Added RenderPass::set_scissor_rect (#815)
Added RenderPass::set_scissor_rect
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31a433b69e
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07f07a0736
@ -11,6 +11,7 @@ pub trait RenderPass {
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fn set_vertex_buffer(&mut self, start_slot: u32, buffer: BufferId, offset: u64);
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fn set_vertex_buffer(&mut self, start_slot: u32, buffer: BufferId, offset: u64);
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fn set_pipeline(&mut self, pipeline_handle: &Handle<PipelineDescriptor>);
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fn set_pipeline(&mut self, pipeline_handle: &Handle<PipelineDescriptor>);
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fn set_viewport(&mut self, x: f32, y: f32, w: f32, h: f32, min_depth: f32, max_depth: f32);
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fn set_viewport(&mut self, x: f32, y: f32, w: f32, h: f32, min_depth: f32, max_depth: f32);
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fn set_scissor_rect(&mut self, x: u32, y: u32, w: u32, h: u32);
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fn set_stencil_reference(&mut self, reference: u32);
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fn set_stencil_reference(&mut self, reference: u32);
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fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>);
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fn draw(&mut self, vertices: Range<u32>, instances: Range<u32>);
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fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>);
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fn draw_indexed(&mut self, indices: Range<u32>, base_vertex: i32, instances: Range<u32>);
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@ -31,6 +31,10 @@ impl<'a> RenderPass for WgpuRenderPass<'a> {
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.set_viewport(x, y, w, h, min_depth, max_depth);
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.set_viewport(x, y, w, h, min_depth, max_depth);
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}
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}
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fn set_scissor_rect(&mut self, x: u32, y: u32, w: u32, h: u32) {
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self.render_pass.set_scissor_rect(x, y, w, h);
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}
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fn set_stencil_reference(&mut self, reference: u32) {
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fn set_stencil_reference(&mut self, reference: u32) {
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self.render_pass.set_stencil_reference(reference);
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self.render_pass.set_stencil_reference(reference);
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}
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}
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