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1063 lines
42 KiB
Markdown
1063 lines
42 KiB
Markdown
# Sokol
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[![Build Status](https://github.com/floooh/sokol/workflows/build_and_test/badge.svg)](https://github.com/floooh/sokol/actions)
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**Sokol (Сокол)**: Russian for Falcon, a smaller and more nimble
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bird of prey than the Eagle (Орёл, Oryol)
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[See what's new](#updates) (**08-Sep-2019**: clamp-to-border texture sampling in sokol_gfx.h)
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[Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM.
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Minimalistic STB-style cross-platform single-file-libs written in C (or
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rather 'the subset of C which compiles both in C and C++'):
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- **sokol\_gfx.h**: 3D-API wrapper (GL + Metal + D3D11)
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- **sokol\_app.h**: app framework wrapper (entry + window + 3D-context + input)
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- **sokol\_time.h**: time measurement
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- **sokol\_audio.h**: minimal buffer-streaming audio playback
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- **sokol\_fetch.h**: asynchronous data streaming from HTTP and local filesystem
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- **sokol\_args.h**: unified cmdline/URL arg parser for web and native apps
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WebAssembly is a 'first-class citizen', one important motivation for the
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Sokol headers is to provide a collection of cross-platform APIs with a
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minimal footprint on the web platform while still being useful.
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All headers are standalone and can be used independently from each other.
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Sample code is in a separate repo: https://github.com/floooh/sokol-samples
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Command line tools: https://github.com/floooh/sokol-tools
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Tiny 8-bit emulators: https://floooh.github.io/tiny8bit/
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### Why C:
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- easier integration with other languages
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- easier integration into other projects
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- adds only minimal size overhead to executables
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A blog post with more background info: [A Tour of sokol_gfx.h](http://floooh.github.io/2017/07/29/sokol-gfx-tour.html)
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# sokol_gfx.h:
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- simple, modern wrapper around GLES2/WebGL, GLES3/WebGL2, GL3.3, D3D11 and Metal
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- buffers, images, shaders, pipeline-state-objects and render-passes
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- does *not* handle window creation or 3D API context initialization
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- does *not* provide shader dialect cross-translation (**BUT** there's now an 'official' shader-cross-compiler solution which
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seamlessly integrates with sokol_gfx.h and IDEs: [see here for details](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md)
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A triangle in C99 with GLFW and FlextGL:
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```c
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#define GLFW_INCLUDE_NONE
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#include "GLFW/glfw3.h"
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#include "flextgl/flextGL.h"
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#define SOKOL_IMPL
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#define SOKOL_GLCORE33
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#include "sokol_gfx.h"
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int main() {
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/* create window and GL context via GLFW */
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* w = glfwCreateWindow(640, 480, "Sokol Triangle GLFW", 0, 0);
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glfwMakeContextCurrent(w);
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glfwSwapInterval(1);
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flextInit();
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/* setup sokol_gfx */
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sg_setup(&(sg_desc){0});
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/* a vertex buffer */
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const float vertices[] = {
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// positions // colors
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0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f
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};
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sg_buffer vbuf = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(vertices),
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.content = vertices,
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});
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/* a shader */
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sg_shader shd = sg_make_shader(&(sg_shader_desc){
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.vs.source =
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"#version 330\n"
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"layout(location=0) in vec4 position;\n"
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"layout(location=1) in vec4 color0;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" gl_Position = position;\n"
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" color = color0;\n"
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"}\n",
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.fs.source =
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"#version 330\n"
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"in vec4 color;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = color;\n"
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"}\n"
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});
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/* a pipeline state object (default render states are fine for triangle) */
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sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = shd,
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.layout = {
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.attrs = {
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[0].format=SG_VERTEXFORMAT_FLOAT3,
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[1].format=SG_VERTEXFORMAT_FLOAT4
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}
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}
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});
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/* resource bindings */
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sg_bindings binds = {
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.vertex_buffers[0] = vbuf
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};
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/* default pass action (clear to grey) */
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sg_pass_action pass_action = {0};
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/* draw loop */
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while (!glfwWindowShouldClose(w)) {
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int cur_width, cur_height;
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glfwGetFramebufferSize(w, &cur_width, &cur_height);
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sg_begin_default_pass(&pass_action, cur_width, cur_height);
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sg_apply_pipeline(pip);
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sg_apply_bindings(&binds);
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sg_draw(0, 3, 1);
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sg_end_pass();
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sg_commit();
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glfwSwapBuffers(w);
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glfwPollEvents();
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}
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/* cleanup */
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sg_shutdown();
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glfwTerminate();
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return 0;
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}
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```
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# sokol_app.h
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A minimal cross-platform application-wrapper library:
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- unified application entry
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- single window or canvas for 3D rendering
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- 3D context initialization
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- event-based keyboard, mouse and touch input
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- supported platforms: Win32, MacOS, Linux (X11), iOS, WASM/asm.js, Android (planned: RaspberryPi)
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- supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES2/WebGL, GLES3/WebGL2
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A simple clear-loop sample using sokol_app.h and sokol_gfx.h (does not include
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separate sokol.c/.m implementation file which is necessary
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to split the Objective-C code from the C code of the sample):
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```cpp
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#include "sokol_gfx.h"
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#include "sokol_app.h"
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sg_pass_action pass_action;
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void init(void) {
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sg_setup(&(sg_desc){
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.mtl_device = sapp_metal_get_device(),
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.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
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.mtl_drawable_cb = sapp_metal_get_drawable,
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.d3d11_device = sapp_d3d11_get_device(),
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.d3d11_device_context = sapp_d3d11_get_device_context(),
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.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
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.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
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});
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pass_action = (sg_pass_action) {
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.colors[0] = { .action=SG_ACTION_CLEAR, .val={1.0f, 0.0f, 0.0f, 1.0f} }
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};
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}
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void frame(void) {
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float g = pass_action.colors[0].val[1] + 0.01f;
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pass_action.colors[0].val[1] = (g > 1.0f) ? 0.0f : g;
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sg_begin_default_pass(&pass_action, sapp_width(), sapp_height());
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sg_end_pass();
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sg_commit();
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}
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void cleanup(void) {
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sg_shutdown();
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}
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sapp_desc sokol_main(int argc, char* argv[]) {
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return (sapp_desc){
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.init_cb = init,
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.frame_cb = frame,
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.cleanup_cb = cleanup,
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.width = 400,
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.height = 300,
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.window_title = "Clear (sokol app)",
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};
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}
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```
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# sokol_audio.h
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A minimal audio-streaming API:
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- you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
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- two ways to provide the data:
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1. directly fill backend audio buffer from your callback function running in the audio thread
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2. alternatively push small packets of audio data from your main loop,
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or a separate thread created by you
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- platform backends:
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- Windows: WASAPI
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- macOS/iOS: CoreAudio
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- Linux: ALSA
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- emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)
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A simple mono square-wave generator using the callback model:
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```cpp
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// the sample callback, running in audio thread
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static void stream_cb(float* buffer, int num_frames, int num_channels) {
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assert(1 == num_channels);
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static uint32_t count = 0;
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for (int i = 0; i < num_frames; i++) {
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buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f;
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}
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}
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int main() {
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// init sokol-audio with default params
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saudio_setup(&(saudio_desc){
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.stream_cb = stream_cb
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});
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// run main loop
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...
