| 1 | #if defined(SOKOL_IMPL) && !defined(SOKOL_GFX_IMPL) |
| 2 | #define SOKOL_GFX_IMPL |
| 3 | #endif |
| 4 | #ifndef SOKOL_GFX_INCLUDED |
| 5 | /* |
| 6 | sokol_gfx.h -- simple 3D API wrapper |
| 7 | |
| 8 | Project URL: https://github.com/floooh/sokol |
| 9 | |
| 10 | Example code: https://github.com/floooh/sokol-samples |
| 11 | |
| 12 | Do this: |
| 13 | #define SOKOL_IMPL or |
| 14 | #define SOKOL_GFX_IMPL |
| 15 | before you include this file in *one* C or C++ file to create the |
| 16 | implementation. |
| 17 | |
| 18 | In the same place define one of the following to select the rendering |
| 19 | backend: |
| 20 | #define SOKOL_GLCORE |
| 21 | #define SOKOL_GLES3 |
| 22 | #define SOKOL_D3D11 |
| 23 | #define SOKOL_METAL |
| 24 | #define SOKOL_WGPU |
| 25 | #define SOKOL_DUMMY_BACKEND |
| 26 | |
| 27 | I.e. for the desktop GL it should look like this: |
| 28 | |
| 29 | #include ... |
| 30 | #include ... |
| 31 | #define SOKOL_IMPL |
| 32 | #define SOKOL_GLCORE |
| 33 | #include "sokol_gfx.h" |
| 34 | |
| 35 | The dummy backend replaces the platform-specific backend code with empty |
| 36 | stub functions. This is useful for writing tests that need to run on the |
| 37 | command line. |
| 38 | |
| 39 | Optionally provide the following defines with your own implementations: |
| 40 | |
| 41 | SOKOL_ASSERT(c) - your own assert macro (default: assert(c)) |
| 42 | SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false)) |
| 43 | SOKOL_GFX_API_DECL - public function declaration prefix (default: extern) |
| 44 | SOKOL_API_DECL - same as SOKOL_GFX_API_DECL |
| 45 | SOKOL_API_IMPL - public function implementation prefix (default: -) |
| 46 | SOKOL_TRACE_HOOKS - enable trace hook callbacks (search below for TRACE HOOKS) |
| 47 | SOKOL_EXTERNAL_GL_LOADER - indicates that you're using your own GL loader, in this case |
| 48 | sokol_gfx.h will not include any platform GL headers and disable |
| 49 | the integrated Win32 GL loader |
| 50 | |
| 51 | If sokol_gfx.h is compiled as a DLL, define the following before |
| 52 | including the declaration or implementation: |
| 53 | |
| 54 | SOKOL_DLL |
| 55 | |
| 56 | On Windows, SOKOL_DLL will define SOKOL_GFX_API_DECL as __declspec(dllexport) |
| 57 | or __declspec(dllimport) as needed. |
| 58 | |
| 59 | If you want to compile without deprecated structs and functions, |
| 60 | define: |
| 61 | |
| 62 | SOKOL_NO_DEPRECATED |
| 63 | |
| 64 | Optionally define the following to force debug checks and validations |
| 65 | even in release mode: |
| 66 | |
| 67 | SOKOL_DEBUG - by default this is defined if _DEBUG is defined |
| 68 | |
| 69 | sokol_gfx DOES NOT: |
| 70 | =================== |
| 71 | - create a window, swapchain or the 3D-API context/device, you must do this |
| 72 | before sokol_gfx is initialized, and pass any required information |
| 73 | (like 3D device pointers) to the sokol_gfx initialization call |
| 74 | |
| 75 | - present the rendered frame, how this is done exactly usually depends |
| 76 | on how the window and 3D-API context/device was created |
| 77 | |
| 78 | - provide a unified shader language, instead 3D-API-specific shader |
| 79 | source-code or shader-bytecode must be provided (for the "official" |
| 80 | offline shader cross-compiler, see here: |
| 81 | https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) |
| 82 | |
| 83 | |
| 84 | STEP BY STEP |
| 85 | ============ |
| 86 | --- to initialize sokol_gfx, after creating a window and a 3D-API |
| 87 | context/device, call: |
| 88 | |
| 89 | sg_setup(const sg_desc*) |
| 90 | |
| 91 | Depending on the selected 3D backend, sokol-gfx requires some |
| 92 | information, like a device pointer, default swapchain pixel formats |
| 93 | and so on. If you are using sokol_app.h for the window system |
| 94 | glue, you can use a helper function provided in the sokol_glue.h |
| 95 | header: |
| 96 | |
| 97 | #include "sokol_gfx.h" |
| 98 | #include "sokol_app.h" |
| 99 | #include "sokol_glue.h" |
| 100 | //... |
| 101 | sg_setup(&(sg_desc){ |
| 102 | .environment = sglue_environment(), |
| 103 | }); |
| 104 | |
| 105 | To get any logging output for errors and from the validation layer, you |
| 106 | need to provide a logging callback. Easiest way is through sokol_log.h: |
| 107 | |
| 108 | #include "sokol_log.h" |
| 109 | //... |
| 110 | sg_setup(&(sg_desc){ |
| 111 | //... |
| 112 | .logger.func = slog_func, |
| 113 | }); |
| 114 | |
| 115 | --- create resource objects (at least buffers, shaders and pipelines, |
| 116 | and optionally images, samplers and render-pass-attachments): |
| 117 | |
| 118 | sg_buffer sg_make_buffer(const sg_buffer_desc*) |
| 119 | sg_image sg_make_image(const sg_image_desc*) |
| 120 | sg_sampler sg_make_sampler(const sg_sampler_desc*) |
| 121 | sg_shader sg_make_shader(const sg_shader_desc*) |
| 122 | sg_pipeline sg_make_pipeline(const sg_pipeline_desc*) |
| 123 | sg_attachments sg_make_attachments(const sg_attachments_desc*) |
| 124 | |
| 125 | --- start a render pass: |
| 126 | |
| 127 | sg_begin_pass(const sg_pass* pass); |
| 128 | |
| 129 | Typically, passes render into an externally provided swapchain which |
| 130 | presents the rendering result on the display. Such a 'swapchain pass' |
| 131 | is started like this: |
| 132 | |
| 133 | sg_begin_pass(&(sg_pass){ .action = { ... }, .swapchain = sglue_swapchain() }) |
| 134 | |
| 135 | ...where .action is an sg_pass_action struct containing actions to be performed |
| 136 | at the start and end of a render pass (such as clearing the render surfaces to |
| 137 | a specific color), and .swapchain is an sg_swapchain |
| 138 | struct all the required information to render into the swapchain's surfaces. |
| 139 | |
| 140 | To start an 'offscreen pass' into sokol-gfx image objects, an sg_attachment |
| 141 | object handle is required instead of an sg_swapchain struct. An offscreen |
| 142 | pass is started like this (assuming attachments is an sg_attachments handle): |
| 143 | |
| 144 | sg_begin_pass(&(sg_pass){ .action = { ... }, .attachments = attachments }); |
| 145 | |
| 146 | --- set the render pipeline state for the next draw call with: |
| 147 | |
| 148 | sg_apply_pipeline(sg_pipeline pip) |
| 149 | |
| 150 | --- fill an sg_bindings struct with the resource bindings for the next |
| 151 | draw call (0..N vertex buffers, 0 or 1 index buffer, 0..N image-objects, |
| 152 | samplers and storage-buffers), and call: |
| 153 | |
| 154 | sg_apply_bindings(const sg_bindings* bindings) |
| 155 | |
| 156 | to update the resource bindings |
| 157 | |
| 158 | --- optionally update shader uniform data with: |
| 159 | |
| 160 | sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data) |
| 161 | |
| 162 | Read the section 'UNIFORM DATA LAYOUT' to learn about the expected memory layout |
| 163 | of the uniform data passed into sg_apply_uniforms(). |
| 164 | |
| 165 | --- kick off a draw call with: |
| 166 | |
| 167 | sg_draw(int base_element, int num_elements, int num_instances) |
| 168 | |
| 169 | The sg_draw() function unifies all the different ways to render primitives |
| 170 | in a single call (indexed vs non-indexed rendering, and instanced vs non-instanced |
| 171 | rendering). In case of indexed rendering, base_element and num_element specify |
| 172 | indices in the currently bound index buffer. In case of non-indexed rendering |
| 173 | base_element and num_elements specify vertices in the currently bound |
| 174 | vertex-buffer(s). To perform instanced rendering, the rendering pipeline |
| 175 | must be setup for instancing (see sg_pipeline_desc below), a separate vertex buffer |
| 176 | containing per-instance data must be bound, and the num_instances parameter |
| 177 | must be > 1. |
| 178 | |
| 179 | --- finish the current rendering pass with: |
| 180 | |
| 181 | sg_end_pass() |
| 182 | |
| 183 | --- when done with the current frame, call |
| 184 | |
| 185 | sg_commit() |
| 186 | |
| 187 | --- at the end of your program, shutdown sokol_gfx with: |
| 188 | |
| 189 | sg_shutdown() |
| 190 | |
| 191 | --- if you need to destroy resources before sg_shutdown(), call: |
| 192 | |
| 193 | sg_destroy_buffer(sg_buffer buf) |
| 194 | sg_destroy_image(sg_image img) |
| 195 | sg_destroy_sampler(sg_sampler smp) |
| 196 | sg_destroy_shader(sg_shader shd) |
| 197 | sg_destroy_pipeline(sg_pipeline pip) |
| 198 | sg_destroy_attachments(sg_attachments atts) |
| 199 | |
| 200 | --- to set a new viewport rectangle, call |
| 201 | |
| 202 | sg_apply_viewport(int x, int y, int width, int height, bool origin_top_left) |
| 203 | |
| 204 | ...or if you want to specify the viewport rectangle with float values: |
| 205 | |
| 206 | sg_apply_viewportf(float x, float y, float width, float height, bool origin_top_left) |
| 207 | |
| 208 | --- to set a new scissor rect, call: |
| 209 | |
| 210 | sg_apply_scissor_rect(int x, int y, int width, int height, bool origin_top_left) |
| 211 | |
| 212 | ...or with float values: |
| 213 | |
| 214 | sg_apply_scissor_rectf(float x, float y, float width, float height, bool origin_top_left) |
| 215 | |
| 216 | Both sg_apply_viewport() and sg_apply_scissor_rect() must be called |
| 217 | inside a rendering pass |
| 218 | |
| 219 | Note that sg_begin_default_pass() and sg_begin_pass() will reset both the |
| 220 | viewport and scissor rectangles to cover the entire framebuffer. |
| 221 | |
| 222 | --- to update (overwrite) the content of buffer and image resources, call: |
| 223 | |
| 224 | sg_update_buffer(sg_buffer buf, const sg_range* data) |
| 225 | sg_update_image(sg_image img, const sg_image_data* data) |
| 226 | |
| 227 | Buffers and images to be updated must have been created with |
| 228 | SG_USAGE_DYNAMIC or SG_USAGE_STREAM |
| 229 | |
| 230 | Only one update per frame is allowed for buffer and image resources when |
| 231 | using the sg_update_*() functions. The rationale is to have a simple |
| 232 | countermeasure to avoid the CPU scribbling over data the GPU is currently |
| 233 | using, or the CPU having to wait for the GPU |
| 234 | |
| 235 | Buffer and image updates can be partial, as long as a rendering |
| 236 | operation only references the valid (updated) data in the |
| 237 | buffer or image. |
| 238 | |
| 239 | --- to append a chunk of data to a buffer resource, call: |
| 240 | |
| 241 | int sg_append_buffer(sg_buffer buf, const sg_range* data) |
| 242 | |
| 243 | The difference to sg_update_buffer() is that sg_append_buffer() |
| 244 | can be called multiple times per frame to append new data to the |
| 245 | buffer piece by piece, optionally interleaved with draw calls referencing |
| 246 | the previously written data. |
| 247 | |
| 248 | sg_append_buffer() returns a byte offset to the start of the |
| 249 | written data, this offset can be assigned to |
| 250 | sg_bindings.vertex_buffer_offsets[n] or |
| 251 | sg_bindings.index_buffer_offset |
| 252 | |
| 253 | Code example: |
| 254 | |
| 255 | for (...) { |
| 256 | const void* data = ...; |
| 257 | const int num_bytes = ...; |
| 258 | int offset = sg_append_buffer(buf, &(sg_range) { .ptr=data, .size=num_bytes }); |
| 259 | bindings.vertex_buffer_offsets[0] = offset; |
| 260 | sg_apply_pipeline(pip); |
| 261 | sg_apply_bindings(&bindings); |
| 262 | sg_apply_uniforms(...); |
| 263 | sg_draw(...); |
| 264 | } |
| 265 | |
| 266 | A buffer to be used with sg_append_buffer() must have been created |
| 267 | with SG_USAGE_DYNAMIC or SG_USAGE_STREAM. |
| 268 | |
| 269 | If the application appends more data to the buffer then fits into |
| 270 | the buffer, the buffer will go into the "overflow" state for the |
| 271 | rest of the frame. |
| 272 | |
| 273 | Any draw calls attempting to render an overflown buffer will be |
| 274 | silently dropped (in debug mode this will also result in a |
| 275 | validation error). |
| 276 | |
| 277 | You can also check manually if a buffer is in overflow-state by calling |
| 278 | |
