Compute shader management and Buffer management.

This commit is contained in:
jussi
2023-10-31 11:52:36 +02:00
parent 65fababd8d
commit f8b4b709e6
7 changed files with 120 additions and 2 deletions

View File

@@ -5561,6 +5561,31 @@ function RL.rlSetUniformSampler( locIndex, textureId ) end
---@return any RL.rlSetShader
function RL.rlSetShader( id, locs ) end
-- RLGL - Compute shader management
---Load compute shader program
---- Success return int
---@param shaderId integer
---@return any programId
function RL.rlLoadComputeShaderProgram( shaderId ) end
---Dispatch compute shader (equivalent to *draw* for graphics pipeline)
---@param groupX integer
---@param groupY integer
---@param groupZ integer
---@return any RL.rlComputeShaderDispatch
function RL.rlComputeShaderDispatch( groupX, groupY, groupZ ) end
-- RLGL - Buffer management
---Bind image texture
---@param id integer
---@param index integer
---@param format integer
---@param readonly boolean
---@return any RL.rlBindImageTexture
function RL.rlBindImageTexture( id, index, format, readonly ) end
-- RLGL - Matrix state management
---Get internal modelview matrix