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v/vlib/sokol/gfx/gfx_structs.c.v

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module gfx
// C.sg_desc describes
pub struct C.sg_desc {
pub mut:
_start_canary u32
buffer_pool_size int
image_pool_size int
shader_pool_size int
pipeline_pool_size int
pass_pool_size int
context_pool_size int
uniform_buffer_size int
staging_buffer_size int
sampler_cache_size int
max_commit_listeners int
disable_validation bool // disable validation layer even in debug mode, useful for tests
//
allocator C.sg_allocator
logger C.sg_logger
//
context ContextDesc
_end_canary u32
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}
pub type Desc = C.sg_desc
struct C.sg_context_desc {
pub mut:
color_format PixelFormat
depth_format PixelFormat
sample_count int
gl GLContextDesc
metal MetalContextDesc
d3d11 D3D11ContextDesc
// TODO C.sg_wgpu_context_desc wgpu;
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}
pub type ContextDesc = C.sg_context_desc
struct C.sg_gl_context_desc {
force_gles2 bool
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}
pub type GLContextDesc = C.sg_gl_context_desc
struct C.sg_metal_context_desc {
device voidptr
renderpass_descriptor_cb fn () voidptr = unsafe { nil }
drawable_cb fn () voidptr = unsafe { nil }
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}
pub type MetalContextDesc = C.sg_metal_context_desc
struct C.sg_d3d11_context_desc {
device voidptr
device_context voidptr
render_target_view_cb fn () voidptr = unsafe { nil }
depth_stencil_view_cb fn () voidptr = unsafe { nil }
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}
pub type D3D11ContextDesc = C.sg_d3d11_context_desc
struct C.sg_color_state {
pub mut:
pixel_format PixelFormat
write_mask ColorMask
blend BlendState
}
pub type ColorState = C.sg_color_state
struct C.sg_pipeline_desc {
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pub mut:
_start_canary u32
shader Shader
layout LayoutDesc
depth DepthState
stencil StencilState
color_count int
colors [4]ColorState // C.SG_MAX_COLOR_ATTACHMENTS
primitive_type PrimitiveType
index_type IndexType
cull_mode CullMode
face_winding FaceWinding
sample_count int
blend_color Color
alpha_to_coverage_enabled bool
label &char = &char(0)
_end_canary u32
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}
pub type PipelineDesc = C.sg_pipeline_desc
struct C.sg_pipeline_info {
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}
pub type PipelineInfo = C.sg_pipeline_info
struct C.sg_pipeline {
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pub:
id u32
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}
pub type Pipeline = C.sg_pipeline
pub fn (mut p C.sg_pipeline) free() {
C.sg_destroy_pipeline(*p)
}
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struct C.sg_bindings {
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pub mut:
_start_canary u32
vertex_buffers [8]Buffer
vertex_buffer_offsets [8]int
index_buffer Buffer
index_buffer_offset int
vs_images [8]Image
fs_images [8]Image
_end_canary u32
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}
pub type Bindings = C.sg_bindings
pub fn (mut b Bindings) set_vert_image(index int, img Image) {
b.vs_images[index] = img
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}
pub fn (mut b Bindings) set_frag_image(index int, img Image) {
b.fs_images[index] = img
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}
pub fn (b &Bindings) update_vert_buffer(index int, data voidptr, element_size int, element_count int) {
range := Range{
ptr: data
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size: usize(element_size * element_count)
}
C.sg_update_buffer(b.vertex_buffers[index], &range)
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}
pub fn (b &Bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int {
range := Range{
ptr: data
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size: usize(element_size * element_count)
}
return C.sg_append_buffer(b.vertex_buffers[index], &range)
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}
pub fn (b &Bindings) update_index_buffer(data voidptr, element_size int, element_count int) {
range := Range{
ptr: data
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size: usize(element_size * element_count)
}
C.sg_update_buffer(b.index_buffer, &range)
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}
pub fn (b &Bindings) append_index_buffer(data voidptr, element_size int, element_count int) int {
range := Range{
ptr: data
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size: usize(element_size * element_count)
}
return C.sg_append_buffer(b.index_buffer, &range)
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}
[heap]
struct C.sg_shader_desc {
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pub mut:
_start_canary u32
attrs [16]ShaderAttrDesc
vs ShaderStageDesc
fs ShaderStageDesc
label &char
_end_canary u32
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}
pub type ShaderDesc = C.sg_shader_desc
pub fn (mut desc C.sg_shader_desc) set_vert_src(src string) &ShaderDesc {
desc.vs.source = &char(src.str)
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_frag_src(src string) &ShaderDesc {
desc.fs.source = &char(src.str)
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_vert_image(index int, name string) &ShaderDesc {
desc.vs.images[index].name = &char(name.str)
desc.vs.images[index].image_type = ._2d
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_frag_image(index int, name string) &ShaderDesc {
desc.fs.images[index].name = &char(name.str)
desc.fs.images[index].image_type = ._2d
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_vert_uniform_block_size(block_index int, size usize) &ShaderDesc {
desc.vs.uniform_blocks[block_index].size = size
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_frag_uniform_block_size(block_index int, size usize) &ShaderDesc {
desc.fs.uniform_blocks[block_index].size = size
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_vert_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &ShaderDesc {
desc.vs.uniform_blocks[block_index].uniforms[uniform_index].name = &char(name.str)
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desc.vs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
