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