update to Zig 2024.1.0-mach

Related to hexops/mach#1145

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-01-14 19:10:17 -07:00
parent 5bea00d997
commit b5531f84cb
5 changed files with 40 additions and 44 deletions

View file

@ -144,7 +144,7 @@ pub fn reserve(self: *Atlas, alloc: Allocator, width: u32, height: u32) !Region
if (width == 0 and height == 0) return region;
// Find the location in our nodes list to insert the new node for this region.
var best_idx: usize = best_idx: {
const best_idx: usize = best_idx: {
var best_height: u32 = std.math.maxInt(u32);
var best_width: u32 = best_height;
var chosen: ?usize = null;
@ -256,11 +256,8 @@ pub fn set(self: *Atlas, reg: Region, data: []const u8) void {
while (i < reg.height) : (i += 1) {
const tex_offset = (((reg.y + i) * self.size) + reg.x) * depth;
const data_offset = i * reg.width * depth;
std.mem.copy(
u8,
self.data[tex_offset..],
data[data_offset .. data_offset + (reg.width * depth)],
);
const src = data[data_offset .. data_offset + (reg.width * depth)];
@memcpy(self.data[tex_offset .. tex_offset + src.len], src);
}
self.modified = true;

View file

@ -752,7 +752,7 @@ test "Mat2x2_mulVec_vec2_ident" {
const v = math.Vec2.splat(1);
const ident = math.Mat2x2.ident;
const expected = v;
var m = math.Mat2x2.mulVec(&ident, &v);
const m = math.Mat2x2.mulVec(&ident, &v);
try testing.expect(math.Vec2, expected).eql(m);
}

View file

@ -72,7 +72,7 @@ pub fn Ray(comptime Vec3P: type) type {
vc: *const Vec3P,
backface_culling: bool,
) ?Hit {
var kz: u8 = maxDim([3]P{
const kz: u8 = maxDim([3]P{
@abs(ray.direction.v[0]),
@abs(ray.direction.v[1]),
@abs(ray.direction.v[2]),
@ -110,25 +110,25 @@ pub fn Ray(comptime Vec3P: type) type {
var u: P = cx * by - cy * bx;
var v: P = ax * cy - ay * cx;
var w: P = bx * ay - by * ax;
const w: P = bx * ay - by * ax;
// Double precision fallback
if (u == 0.0 or v == 0.0 or w == 0.0) {
const cxby: PP = @as(PP, @floatCast(cx)) *
@as(PP, @floatCast(by));
var cybx: PP = @as(PP, @floatCast(cy)) *
const cybx: PP = @as(PP, @floatCast(cy)) *
@as(PP, @floatCast(bx));
u = @floatCast(cxby - cybx);
var axcy: PP = @as(PP, @floatCast(ax)) *
const axcy: PP = @as(PP, @floatCast(ax)) *
@as(PP, @floatCast(cy));
var aycx: PP = @as(PP, @floatCast(ay)) *
const aycx: PP = @as(PP, @floatCast(ay)) *
@as(PP, @floatCast(cx));
v = @floatCast(axcy - aycx);
var bxay: PP = @as(PP, @floatCast(bx)) *
const bxay: PP = @as(PP, @floatCast(bx)) *
@as(PP, @floatCast(ay));
var byax: PP = @as(PP, @floatCast(by)) *
const byax: PP = @as(PP, @floatCast(by)) *
@as(PP, @floatCast(ax));
v = @floatCast(bxay - byax);
}