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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@ -1,67 +0,0 @@
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const ChainedStruct = @import("types.zig").ChainedStruct;
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const CompilationInfoCallback = @import("callbacks.zig").CompilationInfoCallback;
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const CompilationInfoRequestStatus = @import("types.zig").CompilationInfoRequestStatus;
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const CompilationInfo = @import("types.zig").CompilationInfo;
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const Impl = @import("interface.zig").Impl;
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pub const ShaderModule = opaque {
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pub const Descriptor = extern struct {
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pub const NextInChain = extern union {
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generic: ?*const ChainedStruct,
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spirv_descriptor: ?*const SPIRVDescriptor,
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wgsl_descriptor: ?*const WGSLDescriptor,
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};
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next_in_chain: NextInChain = .{ .generic = null },
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label: ?[*:0]const u8 = null,
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};
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pub const SPIRVDescriptor = extern struct {
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chain: ChainedStruct = .{ .next = null, .s_type = .shader_module_spirv_descriptor },
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code_size: u32,
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code: [*]const u32,
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};
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pub const WGSLDescriptor = extern struct {
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chain: ChainedStruct = .{ .next = null, .s_type = .shader_module_wgsl_descriptor },
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source: [*:0]const u8,
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};
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pub inline fn getCompilationInfo(
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shader_module: *ShaderModule,
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context: anytype,
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comptime callback: fn (
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ctx: @TypeOf(context),
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status: CompilationInfoRequestStatus,
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compilation_info: *const CompilationInfo,
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) 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(
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status: CompilationInfoRequestStatus,
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compilation_info: *const CompilationInfo,
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userdata: ?*anyopaque,
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) callconv(.C) void {
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callback(
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if (Context == void) {} else @ptrCast(Context, @alignCast(@alignOf(Context), userdata)),
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status,
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compilation_info,
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);
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}
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};
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Impl.shaderModuleGetCompilationInfo(shader_module, Helper.cCallback, if (Context == void) null else context);
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}
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pub inline fn setLabel(shader_module: *ShaderModule, label: [*:0]const u8) void {
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Impl.shaderModuleSetLabel(shader_module, label);
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}
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pub inline fn reference(shader_module: *ShaderModule) void {
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Impl.shaderModuleReference(shader_module);
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}
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pub inline fn release(shader_module: *ShaderModule) void {
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Impl.shaderModuleRelease(shader_module);
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}
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};
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