| 279 | bool sg_query_buffer_overflow(sg_buffer buf) |
| 280 | |
| 281 | You can manually check to see if an overflow would occur before adding |
| 282 | any data to a buffer by calling |
| 283 | |
| 284 | bool sg_query_buffer_will_overflow(sg_buffer buf, size_t size) |
| 285 | |
| 286 | NOTE: Due to restrictions in underlying 3D-APIs, appended chunks of |
| 287 | data will be 4-byte aligned in the destination buffer. This means |
| 288 | that there will be gaps in index buffers containing 16-bit indices |
| 289 | when the number of indices in a call to sg_append_buffer() is |
| 290 | odd. This isn't a problem when each call to sg_append_buffer() |
| 291 | is associated with one draw call, but will be problematic when |
| 292 | a single indexed draw call spans several appended chunks of indices. |
| 293 | |
| 294 | --- to check at runtime for optional features, limits and pixelformat support, |
| 295 | call: |
| 296 | |
| 297 | sg_features sg_query_features() |
| 298 | sg_limits sg_query_limits() |
| 299 | sg_pixelformat_info sg_query_pixelformat(sg_pixel_format fmt) |
| 300 | |
| 301 | --- if you need to call into the underlying 3D-API directly, you must call: |
| 302 | |
| 303 | sg_reset_state_cache() |
| 304 | |
| 305 | ...before calling sokol_gfx functions again |
| 306 | |
| 307 | --- you can inspect the original sg_desc structure handed to sg_setup() |
| 308 | by calling sg_query_desc(). This will return an sg_desc struct with |
| 309 | the default values patched in instead of any zero-initialized values |
| 310 | |
| 311 | --- you can get a desc struct matching the creation attributes of a |
| 312 | specific resource object via: |
| 313 | |
| 314 | sg_buffer_desc sg_query_buffer_desc(sg_buffer buf) |
| 315 | sg_image_desc sg_query_image_desc(sg_image img) |
| 316 | sg_sampler_desc sg_query_sampler_desc(sg_sampler smp) |
| 317 | sg_shader_desc sq_query_shader_desc(sg_shader shd) |
| 318 | sg_pipeline_desc sg_query_pipeline_desc(sg_pipeline pip) |
| 319 | sg_attachments_desc sg_query_attachments_desc(sg_attachments atts) |
| 320 | |
| 321 | ...but NOTE that the returned desc structs may be incomplete, only |
| 322 | creation attributes that are kept around internally after resource |
| 323 | creation will be filled in, and in some cases (like shaders) that's |
| 324 | very little. Any missing attributes will be set to zero. The returned |
| 325 | desc structs might still be useful as partial blueprint for creating |
| 326 | similar resources if filled up with the missing attributes. |
| 327 | |
| 328 | Calling the query-desc functions on an invalid resource will return |
| 329 | completely zeroed structs (it makes sense to check the resource state |
| 330 | with sg_query_*_state() first) |
| 331 | |
| 332 | --- you can query the default resource creation parameters through the functions |
| 333 | |
| 334 | sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc) |
| 335 | sg_image_desc sg_query_image_defaults(const sg_image_desc* desc) |
| 336 | sg_sampler_desc sg_query_sampler_defaults(const sg_sampler_desc* desc) |
| 337 | sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc) |
| 338 | sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc) |
| 339 | sg_attachments_desc sg_query_attachments_defaults(const sg_attachments_desc* desc) |
| 340 | |
| 341 | These functions take a pointer to a desc structure which may contain |
| 342 | zero-initialized items for default values. These zero-init values |
| 343 | will be replaced with their concrete values in the returned desc |
| 344 | struct. |
| 345 | |
| 346 | --- you can inspect various internal resource runtime values via: |
| 347 | |
| 348 | sg_buffer_info sg_query_buffer_info(sg_buffer buf) |
| 349 | sg_image_info sg_query_image_info(sg_image img) |
| 350 | sg_sampler_info sg_query_sampler_info(sg_sampler smp) |
| 351 | sg_shader_info sg_query_shader_info(sg_shader shd) |
| 352 | sg_pipeline_info sg_query_pipeline_info(sg_pipeline pip) |
| 353 | sg_attachments_info sg_query_attachments_info(sg_attachments atts) |
| 354 | |
| 355 | ...please note that the returned info-structs are tied quite closely |
| 356 | to sokol_gfx.h internals, and may change more often than other |
| 357 | public API functions and structs. |
| 358 | |
| 359 | --- you can query frame stats and control stats collection via: |
| 360 | |
| 361 | sg_query_frame_stats() |
| 362 | sg_enable_frame_stats() |
| 363 | sg_disable_frame_stats() |
| 364 | sg_frame_stats_enabled() |
| 365 | |
| 366 | --- you can ask at runtime what backend sokol_gfx.h has been compiled for: |
| 367 | |
| 368 | sg_backend sg_query_backend(void) |
| 369 | |
| 370 | --- call the following helper functions to compute the number of |
| 371 | bytes in a texture row or surface for a specific pixel format. |
| 372 | These functions might be helpful when preparing image data for consumption |
| 373 | by sg_make_image() or sg_update_image(): |
| 374 | |
| 375 | int sg_query_row_pitch(sg_pixel_format fmt, int width, int int row_align_bytes); |
| 376 | int sg_query_surface_pitch(sg_pixel_format fmt, int width, int height, int row_align_bytes); |
| 377 | |
| 378 | Width and height are generally in number pixels, but note that 'row' has different meaning |
| 379 | for uncompressed vs compressed pixel formats: for uncompressed formats, a row is identical |
| 380 | with a single line if pixels, while in compressed formats, one row is a line of *compression blocks*. |
| 381 | |
| 382 | This is why calling sg_query_surface_pitch() for a compressed pixel format and height |
| 383 | N, N+1, N+2, ... may return the same result. |
| 384 | |
| 385 | The row_align_bytes parammeter is for added flexibility. For image data that goes into |
| 386 | the sg_make_image() or sg_update_image() this should generally be 1, because these |
| 387 | functions take tightly packed image data as input no matter what alignment restrictions |
| 388 | exist in the backend 3D APIs. |
| 389 | |
| 390 | ON INITIALIZATION: |
| 391 | ================== |
| 392 | When calling sg_setup(), a pointer to an sg_desc struct must be provided |
| 393 | which contains initialization options. These options provide two types |
| 394 | of information to sokol-gfx: |
| 395 | |
| 396 | (1) upper bounds and limits needed to allocate various internal |
| 397 | data structures: |
| 398 | - the max number of resources of each type that can |
| 399 | be alive at the same time, this is used for allocating |
| 400 | internal pools |
| 401 | - the max overall size of uniform data that can be |
| 402 | updated per frame, including a worst-case alignment |
| 403 | per uniform update (this worst-case alignment is 256 bytes) |
| 404 | - the max size of all dynamic resource updates (sg_update_buffer, |
| 405 | sg_append_buffer and sg_update_image) per frame |
| 406 | Not all of those limit values are used by all backends, but it is |
| 407 | good practice to provide them none-the-less. |
| 408 | |
| 409 | (2) 3D backend "environment information" in a nested sg_environment struct: |
| 410 | - pointers to backend-specific context- or device-objects (for instance |
| 411 | the D3D11, WebGPU or Metal device objects) |
| 412 | - defaults for external swapchain pixel formats and sample counts, |
| 413 | these will be used as default values in image and pipeline objects, |
| 414 | and the sg_swapchain struct passed into sg_begin_pass() |
| 415 | Usually you provide a complete sg_environment struct through |
| 416 | a helper function, as an example look at the sglue_environment() |
| 417 | function in the sokol_glue.h header. |
| 418 | |
| 419 | See the documentation block of the sg_desc struct below for more information. |
| 420 | |
| 421 | |
| 422 | ON RENDER PASSES |
| 423 | ================ |
| 424 | Relevant samples: |
| 425 | - https://floooh.github.io/sokol-html5/offscreen-sapp.html |
| 426 | - https://floooh.github.io/sokol-html5/offscreen-msaa-sapp.html |
| 427 | - https://floooh.github.io/sokol-html5/mrt-sapp.html |
| 428 | - https://floooh.github.io/sokol-html5/mrt-pixelformats-sapp.html |
| 429 | |
| 430 | A render pass groups rendering commands into a set of render target images |
| 431 | (called 'pass attachments'). Render target images can be used in subsequent |
| 432 | passes as textures (it is invalid to use the same image both as render target |
| 433 | and as texture in the same pass). |
| 434 | |
| 435 | The following sokol-gfx functions must only be called inside a render pass: |
| 436 | |
| 437 | sg_apply_viewport(f) |
| 438 | sg_apply_scissor_rect(f) |
| 439 | sg_apply_pipeline |
| 440 | sg_apply_bindings |
| 441 | sg_apply_uniforms |
| 442 | sg_draw |
| 443 | |
| 444 | A frame must have at least one 'swapchain render pass' which renders into an |
| 445 | externally provided swapchain provided as an sg_swapchain struct to the |
| 446 | sg_begin_pass() function. The sg_swapchain struct must contain the |
| 447 | following information: |
| 448 | |
| 449 | - the color pixel-format of the swapchain's render surface |
| 450 | - an optional depth/stencil pixel format if the swapchain |
| 451 | has a depth/stencil buffer |
| 452 | - an optional sample-count for MSAA rendering |
| 453 | - NOTE: the above three values can be zero-initialized, in that |
| 454 | case the defaults from the sg_environment struct will be used that |
| 455 | had been passed to the sg_setup() function. |
| 456 | - a number of backend specific objects: |
| 457 | - GL/GLES3: just a GL framebuffer handle |
| 458 | - D3D11: |
| 459 | - an ID3D11RenderTargetView for the rendering surface |
| 460 | - if MSAA is used, an ID3D11RenderTargetView as |
| 461 | MSAA resolve-target |
| 462 | - an optional ID3D11DepthStencilView for the |
| 463 | depth/stencil buffer |
| 464 | - WebGPU |
| 465 | - a WGPUTextureView object for the rendering surface |
| 466 | - if MSAA is used, a WGPUTextureView object as MSAA resolve target |
| 467 | - an optional WGPUTextureView for the |
| 468 | - Metal (NOTE that the roles of provided surfaces is slightly |
| 469 | different in Metal than in D3D11 or WebGPU, notably, the |
| 470 | CAMetalDrawable is either rendered to directly, or serves |
| 471 | as MSAA resolve target): |
| 472 | - a CAMetalDrawable object which is either rendered |
| 473 | into directly, or in case of MSAA rendering, serves |
| 474 | as MSAA-resolve-target |
| 475 | - if MSAA is used, an multisampled MTLTexture where |
| 476 | rendering goes into |
| 477 | - an optional MTLTexture for the depth/stencil buffer |
| 478 | |
| 479 | It's recommended that you create a helper function which returns an |
| 480 | initialized sg_swapchain struct by value. This can then be directly plugged |
| 481 | into the sg_begin_pass function like this: |
| 482 | |
| 483 | sg_begin_pass(&(sg_pass){ .swapchain = sglue_swapchain() }); |
| 484 | |
| 485 | As an example for such a helper function check out the function sglue_swapchain() |
| 486 | in the sokol_glue.h header. |
| 487 | |
| 488 | For offscreen render passes, the render target images used in a render pass |
| 489 | are baked into an immutable sg_attachments object. |
| 490 | |
| 491 | For a simple offscreen scenario with one color-, one depth-stencil-render |
| 492 | target and without multisampling, creating an attachment object looks like this: |
| 493 | |
| 494 | First create two render target images, one with a color pixel format, |
| 495 | and one with the depth- or depth-stencil pixel format. Both images |
| 496 | must have the same dimensions: |
| 497 | |
| 498 | const sg_image color_img = sg_make_image(&(sg_image_desc){ |
| 499 | .render_target = true, |
| 500 | .width = 256, |
| 501 | .height = 256, |
| 502 | .pixel_format = SG_PIXELFORMAT_RGBA8, |
| 503 | .sample_count = 1, |
| 504 | }); |
| 505 | const sg_image depth_img = sg_make_image(&(sg_image_desc){ |
| 506 | .render_target = true, |
| 507 | .width = 256, |
| 508 | .height = 256, |
| 509 | .pixel_format = SG_PIXELFORMAT_DEPTH, |
