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

@ -0,0 +1,130 @@
const ChainedStruct = @import("types.zig").ChainedStruct;
const ShaderStageFlags = @import("types.zig").ShaderStageFlags;
const Buffer = @import("buffer.zig").Buffer;
const Sampler = @import("sampler.zig").Sampler;
const Texture = @import("texture.zig").Texture;
const TextureView = @import("texture_view.zig").TextureView;
const StorageTextureBindingLayout = @import("types.zig").StorageTextureBindingLayout;
const StorageTextureAccess = @import("types.zig").StorageTextureAccess;
const ExternalTexture = @import("external_texture.zig").ExternalTexture;
const Impl = @import("interface.zig").Impl;
pub const BindGroupLayout = opaque {
pub const Entry = extern struct {
pub const NextInChain = extern union {
generic: ?*const ChainedStruct,
external_texture_binding_layout: *const ExternalTexture.BindingLayout,
};
next_in_chain: NextInChain = .{ .generic = null },
binding: u32,
visibility: ShaderStageFlags,
buffer: Buffer.BindingLayout = .{},
sampler: Sampler.BindingLayout = .{},
texture: Texture.BindingLayout = .{},
storage_texture: StorageTextureBindingLayout = .{},
/// Helper to create a buffer BindGroupLayout.Entry.
pub fn buffer(
binding: u32,
visibility: ShaderStageFlags,
binding_type: Buffer.BindingType,
has_dynamic_offset: bool,
min_binding_size: u64,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.buffer = .{
.type = binding_type,
.has_dynamic_offset = has_dynamic_offset,
.min_binding_size = min_binding_size,
},
};
}
/// Helper to create a sampler BindGroupLayout.Entry.
pub fn sampler(
binding: u32,
visibility: ShaderStageFlags,
binding_type: Sampler.BindingType,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.sampler = .{ .type = binding_type },
};
}
/// Helper to create a texture BindGroupLayout.Entry.
pub fn texture(
binding: u32,
visibility: ShaderStageFlags,
sample_type: Texture.SampleType,
view_dimension: TextureView.Dimension,
multisampled: bool,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.texture = .{
.sample_type = sample_type,
.view_dimension = view_dimension,
.multisampled = multisampled,
},
};
}
/// Helper to create a storage texture BindGroupLayout.Entry.
pub fn storageTexture(
binding: u32,
visibility: ShaderStageFlags,
access: StorageTextureAccess,
format: Texture.Format,
view_dimension: TextureView.Dimension,
) Entry {
return .{
.binding = binding,
.visibility = visibility,
.storage_texture = .{
.access = access,
.format = format,
.view_dimension = view_dimension,
},
};
}
};
pub const Descriptor = extern struct {
next_in_chain: ?*const ChainedStruct = null,
label: ?[*:0]const u8 = null,
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,
entries: ?[]const Entry = null,
}) Descriptor {
return .{
.next_in_chain = v.next_in_chain,
.label = v.label,
.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_layout: *BindGroupLayout, label: [*:0]const u8) void {
Impl.bindGroupLayoutSetLabel(bind_group_layout, label);
}
pub inline fn reference(bind_group_layout: *BindGroupLayout) void {
Impl.bindGroupLayoutReference(bind_group_layout);
}
pub inline fn release(bind_group_layout: *BindGroupLayout) void {
Impl.bindGroupLayoutRelease(bind_group_layout);
}
};