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>
38 lines
1.6 KiB
Zig
38 lines
1.6 KiB
Zig
const ChainedStruct = @import("types.zig").ChainedStruct;
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const DepthStencilState = @import("types.zig").DepthStencilState;
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const MultisampleState = @import("types.zig").MultisampleState;
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const VertexState = @import("types.zig").VertexState;
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const PrimitiveState = @import("types.zig").PrimitiveState;
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const FragmentState = @import("types.zig").FragmentState;
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const PipelineLayout = @import("pipeline_layout.zig").PipelineLayout;
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const BindGroupLayout = @import("bind_group_layout.zig").BindGroupLayout;
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const Impl = @import("interface.zig").Impl;
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pub const RenderPipeline = opaque {
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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: ?*PipelineLayout = null,
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vertex: VertexState,
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primitive: PrimitiveState = .{},
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depth_stencil: ?*const DepthStencilState = null,
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multisample: MultisampleState = .{},
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fragment: ?*const FragmentState = null,
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};
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pub inline fn getBindGroupLayout(render_pipeline: *RenderPipeline, group_index: u32) *BindGroupLayout {
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return Impl.renderPipelineGetBindGroupLayout(render_pipeline, group_index);
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}
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pub inline fn setLabel(render_pipeline: *RenderPipeline, label: [*:0]const u8) void {
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Impl.renderPipelineSetLabel(render_pipeline, label);
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}
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pub inline fn reference(render_pipeline: *RenderPipeline) void {
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Impl.renderPipelineReference(render_pipeline);
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}
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pub inline fn release(render_pipeline: *RenderPipeline) void {
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Impl.renderPipelineRelease(render_pipeline);
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}
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};
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