| 510 | .sample_count = 1, |
| 511 | }); |
| 512 | |
| 513 | NOTE: when creating render target images, have in mind that some default values |
| 514 | are aligned with the default environment attributes in the sg_environment struct |
| 515 | that was passed into the sg_setup() call: |
| 516 | |
| 517 | - the default value for sg_image_desc.pixel_format is taken from |
| 518 | sg_environment.defaults.color_format |
| 519 | - the default value for sg_image_desc.sample_count is taken from |
| 520 | sg_environment.defaults.sample_count |
| 521 | - the default value for sg_image_desc.num_mipmaps is always 1 |
| 522 | |
| 523 | Next create an attachments object: |
| 524 | |
| 525 | const sg_attachments atts = sg_make_attachments(&(sg_attachments_desc){ |
| 526 | .colors[0].image = color_img, |
| 527 | .depth_stencil.image = depth_img, |
| 528 | }); |
| 529 | |
| 530 | This attachments object is then passed into the sg_begin_pass() function |
| 531 | in place of the swapchain struct: |
| 532 | |
| 533 | sg_begin_pass(&(sg_pass){ .attachments = atts }); |
| 534 | |
| 535 | Swapchain and offscreen passes form dependency trees each with a swapchain |
| 536 | pass at the root, offscreen passes as nodes, and render target images as |
| 537 | dependencies between passes. |
| 538 | |
| 539 | sg_pass_action structs are used to define actions that should happen at the |
| 540 | start and end of rendering passes (such as clearing pass attachments to a |
| 541 | specific color or depth-value, or performing an MSAA resolve operation at |
| 542 | the end of a pass). |
| 543 | |
| 544 | A typical sg_pass_action object which clears the color attachment to black |
| 545 | might look like this: |
| 546 | |
| 547 | const sg_pass_action = { |
| 548 | .colors[0] = { |
| 549 | .load_action = SG_LOADACTION_CLEAR, |
| 550 | .clear_value = { 0.0f, 0.0f, 0.0f, 1.0f } |
| 551 | } |
| 552 | }; |
| 553 | |
| 554 | This omits the defaults for the color attachment store action, and |
| 555 | the depth-stencil-attachments actions. The same pass action with the |
| 556 | defaults explicitly filled in would look like this: |
| 557 | |
| 558 | const sg_pass_action pass_action = { |
| 559 | .colors[0] = { |
| 560 | .load_action = SG_LOADACTION_CLEAR, |
| 561 | .store_action = SG_STOREACTION_STORE, |
| 562 | .clear_value = { 0.0f, 0.0f, 0.0f, 1.0f } |
| 563 | }, |
| 564 | .depth = = { |
| 565 | .load_action = SG_LOADACTION_CLEAR, |
| 566 | .store_action = SG_STOREACTION_DONTCARE, |
| 567 | .clear_value = 1.0f, |
| 568 | }, |
| 569 | .stencil = { |
| 570 | .load_action = SG_LOADACTION_CLEAR, |
| 571 | .store_action = SG_STOREACTION_DONTCARE, |
| 572 | .clear_value = 0 |
| 573 | } |
| 574 | }; |
| 575 | |
| 576 | With the sg_pass object and sg_pass_action struct in place everything |
| 577 | is ready now for the actual render pass: |
| 578 | |
| 579 | Using such this prepared sg_pass_action in a swapchain pass looks like |
| 580 | this: |
| 581 | |
| 582 | sg_begin_pass(&(sg_pass){ |
| 583 | .action = pass_action, |
| 584 | .swapchain = sglue_swapchain() |
| 585 | }); |
| 586 | ... |
| 587 | sg_end_pass(); |
| 588 | |
| 589 | ...of alternatively in one offscreen pass: |
| 590 | |
| 591 | sg_begin_pass(&(sg_pass){ |
| 592 | .action = pass_action, |
| 593 | .attachments = attachments, |
| 594 | }); |
| 595 | ... |
| 596 | sg_end_pass(); |
| 597 | |
| 598 | Offscreen rendering can also go into a mipmap, or a slice/face of |
| 599 | a cube-, array- or 3d-image (which some restrictions, for instance |
| 600 | it's not possible to create a 3D image with a depth/stencil pixel format, |
| 601 | these exceptions are generally caught by the sokol-gfx validation layer). |
| 602 | |
| 603 | The mipmap/slice selection happens at attachments creation time, for instance |
| 604 | to render into mipmap 2 of slice 3 of an array texture: |
| 605 | |
| 606 | const sg_attachments atts = sg_make_attachments(&(sg_attachments_desc){ |
| 607 | .colors[0] = { |
| 608 | .image = color_img, |
| 609 | .mip_level = 2, |
| 610 | .slice = 3, |
| 611 | }, |
| 612 | .depth_stencil.image = depth_img, |
| 613 | }); |
| 614 | |
| 615 | If MSAA offscreen rendering is desired, the multi-sample rendering result |
| 616 | must be 'resolved' into a separate 'resolve image', before that image can |
| 617 | be used as texture. |
| 618 | |
| 619 | NOTE: currently multisample-images cannot be bound as textures. |
| 620 | |
| 621 | Creating a simple attachments object for multisampled rendering requires |
| 622 | 3 attachment images: the color attachment image which has a sample |
| 623 | count > 1, a resolve attachment image of the same size and pixel format |
| 624 | but a sample count == 1, and a depth/stencil attachment image with |
| 625 | the same size and sample count as the color attachment image: |
| 626 | |
| 627 | const sg_image color_img = sg_make_image(&(sg_image_desc){ |
| 628 | .render_target = true, |
| 629 | .width = 256, |
| 630 | .height = 256, |
| 631 | .pixel_format = SG_PIXELFORMAT_RGBA8, |
| 632 | .sample_count = 4, |
| 633 | }); |
| 634 | const sg_image resolve_img = sg_make_image(&(sg_image_desc){ |
| 635 | .render_target = true, |
| 636 | .width = 256, |
| 637 | .height = 256, |
| 638 | .pixel_format = SG_PIXELFORMAT_RGBA8, |
| 639 | .sample_count = 1, |
| 640 | }); |
| 641 | const sg_image depth_img = sg_make_image(&(sg_image_desc){ |
| 642 | .render_target = true, |
| 643 | .width = 256, |
| 644 | .height = 256, |
| 645 | .pixel_format = SG_PIXELFORMAT_DEPTH, |
| 646 | .sample_count = 4, |
| 647 | }); |
| 648 | |
| 649 | ...create the attachments object: |
| 650 | |
| 651 | const sg_attachments atts = sg_make_attachments(&(sg_attachments_desc){ |
| 652 | .colors[0].image = color_img, |
| 653 | .resolves[0].image = resolve_img, |
| 654 | .depth_stencil.image = depth_img, |
| 655 | }); |
| 656 | |
| 657 | If an attachments object defines a resolve image in a specific resolve attachment slot, |
| 658 | an 'msaa resolve operation' will happen in sg_end_pass(). |
| 659 | |
| 660 | In this scenario, the content of the MSAA color attachment doesn't need to be |
| 661 | preserved (since it's only needed inside sg_end_pass for the msaa-resolve), so |
| 662 | the .store_action should be set to "don't care": |
| 663 | |
| 664 | const sg_pass_action = { |
| 665 | .colors[0] = { |
| 666 | .load_action = SG_LOADACTION_CLEAR, |
| 667 | .store_action = SG_STOREACTION_DONTCARE, |
| 668 | .clear_value = { 0.0f, 0.0f, 0.0f, 1.0f } |
| 669 | } |
| 670 | }; |
| 671 | |
| 672 | The actual render pass looks as usual: |
| 673 | |
| 674 | sg_begin_pass(&(sg_pass){ .action = pass_action, .attachments = atts }); |
| 675 | ... |
| 676 | sg_end_pass(); |
| 677 | |
| 678 | ...after sg_end_pass() the only difference to the non-msaa scenario is that the |
| 679 | rendering result which is going to be used as texture in a followup pass is |
| 680 | in 'resolve_img', not in 'color_img' (in fact, trying to bind color_img as a |
| 681 | texture would result in a validation error). |
| 682 | |
| 683 | |
| 684 | ON SHADER CREATION |
| 685 | ================== |
| 686 | sokol-gfx doesn't come with an integrated shader cross-compiler, instead |
| 687 | backend-specific shader sources or binary blobs need to be provided when |
| 688 | creating a shader object, along with information about the shader resource |
| 689 | binding interface needed in the sokol-gfx validation layer and to properly |
| 690 | bind shader resources on the CPU-side to be consumable by the GPU-side. |
| 691 | |
| 692 | The easiest way to provide all this shader creation data is to use the |
| 693 | sokol-shdc shader compiler tool to compile shaders from a common |
| 694 | GLSL syntax into backend-specific sources or binary blobs, along with |
| 695 | shader interface information and uniform blocks mapped to C structs. |
| 696 | |
| 697 | To create a shader using a C header which has been code-generated by sokol-shdc: |
| 698 | |
| 699 | // include the C header code-generated by sokol-shdc: |
| 700 | #include "myshader.glsl.h" |
| 701 | ... |
| 702 | |
| 703 | // create shader using a code-generated helper function from the C header: |
| 704 | sg_shader shd = sg_make_shader(myshader_shader_desc(sg_query_backend())); |
| 705 | |
| 706 | The samples in the 'sapp' subdirectory of the sokol-samples project |
| 707 | also use the sokol-shdc approach: |
| 708 | |
| 709 | https://github.com/floooh/sokol-samples/tree/master/sapp |
| 710 | |
| 711 | If you're planning to use sokol-shdc, you can stop reading here, instead |
| 712 | continue with the sokol-shdc documentation: |
| 713 | |
| 714 | https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md |
| 715 | |
| 716 | To create shaders with backend-specific shader code or binary blobs, |
| 717 | the sg_make_shader() function requires the following information: |
| 718 | |
| 719 | - Shader code or shader binary blobs for the vertex- and fragment- shader-stage: |
| 720 | - for the desktop GL backend, source code can be provided in '#version 410' or |
| 721 | '#version 430', version 430 is required for storage buffer support, but note |
| 722 | that this is not available on macOS |
| 723 | - for the GLES3 backend, source code must be provided in '#version 300 es' syntax |
| 724 | - for the D3D11 backend, shaders can be provided as source or binary blobs, the |
| 725 | source code should be in HLSL4.0 (for best compatibility) or alternatively |
| 726 | in HLSL5.0 syntax (other versions may work but are not tested), NOTE: when |
| 727 | shader source code is provided for the D3D11 backend, sokol-gfx will dynamically |
| 728 | load 'd3dcompiler_47.dll' |
| 729 | - for the Metal backends, shaders can be provided as source or binary blobs, the |
| 730 | MSL version should be in 'metal-1.1' (other versions may work but are not tested) |
| 731 | - for the WebGPU backend, shader must be provided as WGSL source code |
| 732 | - optionally the following shader-code related attributes can be provided: |
| 733 | - an entry function name (only on D3D11 or Metal, but not OpenGL) |
| 734 | - on D3D11 only, a compilation target (default is "vs_4_0" and "ps_4_0") |
| 735 | |
| 736 | - Depending on backend, information about the input vertex attributes used by the |
| 737 | vertex shader: |
| 738 | - Metal: no information needed since vertex attributes are always bound |
| 739 | by their attribute location defined in the shader via '[[attribute(N)]]' |
| 740 | - WebGPU: no information needed since vertex attributes are always |
| 741 | bound by their attribute location defined in the shader via `@location(N)` |
| 742 | - GLSL: vertex attribute names can be optionally provided, in that case their |
| 743 | location will be looked up by name, otherwise, the vertex attribute location |
| 744 | can be defined with 'layout(location = N)', PLEASE NOTE that the name-lookup method |
| 745 | may be removed at some point |
| 746 | - D3D11: a 'semantic name' and 'semantic index' must be provided for each vertex |
| 747 | attribute, e.g. if the vertex attribute is defined as 'TEXCOORD1' in the shader, |
| 748 | the semantic name would be 'TEXCOORD', and the semantic index would be '1' |
| 749 | |
| 750 | - Information about each uniform block used in the shader: |
| 751 | - The size of the uniform block in number of bytes. |
| 752 | - A memory layout hint (currently 'native' or 'std140') where 'native' defines a |
| 753 | backend-specific memory layout which shouldn't be used for cross-platform code. |
| 754 | Only std140 guarantees a backend-agnostic memory layout. |
| 755 | - For GLSL only: a description of the internal uniform block layout, which maps |
| 756 | member types and their offsets on the CPU side to uniform variable names |
| 757 | in the GLSL shader |
| 758 | - please also NOTE the documentation sections about UNIFORM DATA LAYOUT |
| 759 | and CROSS-BACKEND COMMON UNIFORM DATA LAYOUT below! |
| 760 | |
