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pub use agpu_macro::{VertexLayout, VertexLayoutInstance};
pub trait VertexLayout {
fn vertex_buffer_layout<const L: u32>() -> wgpu::VertexBufferLayout<'static>;
}
pub trait VertexLayoutImpl {
fn vertex_buffer_layout<const L: u32>() -> wgpu::VertexBufferLayout<'static>;
}
pub trait VertexFormatType {
const VERTEX_FORMAT_TYPE: wgpu::VertexFormat;
}
macro_rules! gen_vertex_format_types {
($($t:ty => $v:ident),*) => {
$(
impl VertexFormatType for $t {
const VERTEX_FORMAT_TYPE: ::wgpu::VertexFormat = ::wgpu::VertexFormat::$v;
}
)*
};
}
gen_vertex_format_types!(
(u8, u8) => Uint8x2,
(u8, u8, u8, u8) => Uint8x4,
(i8, i8) => Sint8x2,
(i8, i8, i8, i8) => Sint8x4,
[u8; 2] => Unorm8x2,
[u8; 4] => Unorm8x4,
[i8; 2] => Snorm8x2,
[i8; 4] => Snorm8x4,
(u16, u16) => Uint16x2,
(u16, u16, u16, u16) => Uint16x4,
(i16, i16) => Sint16x2,
(i16, i16, i16, i16) => Sint16x4,
[u16; 2] => Unorm16x2,
[u16; 4] => Unorm16x4,
[i16; 2] => Snorm16x2,
[i16; 4] => Snorm16x4,
f32 => Float32,
[f32; 1] => Float32,
[f32; 2] => Float32x2,
(f32, f32) => Float32x2,
[f32; 3] => Float32x3,
(f32, f32, f32) => Float32x3,
[f32; 4] => Float32x4,
(f32, f32, f32, f32) => Float32x4,
u32 => Uint32,
[u32; 1] => Uint32,
[u32; 2] => Uint32x2,
(u32, u32) => Uint32x2,
[u32; 3] => Uint32x3,
(u32, u32, u32) => Uint32x3,
[u32; 4] => Uint32x4,
(u32, u32, u32, u32) => Uint32x4,
i32 => Sint32,
[i32; 1] => Sint32,
[i32; 2] => Sint32x2,
(i32, i32) => Sint32x2,
[i32; 3] => Sint32x3,
(i32, i32, i32) => Sint32x3,
[i32; 4] => Sint32x4,
(i32, i32, i32, i32) => Sint32x4,
f64 => Float64,
[f64; 1] => Float64,
[f64; 2] => Float64x2,
(f64, f64) => Float64x2,
[f64; 3] => Float64x3,
(f64, f64, f64) => Float64x3,
[f64; 4] => Float64x4,
(f64, f64, f64, f64) => Float64x4
);
#[cfg(feature = "half")]
gen_vertex_format_types!(
[half::f16; 2] => Float16x2,
[half::f16; 4] => Float16x4
);