Port old pipeline logic
This commit is contained in:
11
src/Log.zig
Normal file
11
src/Log.zig
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@@ -0,0 +1,11 @@
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const std = @import("std");
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level: std.log.Level,
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message: []const u8,
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pub fn init(level: std.log.Level, message: []const u8) @This() {
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return .{
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.level = level,
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.message = message,
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};
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}
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49
src/Samplers.zig
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49
src/Samplers.zig
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@@ -0,0 +1,49 @@
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const std = @import("std");
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const sokol = @import("sokol");
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const sg = sokol.gfx;
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const main = @import("main.zig");
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pub var sampler_cache: std.AutoHashMapUnmanaged(Descriptor, sg.Sampler) = .{};
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pub const Descriptor = struct {
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wrap_u: sg.Wrap = .REPEAT,
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wrap_v: sg.Wrap = .REPEAT,
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wrap_w: sg.Wrap = .REPEAT,
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min_filter: sg.Filter = .LINEAR,
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mag_filter: sg.Filter = .LINEAR,
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mipmap_filter: sg.Filter = .LINEAR,
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};
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pub fn getOrCreateSampler(descriptor: Descriptor) !sg.Sampler {
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const entry = try sampler_cache.getOrPut(main.allocator, descriptor);
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if (entry.found_existing) {
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return entry.value_ptr.*;
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} else {
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const sampler = sg.makeSampler(.{
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.wrap_u = descriptor.wrap_u,
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.wrap_v = descriptor.wrap_v,
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.wrap_w = descriptor.wrap_w,
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.min_filter = descriptor.min_filter,
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.mag_filter = descriptor.mag_filter,
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.mipmap_filter = descriptor.mipmap_filter,
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});
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entry.key_ptr.* = descriptor;
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entry.value_ptr.* = sampler;
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return sampler;
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}
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}
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pub fn deinit() void {
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var sampler_cache_it = sampler_cache.valueIterator();
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while (sampler_cache_it.next()) |sampler| {
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sg.destroySampler(sampler.*);
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}
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sampler_cache.deinit(main.allocator);
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}
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252
src/game.zig
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252
src/game.zig
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@@ -0,0 +1,252 @@
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const std = @import("std");
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const ig = @import("cimgui");
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const shader = @import("shader");
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const sokol = @import("sokol");
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const sapp = sokol.app;
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const sg = sokol.gfx;
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const sglue = sokol.glue;
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const main = @import("main.zig");
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const Samplers = @import("Samplers.zig");
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var show_console: bool = false;
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var show_demo_window: bool = false;
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var vertex_buffer: sg.Buffer = undefined;
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var index_buffer: sg.Buffer = undefined;
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var pipeline: sg.Pipeline = undefined;
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var point_light_buffer: sg.Buffer = undefined;
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var directional_light_buffer: sg.Buffer = undefined;
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var sampler: sg.Sampler = undefined;
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var base_color_texture: sg.Image = undefined;
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var occlusion_roughness_metallic_texture: sg.Image = undefined;
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var normal_texture: sg.Image = undefined;
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var bindings: sg.Bindings = undefined;
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pub fn init() void {
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vertex_buffer = sg.makeBuffer(.{
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.data = sg.asRange(&[_]f32{
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// positionOS texCoord normalOS tangentOS
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-0.5, -0.5, 0, 0, 1, 0, 0, 1, 1, 0, 0, -1,
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0.5, -0.5, 0, 1, 1, 0, 0, 1, 1, 0, 0, -1,
