Fix immutable rules; add some general documentation

immutable is still a little weird and not completely what you'd expect. Maybe just not having it is better.
This commit is contained in:
Ginger Bill
2017-02-14 15:19:29 +00:00
parent 74d15ab84b
commit d1f65097c4
14 changed files with 181 additions and 154 deletions
+4 -4
View File
@@ -1,14 +1,14 @@
crc32 :: proc(data: []byte) -> u32 {
result := ~cast(u32)0;
for b in data {
result = result>>8 ~ __CRC32_TABLE[(result ~ cast(u32)b) & 0xff];
result = result>>8 ~ _crc32_table[(result ~ cast(u32)b) & 0xff];
}
return ~result;
}
crc64 :: proc(data: []byte) -> u64 {
result := ~cast(u64)0;
for b in data {
result = result>>8 ~ __CRC64_TABLE[(result ~ cast(u64)b) & 0xff];
result = result>>8 ~ _crc64_table[(result ~ cast(u64)b) & 0xff];
}
return ~result;
}
@@ -202,7 +202,7 @@ murmur64 :: proc(data: []byte) -> u64 {
}
__CRC32_TABLE := [256]u32{
immutable _crc32_table := [256]u32{
0x00000000, 0x77073096, 0xee0e612c, 0x990951ba,
0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3,
0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988,
@@ -268,7 +268,7 @@ __CRC32_TABLE := [256]u32{
0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94,
0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d,
};
__CRC64_TABLE := [256]u64{
immutable _crc64_table := [256]u64{
0x0000000000000000, 0x42f0e1eba9ea3693, 0x85e1c3d753d46d26, 0xc711223cfa3e5bb5,
0x493366450e42ecdf, 0x0bc387aea7a8da4c, 0xccd2a5925d9681f9, 0x8e224479f47cb76a,
0x9266cc8a1c85d9be, 0xd0962d61b56fef2d, 0x17870f5d4f51b498, 0x5577eeb6e6bb820b,
+87 -87
View File
@@ -20,13 +20,13 @@ Viewport :: proc(x, y, width, height: i32) #foreign lib "gl
Ortho :: proc(left, right, bottom, top, near, far: f64) #foreign lib "glOrtho";
Color3f :: proc(r, g, b: f32) #foreign lib "glColor3f";
Vertex3f :: proc(x, y, z: f32) #foreign lib "glVertex3f";
GetError :: proc() -> i32 #foreign lib "glGetError";
GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString";
GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
TexCoord2f :: proc(x, y: f32) #foreign lib "glTexCoord2f";
TexImage2D :: proc(target, level, internal_format,
width, height, border,
format, _type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
GetError :: proc() -> i32 #foreign lib "glGetError";
GetString :: proc(name: i32) -> ^byte #foreign lib "glGetString";
GetIntegerv :: proc(name: i32, v: ^i32) #foreign lib "glGetIntegerv";
format, type: i32, pixels: rawptr) #foreign lib "glTexImage2D";
string_data :: proc(s: string) -> ^u8 #inline { return ^s[0]; }
@@ -42,114 +42,114 @@ GetProcAddress :: proc(name: string) -> proc() #cc_c {
return res;
}
GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
BindBuffer: proc(target: i32, buffer: u32) #cc_c;
BindVertexArray: proc(buffer: u32) #cc_c;
BindSampler: proc(position: i32, sampler: u32) #cc_c;
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
BindBuffer: proc(target: i32, buffer: u32) #cc_c;
BindVertexArray: proc(buffer: u32) #cc_c;
BindSampler: proc(position: i32, sampler: u32) #cc_c;
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
UnmapBuffer: proc(target: i32) #cc_c;
MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
UnmapBuffer: proc(target: i32) #cc_c;
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
EnableVertexAttribArray: proc(index: u32) #cc_c;
CreateShader: proc(shader_type: i32) -> u32 #cc_c;
ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c;
CompileShader: proc(shader: u32) #cc_c;
