Functions

object Functions

Functions

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fun wgpuAdapterGetFeatures(handler: MemorySegment, features: MemorySegment)
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fun wgpuAdapterGetInfo(handler: MemorySegment, info: MemorySegment): UInt
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fun wgpuAdapterGetLimits(handler: MemorySegment, limits: MemorySegment): UInt
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fun wgpuAdapterHasFeature(handler: MemorySegment, feature: UInt): UInt
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fun wgpuAdapterRelease(handler: MemorySegment)
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fun wgpuAdapterRequestDevice(handler: MemorySegment, descriptor: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuBindGroupLayoutRelease(handler: MemorySegment)
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fun wgpuBindGroupLayoutSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuBindGroupRelease(handler: MemorySegment)
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fun wgpuBindGroupSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuBufferDestroy(handler: MemorySegment)
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fun wgpuBufferGetConstMappedRange(handler: MemorySegment, offset: ULong, size: ULong): MemorySegment
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fun wgpuBufferGetMappedRange(handler: MemorySegment, offset: ULong, size: ULong): MemorySegment
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fun wgpuBufferGetMapState(handler: MemorySegment): UInt
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fun wgpuBufferGetSize(handler: MemorySegment): ULong
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fun wgpuBufferGetUsage(handler: MemorySegment): ULong
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fun wgpuBufferMapAsync(handler: MemorySegment, mode: ULong, offset: ULong, size: ULong, callbackInfo: MemorySegment)
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fun wgpuBufferRelease(handler: MemorySegment)
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fun wgpuBufferSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuBufferUnmap(handler: MemorySegment)
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fun wgpuCommandBufferRelease(handler: MemorySegment)
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fun wgpuCommandBufferSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuCommandEncoderBeginComputePass(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuCommandEncoderBeginRenderPass(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuCommandEncoderClearBuffer(handler: MemorySegment, buffer: MemorySegment, offset: ULong, size: ULong)
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fun wgpuCommandEncoderCopyBufferToBuffer(handler: MemorySegment, source: MemorySegment, sourceOffset: ULong, destination: MemorySegment, destinationOffset: ULong, size: ULong)
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fun wgpuCommandEncoderCopyBufferToTexture(handler: MemorySegment, source: MemorySegment, destination: MemorySegment, copySize: MemorySegment)
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fun wgpuCommandEncoderCopyTextureToBuffer(handler: MemorySegment, source: MemorySegment, destination: MemorySegment, copySize: MemorySegment)
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fun wgpuCommandEncoderCopyTextureToTexture(handler: MemorySegment, source: MemorySegment, destination: MemorySegment, copySize: MemorySegment)
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fun wgpuCommandEncoderFinish(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuCommandEncoderInsertDebugMarker(handler: MemorySegment, markerLabel: MemorySegment)
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fun wgpuCommandEncoderPopDebugGroup(handler: MemorySegment)
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fun wgpuCommandEncoderPushDebugGroup(handler: MemorySegment, groupLabel: MemorySegment)
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fun wgpuCommandEncoderRelease(handler: MemorySegment)
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fun wgpuCommandEncoderResolveQuerySet(handler: MemorySegment, querySet: MemorySegment, firstQuery: UInt, queryCount: UInt, destination: MemorySegment, destinationOffset: ULong)
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fun wgpuCommandEncoderSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuCommandEncoderWriteTimestamp(handler: MemorySegment, querySet: MemorySegment, queryIndex: UInt)
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fun wgpuComputePassEncoderDispatchWorkgroups(handler: MemorySegment, workgroupCountX: UInt, workgroupCountY: UInt, workgroupCountZ: UInt)
fun wgpuComputePassEncoderDispatchWorkgroupsIndirect(handler: MemorySegment, indirectBuffer: MemorySegment, indirectOffset: ULong)
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fun wgpuComputePassEncoderEnd(handler: MemorySegment)
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fun wgpuComputePassEncoderInsertDebugMarker(handler: MemorySegment, markerLabel: MemorySegment)
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fun wgpuComputePassEncoderPopDebugGroup(handler: MemorySegment)
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fun wgpuComputePassEncoderPushDebugGroup(handler: MemorySegment, groupLabel: MemorySegment)
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fun wgpuComputePassEncoderRelease(handler: MemorySegment)
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fun wgpuComputePassEncoderSetBindGroup(handler: MemorySegment, groupIndex: UInt, group: MemorySegment, dynamicOffsetCount: ULong, dynamicOffsets: MemorySegment)
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fun wgpuComputePassEncoderSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuComputePassEncoderSetPipeline(handler: MemorySegment, pipeline: MemorySegment)
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fun wgpuComputePipelineGetBindGroupLayout(handler: MemorySegment, groupIndex: UInt): MemorySegment
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fun wgpuComputePipelineRelease(handler: MemorySegment)