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// shutdown sokol-audio
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saudio_shutdown();
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return 0;
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```
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The same code using the push-model
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```cpp
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#define BUF_SIZE (32)
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int main() {
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// init sokol-audio with default params, no callback
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saudio_setup(&(saudio_desc){0});
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assert(saudio_channels() == 1);
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// a small intermediate buffer so we don't need to push
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// individual samples, which would be quite inefficient
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float buf[BUF_SIZE];
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int buf_pos = 0;
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uint32_t count = 0;
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// push samples from main loop
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bool done = false;
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while (!done) {
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// generate and push audio samples...
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int num_frames = saudio_expect();
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for (int i = 0; i < num_frames; i++) {
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// simple square wave generator
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buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f;
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if (buf_pos == BUF_SIZE) {
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buf_pos = 0;
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saudio_push(buf, BUF_SIZE);
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}
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}
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// handle other per-frame stuff...
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...
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}
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// shutdown sokol-audio
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saudio_shutdown();
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return 0;
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}
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```
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# sokol_fetch.h
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Load entire files, or stream data asynchronously over HTTP (emscripten/wasm)
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or the local filesystem (all native platforms).
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Simple C99 example loading a file into a static buffer:
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```c
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#include "sokol_fetch.h"
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static void response_callback(const sfetch_response*);
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#define MAX_FILE_SIZE (1024*1024)
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static uint8_t buffer[MAX_FILE_SIZE];
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// application init
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static void init(void) {
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...
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// setup sokol-fetch with default config:
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sfetch_setup(&(sfetch_desc_t){0});
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// start loading a file into a statically allocated buffer:
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sfetch_send(&(sfetch_request_t){
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.path = "hello_world.txt",
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.callback = response_callback
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.buffer_ptr = buffer,
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.buffer_size = sizeof(buffer)
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});
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}
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// per frame...
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static void frame(void) {
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...
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// need to call sfetch_dowork() once per frame to 'turn the gears':
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sfetch_dowork();
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...
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}
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// the response callback is where the interesting stuff happens:
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static void reponse_callback(const sfetch_response_t* response) {
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if (response->fetched) {
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// data has been loaded into the provided buffer, do something
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// with the data...
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const void* data = response->buffer_ptr;
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uint64_t data_size = response->fetched_size;
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}
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// the finished flag is set both on success and failure
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if (response->failed) {
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// oops, something went wrong
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switch (response->error_code) {
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SFETCH_ERROR_FILE_NOT_FOUND: ...
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SFETCH_ERROR_BUFFER_TOO_SMALL: ...
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...
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}
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}
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}
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// application shutdown
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static void shutdown(void) {
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...
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sfetch_shutdown();
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...
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}
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```
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# sokol_time.h:
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Simple cross-platform time measurement:
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```c
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#include "sokol_time.h"
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...
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/* initialize sokol_time */
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stm_setup();
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/* take start timestamp */
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uint64_t start = stm_now();
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...some code to measure...
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/* compute elapsed time */
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uint64_t elapsed = stm_since(start);
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/* convert to time units */
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double seconds = stm_sec(elapsed);
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double milliseconds = stm_ms(elapsed);
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double microseconds = stm_us(elapsed);
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double nanoseconds = stm_ns(elapsed);
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/* difference between 2 time stamps */
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uint64_t start = stm_now();
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...
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uint64_t end = stm_now();
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uint64_t elapsed = stm_diff(end, start);
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/* compute a 'lap time' (e.g. for fps) */
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uint64_t last_time = 0;
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while (!done) {
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...render something...
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double frame_time_ms = stm_ms(stm_laptime(&last_time));
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}
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```
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# sokol_args.h
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Unified argument parsing for web and native apps. Uses argc/argv on native
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platforms and the URL query string on the web.