CreateProgram: proc() -> u32 #cc_c;
AttachShader: proc(program, shader: u32) #cc_c;
DetachShader: proc(program, shader: u32) #cc_c;
DeleteShader: proc(shader: u32) #cc_c;
LinkProgram: proc(program: u32) #cc_c;
UseProgram: proc(program: u32) #cc_c;
DeleteProgram: proc(program: u32) #cc_c;
CreateShader: proc(shader_type: i32) -> u32 #cc_c;
ShaderSource: proc(shader: u32, count: u32, str: ^^byte, length: ^i32) #cc_c;
CompileShader: proc(shader: u32) #cc_c;
CreateProgram: proc() -> u32 #cc_c;
AttachShader: proc(program, shader: u32) #cc_c;
DetachShader: proc(program, shader: u32) #cc_c;
DeleteShader: proc(shader: u32) #cc_c;
LinkProgram: proc(program: u32) #cc_c;
UseProgram: proc(program: u32) #cc_c;
DeleteProgram: proc(program: u32) #cc_c;
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^byte) #cc_c;
ActiveTexture: proc(texture: i32) #cc_c;
GenerateMipmap: proc(target: i32) #cc_c;
ActiveTexture: proc(texture: i32) #cc_c;
GenerateMipmap: proc(target: i32) #cc_c;
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
Uniform1i: proc(loc: i32, v0: i32) #cc_c;
Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
Uniform1f: proc(loc: i32, v0: f32) #cc_c;
Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
Uniform1i: proc(loc: i32, v0: i32) #cc_c;
Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
Uniform1f: proc(loc: i32, v0: f32) #cc_c;
Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c;
GetUniformLocation: proc(program: u32, name: ^byte) -> i32 #cc_c;
init :: proc() {
set_proc_address :: proc(p: rawptr, name: string) #inline { (cast(^(proc() #cc_c))p)^ = GetProcAddress(name); }
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
set_proc_address(^GenSamplers, "glGenSamplers\x00");
set_proc_address(^BindBuffer, "glBindBuffer\x00");
set_proc_address(^BindSampler, "glBindSampler\x00");
set_proc_address(^BindVertexArray, "glBindVertexArray\x00");
set_proc_address(^BufferData, "glBufferData\x00");
set_proc_address(^BufferSubData, "glBufferSubData\x00");
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
set_proc_address(^GenSamplers, "glGenSamplers\x00");
set_proc_address(^BindBuffer, "glBindBuffer\x00");
set_proc_address(^BindSampler, "glBindSampler\x00");
set_proc_address(^BindVertexArray, "glBindVertexArray\x00");
set_proc_address(^BufferData, "glBufferData\x00");
set_proc_address(^BufferSubData, "glBufferSubData\x00");
set_proc_address(^DrawArrays, "glDrawArrays\x00");
set_proc_address(^DrawElements, "glDrawElements\x00");
set_proc_address(^DrawArrays, "glDrawArrays\x00");
set_proc_address(^DrawElements, "glDrawElements\x00");
set_proc_address(^MapBuffer, "glMapBuffer\x00");
set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00");
set_proc_address(^MapBuffer, "glMapBuffer\x00");
set_proc_address(^UnmapBuffer, "glUnmapBuffer\x00");
set_proc_address(^VertexAttribPointer, "glVertexAttribPointer\x00");
set_proc_address(^EnableVertexAttribArray, "glEnableVertexAttribArray\x00");
set_proc_address(^CreateShader, "glCreateShader\x00");
set_proc_address(^ShaderSource, "glShaderSource\x00");
set_proc_address(^CompileShader, "glCompileShader\x00");
set_proc_address(^CreateProgram, "glCreateProgram\x00");
set_proc_address(^AttachShader, "glAttachShader\x00");
set_proc_address(^DetachShader, "glDetachShader\x00");
set_proc_address(^DeleteShader, "glDeleteShader\x00");
set_proc_address(^LinkProgram, "glLinkProgram\x00");
set_proc_address(^UseProgram, "glUseProgram\x00");
