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use celeritas::ral::{ShaderData, ShaderDataLayout};
use celeritas_sys::{
Mat4, ShaderVisibility_VISIBILITY_COMPUTE, ShaderVisibility_VISIBILITY_FRAGMENT,
ShaderVisibility_VISIBILITY_VERTEX,
};
struct MVP {
model: Mat4,
view: Mat4,
proj: Mat4,
}
fn shader_vis_all() -> u32 {
ShaderVisibility_VISIBILITY_VERTEX
| ShaderVisibility_VISIBILITY_FRAGMENT
| ShaderVisibility_VISIBILITY_COMPUTE
}
impl ShaderData for MVP {
fn layout() -> ShaderDataLayout {
let mut bindings = [ShaderBinding::default(); 8];
// bindings[0] = ShaderBinding {
// label: unsafe { CStr::from_bytes_with_nul_unchecked(b"MVP\0").as_ptr() },
// kind: ShaderBindingKind_BINDING_BYTES,
// vis: shader_vis_all(),
// data: ShaderBinding__bindgen_ty_1 {
// bytes: ShaderBinding__bindgen_ty_1__bindgen_ty_1 {
// size: std::mem::size_of::<MVP>() as u32,
// data: ptr::null_mut(),
// },
// },
// };
ShaderDataLayout {
bindings: todo!(),
binding_count: 1,
}
}
fn bind(&self) {
let layout = Self::layout();
for i in 0..layout.binding_count {
let binding = &layout.bindings[i];
// match binding.kind {}
}
}
}
fn main() {}
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