all: move standalone libraries to libs/ subdirectory

The root dir of our repository has grown quite a lot the past few months.

I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.

As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.

We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.

Performed via:

```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```

git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>

git mv ecs libs/

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-08-26 13:29:04 -07:00 committed by Stephen Gutekanst
parent 79ec61396f
commit 0645429df9
240 changed files with 6 additions and 6 deletions

View file

@ -1,88 +0,0 @@
const Buffer = @import("buffer.zig").Buffer;
const Sampler = @import("sampler.zig").Sampler;
const TextureView = @import("texture_view.zig").TextureView;
const ChainedStruct = @import("types.zig").ChainedStruct;
const BindGroupLayout = @import("bind_group_layout.zig").BindGroupLayout;
const ExternalTexture = @import("external_texture.zig").ExternalTexture;
const Impl = @import("interface.zig").Impl;
pub const BindGroup = opaque {
pub const Entry = extern struct {
pub const NextInChain = extern union {
generic: ?*const ChainedStruct,
external_texture_binding_entry: *const ExternalTexture.BindingEntry,
};
next_in_chain: NextInChain = .{ .generic = null },
binding: u32,
buffer: ?*Buffer = null,
offset: u64 = 0,
size: u64,
sampler: ?*Sampler = null,
texture_view: ?*TextureView = null,
/// Helper to create a buffer BindGroup.Entry.
pub fn buffer(binding: u32, buf: *Buffer, offset: u64, size: u64) Entry {
return .{
.binding = binding,
.buffer = buf,
.offset = offset,
.size = size,
};
}
/// Helper to create a sampler BindGroup.Entry.
pub fn sampler(binding: u32, _sampler: *Sampler) Entry {
return .{
.binding = binding,
.sampler = _sampler,
.size = 0,
};
}
/// Helper to create a texture view BindGroup.Entry.
pub fn textureView(binding: u32, texture_view: *TextureView) Entry {
return .{
.binding = binding,
.texture_view = texture_view,
.size = 0,
};
}
};
pub const Descriptor = extern struct {
next_in_chain: ?*const ChainedStruct = null,
label: ?[*:0]const u8 = null,
layout: *BindGroupLayout,
entry_count: u32 = 0,
entries: ?[*]const Entry = null,
/// Provides a slightly friendlier Zig API to initialize this structure.
pub inline fn init(v: struct {
next_in_chain: ?*const ChainedStruct = null,
label: ?[*:0]const u8 = null,
layout: *BindGroupLayout,
entries: ?[]const Entry = null,
}) Descriptor {
return .{
.next_in_chain = v.next_in_chain,
.label = v.label,
.layout = v.layout,
.entry_count = if (v.entries) |e| @intCast(u32, e.len) else 0,
.entries = if (v.entries) |e| e.ptr else null,
};
}
};
pub inline fn setLabel(bind_group: *BindGroup, label: [*:0]const u8) void {
Impl.bindGroupSetLabel(bind_group, label);
}
pub inline fn reference(bind_group: *BindGroup) void {
Impl.bindGroupReference(bind_group);
}
pub inline fn release(bind_group: *BindGroup) void {
Impl.bindGroupRelease(bind_group);
}
};