Move from sentinel-terminated slices to sentinel-terminated pointers ([:0] -> [*:0])
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19db777449
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a03b65a76c
6 changed files with 205 additions and 205 deletions
12
lib/rlgl.zig
12
lib/rlgl.zig
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@ -757,7 +757,7 @@ pub fn rlGetGlTextureFormats(format: i32, glInternalFormat: *u32, glFormat: *u32
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}
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/// Get name string for pixel format
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pub fn rlGetPixelFormatName(format: u32) [:0]const u8 {
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pub fn rlGetPixelFormatName(format: u32) [*:0]const u8 {
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return std.mem.span(cdef.rlGetPixelFormatName(@as(c_uint, format)));
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}
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@ -777,7 +777,7 @@ pub fn rlReadTexturePixels(id: u32, width: i32, height: i32, format: i32) *anyop
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}
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/// Read screen pixel data (color buffer)
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pub fn rlReadScreenPixels(width: i32, height: i32) [:0]u8 {
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pub fn rlReadScreenPixels(width: i32, height: i32) [*:0]u8 {
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return std.mem.span(cdef.rlReadScreenPixels(@as(c_int, width), @as(c_int, height)));
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}
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@ -802,12 +802,12 @@ pub fn rlUnloadFramebuffer(id: u32) void {
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}
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/// Load shader from code strings
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pub fn rlLoadShaderCode(vsCode: [:0]const u8, fsCode: [:0]const u8) u32 {
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pub fn rlLoadShaderCode(vsCode: [*:0]const u8, fsCode: [*:0]const u8) u32 {
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return @as(u32, cdef.rlLoadShaderCode(@as([*c]const u8, @ptrCast(vsCode)), @as([*c]const u8, @ptrCast(fsCode))));
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}
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/// Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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pub fn rlCompileShader(shaderCode: [:0]const u8, ty: i32) u32 {
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pub fn rlCompileShader(shaderCode: [*:0]const u8, ty: i32) u32 {
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return @as(u32, cdef.rlCompileShader(@as([*c]const u8, @ptrCast(shaderCode)), @as(c_int, ty)));
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}
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@ -822,12 +822,12 @@ pub fn rlUnloadShaderProgram(id: u32) void {
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}
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/// Get shader location uniform
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pub fn rlGetLocationUniform(shaderId: u32, uniformName: [:0]const u8) i32 {
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pub fn rlGetLocationUniform(shaderId: u32, uniformName: [*:0]const u8) i32 {
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return @as(i32, cdef.rlGetLocationUniform(@as(c_uint, shaderId), @as([*c]const u8, @ptrCast(uniformName))));
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}
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/// Get shader location attribute
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pub fn rlGetLocationAttrib(shaderId: u32, attribName: [:0]const u8) i32 {
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pub fn rlGetLocationAttrib(shaderId: u32, attribName: [*:0]const u8) i32 {
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return @as(i32, cdef.rlGetLocationAttrib(@as(c_uint, shaderId), @as([*c]const u8, @ptrCast(attribName))));
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}
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