| 761 | - A description of each storage buffer used in the shader: |
| 762 | - a boolean 'readonly' flag, note that currently only |
| 763 | readonly storage buffers are supported |
| 764 | - note that storage buffers are not supported on all backends |
| 765 | and platforms |
| 766 | |
| 767 | - A description of each texture/image used in the shader: |
| 768 | - the expected image type: |
| 769 | - SG_IMAGETYPE_2D |
| 770 | - SG_IMAGETYPE_CUBE |
| 771 | - SG_IMAGETYPE_3D |
| 772 | - SG_IMAGETYPE_ARRAY |
| 773 | - the expected 'image sample type': |
| 774 | - SG_IMAGESAMPLETYPE_FLOAT |
| 775 | - SG_IMAGESAMPLETYPE_DEPTH |
| 776 | - SG_IMAGESAMPLETYPE_SINT |
| 777 | - SG_IMAGESAMPLETYPE_UINT |
| 778 | - SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT |
| 779 | - a flag whether the texture is expected to be multisampled |
| 780 | (currently it's not supported to fetch data from multisampled |
| 781 | textures in shaders, but this is planned for a later time) |
| 782 | |
| 783 | - A description of each texture sampler used in the shader: |
| 784 | - SG_SAMPLERTYPE_FILTERING, |
| 785 | - SG_SAMPLERTYPE_NONFILTERING, |
| 786 | - SG_SAMPLERTYPE_COMPARISON, |
| 787 | |
| 788 | - An array of 'image-sampler-pairs' used by the shader to sample textures, |
| 789 | for D3D11, Metal and WebGPU this is used for validation purposes to check |
| 790 | whether the texture and sampler are compatible with each other (especially |
| 791 | WebGPU is very picky about combining the correct |
| 792 | texture-sample-type with the correct sampler-type). For GLSL an |
| 793 | additional 'combined-image-sampler name' must be provided because 'OpenGL |
| 794 | style GLSL' cannot handle separate texture and sampler objects, but still |
| 795 | groups them into a traditional GLSL 'sampler object'. |
| 796 | |
| 797 | Compatibility rules for image-sample-type vs sampler-type are as follows: |
| 798 | |
| 799 | - SG_IMAGESAMPLETYPE_FLOAT => (SG_SAMPLERTYPE_FILTERING or SG_SAMPLERTYPE_NONFILTERING) |
| 800 | - SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT => SG_SAMPLERTYPE_NONFILTERING |
| 801 | - SG_IMAGESAMPLETYPE_SINT => SG_SAMPLERTYPE_NONFILTERING |
| 802 | - SG_IMAGESAMPLETYPE_UINT => SG_SAMPLERTYPE_NONFILTERING |
| 803 | - SG_IMAGESAMPLETYPE_DEPTH => SG_SAMPLERTYPE_COMPARISON |
| 804 | |
| 805 | For example code of how to create backend-specific shader objects, |
| 806 | please refer to the following samples: |
| 807 | |
| 808 | - for D3D11: https://github.com/floooh/sokol-samples/tree/master/d3d11 |
| 809 | - for Metal: https://github.com/floooh/sokol-samples/tree/master/metal |
| 810 | - for OpenGL: https://github.com/floooh/sokol-samples/tree/master/glfw |
| 811 | - for GLES3: https://github.com/floooh/sokol-samples/tree/master/html5 |
| 812 | - for WebGPI: https://github.com/floooh/sokol-samples/tree/master/wgpu |
| 813 | |
| 814 | |
| 815 | ON SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT AND SG_SAMPLERTYPE_NONFILTERING |
| 816 | ======================================================================== |
| 817 | The WebGPU backend introduces the concept of 'unfilterable-float' textures, |
| 818 | which can only be combined with 'nonfiltering' samplers (this is a restriction |
| 819 | specific to WebGPU, but since the same sokol-gfx code should work across |
| 820 | all backend, the sokol-gfx validation layer also enforces this restriction |
| 821 | - the alternative would be undefined behaviour in some backend APIs on |
| 822 | some devices). |
| 823 | |
| 824 | The background is that some mobile devices (most notably iOS devices) can |
| 825 | not perform linear filtering when sampling textures with certain pixel |
| 826 | formats, most notable the 32F formats: |
| 827 | |
| 828 | - SG_PIXELFORMAT_R32F |
| 829 | - SG_PIXELFORMAT_RG32F |
| 830 | - SG_PIXELFORMAT_RGBA32F |
| 831 | |
| 832 | The information of whether a shader is going to be used with such an |
| 833 | unfilterable-float texture must already be provided in the sg_shader_desc |
| 834 | struct when creating the shader (see the above section "ON SHADER CREATION"). |
| 835 | |
| 836 | If you are using the sokol-shdc shader compiler, the information whether a |
| 837 | texture/sampler binding expects an 'unfilterable-float/nonfiltering' |
| 838 | texture/sampler combination cannot be inferred from the shader source |
| 839 | alone, you'll need to provide this hint via annotation-tags. For instance |
| 840 | here is an example from the ozz-skin-sapp.c sample shader which samples an |
| 841 | RGBA32F texture with skinning matrices in the vertex shader: |
| 842 | |
| 843 | ```glsl |
| 844 | @image_sample_type joint_tex unfilterable_float |
| 845 | uniform texture2D joint_tex; |
| 846 | @sampler_type smp nonfiltering |
| 847 | uniform sampler smp; |
| 848 | ``` |
| 849 | |
| 850 | This will result in SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT and |
| 851 | SG_SAMPLERTYPE_NONFILTERING being written to the code-generated |
| 852 | sg_shader_desc struct. |
| 853 | |
| 854 | |
| 855 | UNIFORM DATA LAYOUT: |
| 856 | ==================== |
| 857 | NOTE: if you use the sokol-shdc shader compiler tool, you don't need to worry |
| 858 | about the following details. |
| 859 | |
| 860 | The data that's passed into the sg_apply_uniforms() function must adhere to |
| 861 | specific layout rules so that the GPU shader finds the uniform block |
| 862 | items at the right offset. |
| 863 | |
| 864 | For the D3D11 and Metal backends, sokol-gfx only cares about the size of uniform |
| 865 | blocks, but not about the internal layout. The data will just be copied into |
| 866 | a uniform/constant buffer in a single operation and it's up you to arrange the |
| 867 | CPU-side layout so that it matches the GPU side layout. This also means that with |
| 868 | the D3D11 and Metal backends you are not limited to a 'cross-platform' subset |
| 869 | of uniform variable types. |
| 870 | |
| 871 | If you ever only use one of the D3D11, Metal *or* WebGPU backend, you can stop reading here. |
| 872 | |
| 873 | For the GL backends, the internal layout of uniform blocks matters though, |
| 874 | and you are limited to a small number of uniform variable types. This is |
| 875 | because sokol-gfx must be able to locate the uniform block members in order |
| 876 | to upload them to the GPU with glUniformXXX() calls. |
| 877 | |
| 878 | To describe the uniform block layout to sokol-gfx, the following information |
| 879 | must be passed to the sg_make_shader() call in the sg_shader_desc struct: |
| 880 | |
| 881 | - a hint about the used packing rule (either SG_UNIFORMLAYOUT_NATIVE or |
| 882 | SG_UNIFORMLAYOUT_STD140) |
| 883 | - a list of the uniform block members types in the correct order they |
| 884 | appear on the CPU side |
| 885 | |
| 886 | For example if the GLSL shader has the following uniform declarations: |
| 887 | |
| 888 | uniform mat4 mvp; |
| 889 | uniform vec2 offset0; |
| 890 | uniform vec2 offset1; |
| 891 | uniform vec2 offset2; |
| 892 | |
| 893 | ...and on the CPU side, there's a similar C struct: |
| 894 | |
| 895 | typedef struct { |
| 896 | float mvp[16]; |
| 897 | float offset0[2]; |
| 898 | float offset1[2]; |
| 899 | float offset2[2]; |
| 900 | } params_t; |
| 901 | |
| 902 | ...the uniform block description in the sg_shader_desc must look like this: |
| 903 | |
| 904 | sg_shader_desc desc = { |
| 905 | .vs.uniform_blocks[0] = { |
| 906 | .size = sizeof(params_t), |
| 907 | .layout = SG_UNIFORMLAYOUT_NATIVE, // this is the default and can be omitted |
| 908 | .uniforms = { |
| 909 | // order must be the same as in 'params_t': |
| 910 | [0] = { .name = "mvp", .type = SG_UNIFORMTYPE_MAT4 }, |
| 911 | [1] = { .name = "offset0", .type = SG_UNIFORMTYPE_VEC2 }, |
| 912 | [2] = { .name = "offset1", .type = SG_UNIFORMTYPE_VEC2 }, |
| 913 | [3] = { .name = "offset2", .type = SG_UNIFORMTYPE_VEC2 }, |
| 914 | } |
| 915 | } |
| 916 | }; |
| 917 | |
| 918 | With this information sokol-gfx can now compute the correct offsets of the data items |
| 919 | within the uniform block struct. |
| 920 | |
| 921 | The SG_UNIFORMLAYOUT_NATIVE packing rule works fine if only the GL backends are used, |
| 922 | but for proper D3D11/Metal/GL a subset of the std140 layout must be used which is |
| 923 | described in the next section: |
| 924 | |
| 925 | |
| 926 | CROSS-BACKEND COMMON UNIFORM DATA LAYOUT |
| 927 | ======================================== |
| 928 | For cross-platform / cross-3D-backend code it is important that the same uniform block |
| 929 | layout on the CPU side can be used for all sokol-gfx backends. To achieve this, |
| 930 | a common subset of the std140 layout must be used: |
| 931 | |
| 932 | - The uniform block layout hint in sg_shader_desc must be explicitly set to |
| 933 | SG_UNIFORMLAYOUT_STD140. |
| 934 | - Only the following GLSL uniform types can be used (with their associated sokol-gfx enums): |
| 935 | - float => SG_UNIFORMTYPE_FLOAT |
| 936 | - vec2 => SG_UNIFORMTYPE_FLOAT2 |
| 937 | - vec3 => SG_UNIFORMTYPE_FLOAT3 |
| 938 | - vec4 => SG_UNIFORMTYPE_FLOAT4 |
| 939 | - int => SG_UNIFORMTYPE_INT |
| 940 | - ivec2 => SG_UNIFORMTYPE_INT2 |
| 941 | - ivec3 => SG_UNIFORMTYPE_INT3 |
| 942 | - ivec4 => SG_UNIFORMTYPE_INT4 |
| 943 | - mat4 => SG_UNIFORMTYPE_MAT4 |
| 944 | - Alignment for those types must be as follows (in bytes): |
| 945 | - float => 4 |
| 946 | - vec2 => 8 |
| 947 | - vec3 => 16 |
| 948 | - vec4 => 16 |
| 949 | - int => 4 |
| 950 | - ivec2 => 8 |
| 951 | - ivec3 => 16 |
| 952 | - ivec4 => 16 |
| 953 | - mat4 => 16 |
| 954 | - Arrays are only allowed for the following types: vec4, int4, mat4. |
| 955 | |
| 956 | Note that the HLSL cbuffer layout rules are slightly different from the |
| 957 | std140 layout rules, this means that the cbuffer declarations in HLSL code |
| 958 | must be tweaked so that the layout is compatible with std140. |
| 959 | |
| 960 | The by far easiest way to tackle the common uniform block layout problem is |
| 961 | to use the sokol-shdc shader cross-compiler tool! |
| 962 | |
| 963 | ON STORAGE BUFFERS |
| 964 | ================== |
| 965 | Storage buffers can be used to pass large amounts of random access structured |
| 966 | data fromt the CPU side to the shaders. They are similar to data textures, but are |
| 967 | more convenient to use both on the CPU and shader side since they can be accessed |
| 968 | in shaders as as a 1-dimensional array of struct items. |
| 969 | |
| 970 | Storage buffers are *NOT* supported on the following platform/backend combos: |
| 971 | |
| 972 | - macOS+GL (because storage buffers require GL 4.3, while macOS only goes up to GL 4.1) |
| 973 | - all GLES3 platforms (WebGL2, iOS, Android - with the option that support on |
| 974 | Android may be added at a later point) |
| 975 | |
| 976 | Currently only 'readonly' storage buffers are supported (meaning it's not possible |
| 977 | to write to storage buffers from shaders). |
| 978 | |
| 979 | To use storage buffers, the following steps are required: |
| 980 | |
| 981 | - write a shader which uses storage buffers (also see the example links below) |
| 982 | - create one or more storage buffers via sg_make_buffer() with the |
| 983 | buffer type SG_BUFFERTYPE_STORAGEBUFFER |
| 984 | - when creating a shader via sg_make_shader(), populate the sg_shader_desc |
| 985 | struct with binding info (when using sokol-shdc, this step will be taken care |
| 986 | of automatically) |
| 987 | - which storage buffer bind slots on the vertex- and fragment-stage |
| 988 | are occupied |
| 989 | - whether the storage buffer on that bind slot is readonly (this is currently required |
| 990 | to be true) |
| 991 | - when calling sg_apply_bindings(), apply the matching bind slots with the previously |
| 992 | created storage buffers |
| 993 | - ...and that's it. |
| 994 | |
| 995 | For more details, see the following backend-agnostic sokol samples: |