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Example URL with one arg:
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https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4
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The same as command line app:
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> kc85 type=kc85_4
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Parsed like this:
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```c
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#include "sokol_args.h"
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int main(int argc, char* argv[]) {
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sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv });
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if (sargs_exists("type")) {
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if (sargs_equals("type", "kc85_4")) {
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// start as KC85/4
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}
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else if (sargs_equals("type", "kc85_3")) {
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// start as KC85/3
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}
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else {
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// start as KC85/2
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}
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}
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sargs_shutdown();
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return 0;
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}
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```
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See the sokol_args.h header for a more complete documentation, and the [Tiny
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Emulators](https://floooh.github.io/tiny8bit/) for more interesting usage examples.
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# Overview of planned features
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A list of things I'd like to do next:
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## sokol_gfx.h planned features:
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- 2 small additions to the per-pool-slot generation counters in sokol_gfx.h:
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- an sg_setup() option to disable a pool slot when it's generation
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counter overflows, this makes the dangling-check for resource ids
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watertight at the cost that the pool will run out of slots at some point
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- instead of the 16/16-bit split in the resource ids for unique-tag vs
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slot-index, only use as many bits as necessary for the slot-index
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(based on the number of slots in the pool), and the remaining bits
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for the unique-tag
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## sokol_app.h planned features:
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Mainly some "missing features" for desktop apps:
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- define an application icon
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- change the window title on existing window
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- allow to programmatically activate and deactivate fullscreen
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- pointer lock
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- show/hide mouse cursor
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- allow to change mouse cursor image (at first only switch between system-provided standard images)
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## sokol_audio.h planned features:
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- implement an alternative WebAudio backend using Audio Worklets and WASM threads
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# Updates
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- **08-Sep-2019**: sokol_gfx.h now supports clamp-to-border texture sampling:
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- the enum ```sg_wrap``` has a new member ```SG_WRAP_CLAMP_TO_BORDER```
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- there's a new enum ```sg_border_color```
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- the struct ```sg_image_desc``` has a new member ```sg_border_color border_color```
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- new feature flag in ```sg_features```: ```image_clamp_to_border```
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Note the following caveats:
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- clamp-to-border is only supported on a subset of platforms, support can
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be checked at runtime via ```sg_query_features().image_clamp_to_border```
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(D3D11, desktop-GL and macOS-Metal support clamp-to-border,
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all other platforms don't)
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- there are three hardwired border colors: transparent-black,
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opaque-black and opaque-white (modern 3D APIs have moved away from
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a freely programmable border color)
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- if clamp-to-border is not supported, sampling will fall back to
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clamp-to-edge without a validation warning
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Many thanks to @martincohen for suggesting the feature and providing the initial
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D3D11 implementation!
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- **31-Aug-2019**: The header **sokol_gfx_cimgui.h** has been merged into
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[**sokol_gfx_imgui.h**](https://github.com/floooh/sokol/blob/master/util/sokol_gfx_imgui.h).
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Same idea as merging sokol_cimgui.h into sokol_imgui.h, the implementation
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is now "bilingual", and can either be included into a C++ file or into a C file.
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When included into a C++ file, the Dear ImGui C++ API will be called directly,
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otherwise the C API bindings via cimgui.h
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- **28-Aug-2019**: The header **sokol_cimgui.h** has been merged into
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[**sokol_imgui.h**](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h).
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The sokol_cimgui.h header had been created to implement Dear ImGui UIs from
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pure C applications, instead of having to fall back to C++ just for the UI
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code. However, there was a lot of code duplication between sokol_imgui.h and
|
|
sokol_cimgui.h, so that it made more sense to merge the two headers. The C vs
|
|
C++ code path will be selected automatically: When the implementation of
|
|
sokol_imgui.h is included into a C++ source file, the Dear ImGui C++ API will
|
|
be used. Otherwise, when the implementation is included into a C source file,
|
|
the C API via cimgui.h
|
|
|
|
- **27-Aug-2019**: [**sokol_audio.h**](https://github.com/floooh/sokol/blob/master/sokol_audio.h)
|
|
now has an OpenSLES backend for Android. Many thanks to Sepehr Taghdisian (@septag)
|
|
for the PR!
|
|
|
|
- **26-Aug-2019**: new utility header for text rendering, and fixes in sokol_gl.h:
|
|
- a new utility header [**sokol_fontstash.h**](https://github.com/floooh/sokol/blob/master/util/sokol_fontstash.h)
|
|
which implements a renderer for [fontstash.h](https://github.com/memononen/fontstash)
|
|
on top of sokol_gl.h
|
|
- **sokol_gl.h** updates:
|
|
- Optimization: If no relevant state between two begin/end pairs has
|
|
changed, draw commands will be merged into a single sokol-gfx draw
|
|
call. This is especially useful for text- and sprite-rendering (previously,
|
|
each begin/end pair would always result in one draw call).
|
|
- Bugfix: When calling sgl_disable_texture() the previously active
|
|
texture would still remain active which could lead to rendering
|
|
artefacts. This has been fixed.
|
|
- Feature: It's now possible to provide a custom shader in the
|
|
'desc' argument of *sgl_make_pipeline()*, as long as the shader
|
|
is "compatible" with sokol_gl.h, see the sokol_fontstash.h
|
|
header for an example. This feature isn't "advertised" in the
|
|
sokol_gl.h documentation because it's a bit brittle (for instance
|
|
if sokol_gl.h updates uniform block structures, custom shaders
|
|
would break), but it may still come in handy in some situations.
|
|
|
|
- **20-Aug-2019**: sokol_gfx.h has a couple new query functions to inspect the
|
|
default values of resource-creation desc structures:
|
|
|
|
```c
|
|
sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc);
|
|
sg_image_desc sg_query_image_defaults(const sg_image_desc* desc);
|
|
sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc);
|
|
sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc);
|
|
sg_pass_desc sg_query_pass_defaults(const sg_pass_desc* desc);
|
|
```
|
|
These functions take a pointer to a resource creation desc struct that
|
|
may contain zero-initialized values (to indicate default values) and
|
|
return a new struct where the zero-init values have been replaced with
|
|
concrete values. This is useful to inspect the actual creation attributes
|
|
of a resource.
