Kaba class CommandBuffer ed

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Syntax ed

class CommandBuffer

    # functions
    func mut barrier(t: Texture*[], mode: i32)
    func mut begin()
    func mut begin_render_pass(rp: RenderPass*, fb: FrameBuffer*)
    func mut bind_descriptor_set(index: i32, set: DescriptorSet*)
    func mut bind_pipeline(p: Pipeline*)
    func mut clear(area: Rect, colors: Color[], z: f32?)
    func mut copy_image(src: Texture*, dst: Texture*, extend: i32[])
    func mut dispatch(nx: i32, ny: i32, nz: i32)
    func mut draw(vb: VertexBuffer*)
    func mut end()
    func mut end_render_pass()
    func mut image_barrier(t: Texture*, src_access: AccessFlags, dst_access: AccessFlags, old_layout: ImageLayout, new_layout: ImageLayout)
    func mut next_subpass()
    func mut push_constant(offset: i32, size: i32, data: void&)
    func mut set_bind_point(bp: PipelineBindPoint)
    func mut set_scissor(r: Rect)
    func mut set_viewport(r: Rect)
    func mut trace_rays(nx: i32, ny: i32, nz: i32)

Functions ed

func mut barrier(t: Texture*[], mode: i32)
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func mut begin()
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func mut begin_render_pass(rp: RenderPass*, fb: FrameBuffer*)
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func mut bind_descriptor_set(index: i32, set: DescriptorSet*)
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func mut bind_pipeline(p: Pipeline*)
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func mut clear(area: Rect, colors: Color[], z: f32?)
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func mut copy_image(src: Texture*, dst: Texture*, extend: i32[])
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func mut dispatch(nx: i32, ny: i32, nz: i32)
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func mut draw(vb: VertexBuffer*)
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func mut end()
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func mut end_render_pass()
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func mut image_barrier(t: Texture*, src_access: AccessFlags, dst_access: AccessFlags, old_layout: ImageLayout, new_layout: ImageLayout)
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func mut next_subpass()
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func mut push_constant(offset: i32, size: i32, data: void&)
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func mut set_bind_point(bp: PipelineBindPoint)
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func mut set_scissor(r: Rect)
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func mut set_viewport(r: Rect)
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func mut trace_rays(nx: i32, ny: i32, nz: i32)
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