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