jai build.jai && module_test.exe
mod_a func (do_thing=false) is at procedure 0x7ff671b2f290
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL:u32: 0xffffffff; | |
D3D11_KEEP_UNORDERED_ACCESS_VIEWS :u32: 0xffffffff; | |
ID3D11Device1 :: struct { | |
using vtable: *ID3D11Device1_VTable; | |
uuid :: "a04bfb29-08ef-43d6-a49c-a9bdbdcbe686"; | |
} | |
ID3D11Device1_VTable :: struct { |
// public domain, use at your own risk | |
package debug_alloc | |
import "core:mem" | |
import "core:os" | |
import "core:fmt" | |
import "core:sys/win32" | |
import "../stacktrace" |
#import "Basic"; | |
#import "Compiler"; | |
main :: () { | |
foo := 42; | |
bar := "meep"; | |
baz := false; | |
print_locals(#code (foo, bar, baz)); |
package debug_alloc | |
import "core:mem" | |
import "core:os" | |
import "core:sys/win32" | |
guard_allocator := mem.Allocator { | |
procedure = guard_allocator_proc, | |
data = nil, | |
}; |
/* | |
The MIT License | |
Copyright (c) 2019 Aleksander B. Birkeland | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
// An example file using the @tweak attribute. | |
package main | |
using import "core:math/linalg" | |
@tweak | |
editor_settings : struct { | |
grid_offset: Vector3, | |
test_string: string, | |
test_int: int, |
let g:ale_odin_compiler = "c:\\Users\\Lyra\\src\\odin\\odin.exe" | |
let g:ale_linters = { | |
\ 'odin': ['odin'] | |
\} |
" Author: Kevin Watters <[email protected]> | |
" Description: This file adds support for checking zig code. | |
function! ale_linters#zig#zig#GetExecutable(buffer) abort | |
return g:ale_zig_compiler | |
endfunction | |
function! s:find_build_dir(direc, count) abort | |
let l:path = a:direc . "/build.zig" | |
if filereadable(l:path) |
pub fn setUniformInt(sp: ShaderProgram, uniform_id: c.GLint, value: c_int) void { | |
c.glUniform1i(uniform_id, value); | |
} | |
pub fn setUniformFloat(sp: ShaderProgram, uniform_id: c.GLint, value: f32) void { | |
c.glUniform1f(uniform_id, value); | |
} | |
pub fn setUniformFloatByName(sp: ShaderProgram, comptime name: []const u8, value: f32) void { | |
const uniformId = sp.uniformLoc(name); |