| 996 | |
| 997 | - simple vertex pulling from a storage buffer: |
| 998 | - C code: https://github.com/floooh/sokol-samples/blob/master/sapp/vertexpull-sapp.c |
| 999 | - shader: https://github.com/floooh/sokol-samples/blob/master/sapp/vertexpull-sapp.glsl |
| 1000 | - instanced rendering via storage buffers (vertex- and instance-pulling): |
| 1001 | - C code: https://github.com/floooh/sokol-samples/blob/master/sapp/instancing-pull-sapp.c |
| 1002 | - shader: https://github.com/floooh/sokol-samples/blob/master/sapp/instancing-pull-sapp.glsl |
| 1003 | - storage buffers both on the vertex- and fragment-stage: |
| 1004 | - C code: https://github.com/floooh/sokol-samples/blob/master/sapp/sbuftex-sapp.c |
| 1005 | - shader: https://github.com/floooh/sokol-samples/blob/master/sapp/sbuftex-sapp.glsl |
| 1006 | - the Ozz animation sample rewritten to pull all rendering data from storage buffers: |
| 1007 | - C code: https://github.com/floooh/sokol-samples/blob/master/sapp/ozz-storagebuffer-sapp.cc |
| 1008 | - shader: https://github.com/floooh/sokol-samples/blob/master/sapp/ozz-storagebuffer-sapp.glsl |
| 1009 | |
| 1010 | ...also see the following backend-specific vertex pulling samples (those also don't use sokol-shdc): |
| 1011 | |
| 1012 | - D3D11: https://github.com/floooh/sokol-samples/blob/master/d3d11/vertexpulling-d3d11.c |
| 1013 | - desktop GL: https://github.com/floooh/sokol-samples/blob/master/glfw/vertexpulling-glfw.c |
| 1014 | - Metal: https://github.com/floooh/sokol-samples/blob/master/metal/vertexpulling-metal.c |
| 1015 | - WebGPU: https://github.com/floooh/sokol-samples/blob/master/wgpu/vertexpulling-wgpu.c |
| 1016 | |
| 1017 | Storage buffer shader authoring caveats when using sokol-shdc: |
| 1018 | |
| 1019 | - declare a storage buffer interface block with `readonly buffer [name] { ... }` |
| 1020 | - do NOT annotate storage buffers with `layout(...)`, sokol-shdc will take care of that |
| 1021 | - declare a struct which describes a single array item in the storage buffer interface block |
| 1022 | - only put a single flexible array member into the storage buffer interface block |
| 1023 | |
| 1024 | E.g. a complete example in 'sokol-shdc GLSL': |
| 1025 | |
| 1026 | ```glsl |
| 1027 | // declare a struct: |
| 1028 | struct sb_vertex { |
| 1029 | vec3 pos; |
| 1030 | vec4 color; |
| 1031 | } |
| 1032 | // declare a buffer interface block with a single flexible struct array: |
| 1033 | readonly buffer vertices { |
| 1034 | sb_vertex vtx[]; |
| 1035 | } |
| 1036 | // in the shader function, access the storage buffer like this: |
| 1037 | void main() { |
| 1038 | vec3 pos = vtx[gl_VertexIndex].pos; |
| 1039 | ... |
| 1040 | } |
| 1041 | ``` |
| 1042 | |
| 1043 | Backend-specific storage-buffer caveats (not relevant when using sokol-shdc): |
| 1044 | |
| 1045 | D3D11: |
| 1046 | - storage buffers are created as 'raw' Byte Address Buffers |
| 1047 | (https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-intro#raw-views-of-buffers) |
| 1048 | - in HLSL, use a ByteAddressBuffer to access the buffer content |
| 1049 | (https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-object-byteaddressbuffer) |
| 1050 | - in D3D11, storage buffers and textures share the same bind slots, sokol-gfx reserves |
| 1051 | shader resource slots 0..15 for textures and 16..23 for storage buffers. |
| 1052 | - e.g. in HLSL, storage buffer bindings start at register(t16) no matter the shader stage |
| 1053 | |
| 1054 | Metal: |
| 1055 | - in Metal there is no internal difference between vertex-, uniform- and |
| 1056 | storage-buffers, all are bound to the same 'buffer bind slots' with the |
| 1057 | following reserved ranges: |
| 1058 | - vertex shader stage: |
| 1059 | - uniform buffers (internal): slots 0..3 |
| 1060 | - vertex buffers: slots 4..11 |
| 1061 | - storage buffers: slots 12..19 |
| 1062 | - fragment shader stage: |
| 1063 | - uniform buffers (internal): slots 0..3 |
| 1064 | - storage buffers: slots 4..11 |
| 1065 | - this means in MSL, storage buffer bindings start at [[buffer(12)]] in the vertex |
| 1066 | shaders, and at [[buffer(4)]] in fragment shaders |
| 1067 | |
| 1068 | GL: |
| 1069 | - the GL backend doesn't use name-lookup to find storage buffer bindings, this |
| 1070 | means you must annotate buffers with `layout(std430, binding=N)` in GLSL |
| 1071 | - ...where N is 0..7 in the vertex shader, and 8..15 in the fragment shader |
| 1072 | |
| 1073 | WebGPU: |
| 1074 | - in WGSL, use the following bind locations for the various shader resource types: |
| 1075 | - vertex shader stage: |
| 1076 | - textures `@group(1) @binding(0..15)` |
| 1077 | - samplers `@group(1) @binding(16..31)` |
| 1078 | - storage buffers `@group(1) @binding(32..47)` |
| 1079 | - fragment shader stage: |
| 1080 | - textures `@group(1) @binding(48..63)` |
| 1081 | - samplers `@group(1) @binding(64..79)` |
| 1082 | - storage buffers `@group(1) @binding(80..95)` |
| 1083 | |
| 1084 | TRACE HOOKS: |
| 1085 | ============ |
| 1086 | sokol_gfx.h optionally allows to install "trace hook" callbacks for |
| 1087 | each public API functions. When a public API function is called, and |
| 1088 | a trace hook callback has been installed for this function, the |
| 1089 | callback will be invoked with the parameters and result of the function. |
| 1090 | This is useful for things like debugging- and profiling-tools, or |
| 1091 | keeping track of resource creation and destruction. |
| 1092 | |
| 1093 | To use the trace hook feature: |
| 1094 | |
| 1095 | --- Define SOKOL_TRACE_HOOKS before including the implementation. |
| 1096 | |
| 1097 | --- Setup an sg_trace_hooks structure with your callback function |
| 1098 | pointers (keep all function pointers you're not interested |
| 1099 | in zero-initialized), optionally set the user_data member |
| 1100 | in the sg_trace_hooks struct. |
| 1101 | |
| 1102 | --- Install the trace hooks by calling sg_install_trace_hooks(), |
| 1103 | the return value of this function is another sg_trace_hooks |
| 1104 | struct which contains the previously set of trace hooks. |
| 1105 | You should keep this struct around, and call those previous |
| 1106 | functions pointers from your own trace callbacks for proper |
| 1107 | chaining. |
| 1108 | |
| 1109 | As an example of how trace hooks are used, have a look at the |
| 1110 | imgui/sokol_gfx_imgui.h header which implements a realtime |
| 1111 | debugging UI for sokol_gfx.h on top of Dear ImGui. |
| 1112 | |
| 1113 | |
| 1114 | A NOTE ON PORTABLE PACKED VERTEX FORMATS: |
| 1115 | ========================================= |
| 1116 | There are two things to consider when using packed |
| 1117 | vertex formats like UBYTE4, SHORT2, etc which need to work |
| 1118 | across all backends: |
| 1119 | |
| 1120 | - D3D11 can only convert *normalized* vertex formats to |
| 1121 | floating point during vertex fetch, normalized formats |
| 1122 | have a trailing 'N', and are "normalized" to a range |
| 1123 | -1.0..+1.0 (for the signed formats) or 0.0..1.0 (for the |
| 1124 | unsigned formats): |
| 1125 | |
| 1126 | - SG_VERTEXFORMAT_BYTE4N |
| 1127 | - SG_VERTEXFORMAT_UBYTE4N |
| 1128 | - SG_VERTEXFORMAT_SHORT2N |
| 1129 | - SG_VERTEXFORMAT_USHORT2N |
| 1130 | - SG_VERTEXFORMAT_SHORT4N |
| 1131 | - SG_VERTEXFORMAT_USHORT4N |
| 1132 | |
| 1133 | D3D11 will not convert *non-normalized* vertex formats to floating point |
| 1134 | vertex shader inputs, those can only be uses with the *ivecn* vertex shader |
| 1135 | input types when D3D11 is used as backend (GL and Metal can use both formats) |
| 1136 | |
| 1137 | - SG_VERTEXFORMAT_BYTE4, |
| 1138 | - SG_VERTEXFORMAT_UBYTE4 |
| 1139 | - SG_VERTEXFORMAT_SHORT2 |
| 1140 | - SG_VERTEXFORMAT_SHORT4 |
| 1141 | |
| 1142 | For a vertex input layout which works on all platforms, only use the following |
| 1143 | vertex formats, and if needed "expand" the normalized vertex shader |
| 1144 | inputs in the vertex shader by multiplying with 127.0, 255.0, 32767.0 or |
| 1145 | 65535.0: |
| 1146 | |
| 1147 | - SG_VERTEXFORMAT_FLOAT, |
| 1148 | - SG_VERTEXFORMAT_FLOAT2, |
| 1149 | - SG_VERTEXFORMAT_FLOAT3, |
| 1150 | - SG_VERTEXFORMAT_FLOAT4, |
| 1151 | - SG_VERTEXFORMAT_BYTE4N, |
| 1152 | - SG_VERTEXFORMAT_UBYTE4N, |
| 1153 | - SG_VERTEXFORMAT_SHORT2N, |
| 1154 | - SG_VERTEXFORMAT_USHORT2N |
| 1155 | - SG_VERTEXFORMAT_SHORT4N, |
| 1156 | - SG_VERTEXFORMAT_USHORT4N |
| 1157 | - SG_VERTEXFORMAT_UINT10_N2 |
| 1158 | - SG_VERTEXFORMAT_HALF2 |
| 1159 | - SG_VERTEXFORMAT_HALF4 |
| 1160 | |
| 1161 | |
| 1162 | MEMORY ALLOCATION OVERRIDE |
| 1163 | ========================== |
| 1164 | You can override the memory allocation functions at initialization time |
| 1165 | like this: |
| 1166 | |
| 1167 | void* my_alloc(size_t size, void* user_data) { |
| 1168 | return malloc(size); |
| 1169 | } |
| 1170 | |
| 1171 | void my_free(void* ptr, void* user_data) { |
| 1172 | free(ptr); |
| 1173 | } |
| 1174 | |
| 1175 | ... |
| 1176 | sg_setup(&(sg_desc){ |
| 1177 | // ... |
| 1178 | .allocator = { |
| 1179 | .alloc_fn = my_alloc, |
| 1180 | .free_fn = my_free, |
| 1181 | .user_data = ..., |
| 1182 | } |
| 1183 | }); |
| 1184 | ... |
| 1185 | |
| 1186 | If no overrides are provided, malloc and free will be used. |
| 1187 | |
| 1188 | This only affects memory allocation calls done by sokol_gfx.h |
| 1189 | itself though, not any allocations in OS libraries. |
| 1190 | |
| 1191 | |
| 1192 | ERROR REPORTING AND LOGGING |
| 1193 | =========================== |
| 1194 | To get any logging information at all you need to provide a logging callback in the setup call |
| 1195 | the easiest way is to use sokol_log.h: |
| 1196 | |
| 1197 | #include "sokol_log.h" |
| 1198 | |
| 1199 | sg_setup(&(sg_desc){ .logger.func = slog_func }); |
| 1200 | |
| 1201 | To override logging with your own callback, first write a logging function like this: |
| 1202 | |
| 1203 | void my_log(const char* tag, // e.g. 'sg' |
| 1204 | uint32_t log_level, // 0=panic, 1=error, 2=warn, 3=info |
| 1205 | uint32_t log_item_id, // SG_LOGITEM_* |
| 1206 | const char* message_or_null, // a message string, may be nullptr in release mode |
| 1207 | uint32_t line_nr, // line number in sokol_gfx.h |
| 1208 | const char* filename_or_null, // source filename, may be nullptr in release mode |
| 1209 | void* user_data) |
| 1210 | { |
| 1211 | ... |
| 1212 | } |
| 1213 | |
| 1214 | ...and then setup sokol-gfx like this: |
| 1215 | |
| 1216 | sg_setup(&(sg_desc){ |
| 1217 | .logger = { |
| 1218 | .func = my_log, |
| 1219 | .user_data = my_user_data, |
| 1220 | } |
| 1221 | }); |
| 1222 | |
| 1223 | The provided logging function must be reentrant (e.g. be callable from |
| 1224 | different threads). |
| 1225 | |
| 1226 | If you don't want to provide your own custom logger it is highly recommended to use |
| 1227 | the standard logger in sokol_log.h instead, otherwise you won't see any warnings or |
| 1228 | errors. |
| 1229 | |
| 1230 | |
| 1231 | COMMIT LISTENERS |
| 1232 | ================ |
| 1233 | It's possible to hook callback functions into sokol-gfx which are called from |
| 1234 | inside sg_commit() in unspecified order. This is mainly useful for libraries |
| 1235 | that build on top of sokol_gfx.h to be notified about the end/start of a frame. |
| 1236 | |
| 1237 | To add a commit listener, call: |
| 1238 | |
| 1239 | static void my_commit_listener(void* user_data) { |
| 1240 | ... |
| 1241 | } |
| 1242 | |
| 1243 | bool success = sg_add_commit_listener((sg_commit_listener){ |
| 1244 | .func = my_commit_listener, |
| 1245 | .user_data = ..., |
| 1246 | }); |
| 1247 | |
| 1248 | The function returns false if the internal array of commit listeners is full, |
| 1249 | or the same commit listener had already been added. |
| 1250 | |
| 1251 | If the function returns true, my_commit_listener() will be called each frame |
| 1252 | from inside sg_commit(). |
| 1253 | |
