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