|
|
|
|
- **18-Aug-2019**:
|
|
- Pixelformat and runtime capabilities modernization in sokol_gfx.h (breaking changes):
|
|
- The list of pixel formats supported in sokol_gfx.h has been modernized,
|
|
many new formats are available, and some formats have been removed. The
|
|
supported pixel formats are now identical with what WebGPU provides,
|
|
minus the SRGB formats (if SRGB conversion is needed it should be done
|
|
in the pixel shader)
|
|
- The pixel format list is now more "orthogonal":
|
|
- one, two or four color components (R, RG, RGBA)
|
|
- 8-, 16- or 32-bit component width
|
|
- unsigned-normalized (no postfix), signed-normalized (SN postfix),
|
|
unsigned-integer (UI postfix) and signed-integer (SI postfix)
|
|
and float (F postfix) component types.
|
|
- special pixel formats BGRA8 (default render target format on
|
|
Metal and D3D11), RGB10A2 and RG11B10F
|
|
- DXT compressed formats replaced with BC1 to BC7 (BC1 to BC3
|
|
are identical to the old DXT pixel formats)
|
|
- packed 16-bit formats (like RGBA4) have been removed
|
|
- packed 24-bit formats (RGB8) have been removed
|
|
- Use the new function ```sg_query_pixelformat()``` to get detailed
|
|
runtime capability information about a pixelformat (for instance
|
|
whether it is supported at all, can be used as render target etc...).
|
|
- Use the new function ```sg_query_limits()``` to query "numeric limits"
|
|
like maximum texture dimensions for different texture types.
|
|
- The enumeration ```sg_feature``` and the function ```sg_query_feature()```
|
|
has been replaced with the new function ```sg_query_features()```, which
|
|
returns a struct ```sg_features``` (this contains a bool for each
|
|
optional feature).
|
|
- The default pixelformat for render target images and pipeline objects
|
|
now depends on the backend:
|
|
- for GL backends, the default pixelformat stays the same: RGBA8
|
|
- for the Metal and D3D11 backends, the default pixelformat for
|
|
render target images is now BGRA8 (the reason is because
|
|
MTKView's pixelformat was always BGRA8 but this was "hidden"
|
|
through an internal hack, and a BGRA swapchain is more efficient
|
|
than RGBA in D3D11/DXGI)
|
|
- Because of the above RGBA/BGRA change, you may see pixelformat validation
|
|
errors in existing code if the code assumes that a render target image is
|
|
always created with a default pixelformat of RGBA8.
|
|
- Changes in sokol_app.h:
|
|
- The D3D11 backend now creates the DXGI swapchain with BGRA8 pixelformat
|
|
(previously: RGBA8), this allows more efficient presentation in some
|
|
situations since no format-conversion-blit needs to happen.
|
|
|
|
- **18-Jul-2019**:
|
|
- sokol_fetch.h has been fixed and can be used again :)
|
|
|
|
- **11-Jul-2019**:
|
|
- Don't use sokol_fetch.h for now, the current version assumes that
|
|
it is possible to obtain the content size of a file from the
|
|
HTTP server without downloading the entire file first. Turns out
|
|
that's not possible with vanilla HTTP when the web server serves
|
|
files compressed (in that case the Content-Length is the _compressed_
|
|
size, yet JS/WASM only has access to the uncompressed data).
|
|
Long story short, I need to go back to the drawing board :)
|
|
|
|
- **06-Jul-2019**:
|
|
- new header [sokol_fetch.h](https://github.com/floooh/sokol/blob/master/sokol_fetch.h) for asynchronously loading data.
|
|
- make sure to carefully read the embedded documentation
|
|
for making the best use of the header
|
|
- two new samples: [simple PNG file loadng with stb_image.h](https://floooh.github.io/sokol-html5/loadpng-sapp.html) and [MPEG1 streaming with pl_mpeg.h](https://floooh.github.io/sokol-html5/plmpeg-sapp.html)
|
|
- sokol_gfx.h: increased SG_MAX_SHADERSTAGE_BUFFERS configuration
|
|
constant from 4 to 8.
|
|
|
|
- **10-Jun-2019**: sokol_app.h now has proper "application quit handling":
|
|
- a pending quit can be intercepted, for instance to show a "Really Quit?" dialog box
|
|
- application code can now initiate a "soft quit" (interceptable) or
|
|
"hard quit" (not interceptable)
|
|
- on the web platform, the standard "Leave Site?" dialog box implemented
|
|
by browsers can be shown when the user leaves the site
|
|
- Android and iOS currently don't have any of those features (since the
|
|
operating system may decide to terminate mobile applications at any time
|
|
anyway, if similar features are added they will most likely have
|
|
similar limitations as the web platform)
|
|
For details, search for 'APPLICATION QUIT' in the sokol_app.h documentation
|
|
header: https://github.com/floooh/sokol/blob/master/sokol_app.h
|
|
|
|
The [imgui-highdpi-sapp](https://github.com/floooh/sokol-samples/tree/master/sapp)
|
|
contains sample code for all new quit-related features.
|
|
|
|
- **08-Jun-2019**: some new stuff in sokol_app.h:
|
|
- the ```sapp_event``` struct has a new field ```bool key_repeat```
|
|
which is true when a keyboard event is a key-repeat (for the
|
|
event types ```SAPP_EVENTTYPE_KEY_DOWN``` and ```SAPP_EVENTTYPE_CHAR```).