| 1254 | By default, 1024 distinct commit listeners can be added, but this number |
| 1255 | can be tweaked in the sg_setup() call: |
| 1256 | |
| 1257 | sg_setup(&(sg_desc){ |
| 1258 | .max_commit_listeners = 2048, |
| 1259 | }); |
| 1260 | |
| 1261 | An sg_commit_listener item is equal to another if both the function |
| 1262 | pointer and user_data field are equal. |
| 1263 | |
| 1264 | To remove a commit listener: |
| 1265 | |
| 1266 | bool success = sg_remove_commit_listener((sg_commit_listener){ |
| 1267 | .func = my_commit_listener, |
| 1268 | .user_data = ..., |
| 1269 | }); |
| 1270 | |
| 1271 | ...where the .func and .user_data field are equal to a previous |
| 1272 | sg_add_commit_listener() call. The function returns true if the commit |
| 1273 | listener item was found and removed, and false otherwise. |
| 1274 | |
| 1275 | |
| 1276 | RESOURCE CREATION AND DESTRUCTION IN DETAIL |
| 1277 | =========================================== |
| 1278 | The 'vanilla' way to create resource objects is with the 'make functions': |
| 1279 | |
| 1280 | sg_buffer sg_make_buffer(const sg_buffer_desc* desc) |
| 1281 | sg_image sg_make_image(const sg_image_desc* desc) |
| 1282 | sg_sampler sg_make_sampler(const sg_sampler_desc* desc) |
| 1283 | sg_shader sg_make_shader(const sg_shader_desc* desc) |
| 1284 | sg_pipeline sg_make_pipeline(const sg_pipeline_desc* desc) |
| 1285 | sg_attachments sg_make_attachments(const sg_attachments_desc* desc) |
| 1286 | |
| 1287 | This will result in one of three cases: |
| 1288 | |
| 1289 | 1. The returned handle is invalid. This happens when there are no more |
| 1290 | free slots in the resource pool for this resource type. An invalid |
| 1291 | handle is associated with the INVALID resource state, for instance: |
| 1292 | |
| 1293 | sg_buffer buf = sg_make_buffer(...) |
| 1294 | if (sg_query_buffer_state(buf) == SG_RESOURCESTATE_INVALID) { |
| 1295 | // buffer pool is exhausted |
| 1296 | } |
| 1297 | |
| 1298 | 2. The returned handle is valid, but creating the underlying resource |
| 1299 | has failed for some reason. This results in a resource object in the |
| 1300 | FAILED state. The reason *why* resource creation has failed differ |
| 1301 | by resource type. Look for log messages with more details. A failed |
| 1302 | resource state can be checked with: |
| 1303 | |
| 1304 | sg_buffer buf = sg_make_buffer(...) |
| 1305 | if (sg_query_buffer_state(buf) == SG_RESOURCESTATE_FAILED) { |
| 1306 | // creating the resource has failed |
| 1307 | } |
| 1308 | |
| 1309 | 3. And finally, if everything goes right, the returned resource is |
| 1310 | in resource state VALID and ready to use. This can be checked |
| 1311 | with: |
| 1312 | |
| 1313 | sg_buffer buf = sg_make_buffer(...) |
| 1314 | if (sg_query_buffer_state(buf) == SG_RESOURCESTATE_VALID) { |
| 1315 | // creating the resource has failed |
| 1316 | } |
| 1317 | |
| 1318 | When calling the 'make functions', the created resource goes through a number |
| 1319 | of states: |
| 1320 | |
| 1321 | - INITIAL: the resource slot associated with the new resource is currently |
| 1322 | free (technically, there is no resource yet, just an empty pool slot) |
| 1323 | - ALLOC: a handle for the new resource has been allocated, this just means |
| 1324 | a pool slot has been reserved. |
| 1325 | - VALID or FAILED: in VALID state any 3D API backend resource objects have |
| 1326 | been successfully created, otherwise if anything went wrong, the resource |
| 1327 | will be in FAILED state. |
| 1328 | |
| 1329 | Sometimes it makes sense to first grab a handle, but initialize the |
| 1330 | underlying resource at a later time. For instance when loading data |
| 1331 | asynchronously from a slow data source, you may know what buffers and |
| 1332 | textures are needed at an early stage of the loading process, but actually |
| 1333 | loading the buffer or texture content can only be completed at a later time. |
| 1334 | |
| 1335 | For such situations, sokol-gfx resource objects can be created in two steps. |
| 1336 | You can allocate a handle upfront with one of the 'alloc functions': |
| 1337 | |
| 1338 | sg_buffer sg_alloc_buffer(void) |
| 1339 | sg_image sg_alloc_image(void) |
| 1340 | sg_sampler sg_alloc_sampler(void) |
| 1341 | sg_shader sg_alloc_shader(void) |
| 1342 | sg_pipeline sg_alloc_pipeline(void) |
| 1343 | sg_attachments sg_alloc_attachments(void) |
| 1344 | |
| 1345 | This will return a handle with the underlying resource object in the |
| 1346 | ALLOC state: |
| 1347 | |
| 1348 | sg_image img = sg_alloc_image(); |
| 1349 | if (sg_query_image_state(img) == SG_RESOURCESTATE_ALLOC) { |
| 1350 | // allocating an image handle has succeeded, otherwise |
| 1351 | // the image pool is full |
| 1352 | } |
| 1353 | |
| 1354 | Such an 'incomplete' handle can be used in most sokol-gfx rendering functions |
| 1355 | without doing any harm, sokol-gfx will simply skip any rendering operation |
| 1356 | that involve resources which are not in VALID state. |
| 1357 | |
| 1358 | At a later time (for instance once the texture has completed loading |
| 1359 | asynchronously), the resource creation can be completed by calling one of |
| 1360 | the 'init functions', those functions take an existing resource handle and |
| 1361 | 'desc struct': |
| 1362 | |
| 1363 | void sg_init_buffer(sg_buffer buf, const sg_buffer_desc* desc) |
| 1364 | void sg_init_image(sg_image img, const sg_image_desc* desc) |
| 1365 | void sg_init_sampler(sg_sampler smp, const sg_sampler_desc* desc) |
| 1366 | void sg_init_shader(sg_shader shd, const sg_shader_desc* desc) |
| 1367 | void sg_init_pipeline(sg_pipeline pip, const sg_pipeline_desc* desc) |
| 1368 | void sg_init_attachments(sg_attachments atts, const sg_attachments_desc* desc) |
| 1369 | |
| 1370 | The init functions expect a resource in ALLOC state, and after the function |
| 1371 | returns, the resource will be either in VALID or FAILED state. Calling |
| 1372 | an 'alloc function' followed by the matching 'init function' is fully |
| 1373 | equivalent with calling the 'make function' alone. |
| 1374 | |
| 1375 | Destruction can also happen as a two-step process. The 'uninit functions' |
| 1376 | will put a resource object from the VALID or FAILED state back into the |
| 1377 | ALLOC state: |
| 1378 | |
| 1379 | void sg_uninit_buffer(sg_buffer buf) |
| 1380 | void sg_uninit_image(sg_image img) |
| 1381 | void sg_uninit_sampler(sg_sampler smp) |
| 1382 | void sg_uninit_shader(sg_shader shd) |
| 1383 | void sg_uninit_pipeline(sg_pipeline pip) |
| 1384 | void sg_uninit_attachments(sg_attachments pass) |
| 1385 | |
| 1386 | Calling the 'uninit functions' with a resource that is not in the VALID or |
| 1387 | FAILED state is a no-op. |
| 1388 | |
| 1389 | To finally free the pool slot for recycling call the 'dealloc functions': |
| 1390 | |
| 1391 | void sg_dealloc_buffer(sg_buffer buf) |
| 1392 | void sg_dealloc_image(sg_image img) |
| 1393 | void sg_dealloc_sampler(sg_sampler smp) |
| 1394 | void sg_dealloc_shader(sg_shader shd) |
| 1395 | void sg_dealloc_pipeline(sg_pipeline pip) |
| 1396 | void sg_dealloc_attachments(sg_attachments atts) |
| 1397 | |
| 1398 | Calling the 'dealloc functions' on a resource that's not in ALLOC state is |
| 1399 | a no-op, but will generate a warning log message. |
| 1400 | |
| 1401 | Calling an 'uninit function' and 'dealloc function' in sequence is equivalent |
| 1402 | with calling the associated 'destroy function': |
| 1403 | |
| 1404 | void sg_destroy_buffer(sg_buffer buf) |
| 1405 | void sg_destroy_image(sg_image img) |
| 1406 | void sg_destroy_sampler(sg_sampler smp) |
| 1407 | void sg_destroy_shader(sg_shader shd) |
| 1408 | void sg_destroy_pipeline(sg_pipeline pip) |
| 1409 | void sg_destroy_attachments(sg_attachments atts) |
| 1410 | |
| 1411 | The 'destroy functions' can be called on resources in any state and generally |
| 1412 | do the right thing (for instance if the resource is in ALLOC state, the destroy |
| 1413 | function will be equivalent to the 'dealloc function' and skip the 'uninit part'). |
| 1414 | |
| 1415 | And finally to close the circle, the 'fail functions' can be called to manually |
| 1416 | put a resource in ALLOC state into the FAILED state: |
| 1417 | |
| 1418 | sg_fail_buffer(sg_buffer buf) |
| 1419 | sg_fail_image(sg_image img) |
| 1420 | sg_fail_sampler(sg_sampler smp) |
| 1421 | sg_fail_shader(sg_shader shd) |
| 1422 | sg_fail_pipeline(sg_pipeline pip) |
| 1423 | sg_fail_attachments(sg_attachments atts) |
| 1424 | |
| 1425 | This is recommended if anything went wrong outside of sokol-gfx during asynchronous |
| 1426 | resource setup (for instance a file loading operation failed). In this case, |
| 1427 | the 'fail function' should be called instead of the 'init function'. |
| 1428 | |
| 1429 | Calling a 'fail function' on a resource that's not in ALLOC state is a no-op, |
| 1430 | but will generate a warning log message. |
| 1431 | |
| 1432 | NOTE: that two-step resource creation usually only makes sense for buffers |
| 1433 | and images, but not for samplers, shaders, pipelines or attachments. Most notably, trying |
| 1434 | to create a pipeline object with a shader that's not in VALID state will |
| 1435 | trigger a validation layer error, or if the validation layer is disabled, |
| 1436 | result in a pipeline object in FAILED state. Same when trying to create |
| 1437 | an attachments object with invalid image objects. |
| 1438 | |
| 1439 | |
| 1440 | WEBGPU CAVEATS |
| 1441 | ============== |
| 1442 | For a general overview and design notes of the WebGPU backend see: |
| 1443 | |
| 1444 | https://floooh.github.io/2023/10/16/sokol-webgpu.html |
| 1445 | |
| 1446 | In general, don't expect an automatic speedup when switching from the WebGL2 |
| 1447 | backend to the WebGPU backend. Some WebGPU functions currently actually |
| 1448 | have a higher CPU overhead than similar WebGL2 functions, leading to the |
| 1449 | paradoxical situation that some WebGPU code may be slower than similar WebGL2 |
| 1450 | code. |
| 1451 | |
| 1452 | - when writing WGSL shader code by hand, a specific bind-slot convention |
| 1453 | must be used: |
| 1454 | |
| 1455 | All uniform block structs must use `@group(0)`, with up to |
| 1456 | 4 uniform blocks per shader stage. |
| 1457 | - Vertex shader uniform block bindings must start at `@group(0) @binding(0)` |
| 1458 | - Fragment shader uniform blocks bindings must start at `@group(0) @binding(4)` |
| 1459 | |
| 1460 | All textures and samplers must use `@group(1)` and start at specific |
| 1461 | offsets depending on resource type and shader stage. |
| 1462 | - Vertex shader textures must start at `@group(1) @binding(0)` |
| 1463 | - Vertex shader samplers must start at `@group(1) @binding(16)` |
| 1464 | - Vertex shader storage buffers must start at `@group(1) @binding(32)` |
| 1465 | - Fragment shader textures must start at `@group(1) @binding(48)` |
| 1466 | - Fragment shader samplers must start at `@group(1) @binding(64)` |
| 1467 | - Fragment shader storage buffers must start at `@group(1) @binding(80)` |
| 1468 | |
| 1469 | Note that the actual number of allowed per-stage texture- and sampler-bindings |
| 1470 | in sokol-gfx is currently lower than the above ranges (currently only up to |
| 1471 | 12 textures, 8 samplers and 8 storage buffers are allowed per shader stage). |
| 1472 | |
| 1473 | If you use sokol-shdc to generate WGSL shader code, you don't need to worry |
| 1474 | about the above binding convention since sokol-shdc assigns bind slots |
| 1475 | automatically. |
| 1476 | |
| 1477 | - The sokol-gfx WebGPU backend uses the sg_desc.uniform_buffer_size item |
| 1478 | to allocate a single per-frame uniform buffer which must be big enough |
| 1479 | to hold all data written by sg_apply_uniforms() during a single frame, |
| 1480 | including a worst-case 256-byte alignment (e.g. each sg_apply_uniform |