set_proc_address(^DeleteProgram, "glDeleteProgram\x00");
set_proc_address(^CreateShader, "glCreateShader\x00");
set_proc_address(^ShaderSource, "glShaderSource\x00");
set_proc_address(^CompileShader, "glCompileShader\x00");
set_proc_address(^CreateProgram, "glCreateProgram\x00");
set_proc_address(^AttachShader, "glAttachShader\x00");
set_proc_address(^DetachShader, "glDetachShader\x00");
set_proc_address(^DeleteShader, "glDeleteShader\x00");
set_proc_address(^LinkProgram, "glLinkProgram\x00");
set_proc_address(^UseProgram, "glUseProgram\x00");
set_proc_address(^DeleteProgram, "glDeleteProgram\x00");
set_proc_address(^GetShaderiv, "glGetShaderiv\x00");
set_proc_address(^GetProgramiv, "glGetProgramiv\x00");
set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00");
set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00");
set_proc_address(^GetShaderiv, "glGetShaderiv\x00");
set_proc_address(^GetProgramiv, "glGetProgramiv\x00");
set_proc_address(^GetShaderInfoLog, "glGetShaderInfoLog\x00");
set_proc_address(^GetProgramInfoLog, "glGetProgramInfoLog\x00");
set_proc_address(^ActiveTexture, "glActiveTexture\x00");
set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00");
set_proc_address(^ActiveTexture, "glActiveTexture\x00");
set_proc_address(^GenerateMipmap, "glGenerateMipmap\x00");
set_proc_address(^Uniform1i, "glUniform1i\x00");
set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00");
set_proc_address(^Uniform1i, "glUniform1i\x00");
set_proc_address(^UniformMatrix4fv, "glUniformMatrix4fv\x00");
set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00");
set_proc_address(^GetUniformLocation, "glGetUniformLocation\x00");
set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00");
set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00");
set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00");
set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00");
set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00");
set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
set_proc_address(^SamplerParameteri, "glSamplerParameteri\x00");
set_proc_address(^SamplerParameterf, "glSamplerParameterf\x00");
set_proc_address(^SamplerParameteriv, "glSamplerParameteriv\x00");
set_proc_address(^SamplerParameterfv, "glSamplerParameterfv\x00");
set_proc_address(^SamplerParameterIiv, "glSamplerParameterIiv\x00");
set_proc_address(^SamplerParameterIuiv, "glSamplerParameterIuiv\x00");
}
+8 -5
View File
@@ -41,11 +41,14 @@ WS_CAPTION :: 0x00C00000;
WS_VISIBLE :: 0x10000000;
WS_OVERLAPPEDWINDOW :: WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_THICKFRAME|WS_MINIMIZEBOX|WS_MAXIMIZEBOX;
WM_DESTROY :: 0x0002;
WM_CLOSE :: 0x0010;
WM_QUIT :: 0x0012;
WM_KEYDOWN :: 0x0100;
WM_KEYUP :: 0x0101;
WM_DESTROY :: 0x0002;
WM_SIZE :: 0x0005;
WM_CLOSE :: 0x0010;
WM_ACTIVATEAPP :: 0x001C;
WM_QUIT :: 0x0012;
WM_KEYDOWN :: 0x0100;
WM_KEYUP :: 0x0101;
WM_SIZING :: 0x0214;
PM_REMOVE :: 1;
+2 -2
View File
@@ -30,7 +30,7 @@ HICB :: 0b1011_1111;
Accept_Range :: struct { lo, hi: u8 }
accept_ranges := [5]Accept_Range{
immutable accept_ranges := [5]Accept_Range{
{0x80, 0xbf},
{0xa0, 0xbf},
{0x80, 0x9f},
@@ -38,7 +38,7 @@ accept_ranges := [5]Accept_Range{
{0x80, 0x8f},
};
accept_sizes := [256]byte{
immutable accept_sizes := [256]byte{
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, // 0x00-0x0f
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, // 0x10-0x1f
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, // 0x20-0x2f