFormat:", depthAttachmentPixelFormat)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentBuffers")
MeshRenderPipelineDescriptor_fragmentBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
return msgSend(^PipelineBufferDescriptorArray, self, "fragmentBuffers")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentFunction")
MeshRenderPipelineDescriptor_fragmentFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "fragmentFunction")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setFragmentFunction")
MeshRenderPipelineDescriptor_setFragmentFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, fragmentFunction: ^Function) {
msgSend(nil, self, "setFragmentFunction:", fragmentFunction)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="fragmentLinkedFunctions")
MeshRenderPipelineDescriptor_fragmentLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^LinkedFunctions {
return msgSend(^LinkedFunctions, self, "fragmentLinkedFunctions")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setFragmentLinkedFunctions")
MeshRenderPipelineDescriptor_setFragmentLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, fragmentLinkedFunctions: ^LinkedFunctions) {
msgSend(nil, self, "setFragmentLinkedFunctions:", fragmentLinkedFunctions)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="alphaToCoverageEnabled")
MeshRenderPipelineDescriptor_alphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "alphaToCoverageEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="isAlphaToCoverageEnabled")
MeshRenderPipelineDescriptor_isAlphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "isAlphaToCoverageEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setAlphaToCoverageEnabled")
MeshRenderPipelineDescriptor_setAlphaToCoverageEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, alphaToCoverageEnabled: BOOL) {
msgSend(nil, self, "setAlphaToCoverageEnabled:", alphaToCoverageEnabled)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="alphaToOneEnabled")
MeshRenderPipelineDescriptor_alphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "alphaToOneEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="isAlphaToOneEnabled")
MeshRenderPipelineDescriptor_isAlphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "isAlphaToOneEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setAlphaToOneEnabled")
MeshRenderPipelineDescriptor_setAlphaToOneEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, alphaToOneEnabled: BOOL) {
msgSend(nil, self, "setAlphaToOneEnabled:", alphaToOneEnabled)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="rasterizationEnabled")
MeshRenderPipelineDescriptor_rasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "rasterizationEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="isRasterizationEnabled")
MeshRenderPipelineDescriptor_isRasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "isRasterizationEnabled")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setRasterizationEnabled")
MeshRenderPipelineDescriptor_setRasterizationEnabled :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, rasterizationEnabled: BOOL) {
msgSend(nil, self, "setRasterizationEnabled:", rasterizationEnabled)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="label")
MeshRenderPipelineDescriptor_label :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^NS.String {
return msgSend(^NS.String, self, "label")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadgroupsPerMeshGrid")
MeshRenderPipelineDescriptor_maxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadgroupsPerMeshGrid")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadgroupsPerMeshGrid")
MeshRenderPipelineDescriptor_setMaxTotalThreadgroupsPerMeshGrid :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadgroupsPerMeshGrid: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadgroupsPerMeshGrid:", maxTotalThreadgroupsPerMeshGrid)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadsPerMeshThreadgroup")
MeshRenderPipelineDescriptor_maxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadsPerMeshThreadgroup")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerMeshThreadgroup")
MeshRenderPipelineDescriptor_setMaxTotalThreadsPerMeshThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadsPerMeshThreadgroup: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadsPerMeshThreadgroup:", maxTotalThreadsPerMeshThreadgroup)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxTotalThreadsPerObjectThreadgroup")
MeshRenderPipelineDescriptor_maxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxTotalThreadsPerObjectThreadgroup")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxTotalThreadsPerObjectThreadgroup")
MeshRenderPipelineDescriptor_setMaxTotalThreadsPerObjectThreadgroup :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxTotalThreadsPerObjectThreadgroup: NS.UInteger) {
msgSend(nil, self, "setMaxTotalThreadsPerObjectThreadgroup:", maxTotalThreadsPerObjectThreadgroup)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="maxVertexAmplificationCount")
MeshRenderPipelineDescriptor_maxVertexAmplificationCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> NS.UInteger {
return msgSend(NS.UInteger, self, "maxVertexAmplificationCount")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMaxVertexAmplificationCount")
MeshRenderPipelineDescriptor_setMaxVertexAmplificationCount :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, maxVertexAmplificationCount: NS.UInteger) {
msgSend(nil, self, "setMaxVertexAmplificationCount:", maxVertexAmplificationCount)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshBuffers")
MeshRenderPipelineDescriptor_meshBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
return msgSend(^PipelineBufferDescriptorArray, self, "meshBuffers")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshFunction")
MeshRenderPipelineDescriptor_meshFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "meshFunction")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshFunction")
MeshRenderPipelineDescriptor_setMeshFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshFunction: ^Function) {
msgSend(nil, self, "setMeshFunction:", meshFunction)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshLinkedFunctions")
MeshRenderPipelineDescriptor_meshLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^LinkedFunctions {
return msgSend(^LinkedFunctions, self, "meshLinkedFunctions")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshLinkedFunctions")
MeshRenderPipelineDescriptor_setMeshLinkedFunctions :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshLinkedFunctions: ^LinkedFunctions) {
msgSend(nil, self, "setMeshLinkedFunctions:", meshLinkedFunctions)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
MeshRenderPipelineDescriptor_meshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> BOOL {
return msgSend(BOOL, self, "meshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth")
MeshRenderPipelineDescriptor_setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, meshThreadgroupSizeIsMultipleOfThreadExecutionWidth: BOOL) {
msgSend(nil, self, "setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth:", meshThreadgroupSizeIsMultipleOfThreadExecutionWidth)
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectBuffers")
MeshRenderPipelineDescriptor_objectBuffers :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^PipelineBufferDescriptorArray {
return msgSend(^PipelineBufferDescriptorArray, self, "objectBuffers")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="objectFunction")
MeshRenderPipelineDescriptor_objectFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor) -> ^Function {
return msgSend(^Function, self, "objectFunction")
}
@(objc_type=MeshRenderPipelineDescriptor, objc_name="setObjectFunction")
MeshRenderPipelineDescriptor_setObjectFunction :: #force_inline proc "c" (self: ^MeshRenderPipelineDescriptor, objectFunction: ^Function) {
msgSend(nil, self, "setObjectFunction:", objectFunction)
}
@(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")

View File

@@ -1050,3 +1050,9 @@ VertexStepFunction :: enum NS.UInteger {
PerPatch = 3,
PerPatchControlPoint = 4,
}
ShaderValidation :: enum NS.UInteger {
Default = 0,
Enabled = 1,
Disabled = 2,
}