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-0.5, 0.5, 0, 0, 0, 0, 0, 1, 1, 0, 0, -1,
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0.5, 0.5, 0, 1, 0, 0, 0, 1, 1, 0, 0, -1,
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}),
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.usage = .{
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.immutable = true,
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.vertex_buffer = true,
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},
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});
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index_buffer = sg.makeBuffer(.{
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.data = sg.asRange(&[_]u16{ 0, 1, 2, 2, 1, 3 }),
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.usage = .{
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.immutable = true,
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.index_buffer = true,
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},
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});
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pipeline = sg.makePipeline(.{
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.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
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.layout = blk: {
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var ret: sg.VertexLayoutState = .{};
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ret.attrs[shader.ATTR_program_positionOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_texCoord].format = .FLOAT2;
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ret.attrs[shader.ATTR_program_normalOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_tangentOS].format = .FLOAT4;
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break :blk ret;
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},
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.primitive_type = .TRIANGLES,
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.index_type = .UINT16,
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.cull_mode = .BACK,
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.face_winding = .CCW,
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});
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point_light_buffer = sg.makeBuffer(.{
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.size = @sizeOf([4]shader.PointLight),
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.usage = .{
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.stream_update = true,
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.storage_buffer = true,
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},
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});
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directional_light_buffer = sg.makeBuffer(.{
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.size = @sizeOf([4]shader.DirectionalLight),
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.usage = .{
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.stream_update = true,
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.storage_buffer = true,
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},
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});
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sampler = Samplers.getOrCreateSampler(.{
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.wrap_u = .REPEAT,
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.wrap_v = .REPEAT,
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.wrap_w = .REPEAT,
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.min_filter = .LINEAR,
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.mag_filter = .LINEAR,
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.mipmap_filter = .LINEAR,
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}) catch unreachable;
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base_color_texture = sg.makeImage(.{
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.type = .ARRAY,
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.usage = .{ .immutable = true },
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.width = 16,
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.height = 16,
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.num_slices = 16,
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.pixel_format = .RGBA8,
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.data = blk: {
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var ret: sg.ImageData = .{};
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ret.mip_levels[0] = sg.asRange(&[_]u8{ 255, 255, 255, 255 } ** (16 * 16 * 16));
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break :blk ret;
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},
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});
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occlusion_roughness_metallic_texture = sg.makeImage(.{
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.type = .ARRAY,
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.usage = .{ .immutable = true },
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.width = 1,
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.height = 1,
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.num_slices = 16,
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.pixel_format = .RGBA8,
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.data = blk: {
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var ret: sg.ImageData = .{};
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ret.mip_levels[0] = sg.asRange(&[_]u8{ 255, 255, 0, 255 } ** (1 * 1 * 16));
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break :blk ret;
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},
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});
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normal_texture = sg.makeImage(.{
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.type = .ARRAY,
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.usage = .{ .immutable = true },
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.width = 128,
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.height = 128,
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.num_slices = 16,
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.pixel_format = .RGBA8,
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.data = blk: {
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var ret: sg.ImageData = .{};
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ret.mip_levels[0] = sg.asRange(&[_]u8{ 127, 127, 255, 255 } ** (128 * 128 * 16));