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fun wgpuComputePipelineSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuCreateInstance(descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateBindGroup(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateBindGroupLayout(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateBuffer(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateCommandEncoder(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateComputePipeline(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateComputePipelineAsync(handler: MemorySegment, descriptor: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuDeviceCreatePipelineLayout(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateQuerySet(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateRenderBundleEncoder(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateRenderPipeline(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateRenderPipelineAsync(handler: MemorySegment, descriptor: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuDeviceCreateSampler(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateShaderModule(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceCreateTexture(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuDeviceDestroy(handler: MemorySegment)
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fun wgpuDeviceGetAdapterInfo(handler: MemorySegment): MemorySegment
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fun wgpuDeviceGetFeatures(handler: MemorySegment, features: MemorySegment)
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fun wgpuDeviceGetLimits(handler: MemorySegment, limits: MemorySegment): UInt
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fun wgpuDeviceGetLostFuture(handler: MemorySegment): MemorySegment
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fun wgpuDeviceGetQueue(handler: MemorySegment): MemorySegment
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fun wgpuDeviceHasFeature(handler: MemorySegment, feature: UInt): UInt
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fun wgpuDevicePoll(device: MemorySegment, wait: UInt, wrappedSubmissionIndex: MemorySegment): UInt
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fun wgpuDevicePopErrorScope(handler: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuDevicePushErrorScope(handler: MemorySegment, filter: UInt)
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fun wgpuDeviceRelease(handler: MemorySegment)
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fun wgpuDeviceSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuGetInstanceCapabilities(capabilities: MemorySegment): UInt
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fun wgpuInstanceCreateSurface(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuInstanceGetWGSLLanguageFeatures(handler: MemorySegment, features: MemorySegment): UInt
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fun wgpuInstanceHasWGSLLanguageFeature(handler: MemorySegment, feature: UInt): UInt
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fun wgpuInstanceProcessEvents(handler: MemorySegment)
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fun wgpuInstanceRelease(handler: MemorySegment)
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fun wgpuInstanceRequestAdapter(handler: MemorySegment, options: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuInstanceWaitAny(handler: MemorySegment, futureCount: ULong, futures: MemorySegment, timeoutNS: ULong): UInt
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fun wgpuPipelineLayoutRelease(handler: MemorySegment)
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fun wgpuPipelineLayoutSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuQuerySetDestroy(handler: MemorySegment)
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fun wgpuQuerySetGetCount(handler: MemorySegment): UInt
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fun wgpuQuerySetGetType(handler: MemorySegment): UInt
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fun wgpuQuerySetRelease(handler: MemorySegment)
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fun wgpuQuerySetSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuQueueOnSubmittedWorkDone(handler: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuQueueRelease(handler: MemorySegment)
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fun wgpuQueueSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuQueueSubmit(handler: MemorySegment, commandCount: ULong, commands: MemorySegment)
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fun wgpuQueueWriteBuffer(handler: MemorySegment, buffer: MemorySegment, bufferOffset: ULong, data: MemorySegment, size: ULong)
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fun wgpuQueueWriteTexture(handler: MemorySegment, destination: MemorySegment, data: MemorySegment, dataSize: ULong, dataLayout: MemorySegment, writeSize: MemorySegment)
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fun wgpuRenderBundleEncoderDraw(handler: MemorySegment, vertexCount: UInt, instanceCount: UInt, firstVertex: UInt, firstInstance: UInt)
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fun wgpuRenderBundleEncoderDrawIndexed(handler: MemorySegment, indexCount: UInt, instanceCount: UInt, firstIndex: UInt, baseVertex: Int, firstInstance: UInt)
fun wgpuRenderBundleEncoderDrawIndexedIndirect(handler: MemorySegment, indirectBuffer: MemorySegment, indirectOffset: ULong)
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fun wgpuRenderBundleEncoderDrawIndirect(handler: MemorySegment, indirectBuffer: MemorySegment, indirectOffset: ULong)
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fun wgpuRenderBundleEncoderFinish(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuRenderBundleEncoderInsertDebugMarker(handler: MemorySegment, markerLabel: MemorySegment)
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fun wgpuRenderBundleEncoderPopDebugGroup(handler: MemorySegment)
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fun wgpuRenderBundleEncoderPushDebugGroup(handler: MemorySegment, groupLabel: MemorySegment)
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fun wgpuRenderBundleEncoderRelease(handler: MemorySegment)
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fun wgpuRenderBundleEncoderSetBindGroup(handler: MemorySegment, groupIndex: UInt, group: MemorySegment, dynamicOffsetCount: ULong, dynamicOffsets: MemorySegment)
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fun wgpuRenderBundleEncoderSetIndexBuffer(handler: MemorySegment, buffer: MemorySegment, format: UInt, offset: ULong, size: ULong)
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fun wgpuRenderBundleEncoderSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuRenderBundleEncoderSetPipeline(handler: MemorySegment, pipeline: MemorySegment)
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fun wgpuRenderBundleEncoderSetVertexBuffer(handler: MemorySegment, slot: UInt, buffer: MemorySegment, offset: ULong, size: ULong)
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fun wgpuRenderBundleRelease(handler: MemorySegment)