|
|
Many thanks to [Scott Lembcke](https://github.com/slembcke) for
|
|
the pull request!
|
|
- a new function to poll the internal frame counter:
|
|
```uint64_t sapp_frame_count(void)```, previously the frame counter
|
|
was only available via ```sapp_event```.
|
|
- also check out the new [event-inspector sample](https://floooh.github.io/sokol-html5/wasm/events-sapp.html)
|
|
|
|
- **04-Jun-2019**: All sokol headers now recognize a config-define ```SOKOL_DLL```
|
|
if sokol should be compiled into a DLL (when used with ```SOKOL_IMPL```)
|
|
or used as a DLL. On Windows, this will prepend the public function declarations
|
|
with ```__declspec(dllexport)``` or ```__declspec(dllimport)```.
|
|
|
|
- **31-May-2019**: if you're working with emscripten and fips, please note the
|
|
following changes:
|
|
|
|
https://github.com/floooh/fips#public-service-announcements
|
|
|
|
- **27-May-2019**: some D3D11 updates:
|
|
- The shader-cross-compiler can now generate D3D bytecode when
|
|
running on Windows, see the [sokol-shdc docs](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) for more
|
|
details.
|
|
- sokol_gfx.h no longer needs to be compiled with a
|
|
SOKOL_D3D11_SHADER_COMPILER define to enable shader compilation in the
|
|
D3D11 backend. Instead, the D3D shader compiler DLL (d3dcompiler_47.dll)
|
|
will be loaded on-demand when the first HLSL shader needs to be compiled.
|
|
If an application only uses D3D shader byte code, the compiler DLL won't
|
|
be loaded into the process.
|
|
|
|
- **24-May-2019** The shader-cross-compiler can now generate Metal byte code
|
|
for macOS or iOS when the build is running on macOS. This is enabled
|
|
automatically with the fips-integration files in [sokol-tools-bin](https://github.com/floooh/sokol-tools-bin),
|
|
see the [sokol-shdc docs](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) for more
|
|
details.
|
|
|
|
- **16-May-2019** two new utility headers: *sokol_cimgui.h* and *sokol_gfx_cimgui.h*,
|
|
those are the same as their counterparts sokol_imgui.h and sokol_gfx_imgui.h, but
|
|
use the [cimgui](https://github.com/cimgui/cimgui) C-API for Dear ImGui. This
|
|
is useful if you don't want to - or cannot - use C++ for creating Dear ImGui UIs.
|
|
|
|
Many thanks to @prime31 for contributing those!
|
|
|
|
sokol_cimgui.h [is used
|
|
here](https://floooh.github.io/sokol-html5/wasm/cimgui-sapp.html), and
|
|
sokol_gfx_cimgui.h is used for the [debugging UI
|
|
here](https://floooh.github.io/sokol-html5/wasm/sgl-microui-sapp-ui.html)
|
|
|
|
- **15-May-2019** there's now an optional shader-cross-compiler solution for
|
|
sokol_gfx.h: [see here for details](https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md).
|
|
This is "V1.0" with two notable features missing:
|
|
|
|
- an include-file feature for GLSL shaders
|
|
- compilation to Metal- and D3D-bytecode (currently
|
|
only source-code generation is supported)
|
|
|
|
The [sokol-app samples](https://floooh.github.io/sokol-html5/) have been
|
|
ported to the new shader-cross-compilation, follow the ```src``` and
|
|
```glsl``` links on the specific sample webpages to see the C- and GLSL-
|
|
source-code.
|
|
|
|
- **02-May-2019** sokol_gfx.h has a new function ```sg_query_backend()```, this
|
|
will return an enum ```sg_backend``` identifying the backend sokol-gfx is
|
|
currently running on, which is one of the following values:
|
|
|
|
- SG_BACKEND_GLCORE33
|
|
- SG_BACKEND_GLES2
|
|
- SG_BACKEND_GLES3
|
|
- SG_BACKEND_D3D11
|
|
- SG_BACKEND_METAL_MACOS
|
|
- SG_BACKEND_METAL_IOS
|
|
|
|
When compiled with SOKOL_GLES3, sg_query_backend() may return SG_BACKEND_GLES2
|
|
when the runtime platform doesn't support GLES3/WebGL2 and had to fallback
|
|
to GLES2/WebGL2.
|
|
|
|
When compiled with SOKOL_METAL, sg_query_backend() will return SG_BACKEND_METAL_MACOS
|
|
when the compile target is macOS, and SG_BACKEND_METAL_IOS when the target is iOS.
|
|
|
|
- **26-Apr-2019** Small but breaking change in **sokol_gfx.h** how the vertex
|
|
layout definition in sg_pipeline_desc works:
|
|
|
|
Vertex component names and semantics (needed by the GLES2 and D3D11 backends) have moved from ```sg_pipeline_desc``` into ```sg_shader_desc```.
|
|
|
|
This may seem like a rather pointless small detail to change, expecially
|
|
for breaking existing code, but the whole thing will make a bit more
|
|
sense when the new shader-cross-compiler will be integrated which I'm
|
|
currently working on (here: https://github.com/floooh/sokol-tools).
|
|
|
|
While working on getting reflection data out of the shaders (e.g. what
|
|
uniform blocks and textures the shader uses), it occurred to me that
|
|
vertex-attribute-names and -semantics are actually part of the reflection
|
|
info and belong to the shader, not to the vertex layout in the pipeline
|
|
object (which only describes how the incoming vertex data maps to
|
|
vertex-component **slots**. Instead of (optionally) mapping this
|
|
association through a name, the pipeline's vertex layout is now always
|
|
strictly defined in terms of numeric 'bind slots' for **all** sokol_gfx.h
|
|
backends. For 3D APIs where the vertex component slot isn't explicitely
|
|
defined in the shader language (GLES2/WebGL, D3D11, and optionally
|
|
GLES3/GL), the shader merely offers a lookup table how vertex-layout
|
|
slot-indices map to names/semantics (and the underlying 3D API than maps
|
|
those names back to slot indices, which shows that Metal and GL made the
|
|
right choice defining the slots right in the shader).
