update deprecations for c3 0.7.9

This commit is contained in:
Alessandro Mauri 2026-03-11 17:22:52 +01:00
parent 050624fd67
commit 4664af5e2c

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@ -2,7 +2,7 @@
<* <*
@require $defined((Type){}.id) : `No .id member found in the type` @require $defined((Type){}.id) : `No .id member found in the type`
*> *>
module idlist{Type}; module idlist<Type>;
import std::collections::list; import std::collections::list;
alias IdList = List{Type}; alias IdList = List{Type};
@ -452,9 +452,9 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
// this describes what we want to draw, since for drawing different things we have to change // this describes what we want to draw, since for drawing different things we have to change
// the GPUPrimitiveType and GPURasterizerState for the pipeline. // the GPUPrimitiveType and GPURasterizerState for the pipeline.
enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) { enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) {
RECT = {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}}, RECT {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
SPRITE = {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}}, SPRITE {GPU_PRIMITIVETYPE_TRIANGLELIST, {.fill_mode = GPU_FILLMODE_FILL, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
LINE = {GPU_PRIMITIVETYPE_LINELIST, {.fill_mode = GPU_FILLMODE_LINE, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}}, LINE {GPU_PRIMITIVETYPE_LINELIST, {.fill_mode = GPU_FILLMODE_LINE, .cull_mode = GPU_CULLMODE_NONE, .front_face = GPU_FRONTFACE_COUNTER_CLOCKWISE}},
} }
// create a graphics pipeline to draw to the window using a set of vertex/fragment shaders // create a graphics pipeline to draw to the window using a set of vertex/fragment shaders
@ -575,8 +575,8 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
// NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized // NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized
enum TextureType : (GPUTextureFormat format) { enum TextureType : (GPUTextureFormat format) {
FULL_COLOR = GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, FULL_COLOR {GPU_TEXTUREFORMAT_R8G8B8A8_UNORM},
JUST_ALPHA = GPU_TEXTUREFORMAT_R8_UNORM JUST_ALPHA {GPU_TEXTUREFORMAT_R8_UNORM}
} }