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fun wgpuRenderBundleSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuRenderPassEncoderBeginOcclusionQuery(handler: MemorySegment, queryIndex: UInt)
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fun wgpuRenderPassEncoderDraw(handler: MemorySegment, vertexCount: UInt, instanceCount: UInt, firstVertex: UInt, firstInstance: UInt)
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fun wgpuRenderPassEncoderDrawIndexed(handler: MemorySegment, indexCount: UInt, instanceCount: UInt, firstIndex: UInt, baseVertex: Int, firstInstance: UInt)
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fun wgpuRenderPassEncoderDrawIndexedIndirect(handler: MemorySegment, indirectBuffer: MemorySegment, indirectOffset: ULong)
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fun wgpuRenderPassEncoderDrawIndirect(handler: MemorySegment, indirectBuffer: MemorySegment, indirectOffset: ULong)
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fun wgpuRenderPassEncoderEnd(handler: MemorySegment)
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fun wgpuRenderPassEncoderEndOcclusionQuery(handler: MemorySegment)
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fun wgpuRenderPassEncoderExecuteBundles(handler: MemorySegment, bundleCount: ULong, bundles: MemorySegment)
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fun wgpuRenderPassEncoderInsertDebugMarker(handler: MemorySegment, markerLabel: MemorySegment)
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fun wgpuRenderPassEncoderPopDebugGroup(handler: MemorySegment)
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fun wgpuRenderPassEncoderPushDebugGroup(handler: MemorySegment, groupLabel: MemorySegment)
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fun wgpuRenderPassEncoderRelease(handler: MemorySegment)
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fun wgpuRenderPassEncoderSetBindGroup(handler: MemorySegment, groupIndex: UInt, group: MemorySegment, dynamicOffsetCount: ULong, dynamicOffsets: MemorySegment)
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fun wgpuRenderPassEncoderSetBlendConstant(handler: MemorySegment, color: MemorySegment)
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fun wgpuRenderPassEncoderSetIndexBuffer(handler: MemorySegment, buffer: MemorySegment, format: UInt, offset: ULong, size: ULong)
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fun wgpuRenderPassEncoderSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuRenderPassEncoderSetPipeline(handler: MemorySegment, pipeline: MemorySegment)
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fun wgpuRenderPassEncoderSetScissorRect(handler: MemorySegment, x: UInt, y: UInt, width: UInt, height: UInt)
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fun wgpuRenderPassEncoderSetStencilReference(handler: MemorySegment, reference: UInt)
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fun wgpuRenderPassEncoderSetVertexBuffer(handler: MemorySegment, slot: UInt, buffer: MemorySegment, offset: ULong, size: ULong)
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fun wgpuRenderPassEncoderSetViewport(handler: MemorySegment, x: Float, y: Float, width: Float, height: Float, minDepth: Float, maxDepth: Float)
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fun wgpuRenderPipelineGetBindGroupLayout(handler: MemorySegment, groupIndex: UInt): MemorySegment
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fun wgpuRenderPipelineRelease(handler: MemorySegment)
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fun wgpuRenderPipelineSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuSamplerRelease(handler: MemorySegment)
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fun wgpuSamplerSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuSetLogCallback(callback: MemorySegment, userdata: MemorySegment)
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fun wgpuSetLogLevel(level: UInt)
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fun wgpuShaderModuleGetCompilationInfo(handler: MemorySegment, callbackInfo: MemorySegment)
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fun wgpuShaderModuleRelease(handler: MemorySegment)
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fun wgpuShaderModuleSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuSurfaceConfigure(handler: MemorySegment, config: MemorySegment)
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fun wgpuSurfaceGetCapabilities(handler: MemorySegment, adapter: MemorySegment, capabilities: MemorySegment): UInt
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fun wgpuSurfaceGetCurrentTexture(handler: MemorySegment, surfaceTexture: MemorySegment)
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fun wgpuSurfacePresent(handler: MemorySegment): UInt
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fun wgpuSurfaceRelease(handler: MemorySegment)
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fun wgpuSurfaceSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuSurfaceUnconfigure(handler: MemorySegment)
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fun wgpuTextureCreateView(handler: MemorySegment, descriptor: MemorySegment): MemorySegment
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fun wgpuTextureDestroy(handler: MemorySegment)
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fun wgpuTextureGetDepthOrArrayLayers(handler: MemorySegment): UInt
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fun wgpuTextureGetDimension(handler: MemorySegment): UInt
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fun wgpuTextureGetFormat(handler: MemorySegment): UInt
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fun wgpuTextureGetHeight(handler: MemorySegment): UInt
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fun wgpuTextureGetMipLevelCount(handler: MemorySegment): UInt
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fun wgpuTextureGetSampleCount(handler: MemorySegment): UInt
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fun wgpuTextureGetUsage(handler: MemorySegment): ULong
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fun wgpuTextureGetWidth(handler: MemorySegment): UInt
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fun wgpuTextureRelease(handler: MemorySegment)
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fun wgpuTextureSetLabel(handler: MemorySegment, label: MemorySegment)
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fun wgpuTextureViewRelease(handler: MemorySegment)
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fun wgpuTextureViewSetLabel(handler: MemorySegment, label: MemorySegment)