return desc
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}
pub fn (mut desc C.sg_shader_desc) set_frag_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &ShaderDesc {
desc.fs.uniform_blocks[block_index].uniforms[uniform_index].name = &char(name.str)
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desc.fs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
return desc
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}
pub fn (desc &ShaderDesc) make_shader() Shader {
return C.sg_make_shader(desc)
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}
struct C.sg_shader_attr_desc {
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pub mut:
name &char // GLSL vertex attribute name (only required for GLES2)
sem_name &char // HLSL semantic name
sem_index int // HLSL semantic index
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}
pub type ShaderAttrDesc = C.sg_shader_attr_desc
struct C.sg_shader_stage_desc {
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pub mut:
source &char
bytecode Range
entry &char
uniform_blocks [4]ShaderUniformBlockDesc
images [12]ShaderImageDesc
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}
pub type ShaderStageDesc = C.sg_shader_stage_desc
pub fn (mut desc ShaderStageDesc) set_image(index int, name string) ShaderStageDesc {
desc.images[index].name = &char(name.str)
desc.images[index].image_type = ._2d
return *desc
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}
struct C.sg_shader_uniform_block_desc {
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pub mut:
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size usize
layout UniformLayout
uniforms [16]ShaderUniformDesc
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}
pub type ShaderUniformBlockDesc = C.sg_shader_uniform_block_desc
struct C.sg_shader_uniform_desc {
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pub mut:
name &char
@type UniformType
array_count int
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}
pub type ShaderUniformDesc = C.sg_shader_uniform_desc
struct C.sg_shader_image_desc {
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pub mut:
name &char
image_type ImageType
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}
pub type ShaderImageDesc = C.sg_shader_image_desc
struct C.sg_shader_info {
}
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pub type ShaderInfo = C.sg_shader_info
struct C.sg_context {
id u32
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}
pub type Context = C.sg_context
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pub struct C.sg_range {
pub mut:
ptr voidptr
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size usize
}
pub type Range = C.sg_range
struct C.sg_color {
pub mut:
r f32
g f32
b f32
a f32
}
pub type Color = C.sg_color
struct C.sg_shader {
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pub:
id u32
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}
pub type Shader = C.sg_shader
pub fn (mut s Shader) free() {
C.sg_destroy_shader(*s)
}
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struct C.sg_pass_desc {
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pub mut:
_start_canary u32
color_attachments [4]PassAttachmentDesc
depth_stencil_attachment PassAttachmentDesc
label &char
_end_canary u32
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}
pub type PassDesc = C.sg_pass_desc
struct C.sg_pass_info {
info SlotInfo
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}
pub type PassInfo = C.sg_pass_info
struct C.sg_pass_action {
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pub mut:
_start_canary u32
colors [4]ColorAttachmentAction
depth DepthAttachmentAction
stencil StencilAttachmentAction
_end_canary u32
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}
pub type PassAction = C.sg_pass_action
struct C.sg_pass {
id u32
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}
pub type Pass = C.sg_pass
pub fn (mut p Pass) free() {
C.sg_destroy_pass(*p)
}
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struct C.sg_buffer_desc {
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pub mut:
_start_canary u32
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size usize
@type BufferType
usage Usage
data Range
label &char
// GL specific
gl_buffers [2]u32
// Metal specific
mtl_buffers [2]voidptr
// D3D11 specific
d3d11_buffer voidptr
_end_canary u32
}
pub type BufferDesc = C.sg_buffer_desc
struct C.sg_slot_info {
state ResourceState
res_id u32
ctx_id u32
}
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pub type SlotInfo = C.sg_slot_info
struct C.sg_buffer_info {
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}
pub type BufferInfo = C.sg_buffer_info
struct C.sg_buffer {
id u32
}
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pub type Buffer = C.sg_buffer
pub fn (mut b Buffer) free() {
C.sg_destroy_buffer(*b)
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}
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pub struct C.sg_image_desc {
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pub mut:
_start_canary u32
@type ImageType
render_target bool
width int
height int
num_slices int
num_mipmaps int
usage Usage
pixel_format PixelFormat
sample_count int
min_filter Filter
mag_filter Filter
wrap_u Wrap
wrap_v Wrap
wrap_w Wrap
border_color BorderColor
max_anisotropy u32
min_lod f32
max_lod f32
data ImageData
label &char
// GL specific
gl_textures [2]u32
gl_texture_target u32
// Metal specific
mtl_textures [2]voidptr
// D3D11 specific
d3d11_texture voidptr
d3d11_shader_resource_view voidptr
// WebGPU specific
wgpu_texture voidptr
_end_canary u32
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}
pub type ImageDesc = C.sg_image_desc
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pub struct C.sg_image_info {
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pub mut:
slot SlotInfo // resource pool slot info
upd_frame_index u32 // frame index of last sg_update_image()
num_slots int // number of renaming-slots for dynamically updated images
active_slot int // currently active write-slot for dynamically updated images
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}
pub type ImageInfo = C.sg_image_info
