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Fix dispatch_indirect still using uint16_t in bgfx.idl (#3268)
* Fix error in dynamic version of D bindings Dazed and confused but trying to continue * Fix dispatch_indirect still using uint16_t in bgfx.idl
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@@ -4672,7 +4672,7 @@ public static class bgfx
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/// <param name="_flags">Discard or preserve states. See `BGFX_DISCARD_*`.</param>
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///
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[LinkName("bgfx_dispatch_indirect")]
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public static extern void dispatch_indirect(ViewId _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, uint16 _start, uint16 _num, uint8 _flags);
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public static extern void dispatch_indirect(ViewId _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, uint32 _start, uint32 _num, uint8 _flags);
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/// <summary>
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/// Discard previously set state for draw or compute call.
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@@ -4628,7 +4628,7 @@ public static partial class bgfx
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/// <param name="_flags">Discard or preserve states. See `BGFX_DISCARD_*`.</param>
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///
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[DllImport(DllName, EntryPoint="bgfx_dispatch_indirect", CallingConvention = CallingConvention.Cdecl)]
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public static extern unsafe void dispatch_indirect(ushort _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, ushort _start, ushort _num, byte _flags);
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public static extern unsafe void dispatch_indirect(ushort _id, ProgramHandle _program, IndirectBufferHandle _indirectHandle, uint _start, uint _num, byte _flags);
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/// <summary>
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/// Discard previously set state for draw or compute call.
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@@ -3507,7 +3507,7 @@ mixin(joinFnBinds((){
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num = Number of dispatches.
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flags = Discard or preserve states. See `BGFX_DISCARD_*`.
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*/
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{q{void}, q{dispatch}, q{ViewID id, ProgramHandle program, IndirectBufferHandle indirectHandle, ushort start=0, ushort num=1, ubyte flags=Discard.all}, ext: `C++, "bgfx"`},
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{q{void}, q{dispatch}, q{ViewID id, ProgramHandle program, IndirectBufferHandle indirectHandle, uint start=0, uint num=1, ubyte flags=Discard.all}, ext: `C++, "bgfx"`},
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/**
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* Discard previously set state for draw or compute call.
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@@ -3681,10 +3681,10 @@ extern fn bgfx_dispatch(_id: ViewId, _program: ProgramHandle, _numX: u32, _numY:
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/// <param name="_start">First element in indirect buffer.</param>
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/// <param name="_num">Number of dispatches.</param>
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/// <param name="_flags">Discard or preserve states. See `BGFX_DISCARD_*`.</param>
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pub inline fn dispatchIndirect(_id: ViewId, _program: ProgramHandle, _indirectHandle: IndirectBufferHandle, _start: u16, _num: u16, _flags: u8) void {
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pub inline fn dispatchIndirect(_id: ViewId, _program: ProgramHandle, _indirectHandle: IndirectBufferHandle, _start: u32, _num: u32, _flags: u8) void {
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return bgfx_dispatch_indirect(_id, _program, _indirectHandle, _start, _num, _flags);
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}
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extern fn bgfx_dispatch_indirect(_id: ViewId, _program: ProgramHandle, _indirectHandle: IndirectBufferHandle, _start: u16, _num: u16, _flags: u8) void;
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extern fn bgfx_dispatch_indirect(_id: ViewId, _program: ProgramHandle, _indirectHandle: IndirectBufferHandle, _start: u32, _num: u32, _flags: u8) void;
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/// Discard previously set state for draw or compute call.
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/// <param name="_flags">Draw/compute states to discard.</param>
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