From 18de7cd2eff1df7aea7fc7c8fc094f33fa7a8d90 Mon Sep 17 00:00:00 2001 From: Mitchell Hashimoto Date: Tue, 15 Nov 2022 13:10:30 -0800 Subject: [PATCH] Move shaders into the renderer dir --- src/renderer/Metal.zig | 8 +++----- src/renderer/OpenGL.zig | 4 ++-- src/{ => renderer}/shaders/cell.f.glsl | 0 src/{ => renderer}/shaders/cell.metal | 0 src/{ => renderer}/shaders/cell.v.glsl | 0 5 files changed, 5 insertions(+), 7 deletions(-) rename src/{ => renderer}/shaders/cell.f.glsl (100%) rename src/{ => renderer}/shaders/cell.metal (100%) rename src/{ => renderer}/shaders/cell.v.glsl (100%) diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index a565df99f..b3656e735 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -201,7 +201,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { }; // Initialize our shader (MTLLibrary) - const library = try initLibrary(device, @embedFile("../shaders/cell.metal")); + const library = try initLibrary(device, @embedFile("shaders/cell.metal")); const pipeline_state = try initPipelineState(device, library); const texture_greyscale = try initAtlasTexture(device, &options.font_group.atlas_greyscale); const texture_color = try initAtlasTexture(device, &options.font_group.atlas_color); @@ -399,8 +399,8 @@ pub fn render( defer critical.screen.deinit(); // @autoreleasepool {} - const pool = objc_autoreleasePoolPush(); - defer objc_autoreleasePoolPop(pool); + const pool = objc.AutoreleasePool.init(); + defer pool.deinit(); // If we're resizing, then we have to update a bunch of things... if (critical.screen_size) |_| { @@ -1285,5 +1285,3 @@ const MTLSize = extern struct { }; extern "c" fn MTLCreateSystemDefaultDevice() ?*anyopaque; -extern "c" fn objc_autoreleasePoolPush() ?*anyopaque; -extern "c" fn objc_autoreleasePoolPop(?*anyopaque) void; diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index 41f025206..ef5be897c 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -168,8 +168,8 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL { // Create our shader const program = try gl.Program.createVF( - @embedFile("../shaders/cell.v.glsl"), - @embedFile("../shaders/cell.f.glsl"), + @embedFile("shaders/cell.v.glsl"), + @embedFile("shaders/cell.f.glsl"), ); // Set our cell dimensions diff --git a/src/shaders/cell.f.glsl b/src/renderer/shaders/cell.f.glsl similarity index 100% rename from src/shaders/cell.f.glsl rename to src/renderer/shaders/cell.f.glsl diff --git a/src/shaders/cell.metal b/src/renderer/shaders/cell.metal similarity index 100% rename from src/shaders/cell.metal rename to src/renderer/shaders/cell.metal diff --git a/src/shaders/cell.v.glsl b/src/renderer/shaders/cell.v.glsl similarity index 100% rename from src/shaders/cell.v.glsl rename to src/renderer/shaders/cell.v.glsl