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break :blk ret;
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},
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});
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bindings = .{};
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bindings.vertex_buffers[0] = vertex_buffer;
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bindings.index_buffer = index_buffer;
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bindings.views[shader.VIEW_Point_Lights] = sg.makeView(.{
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.storage_buffer = .{ .buffer = point_light_buffer },
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});
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bindings.views[shader.VIEW_Directional_Lights] = sg.makeView(.{
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.storage_buffer = .{ .buffer = directional_light_buffer },
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});
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bindings.views[shader.VIEW__BaseColorTexture] = sg.makeView(.{
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.texture = .{ .image = base_color_texture },
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});
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bindings.views[shader.VIEW__OcclusionRoughnessMetallicTexture] = sg.makeView(.{
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.texture = .{ .image = occlusion_roughness_metallic_texture },
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});
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bindings.views[shader.VIEW__NormalTexture] = sg.makeView(.{
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.texture = .{ .image = normal_texture },
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});
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bindings.samplers[0] = sampler;
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}
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pub fn deinit() void {}
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pub fn update(dt: f64) void {
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_ = dt;
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if (show_console) {
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showConsole();
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}
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if (show_demo_window) {
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ig.igShowDemoWindow(&show_demo_window);
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}
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sg.beginPass(.{
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.action = blk: {
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var ret: sg.PassAction = .{};
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ret.colors[0] = .{
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.load_action = .CLEAR,
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.store_action = .STORE,
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.clear_value = .{ .r = 0, .g = 0, .b = 0, .a = 1 },
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};
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ret.depth = .{
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.load_action = .CLEAR,
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.store_action = .STORE,
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.clear_value = 0,
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};
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break :blk ret;
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},
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.swapchain = sglue.swapchain(),
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});
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sg.applyPipeline(pipeline);
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sg.applyBindings(bindings);
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sg.applyUniforms(shader.UB_Global_Uniforms_Vertex, sg.asRange(&shader.GlobalUniformsVertex{
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._MatrixVStoCS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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}));
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sg.applyUniforms(shader.UB_Object_Uniforms, sg.asRange(&shader.ObjectUniforms{
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._MatrixOStoWS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixOStoWSNormal = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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}));
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sg.applyUniforms(shader.UB_Global_Uniforms_Fragment, sg.asRange(&shader.GlobalUniformsFragment{
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._AmbientLight = .{ 0.1, 0.1, 0.1 },
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._PointLightCount = 0,
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._DirectionalLightCount = 0,
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}));
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sg.applyUniforms(shader.UB_Material_Uniforms, sg.asRange(&shader.MaterialUniforms{
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._TextureIndex = 0,
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}));
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sg.draw(0, 6, 1);
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sg.endPass();
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}
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pub fn onKeyDown(key_code: sapp.Keycode, mods: u32) void {
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const no_mods = mods == 0;
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if (key_code == .GRAVE_ACCENT and no_mods) {
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show_console = !show_console;
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}
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if (key_code == .F1 and no_mods) {
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show_demo_window = true;
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}
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}
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fn showConsole() void {
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const display_size = ig.igGetIO().*.DisplaySize;
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ig.igSetNextWindowPos(.{ .x = 0, .y = 0 }, 0);
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ig.igSetNextWindowSize(.{ .x = display_size.x, .y = main.min_window_height }, ig.ImGuiCond_Once);
