c: Update signatures

This commit is contained in:
Joshua Groves 2018-10-11 23:45:24 -06:00
parent 7575652545
commit 90e04cbe75

View File

@ -27,30 +27,30 @@ int main()
WGPUAdapterDescriptor adapter_desc = {
.power_preference = WGPUPowerPreference_LowPower,
};
WGPUAdapterId adapter = wgpu_instance_get_adapter(instance, adapter_desc);
WGPUAdapterId adapter = wgpu_instance_get_adapter(instance, &adapter_desc);
WGPUDeviceDescriptor device_desc = {
.extensions = {
.anisotropic_filtering = false,
},
};
WGPUDeviceId device = wgpu_adapter_create_device(adapter, device_desc);
WGPUDeviceId device = wgpu_adapter_create_device(adapter, &device_desc);
WGPUBindGroupLayoutDescriptor bind_group_layout_desc = {
.bindings = NULL,
.bindings_length = 0,
};
WGPUBindGroupLayoutId _bind_group_layout = wgpu_device_create_bind_group_layout(device, bind_group_layout_desc);
WGPUBindGroupLayoutId _bind_group_layout = wgpu_device_create_bind_group_layout(device, &bind_group_layout_desc);
WGPUPipelineLayoutDescriptor pipeline_layout_desc = {
.bind_group_layouts = NULL,
.bind_group_layouts_length = 0,
};
WGPUPipelineLayoutId layout = wgpu_device_create_pipeline_layout(device, pipeline_layout_desc);
WGPUPipelineLayoutId layout = wgpu_device_create_pipeline_layout(device, &pipeline_layout_desc);
WGPUShaderModuleDescriptor vertex_shader_desc = {
.code = read_file("./../data/hello_triangle.vert.spv"),
};
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(device, vertex_shader_desc);
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(device, &vertex_shader_desc);
WGPUPipelineStageDescriptor vertex_stage = {
.module = vertex_shader,
.stage = WGPUShaderStage_Vertex,
@ -60,7 +60,7 @@ int main()
WGPUShaderModuleDescriptor fragment_shader_desc = {
.code = read_file("./../data/hello_triangle.frag.spv"),
};
WGPUShaderModuleId fragment_shader = wgpu_device_create_shader_module(device, fragment_shader_desc);
WGPUShaderModuleId fragment_shader = wgpu_device_create_shader_module(device, &fragment_shader_desc);
WGPUPipelineStageDescriptor fragment_stage = {
.module = fragment_shader,
.stage = WGPUShaderStage_Fragment,
@ -85,7 +85,7 @@ int main()
.color = blend_color,
.write_mask = 0,
};
WGPUBlendStateId blend_state_0 = wgpu_device_create_blend_state(device, blend_state_0_desc);
WGPUBlendStateId blend_state_0 = wgpu_device_create_blend_state(device, &blend_state_0_desc);
WGPUBlendStateId blend_state[BLEND_STATE_LENGTH] = { blend_state_0 };
WGPUStencilStateFaceDescriptor stencil_state_front = {
@ -108,14 +108,14 @@ int main()
.stencil_read_mask = 0,
.stencil_write_mask = 0,
};
WGPUDepthStencilStateId depth_stencil_state = wgpu_device_create_depth_stencil_state(device, depth_stencil_state_desc);
WGPUDepthStencilStateId depth_stencil_state = wgpu_device_create_depth_stencil_state(device, &depth_stencil_state_desc);
WGPUTextureFormat formats[FORMATS_LENGTH] = { WGPUTextureFormat_R8g8b8a8Unorm };
WGPUAttachmentStateDescriptor attachment_state_desc = {
.formats = formats,
.formats_length = FORMATS_LENGTH,
};
WGPUAttachmentStateId attachment_state = wgpu_device_create_attachment_state(device, attachment_state_desc);
WGPUAttachmentStateId attachment_state = wgpu_device_create_attachment_state(device, &attachment_state_desc);
WGPURenderPipelineDescriptor render_pipeline_desc = {
.layout = layout,
@ -128,10 +128,10 @@ int main()
.attachment_state = attachment_state,
};
WGPURenderPipelineId render_pipeline = wgpu_device_create_render_pipeline(device, render_pipeline_desc);
WGPURenderPipelineId render_pipeline = wgpu_device_create_render_pipeline(device, &render_pipeline_desc);
WGPUCommandBufferDescriptor cmd_buf_desc = { };
WGPUCommandBufferId cmd_buf = wgpu_device_create_command_buffer(device, cmd_buf_desc);
WGPUCommandBufferId cmd_buf = wgpu_device_create_command_buffer(device, &cmd_buf_desc);
WGPUQueueId queue = wgpu_device_get_queue(device);
wgpu_queue_submit(queue, &cmd_buf, 1);
@ -155,7 +155,7 @@ int main()
.usage = texture_usage,
};
WGPUTextureId texture = wgpu_device_create_texture(device, texture_desc);
WGPUTextureId texture = wgpu_device_create_texture(device, &texture_desc);
return 0;
}