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:
parent
79ec61396f
commit
0645429df9
240 changed files with 6 additions and 6 deletions
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@ -1,104 +0,0 @@
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const std = @import("std");
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const CommandBuffer = @import("command_buffer.zig").CommandBuffer;
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const Buffer = @import("buffer.zig").Buffer;
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const Texture = @import("texture.zig").Texture;
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const ImageCopyTexture = @import("types.zig").ImageCopyTexture;
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const ChainedStruct = @import("types.zig").ChainedStruct;
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const Extent3D = @import("types.zig").Extent3D;
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const CopyTextureForBrowserOptions = @import("types.zig").CopyTextureForBrowserOptions;
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const Impl = @import("interface.zig").Impl;
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pub const Queue = opaque {
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pub const WorkDoneCallback = if (@import("builtin").zig_backend == .stage1)
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fn (
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status: WorkDoneStatus,
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userdata: ?*anyopaque,
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) callconv(.C) void
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else
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*const fn (
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status: WorkDoneStatus,
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userdata: ?*anyopaque,
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) callconv(.C) void;
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pub const WorkDoneStatus = enum(u32) {
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success = 0x00000000,
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err = 0x00000001,
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unknown = 0x00000002,
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device_lost = 0x00000003,
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};
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pub const Descriptor = extern struct {
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next_in_chain: ?*const ChainedStruct = null,
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label: ?[*:0]const u8 = null,
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};
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pub inline fn copyTextureForBrowser(queue: *Queue, source: *const ImageCopyTexture, destination: *const ImageCopyTexture, copy_size: *const Extent3D, options: *const CopyTextureForBrowserOptions) void {
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Impl.queueCopyTextureForBrowser(queue, source, destination, copy_size, options);
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}
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// TODO: dawn: does not allow unsetting this callback to null
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pub inline fn onSubmittedWorkDone(
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queue: *Queue,
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signal_value: u64,
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context: anytype,
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comptime callback: fn (ctx: @TypeOf(context), status: WorkDoneStatus) callconv(.Inline) void,
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) void {
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const Context = @TypeOf(context);
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const Helper = struct {
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pub fn cCallback(status: WorkDoneStatus, userdata: ?*anyopaque) callconv(.C) void {
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callback(if (Context == void) {} else @ptrCast(Context, @alignCast(@alignOf(std.meta.Child(Context)), userdata)), status);
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}
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};
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Impl.queueOnSubmittedWorkDone(queue, signal_value, Helper.cCallback, if (Context == void) null else context);
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}
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pub inline fn setLabel(queue: *Queue, label: [*:0]const u8) void {
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Impl.queueSetLabel(queue, label);
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}
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pub inline fn submit(queue: *Queue, commands: []*const CommandBuffer) void {
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Impl.queueSubmit(queue, @intCast(u32, commands.len), commands.ptr);
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}
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pub inline fn writeBuffer(
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queue: *Queue,
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buffer: *Buffer,
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buffer_offset_bytes: u64,
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data_span: anytype,
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) void {
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const data_slice = std.mem.span(data_span);
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Impl.queueWriteBuffer(
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queue,
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buffer,
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buffer_offset_bytes,
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@ptrCast(*const anyopaque, data_slice.ptr),
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@intCast(u64, data_slice.len) * @sizeOf(std.meta.Elem(@TypeOf(data_slice))),
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);
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}
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pub inline fn writeTexture(
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queue: *Queue,
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destination: *const ImageCopyTexture,
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data_layout: *const Texture.DataLayout,
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write_size: *const Extent3D,
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data_span: anytype,
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) void {
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const data_slice = std.mem.span(data_span);
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Impl.queueWriteTexture(
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queue,
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destination,
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@ptrCast(*const anyopaque, data_slice.ptr),
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@intCast(usize, data_slice.len) * @sizeOf(std.meta.Elem(@TypeOf(data_slice))),
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data_layout,
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write_size,
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);
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}
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pub inline fn reference(queue: *Queue) void {
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Impl.queueReference(queue);
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}
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pub inline fn release(queue: *Queue) void {
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Impl.queueRelease(queue);
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}
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};
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