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if (ig.igBegin("Console", null, ig.ImGuiWindowFlags_NoTitleBar | ig.ImGuiWindowFlags_NoResize | ig.ImGuiWindowFlags_NoMove | ig.ImGuiWindowFlags_NoCollapse)) {
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for (main.logs.items) |log| {
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ig.igPushStyleColorImVec4(ig.ImGuiCol_Text, switch (log.level) {
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.err => .{ .x = 1, .y = 0, .z = 0, .w = 1 },
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.warn => .{ .x = 1, .y = 1, .z = 0, .w = 1 },
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.info => .{ .x = 1, .y = 1, .z = 1, .w = 1 },
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.debug => .{ .x = 0.5, .y = 0.5, .z = 0.5, .w = 1 },
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});
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ig.igTextUnformattedEx(log.message.ptr, log.message.ptr + log.message.len);
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ig.igPopStyleColor();
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}
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ig.igEnd();
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}
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}
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192
src/main.zig
192
src/main.zig
@@ -1,3 +1,5 @@
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const std = @import("std");
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const ig = @import("cimgui");
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const shader = @import("shader");
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const sokol = @import("sokol");
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@@ -6,19 +8,24 @@ const sapp = sokol.app;
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const sg = sokol.gfx;
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const sglue = sokol.glue;
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const simgui = sokol.imgui;
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const slog = sokol.log;
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var show_demo_window = true;
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const game = @import("game.zig");
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const Log = @import("Log.zig");
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const main_action = blk: {
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var ret: sg.PassAction = .{};
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pub const min_framerate = 30.0;
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pub const min_frametime = 1.0 / min_framerate;
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pub const min_window_height = 360;
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pub const min_window_width = 640;
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pub const temp_allocator_capacity = 16 * 1024 * 1024;
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pub const window_title = "voxel-game";
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ret.colors[0] = .{
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.load_action = .CLEAR,
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.clear_value = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
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};
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pub var allocator: std.mem.Allocator = undefined;
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pub var temp_allocator: std.mem.Allocator = undefined;
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break :blk ret;
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pub var logs: std.ArrayListUnmanaged(Log) = .empty;
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pub const std_options: std.Options = .{
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.logFn = logFn,
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};
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const imgui_action = blk: {
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@@ -31,72 +38,38 @@ const imgui_action = blk: {
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break :blk ret;
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};
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var bindings: sg.Bindings = .{};
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var pipeline: sg.Pipeline = .{};
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fn init() callconv(.c) void {
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sg.setup(.{
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.environment = sglue.environment(),
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.logger = .{ .func = slog.func },
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.logger = .{ .func = sokolLogFn },
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});
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simgui.setup(.{
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.logger = .{ .func = slog.func },
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.logger = .{ .func = sokolLogFn },
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});
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bindings.vertex_buffers[0] = sg.makeBuffer(.{
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.data = sg.asRange(&[_]f32{
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// positionOS texCoord normalOS tangentOS
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0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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}),
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});
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pipeline = sg.makePipeline(.{
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.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
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.layout = blk: {
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var ret: sg.VertexLayoutState = .{};
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ret.attrs[shader.ATTR_program_positionOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_texCoord].format = .FLOAT2;
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ret.attrs[shader.ATTR_program_normalOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_tangentOS].format = .FLOAT4;
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break :blk ret;
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},
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});
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game.init();
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}