|
|
|
|
Here's how the code changes (taken from the triangle-sapp.c sample):
|
|
|
|
**OLD**:
|
|
```c
|
|
/* create a shader */
|
|
sg_shader shd = sg_make_shader(&(sg_shader_desc){
|
|
.vs.source = vs_src,
|
|
.fs.source = fs_src,
|
|
});
|
|
|
|
/* create a pipeline object (default render states are fine for triangle) */
|
|
pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
/* if the vertex layout doesn't have gaps, don't need to provide strides and offsets */
|
|
.shader = shd,
|
|
.layout = {
|
|
.attrs = {
|
|
[0] = { .name="position", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT3 },
|
|
[1] = { .name="color0", .sem_name="COLOR", .format=SG_VERTEXFORMAT_FLOAT4 }
|
|
}
|
|
},
|
|
});
|
|
```
|
|
|
|
**NEW**:
|
|
```c
|
|
/* create a shader */
|
|
sg_shader shd = sg_make_shader(&(sg_shader_desc){
|
|
.attrs = {
|
|
[0] = { .name="position", .sem_name="POS" },
|
|
[1] = { .name="color0", .sem_name="COLOR" }
|
|
},
|
|
.vs.source = vs_src,
|
|
.fs.source = fs_src,
|
|
});
|
|
|
|
/* create a pipeline object (default render states are fine for triangle) */
|
|
pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
/* if the vertex layout doesn't have gaps, don't need to provide strides and offsets */
|
|
.shader = shd,
|
|
.layout = {
|
|
.attrs = {
|
|
[0].format=SG_VERTEXFORMAT_FLOAT3,
|
|
[1].format=SG_VERTEXFORMAT_FLOAT4
|
|
}
|
|
},
|
|
});
|
|
```
|
|
|
|
```sg_shader_desc``` has a new embedded struct ```attrs``` which
|
|
contains a vertex attribute _name_ (for GLES2/WebGL) and
|
|
_sem_name/sem_index_ (for D3D11). For the Metal backend this struct is
|
|
ignored completely, and for GLES3/GL it is optional, and not required
|
|
when the vertex shader inputs are annotated with ```layout(location=N)```.
|
|
|
|
The remaining attribute description members in ```sg_pipeline_desc``` are:
|
|
- **.format**: the format of input vertex data (this can be different
|
|
from the vertex shader's inputs when data is extended during
|
|
vertex fetch (e.g. input can be vec3 while the vertex shader
|
|
expects vec4)
|
|
- **.offset**: optional offset of the vertex component data (not needed
|
|
when the input vertex has no gaps between the components)
|
|
- **.buffer**: the vertex buffer bind slot if the vertex data is coming
|
|
from different buffers
|
|
|
|
Also check out the various samples:
|
|
|
|
- for GLSL (explicit slots via ```layout(location=N)```): https://github.com/floooh/sokol-samples/tree/master/glfw
|
|
- for D3D11 (semantic names/indices): https://github.com/floooh/sokol-samples/tree/master/d3d11
|
|
- for GLES2: (vertex attribute names): https://github.com/floooh/sokol-samples/tree/master/html5
|
|
- for Metal: (explicit slots): https://github.com/floooh/sokol-samples/tree/master/metal
|
|
- ...and all of the above combined: https://github.com/floooh/sokol-samples/tree/master/sapp
|
|
|
|
- **19-Apr-2019** I have replaced the rather inflexible render-state handling
|
|
in **sokol_gl.h** with a *pipeline stack* (like the GL matrix stack, but with
|
|
pipeline-state-objects), along with a couple of other minor API tweaks.
|
|
|
|
These are the new pipeline-stack functions:
|
|
```c
|
|
sgl_pipeline sgl_make_pipeline(const sg_pipeline_desc* desc);
|
|
void sgl_destroy_pipeline(sgl_pipeline pip);
|
|
void sgl_default_pipeline(void);
|
|
void sgl_load_pipeline(sgl_pipeline pip);
|
|
void sgl_push_pipeline(void);
|
|
void sgl_pop_pipeline(void);
|
|
```
|
|
|
|
A pipeline object is created just like in sokol_gfx.h, but without shaders,
|
|
vertex layout, pixel formats, primitive-type and sample count (these details
|
|
are filled in by the ```sgl_make_pipeline()``` wrapper function. For instance
|
|
to create a pipeline object for additive transparency:
|
|
|
|
```c
|
|
sgl_pipeline additive_pip = sgl_make_pipeline(&(sg_pipeline_desc){
|
|
.blend = {
|
|
.enabled = true,
|
|
.src_factor_rgb = SG_BLENDFACTOR_ONE,
|
|
.dst_factor_rgb = SG_BLENDFACTOR_ONE
|
|
}
|
|
});
|
|
```
|
|
|
|
And to render with this, simply call ```sgl_load_pipeline()```:
|
|
|
|
```c
|
|
sgl_load_pipeline(additive_pip);
|
|
sgl_begin_triangles();
|
|
...
|
|
sgl_end();
|
|
```
|
|
|
|
Or to preserve and restore the previously active pipeline state:
|
|
|
|
```c
|
|
sgl_push_pipeline();
|
|
sgl_load_pipeline(additive_pip);
|
|
sgl_begin_quads();
|
|
...