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pub struct C.sg_image {
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pub:
id u32
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}
pub type Image = C.sg_image
pub fn (mut i Image) free() {
C.sg_destroy_image(*i)
}
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pub const sg_cubeface_num = 6
pub const sg_max_mipmaps = 16
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pub struct C.sg_image_data {
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pub mut:
subimage [sg_cubeface_num][sg_max_mipmaps]Range
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}
pub type ImageData = C.sg_image_data
struct C.sg_features {
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pub:
instancing bool // hardware instancing supported
origin_top_left bool // framebuffer and texture origin is in top left corner
multiple_render_targets bool // offscreen render passes can have multiple render targets attached
msaa_render_targets bool // offscreen render passes support MSAA antialiasing
imagetype_3d bool // creation of SG_IMAGETYPE_3D images is supported
imagetype_array bool // creation of SG_IMAGETYPE_ARRAY images is supported
image_clamp_to_border bool // border color and clamp-to-border UV-wrap mode is supported
mrt_independent_blend_state bool // multiple-render-target rendering can use per-render-target blend state
mrt_independent_write_mask bool // multiple-render-target rendering can use per-render-target color write masks
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}
pub type Features = C.sg_features
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pub struct C.sg_limits {
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pub:
max_image_size_2d u32 // max width/height of SG_IMAGETYPE_2D images
max_image_size_cube u32 // max width/height of SG_IMAGETYPE_CUBE images
max_image_size_3d u32 // max width/height/depth of SG_IMAGETYPE_3D images
max_image_size_array u32 // max width/height pf SG_IMAGETYPE_ARRAY images
max_image_array_layers u32 // max number of layers in SG_IMAGETYPE_ARRAY images
max_vertex_attrs u32 // <= SG_MAX_VERTEX_ATTRIBUTES (only on some GLES2 impls)
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}
pub type Limits = C.sg_limits
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pub struct C.sg_layout_desc {
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pub mut:
buffers [8]BufferLayoutDesc
attrs [16]VertexAttrDesc
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}
pub type LayoutDesc = C.sg_layout_desc
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pub struct C.sg_buffer_layout_desc {
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pub mut:
stride int
step_func VertexStep
step_rate int
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}
pub type BufferLayoutDesc = C.sg_buffer_layout_desc
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pub struct C.sg_vertex_attr_desc {
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pub mut:
buffer_index int
offset int
format VertexFormat
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}
pub type VertexAttrDesc = C.sg_vertex_attr_desc
struct C.sg_stencil_state {
enabled bool
front StencilFaceState
back StencilFaceState
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read_mask u8
write_mask u8
ref u8
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}
pub type StencilState = C.sg_stencil_state
struct C.sg_depth_state {
pixel_format PixelFormat
compare CompareFunc
write_enabled bool
bias f32
bias_slope_scale f32
bias_clamp f32
}
pub type DepthState = C.sg_depth_state
struct C.sg_stencil_face_state {
fail_op StencilOp
depth_fail_op StencilOp
pass_op StencilOp
compare_func CompareFunc
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}
pub type StencilFaceState = C.sg_stencil_face_state
struct C.sg_blend_state {
pub mut:
enabled bool
src_factor_rgb BlendFactor
dst_factor_rgb BlendFactor
op_rgb BlendOp
src_factor_alpha BlendFactor
dst_factor_alpha BlendFactor
op_alpha BlendOp
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}
pub type BlendState = C.sg_blend_state
struct C.sg_color_attachment_action {
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pub mut:
action Action
value Color
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}
pub type ColorAttachmentAction = C.sg_color_attachment_action
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/*
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pub fn (mut action C.sg_color_attachment_action) set_color_values(r, g, b, a f32) {
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action.val[0] = r
action.val[1] = g
action.val[2] = b
action.val[3] = a
}
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*/
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pub struct C.sg_depth_attachment_action {
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pub mut:
action Action
value f32
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}
pub type DepthAttachmentAction = C.sg_depth_attachment_action
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pub struct C.sg_stencil_attachment_action {
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pub mut:
action Action
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value u8
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}
pub type StencilAttachmentAction = C.sg_stencil_attachment_action
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pub struct C.sg_pixelformat_info {
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pub:
sample bool // pixel format can be sampled in shaders
filter bool // pixel format can be sampled with filtering
render bool // pixel format can be used as render target
blend bool // alpha-blending is supported
msaa bool // pixel format can be used as MSAA render target
depth bool // pixel format is a depth format
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}
pub type PixelFormatInfo = C.sg_pixelformat_info
struct C.sg_pass_attachment_desc {
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pub mut:
image Image
mip_level int
slice int
// image sg_image
// mip_level int
// union {
// face int
// layer int
// slice int
// }
}
pub type PassAttachmentDesc = C.sg_pass_attachment_desc