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fn deinit() callconv(.c) void {
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game.deinit();
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simgui.shutdown();
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sg.shutdown();
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}
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fn frame() callconv(.c) void {
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const dt = sapp.frameDuration();
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simgui.newFrame(.{
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.width = sapp.width(),
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.height = sapp.height(),
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.delta_time = sapp.frameDuration(),
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.delta_time = dt,
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.dpi_scale = sapp.dpiScale(),
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});
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// --- UPDATE ---
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game.update(dt);
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if (show_demo_window) {
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ig.igShowDemoWindow(&show_demo_window);
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}
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// --- MAIN PASS ---
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sg.beginPass(.{
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.action = main_action,
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.swapchain = sglue.swapchain(),
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});
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sg.applyPipeline(pipeline);
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sg.applyBindings(bindings);
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sg.draw(0, 3, 1);
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sg.endPass();
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// --- IMGUI PASS ---
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// --- BEGIN IMGUI PASS ---
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sg.beginPass(.{
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.action = imgui_action,
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@@ -105,16 +78,40 @@ fn frame() callconv(.c) void {
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simgui.render();
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sg.endPass();
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// ---
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// --- END IMGUI PASS ---
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sg.commit();
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}
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fn event(ev: [*c]const sapp.Event) callconv(.c) void {
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_ = simgui.handleEvent(ev.*);
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fn event(_ev: [*c]const sapp.Event) callconv(.c) void {
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const ev: *const sapp.Event = @ptrCast(_ev);
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const ig_capture_keyboard = simgui.handleEvent(ev.*);
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if (!ig_capture_keyboard) {
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if (ev.type == .KEY_DOWN and !ev.key_repeat) {
|
||||
game.onKeyDown(ev.key_code, ev.modifiers);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn main() !void {
|
||||
var gpa: std.heap.GeneralPurposeAllocator(.{}) = .init;
|
||||
defer _ = gpa.deinit();
|
||||
|
||||
var fba: std.heap.FixedBufferAllocator = .init(&struct {
|
||||
pub var buffer: [temp_allocator_capacity]u8 = undefined;
|
||||
}.buffer);
|
||||
|
||||
allocator = gpa.allocator();
|
||||
temp_allocator = fba.threadSafeAllocator();
|
||||
|
||||
defer {
|
||||
for (logs.items) |log| {
|
||||
allocator.free(log.message);
|
||||
}
|
||||
logs.deinit(allocator);
|
||||
}
|
||||
|
||||
pub fn main() void {
|
||||
sapp.run(.{
|
||||
.init_cb = &init,
|
||||
.cleanup_cb = &deinit,
|
||||
@@ -124,6 +121,87 @@ pub fn main() void {
|
||||
.width = 1280,
|
||||
.height = 720,
|
||||
.icon = .{ .sokol_default = true },
|
||||
.logger = .{ .func = slog.func },
|
||||
.logger = .{ .func = sokolLogFn },
|
||||
});
|
||||
}
|
||||
|
||||
fn sokolLogFn(
|
||||
maybe_tag: ?[*:0]const u8,
|
||||
log_level: u32,
|
||||
log_item: u32,
|
||||
maybe_message: ?[*:0]const u8,
|
||||
line_nr: u32,
|
||||
maybe_filename: ?[*:0]const u8,
|
||||
user_data: ?*anyopaque,
|
||||
) callconv(.c) void {
|
||||
defer {
|
||||
if (log_level == 0) {
|
||||
const message = std.mem.span(maybe_message) orelse "";
|
||||
@panic(message);
|
||||
}
|
||||
}
|
||||
|
||||
const _SLOG_LINE_LENGTH = 512;
|
||||
|
||||
_ = user_data;
|
||||
|
||||
var line_buf: [_SLOG_LINE_LENGTH]u8 = undefined;
|
||||
var writer = std.Io.Writer.fixed(&line_buf);
|
||||
|
||||
if (maybe_tag) |tag| {
|
||||
writer.print("[{s}]", .{tag}) catch return;
|
||||
}
|
||||
|
||||
writer.print("[{s}]", .{switch (log_level) {
|
||||
0 => "panic",
|
||||
1 => "error",
|
||||
2 => "warning",
|
||||
else => "info",
|
||||
}}) catch return;
|
||||
|
||||
writer.print("[id:{d}]", .{log_item}) catch return;
|
||||
|
||||
if (maybe_filename) |filename| {
|
||||
writer.print(" {s}:{d}:0: ", .{ filename, line_nr }) catch return;
|
||||
} else {
|
||||
writer.print("[line:{d}]", .{line_nr}) catch return;
|
||||
}
|
||||
|
||||
if (maybe_message) |message| {
|
||||
writer.print("\n\t{s}", .{message}) catch return;
|
||||
}
|
||||
|
||||
writer.print("\n\n", .{}) catch return;
|
||||
|
||||
if (log_level == 0) {
|
||||
writer.print("ABORTING because of [panic]\n", .{}) catch return;
|
||||
}
|
||||
|
||||
const level: std.log.Level = switch (log_level) {
|
||||
0, 1 => .err,
|
||||
2 => .warn,
|
||||
else => .info,
|
||||
};
|
||||
|
||||
const full_message = allocator.dupe(u8, writer.buffered()) catch return;
|
||||
|
||||
std.debug.print("{s}", .{full_message});
|
||||
|
||||
logs.append(allocator, .init(level, full_message)) catch {
|
||||
allocator.free(full_message);
|
||||
return;
|
||||
};
|
||||
}
|
||||
|
||||
fn logFn(
|
||||
comptime level: std.log.Level,
|
||||
comptime _: @Type(.enum_literal),
|
||||
comptime fmt: []const u8,
|
||||
args: anytype,
|
||||
) void {
|
||||
const message = std.fmt.allocPrint(allocator, fmt, args) catch return;
|
||||
logs.append(allocator, .init(level, message)) catch {
|
||||
allocator.free(message);
|
||||
return;
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user