|
|
sgl_end();
|
|
sgl_pop_pipeline();
|
|
```
|
|
|
|
You can also load the 'default pipeline' explicitely on the top of the
|
|
pipeline stack with ```sgl_default_pipeline()```.
|
|
|
|
The other API change is:
|
|
|
|
- ```sgl_state_texture(bool b)``` has been replaced with ```sgl_enable_texture()```
|
|
and ```sgl_disable_texture()```
|
|
|
|
The code samples have been updated accordingly:
|
|
|
|
- [sgl-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-sapp.c)
|
|
- [sgl-lines-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-lines-sapp.c)
|
|
- [sgl-microui-sapp.c](https://github.com/floooh/sokol-samples/blob/master/sapp/sgl-microui-sapp.c)
|
|
|
|
- **01-Apr-2019** (not an April Fool's joke): There's a new **sokol_gl.h**
|
|
util header which implements an 'OpenGL-1.x-in-spirit' rendering API on top
|
|
of sokol_gfx.h (vertex specification via begin/end, and a matrix stack). This is
|
|
only a small subset of OpenGL 1.x, mainly intended for debug-visualization or
|
|
simple tasks like 2D UI rendering. As always, sample code is in the
|
|
[sokol-samples](https://github.com/floooh/sokol-samples) project.
|
|
|
|
- **15-Mar-2019**: various Dear ImGui related changes:
|
|
- there's a new utility header sokol_imgui.h with a simple drop-in
|
|
renderer for Dear ImGui on top of sokol_gfx.h and sokol_app.h
|
|
(sokol_app.h is optional, and only used for input handling)
|
|
- the sokol_gfx_imgui.h debug inspection header no longer
|
|
depends on internal data structures and functions of sokol_gfx.h, as such
|
|
it is now a normal *utility header* and has been moved to the *utils*
|
|
directory
|
|
- the implementation macro for sokol_gfx_imgui.h has been changed
|
|
from SOKOL_IMPL to SOKOL_GFX_IMGUI_IMPL (so when you suddenly get
|
|
unresolved linker errors, that's the reason)
|
|
- all headers now have two preprocessor defines for the declaration
|
|
and implementation (for instance in sokol_gfx.h: SOKOL_GFX_INCLUDED
|
|
and SOKOL_GFX_IMPL_INCLUDED) these are checked in the utility-headers
|
|
to provide useful error message when dependent headers are missing
|
|
|
|
- **05-Mar-2019**: sokol_gfx.h now has a 'trace hook' API, and I have started
|
|
implementing optional debug-inspection-UI headers on top of Dear ImGui:
|
|
- sokol_gfx.h has a new function *sg_install_trace_hooks()*, this allows
|
|
you to install a callback function for each public sokol_gfx.h function
|
|
(and a couple of error callbacks). For more details, search for "TRACE HOOKS"
|
|
in sokol_gfx.h
|
|
- when creating sokol_gfx.h resources, you can now set a 'debug label'
|
|
in the desc structure, this is ignored by sokol_gfx.h itself, but is
|
|
useful for debuggers or profilers hooking in via the new trace hooks
|
|
- likewise, two new functions *sg_push_debug_group()* and *sg_pop_debug_group()*
|
|
can be used to group related drawing functions under a name, this
|
|
is also ignored by sokol_gfx.h itself and only useful when hooking
|
|
into the API calls
|
|
- I have started a new 'subproject' in the 'imgui' directory, this will
|
|
contain a slowly growing set of optional debug-inspection-UI headers
|
|
which allow to peek under the hood of the Sokol headers. The UIs are
|
|
implemented with [Dear ImGui](https://github.com/ocornut/imgui). Again,
|
|
see the README in the 'imgui' directory and the headers in there
|
|
for details, and check out the live demos on the [Sokol Sample Webpage](https://floooh.github.io/sokol-html5/)
|
|
(click on the little UI buttons in the top right corner of each thumbnail)
|
|
|
|
- **21-Feb-2019**: sokol_app.h and sokol_audio.h now have an alternative
|
|
set of callbacks with user_data arguments. This is useful if you don't
|
|
want or cannot store your own application state in global variables.
|
|
See the header documentation in sokol_app.h and sokol_audio.h for details,
|
|
and check out the samples *sapp/noentry-sapp.c* and *sapp/modplay-sapp.c*
|
|
in https://github.com/floooh/sokol-samples
|
|
|
|
- **19-Feb-2019**: sokol_app.h now has an alternative mode where it doesn't
|
|
"hijack" the platform's main() function. Search for SOKOL_NO_ENTRY in
|
|
sokol_app.h for details and documentation.
|
|
|
|
- **26-Jan-2019**: sokol_app.h now has an Android backend contributed by
|
|
[Gustav Olsson](https://github.com/gustavolsson)!
|
|
See the [sokol-samples readme](https://github.com/floooh/sokol-samples/blob/master/README.md)
|
|
for build instructions.
|
|
|
|
- **21-Jan-2019**: sokol_gfx.h - pool-slot-generation-counters and a dummy backend:
|
|
- Resource pool slots now have a generation-counter for the resource-id
|
|
unique-tag, instead of a single counter for the whole pool. This allows
|
|
to create many more unique handles.