| 1481 | call will cost 256 bytes of uniform buffer size). The default size |
| 1482 | is 4 MB, which is enough for 16384 sg_apply_uniform() calls per |
| 1483 | frame (assuming the uniform data 'payload' is less than 256 bytes |
| 1484 | per call). These rules are the same as for the Metal backend, so if |
| 1485 | you are already using the Metal backend you'll be fine. |
| 1486 | |
| 1487 | - sg_apply_bindings(): the sokol-gfx WebGPU backend implements a bindgroup |
| 1488 | cache to prevent excessive creation and destruction of BindGroup objects |
| 1489 | when calling sg_apply_bindings(). The number of slots in the bindgroups |
| 1490 | cache is defined in sg_desc.wgpu_bindgroups_cache_size when calling |
| 1491 | sg_setup. The cache size must be a power-of-2 number, with the default being |
| 1492 | 1024. The bindgroups cache behaviour can be observed by calling the new |
| 1493 | function sg_query_frame_stats(), where the following struct items are |
| 1494 | of interest: |
| 1495 | |
| 1496 | .wgpu.num_bindgroup_cache_hits |
| 1497 | .wgpu.num_bindgroup_cache_misses |
| 1498 | .wgpu.num_bindgroup_cache_collisions |
| 1499 | .wgpu.num_bindgroup_cache_vs_hash_key_mismatch |
| 1500 | |
| 1501 | The value to pay attention to is `.wgpu.num_bindgroup_cache_collisions`, |
| 1502 | if this number if consistently higher than a few percent of the |
| 1503 | .wgpu.num_set_bindgroup value, it might be a good idea to bump the |
| 1504 | bindgroups cache size to the next power-of-2. |
| 1505 | |
| 1506 | - sg_apply_viewport(): WebGPU currently has a unique restriction that viewport |
| 1507 | rectangles must be contained entirely within the framebuffer. As a shitty |
| 1508 | workaround sokol_gfx.h will clip incoming viewport rectangles against |
| 1509 | the framebuffer, but this will distort the clipspace-to-screenspace mapping. |
| 1510 | There's no proper way to handle this inside sokol_gfx.h, this must be fixed |
| 1511 | in a future WebGPU update. |
| 1512 | |
| 1513 | - The sokol shader compiler generally adds `diagnostic(off, derivative_uniformity);` |
| 1514 | into the WGSL output. Currently only the Chrome WebGPU implementation seems |
| 1515 | to recognize this. |
| 1516 | |
| 1517 | - The vertex format SG_VERTEXFORMAT_UINT10_N2 is currently not supported because |
| 1518 | WebGPU lacks a matching vertex format (this is currently being worked on though, |
| 1519 | as soon as the vertex format shows up in webgpu.h, sokol_gfx.h will add support. |
| 1520 | |
| 1521 | - Likewise, the following sokol-gfx vertex formats are not supported in WebGPU: |
| 1522 | R16, R16SN, RG16, RG16SN, RGBA16, RGBA16SN and all PVRTC compressed format. |
| 1523 | Unlike unsupported vertex formats, unsupported pixel formats can be queried |
| 1524 | in cross-backend code via sg_query_pixel_format() though. |
| 1525 | |
| 1526 | - The Emscripten WebGPU shim currently doesn't support the Closure minification |
| 1527 | post-link-step (e.g. currently the emcc argument '--closure 1' or '--closure 2' |
| 1528 | will generate broken Javascript code. |
| 1529 | |
| 1530 | - sokol-gfx requires the WebGPU device feature `depth32float-stencil8` to be enabled |
| 1531 | (this should be widely supported) |
| 1532 | |
| 1533 | - sokol-gfx expects that the WebGPU device feature `float32-filterable` to *not* be |
| 1534 | enabled (since this would exclude all iOS devices) |
| 1535 | |
| 1536 | |
| 1537 | LICENSE |
| 1538 | ======= |
| 1539 | zlib/libpng license |
| 1540 | |
| 1541 | Copyright (c) 2018 Andre Weissflog |
| 1542 | |
| 1543 | This software is provided 'as-is', without any express or implied warranty. |
| 1544 | In no event will the authors be held liable for any damages arising from the |
| 1545 | use of this software. |
| 1546 | |
| 1547 | Permission is granted to anyone to use this software for any purpose, |
| 1548 | including commercial applications, and to alter it and redistribute it |
| 1549 | freely, subject to the following restrictions: |
| 1550 | |
| 1551 | 1. The origin of this software must not be misrepresented; you must not |
| 1552 | claim that you wrote the original software. If you use this software in a |
| 1553 | product, an acknowledgment in the product documentation would be |
| 1554 | appreciated but is not required. |
| 1555 | |
| 1556 | 2. Altered source versions must be plainly marked as such, and must not |
| 1557 | be misrepresented as being the original software. |
| 1558 | |
| 1559 | 3. This notice may not be removed or altered from any source |
| 1560 | distribution. |
| 1561 | */ |
| 1562 | #define SOKOL_GFX_INCLUDED (1) |
| 1563 | #include <stddef.h> // size_t |
| 1564 | #include <stdint.h> |
| 1565 | #include <stdbool.h> |
| 1566 | |
| 1567 | #if defined(SOKOL_API_DECL) && !defined(SOKOL_GFX_API_DECL) |
| 1568 | #define SOKOL_GFX_API_DECL SOKOL_API_DECL |
| 1569 | #endif |
| 1570 | #ifndef SOKOL_GFX_API_DECL |
| 1571 | #if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GFX_IMPL) |
| 1572 | #define SOKOL_GFX_API_DECL __declspec(dllexport) |
| 1573 | #elif defined(_WIN32) && defined(SOKOL_DLL) |
| 1574 | #define SOKOL_GFX_API_DECL __declspec(dllimport) |
| 1575 | #else |
| 1576 | #define SOKOL_GFX_API_DECL extern |
| 1577 | #endif |
| 1578 | #endif |
| 1579 | |
| 1580 | #ifdef __cplusplus |
| 1581 | extern "C" { |
| 1582 | #endif |
| 1583 | |
| 1584 | /* |
| 1585 | Resource id typedefs: |
| 1586 | |
| 1587 | sg_buffer: vertex- and index-buffers |
| 1588 | sg_image: images used as textures and render targets |
| 1589 | sg_sampler sampler object describing how a texture is sampled in a shader |
| 1590 | sg_shader: vertex- and fragment-shaders and shader interface information |
| 1591 | sg_pipeline: associated shader and vertex-layouts, and render states |
| 1592 | sg_attachments: a baked collection of render pass attachment images |
| 1593 | |
| 1594 | Instead of pointers, resource creation functions return a 32-bit |
| 1595 | number which uniquely identifies the resource object. |
| 1596 | |
| 1597 | The 32-bit resource id is split into a 16-bit pool index in the lower bits, |
| 1598 | and a 16-bit 'generation counter' in the upper bits. The index allows fast |
| 1599 | pool lookups, and combined with the generation-counter it allows to detect |
| 1600 | 'dangling accesses' (trying to use an object which no longer exists, and |
| 1601 | its pool slot has been reused for a new object) |
| 1602 | |
| 1603 | The resource ids are wrapped into a strongly-typed struct so that |
| 1604 | trying to pass an incompatible resource id is a compile error. |
| 1605 | */ |
| 1606 | typedef struct sg_buffer { uint32_t id; } sg_buffer; |
| 1607 | typedef struct sg_image { uint32_t id; } sg_image; |
| 1608 | typedef struct sg_sampler { uint32_t id; } sg_sampler; |
| 1609 | typedef struct sg_shader { uint32_t id; } sg_shader; |
| 1610 | typedef struct sg_pipeline { uint32_t id; } sg_pipeline; |
| 1611 | typedef struct sg_attachments { uint32_t id; } sg_attachments; |
| 1612 | |
| 1613 | /* |
| 1614 | sg_range is a pointer-size-pair struct used to pass memory blobs into |
| 1615 | sokol-gfx. When initialized from a value type (array or struct), you can |
| 1616 | use the SG_RANGE() macro to build an sg_range struct. For functions which |
| 1617 | take either a sg_range pointer, or a (C++) sg_range reference, use the |
| 1618 | SG_RANGE_REF macro as a solution which compiles both in C and C++. |
| 1619 | */ |
| 1620 | typedef struct sg_range { |
| 1621 | const void* ptr; |
| 1622 | size_t size; |
| 1623 | } sg_range; |
| 1624 | |
| 1625 | // disabling this for every includer isn't great, but the warnings are also quite pointless |
| 1626 | #if defined(_MSC_VER) |
| 1627 | #pragma warning(disable:4221) // /W4 only: nonstandard extension used: 'x': cannot be initialized using address of automatic variable 'y' |
| 1628 | #pragma warning(disable:4204) // VS2015: nonstandard extension used: non-constant aggregate initializer |
| 1629 | #endif |
| 1630 | #if defined(__cplusplus) |
| 1631 | #define SG_RANGE(x) sg_range{ &x, sizeof(x) } |
| 1632 | #define SG_RANGE_REF(x) sg_range{ &x, sizeof(x) } |
| 1633 | #else |
| 1634 | #define SG_RANGE(x) (sg_range){ &x, sizeof(x) } |
| 1635 | #define SG_RANGE_REF(x) &(sg_range){ &x, sizeof(x) } |
| 1636 | #endif |
| 1637 | |
| 1638 | // various compile-time constants |
| 1639 | enum { |
| 1640 | SG_INVALID_ID = 0, |
| 1641 | SG_NUM_SHADER_STAGES = 2, |
| 1642 | SG_NUM_INFLIGHT_FRAMES = 2, |
| 1643 | SG_MAX_COLOR_ATTACHMENTS = 4, |
| 1644 | SG_MAX_VERTEX_BUFFERS = 8, |
| 1645 | SG_MAX_SHADERSTAGE_IMAGES = 12, |
| 1646 | SG_MAX_SHADERSTAGE_SAMPLERS = 8, |
| 1647 | SG_MAX_SHADERSTAGE_IMAGESAMPLERPAIRS = 12, |
| 1648 | SG_MAX_SHADERSTAGE_STORAGEBUFFERS = 8, |
| 1649 | SG_MAX_SHADERSTAGE_UBS = 4, |
| 1650 | SG_MAX_UB_MEMBERS = 16, |
| 1651 | SG_MAX_VERTEX_ATTRIBUTES = 16, |
| 1652 | SG_MAX_MIPMAPS = 16, |
| 1653 | SG_MAX_TEXTUREARRAY_LAYERS = 128 |
| 1654 | }; |
| 1655 | |
| 1656 | /* |
| 1657 | sg_color |
| 1658 | |
| 1659 | An RGBA color value. |
| 1660 | */ |
| 1661 | typedef struct sg_color { float r, g, b, a; } sg_color; |
| 1662 | |
| 1663 | /* |
| 1664 | sg_backend |
| 1665 | |
| 1666 | The active 3D-API backend, use the function sg_query_backend() |
| 1667 | to get the currently active backend. |
| 1668 | */ |
| 1669 | typedef enum sg_backend { |
| 1670 | SG_BACKEND_GLCORE, |
| 1671 | SG_BACKEND_GLES3, |
| 1672 | SG_BACKEND_D3D11, |
| 1673 | SG_BACKEND_METAL_IOS, |
| 1674 | SG_BACKEND_METAL_MACOS, |
| 1675 | SG_BACKEND_METAL_SIMULATOR, |
| 1676 | SG_BACKEND_WGPU, |
| 1677 | SG_BACKEND_DUMMY, |
| 1678 | } sg_backend; |
| 1679 | |
| 1680 | /* |
| 1681 | sg_pixel_format |
| 1682 | |
| 1683 | sokol_gfx.h basically uses the same pixel formats as WebGPU, since these |
| 1684 | are supported on most newer GPUs. |
| 1685 | |
| 1686 | A pixelformat name consist of three parts: |
| 1687 | |
| 1688 | - components (R, RG, RGB or RGBA) |
| 1689 | - bit width per component (8, 16 or 32) |
| 1690 | - component data type: |
| 1691 | - unsigned normalized (no postfix) |
| 1692 | - signed normalized (SN postfix) |
| 1693 | - unsigned integer (UI postfix) |
| 1694 | - signed integer (SI postfix) |
| 1695 | - float (F postfix) |
| 1696 | |
| 1697 | Not all pixel formats can be used for everything, call sg_query_pixelformat() |
| 1698 | to inspect the capabilities of a given pixelformat. The function returns |
| 1699 | an sg_pixelformat_info struct with the following members: |
| 1700 | |
| 1701 | - sample: the pixelformat can be sampled as texture at least with |
| 1702 | nearest filtering |
| 1703 | - filter: the pixelformat can be samples as texture with linear |
| 1704 | filtering |
| 1705 | - render: the pixelformat can be used for render targets |
| 1706 | - blend: blending is supported when using the pixelformat for |
| 1707 | render targets |
| 1708 | - msaa: multisample-antialiasing is supported when using the |
| 1709 | pixelformat for render targets |
| 1710 | - depth: the pixelformat can be used for depth-stencil attachments |
| 1711 | - compressed: this is a block-compressed format |
| 1712 | - bytes_per_pixel: the numbers of bytes in a pixel (0 for compressed formats) |
| 1713 | |
| 1714 | The default pixel format for texture images is SG_PIXELFORMAT_RGBA8. |
| 1715 | |
| 1716 | The default pixel format for render target images is platform-dependent |
| 1717 | and taken from the sg_environment struct passed into sg_setup(). Typically |
| 1718 | the default formats are: |
| 1719 | |
| 1720 | - for the Metal, D3D11 and WebGPU backends: SG_PIXELFORMAT_BGRA8 |
| 1721 | - for GL backends: SG_PIXELFORMAT_RGBA8 |
| 1722 | */ |
| 1723 | typedef enum sg_pixel_format { |
| 1724 | _SG_PIXELFORMAT_DEFAULT, // value 0 reserved for default-init |
| 1725 | SG_PIXELFORMAT_NONE, |
| 1726 | |
| 1727 | SG_PIXELFORMAT_R8, |
| 1728 | SG_PIXELFORMAT_R8SN, |
| 1729 | SG_PIXELFORMAT_R8UI, |
| 1730 | SG_PIXELFORMAT_R8SI, |
| 1731 | |