|
|
- sokol_gfx.h now has a dummy backend, activated by defining SOKOL_DUMMY_BACKEND
|
|
(instead of SOKOL_METAL, SOKOL_D3D11, ...), this allows to write
|
|
'headless' tests (and there's now a sokol-gfx-test in the sokol-samples
|
|
repository which mainly tests the resource pool system)
|
|
|
|
- **12-Jan-2019**: sokol_gfx.h - setting the pipeline state and resource
|
|
bindings now happens in separate calls, specifically:
|
|
- *sg_apply_draw_state()* has been replaced with *sg_apply_pipeline()* and
|
|
*sg_apply_bindings()*
|
|
- the *sg_draw_state* struct has been replaced with *sg_bindings*
|
|
- *sg_apply_uniform_block()* has been renamed to *sg_apply_uniforms()*
|
|
|
|
All existing code will still work. See [this blog
|
|
post](https://floooh.github.io/2019/01/12/sokol-apply-pipeline.html) for
|
|
details.
|
|
|
|
- **29-Oct-2018**:
|
|
- sokol_gfx.h has a new function **sg_append_buffer()** which allows to
|
|
append new data to a buffer multiple times per frame and interleave this
|
|
with draw calls. This basically implements the
|
|
D3D11_MAP_WRITE_NO_OVERWRITE update strategy for buffer objects. For
|
|
example usage, see the updated Dear ImGui samples in the [sokol_samples
|
|
repo](https://github.com/floooh/sokol-samples)
|
|
- the GL state cache in sokol_gfx.h handles buffers bindings in a
|
|
more robust way, previously it might have happened that the
|
|
buffer binding gets confused when creating buffers or updating
|
|
buffer contents in the render loop
|
|
|
|
- **17-Oct-2018**: sokol_args.h added
|
|
|
|
- **26-Sep-2018**: sokol_audio.h ready for prime time :)
|
|
|
|
- **11-May-2018**: sokol_gfx.h now autodetects iOS vs MacOS in the Metal
|
|
backend during compilation using the standard define TARGET_OS_IPHONE defined
|
|
in the TargetConditionals.h system header, please replace the old
|
|
backend-selection defines SOKOL_METAL_MACOS and SOKOL_METAL_IOS with
|
|
**SOKOL_METAL**
|
|
|
|
- **20-Apr-2018**: 3 new context-switching functions have been added
|
|
to make it possible to use sokol together with applications that
|
|
use multiple GL contexts. On D3D11 and Metal, the functions are currently
|
|
empty. See the new section ```WORKING WITH CONTEXTS``` in the sokol_gfx.h
|
|
header documentation, and the new sample [multiwindow-glfw](https://github.com/floooh/sokol-samples/blob/master/glfw/multiwindow-glfw.c)
|
|
|
|
- **31-Jan-2018**: The vertex layout declaration in sg\_pipeline\_desc had
|
|
some fairly subtle flaws and has been changed to work like Metal or Vulkan.
|
|
The gist is that the vertex-buffer-layout properties (vertex stride,
|
|
vertex-step-rate and -step-function for instancing) is now defined in a
|
|
separate array from the vertex attributes. This removes some brittle backend
|
|
code which tries to guess the right vertex attribute slot if no attribute
|
|
names are given, and which was wrong for shader-code-generation pipelines
|
|
which reorder the vertex attributes (I stumbled over this when porting the
|
|
Oryol Gfx module over to sokol-gfx). Some code samples:
|
|
|
|
```c
|
|
// a complete vertex layout declaration with a single input buffer
|
|
// with two vertex attributes
|
|
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
.layout = {
|
|
.buffers = {
|
|
[0] = {
|
|
.stride = 20,
|
|
.step_func = SG_VERTEXSTEP_PER_VERTEX,
|
|
.step_rate = 1
|
|
}
|
|
},
|
|
.attrs = {
|
|
[0] = {
|
|
.name = "pos",
|
|
.offset = 0,
|
|
.format = SG_VERTEXFORMAT_FLOAT3,
|
|
.buffer_index = 0
|
|
},
|
|
[1] = {
|
|
.name = "uv",
|
|
.offset = 12,
|
|
.format = SG_VERTEXFORMAT_FLOAT2,
|
|
.buffer_index = 0
|
|
}
|
|
}
|
|
},
|
|
...
|
|
});
|
|
|
|
// if the vertex layout has no gaps, we can get rid of the strides and offsets:
|
|
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
.layout = {
|
|
.buffers = {
|
|
[0] = {
|
|
.step_func = SG_VERTEXSTEP_PER_VERTEX,
|
|
.step_rate=1
|
|
}
|
|
},
|
|
.attrs = {
|
|
[0] = {
|
|
.name = "pos",
|
|
.format = SG_VERTEXFORMAT_FLOAT3,
|
|
.buffer_index = 0
|
|
},
|
|
[1] = {
|
|
.name = "uv",
|
|
.format = SG_VERTEXFORMAT_FLOAT2,
|
|
.buffer_index = 0
|
|
}
|
|
}
|
|
},
|
|
...
|
|
});
|
|
|
|
// we can also get rid of the other default-values, which leaves buffers[0]
|
|
// as all-defaults, so it can disappear completely:
|
|
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
.layout = {
|
|
.attrs = {
|
|
[0] = { .name = "pos", .format = SG_VERTEXFORMAT_FLOAT3 },
|
|
[1] = { .name = "uv", .format = SG_VERTEXFORMAT_FLOAT2 }
|
|
}
|
|
},
|
|
...
|
|
});
|
|
|
|
// and finally on GL3.3 and Metal and we don't need the attribute names
|
|
// (on D3D11, a semantic name and index must be provided though)
|
|
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
|
|
.layout = {
|
|
.attrs = {
|
|
[0] = { .format = SG_VERTEXFORMAT_FLOAT3 },
|
|
[1] = { .format = SG_VERTEXFORMAT_FLOAT2 }
|
|
}
|
|
},
|
|
...
|
|
});
|
|
```
|
|
|
|
Please check the sample code in https://github.com/floooh/sokol-samples for
|
|
more examples!
|
|
|
|
Enjoy!
|