| 1732 | SG_PIXELFORMAT_R16, |
| 1733 | SG_PIXELFORMAT_R16SN, |
| 1734 | SG_PIXELFORMAT_R16UI, |
| 1735 | SG_PIXELFORMAT_R16SI, |
| 1736 | SG_PIXELFORMAT_R16F, |
| 1737 | SG_PIXELFORMAT_RG8, |
| 1738 | SG_PIXELFORMAT_RG8SN, |
| 1739 | SG_PIXELFORMAT_RG8UI, |
| 1740 | SG_PIXELFORMAT_RG8SI, |
| 1741 | |
| 1742 | SG_PIXELFORMAT_R32UI, |
| 1743 | SG_PIXELFORMAT_R32SI, |
| 1744 | SG_PIXELFORMAT_R32F, |
| 1745 | SG_PIXELFORMAT_RG16, |
| 1746 | SG_PIXELFORMAT_RG16SN, |
| 1747 | SG_PIXELFORMAT_RG16UI, |
| 1748 | SG_PIXELFORMAT_RG16SI, |
| 1749 | SG_PIXELFORMAT_RG16F, |
| 1750 | SG_PIXELFORMAT_RGBA8, |
| 1751 | SG_PIXELFORMAT_SRGB8A8, |
| 1752 | SG_PIXELFORMAT_RGBA8SN, |
| 1753 | SG_PIXELFORMAT_RGBA8UI, |
| 1754 | SG_PIXELFORMAT_RGBA8SI, |
| 1755 | SG_PIXELFORMAT_BGRA8, |
| 1756 | SG_PIXELFORMAT_RGB10A2, |
| 1757 | SG_PIXELFORMAT_RG11B10F, |
| 1758 | SG_PIXELFORMAT_RGB9E5, |
| 1759 | |
| 1760 | SG_PIXELFORMAT_RG32UI, |
| 1761 | SG_PIXELFORMAT_RG32SI, |
| 1762 | SG_PIXELFORMAT_RG32F, |
| 1763 | SG_PIXELFORMAT_RGBA16, |
| 1764 | SG_PIXELFORMAT_RGBA16SN, |
| 1765 | SG_PIXELFORMAT_RGBA16UI, |
| 1766 | SG_PIXELFORMAT_RGBA16SI, |
| 1767 | SG_PIXELFORMAT_RGBA16F, |
| 1768 | |
| 1769 | SG_PIXELFORMAT_RGBA32UI, |
| 1770 | SG_PIXELFORMAT_RGBA32SI, |
| 1771 | SG_PIXELFORMAT_RGBA32F, |
| 1772 | |
| 1773 | // NOTE: when adding/removing pixel formats before DEPTH, also update sokol_app.h/_SAPP_PIXELFORMAT_* |
| 1774 | SG_PIXELFORMAT_DEPTH, |
| 1775 | SG_PIXELFORMAT_DEPTH_STENCIL, |
| 1776 | |
| 1777 | // NOTE: don't put any new compressed format in front of here |
| 1778 | SG_PIXELFORMAT_BC1_RGBA, |
| 1779 | SG_PIXELFORMAT_BC2_RGBA, |
| 1780 | SG_PIXELFORMAT_BC3_RGBA, |
| 1781 | SG_PIXELFORMAT_BC3_SRGBA, |
| 1782 | SG_PIXELFORMAT_BC4_R, |
| 1783 | SG_PIXELFORMAT_BC4_RSN, |
| 1784 | SG_PIXELFORMAT_BC5_RG, |
| 1785 | SG_PIXELFORMAT_BC5_RGSN, |
| 1786 | SG_PIXELFORMAT_BC6H_RGBF, |
| 1787 | SG_PIXELFORMAT_BC6H_RGBUF, |
| 1788 | SG_PIXELFORMAT_BC7_RGBA, |
| 1789 | SG_PIXELFORMAT_BC7_SRGBA, |
| 1790 | SG_PIXELFORMAT_PVRTC_RGB_2BPP, // FIXME: deprecated |
| 1791 | SG_PIXELFORMAT_PVRTC_RGB_4BPP, // FIXME: deprecated |
| 1792 | SG_PIXELFORMAT_PVRTC_RGBA_2BPP, // FIXME: deprecated |
| 1793 | SG_PIXELFORMAT_PVRTC_RGBA_4BPP, // FIXME: deprecated |
| 1794 | SG_PIXELFORMAT_ETC2_RGB8, |
| 1795 | SG_PIXELFORMAT_ETC2_SRGB8, |
| 1796 | SG_PIXELFORMAT_ETC2_RGB8A1, |
| 1797 | SG_PIXELFORMAT_ETC2_RGBA8, |
| 1798 | SG_PIXELFORMAT_ETC2_SRGB8A8, |
| 1799 | SG_PIXELFORMAT_EAC_R11, |
| 1800 | SG_PIXELFORMAT_EAC_R11SN, |
| 1801 | SG_PIXELFORMAT_EAC_RG11, |
| 1802 | SG_PIXELFORMAT_EAC_RG11SN, |
| 1803 | |
| 1804 | SG_PIXELFORMAT_ASTC_4x4_RGBA, |
| 1805 | SG_PIXELFORMAT_ASTC_4x4_SRGBA, |
| 1806 | |
| 1807 | _SG_PIXELFORMAT_NUM, |
| 1808 | _SG_PIXELFORMAT_FORCE_U32 = 0x7FFFFFFF |
| 1809 | } sg_pixel_format; |
| 1810 | |
| 1811 | /* |
| 1812 | Runtime information about a pixel format, returned |
| 1813 | by sg_query_pixelformat(). |
| 1814 | */ |
| 1815 | typedef struct sg_pixelformat_info { |
| 1816 | bool sample; // pixel format can be sampled in shaders at least with nearest filtering |
| 1817 | bool filter; // pixel format can be sampled with linear filtering |
| 1818 | bool render; // pixel format can be used as render target |
| 1819 | bool blend; // alpha-blending is supported |
| 1820 | bool msaa; // pixel format can be used as MSAA render target |
| 1821 | bool depth; // pixel format is a depth format |
| 1822 | bool compressed; // true if this is a hardware-compressed format |
| 1823 | int bytes_per_pixel; // NOTE: this is 0 for compressed formats, use sg_query_row_pitch() / sg_query_surface_pitch() as alternative |
| 1824 | } sg_pixelformat_info; |
| 1825 | |
| 1826 | /* |
| 1827 | Runtime information about available optional features, |
| 1828 | returned by sg_query_features() |
| 1829 | */ |
| 1830 | typedef struct sg_features { |
| 1831 | bool origin_top_left; // framebuffer and texture origin is in top left corner |
| 1832 | bool image_clamp_to_border; // border color and clamp-to-border UV-wrap mode is supported |
| 1833 | bool mrt_independent_blend_state; // multiple-render-target rendering can use per-render-target blend state |
| 1834 | bool mrt_independent_write_mask; // multiple-render-target rendering can use per-render-target color write masks |
| 1835 | bool storage_buffer; // storage buffers are supported |
| 1836 | } sg_features; |
| 1837 | |
| 1838 | /* |
| 1839 | Runtime information about resource limits, returned by sg_query_limit() |
| 1840 | */ |
| 1841 | typedef struct sg_limits { |
| 1842 | int max_image_size_2d; // max width/height of SG_IMAGETYPE_2D images |
| 1843 | int max_image_size_cube; // max width/height of SG_IMAGETYPE_CUBE images |
| 1844 | int max_image_size_3d; // max width/height/depth of SG_IMAGETYPE_3D images |
| 1845 | int max_image_size_array; // max width/height of SG_IMAGETYPE_ARRAY images |
| 1846 | int max_image_array_layers; // max number of layers in SG_IMAGETYPE_ARRAY images |
| 1847 | int max_vertex_attrs; // max number of vertex attributes, clamped to SG_MAX_VERTEX_ATTRIBUTES |
| 1848 | int gl_max_vertex_uniform_components; // <= GL_MAX_VERTEX_UNIFORM_COMPONENTS (only on GL backends) |
| 1849 | int gl_max_combined_texture_image_units; // <= GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (only on GL backends) |
| 1850 | } sg_limits; |
| 1851 | |
| 1852 | /* |
| 1853 | sg_resource_state |
| 1854 | |
| 1855 | The current state of a resource in its resource pool. |
| 1856 | Resources start in the INITIAL state, which means the |
| 1857 | pool slot is unoccupied and can be allocated. When a resource is |
| 1858 | created, first an id is allocated, and the resource pool slot |
| 1859 | is set to state ALLOC. After allocation, the resource is |
| 1860 | initialized, which may result in the VALID or FAILED state. The |
| 1861 | reason why allocation and initialization are separate is because |
| 1862 | some resource types (e.g. buffers and images) might be asynchronously |
| 1863 | initialized by the user application. If a resource which is not |
| 1864 | in the VALID state is attempted to be used for rendering, rendering |
| 1865 | operations will silently be dropped. |
| 1866 | |
| 1867 | The special INVALID state is returned in sg_query_xxx_state() if no |
| 1868 | resource object exists for the provided resource id. |
| 1869 | */ |
| 1870 | typedef enum sg_resource_state { |
| 1871 | SG_RESOURCESTATE_INITIAL, |
| 1872 | SG_RESOURCESTATE_ALLOC, |
| 1873 | SG_RESOURCESTATE_VALID, |
| 1874 | SG_RESOURCESTATE_FAILED, |
| 1875 | SG_RESOURCESTATE_INVALID, |
| 1876 | _SG_RESOURCESTATE_FORCE_U32 = 0x7FFFFFFF |
| 1877 | } sg_resource_state; |
| 1878 | |
| 1879 | /* |
| 1880 | sg_usage |
| 1881 | |
| 1882 | A resource usage hint describing the update strategy of |
| 1883 | buffers and images. This is used in the sg_buffer_desc.usage |
| 1884 | and sg_image_desc.usage members when creating buffers |
| 1885 | and images: |
| 1886 | |
| 1887 | SG_USAGE_IMMUTABLE: the resource will never be updated with |
| 1888 | new data, instead the content of the |
| 1889 | resource must be provided on creation |
| 1890 | SG_USAGE_DYNAMIC: the resource will be updated infrequently |
| 1891 | with new data (this could range from "once |
| 1892 | after creation", to "quite often but not |
| 1893 | every frame") |
| 1894 | SG_USAGE_STREAM: the resource will be updated each frame |
| 1895 | with new content |
| 1896 | |
| 1897 | The rendering backends use this hint to prevent that the |
| 1898 | CPU needs to wait for the GPU when attempting to update |
| 1899 | a resource that might be currently accessed by the GPU. |
| 1900 | |
| 1901 | Resource content is updated with the functions sg_update_buffer() or |
| 1902 | sg_append_buffer() for buffer objects, and sg_update_image() for image |
| 1903 | objects. For the sg_update_*() functions, only one update is allowed per |
| 1904 | frame and resource object, while sg_append_buffer() can be called |
| 1905 | multiple times per frame on the same buffer. The application must update |
| 1906 | all data required for rendering (this means that the update data can be |
| 1907 | smaller than the resource size, if only a part of the overall resource |
| 1908 | size is used for rendering, you only need to make sure that the data that |
| 1909 | *is* used is valid). |
| 1910 | |
| 1911 | The default usage is SG_USAGE_IMMUTABLE. |
| 1912 | */ |
| 1913 | typedef enum sg_usage { |
| 1914 | _SG_USAGE_DEFAULT, // value 0 reserved for default-init |
| 1915 | SG_USAGE_IMMUTABLE, |
| 1916 | SG_USAGE_DYNAMIC, |
| 1917 | SG_USAGE_STREAM, |
| 1918 | _SG_USAGE_NUM, |
| 1919 | _SG_USAGE_FORCE_U32 = 0x7FFFFFFF |
| 1920 | } sg_usage; |
| 1921 | |
| 1922 | /* |
| 1923 | sg_buffer_type |
| 1924 | |
| 1925 | Indicates whether a buffer will be bound as vertex-, |
| 1926 | index- or storage-buffer. |
| 1927 | |
| 1928 | Used in the sg_buffer_desc.type member when creating a buffer. |
| 1929 | |
| 1930 | The default value is SG_BUFFERTYPE_VERTEXBUFFER. |
| 1931 | */ |
| 1932 | typedef enum sg_buffer_type { |
| 1933 | _SG_BUFFERTYPE_DEFAULT, // value 0 reserved for default-init |
| 1934 | SG_BUFFERTYPE_VERTEXBUFFER, |
| 1935 | SG_BUFFERTYPE_INDEXBUFFER, |
| 1936 | SG_BUFFERTYPE_STORAGEBUFFER, |
| 1937 | _SG_BUFFERTYPE_NUM, |
| 1938 | _SG_BUFFERTYPE_FORCE_U32 = 0x7FFFFFFF |
| 1939 | } sg_buffer_type; |
| 1940 | |
| 1941 | /* |
| 1942 | sg_index_type |
| 1943 | |
| 1944 | Indicates whether indexed rendering (fetching vertex-indices from an |
| 1945 | index buffer) is used, and if yes, the index data type (16- or 32-bits). |
| 1946 | This is used in the sg_pipeline_desc.index_type member when creating a |
| 1947 | pipeline object. |
| 1948 | |
| 1949 | The default index type is SG_INDEXTYPE_NONE. |
| 1950 | */ |
| 1951 | typedef enum sg_index_type { |
| 1952 | _SG_INDEXTYPE_DEFAULT, // value 0 reserved for default-init |
| 1953 | SG_INDEXTYPE_NONE, |
| 1954 | SG_INDEXTYPE_UINT16, |
| 1955 | SG_INDEXTYPE_UINT32, |
| 1956 | _SG_INDEXTYPE_NUM, |
| 1957 | _SG_INDEXTYPE_FORCE_U32 = 0x7FFFFFFF |
| 1958 | } sg_index_type; |
| 1959 | |
| 1960 | /* |
| 1961 | sg_image_type |
| 1962 | |
| 1963 | Indicates the basic type of an image object (2D-texture, cubemap, |
| 1964 | 3D-texture or 2D-array-texture). Used in the sg_image_desc.type member when |
| 1965 | creating an image, and in sg_shader_image_desc to describe a sampled texture |
| 1966 | in the shader (both must match and will be checked in the validation layer |
| 1967 | when calling sg_apply_bindings). |
| 1968 | |
| 1969 | The default image type when creating an image is SG_IMAGETYPE_2D. |
| 1970 | */ |
| 1971 | typedef enum sg_image_type { |
| 1972 | _SG_IMAGETYPE_DEFAULT, // value 0 reserved for default-init |
| 1973 | SG_IMAGETYPE_2D, |
| 1974 | SG_IMAGETYPE_CUBE, |
| 1975 | SG_IMAGETYPE_3D, |
| 1976 | SG_IMAGETYPE_ARRAY, |
| 1977 | _SG_IMAGETYPE_NUM, |
| 1978 | _SG_IMAGETYPE_FORCE_U32 = 0x7FFFFFFF |
| 1979 | } sg_image_type; |
| 1980 | |
| 1981 | /* |
| 1982 | sg_image_sample_type |
| 1983 | |
| 1984 | The basic data type of a texture sample as expected by a shader. |
| 1985 | Must be provided in sg_shader_image_desc and used by the validation |
| 1986 | layer in sg_apply_bindings() to check if the provided image object |
| 1987 | is compatible with what the shader expects. Apart from the sokol-gfx |
| 1988 | validation layer, WebGPU is the only backend API which actually requires |
| 1989 | matching texture and sampler type to be provided upfront for validation |
| 1990 | (other 3D APIs treat texture/sampler type mismatches as undefined behaviour). |
| 1991 | |
| 1992 | NOTE that the following texture pixel formats require the use |
| 1993 | of SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT, combined with a sampler |
| 1994 | of type SG_SAMPLERTYPE_NONFILTERING: |
| 1995 | |
| 1996 | - SG_PIXELFORMAT_R32F |
| 1997 | - SG_PIXELFORMAT_RG32F |
| 1998 | - SG_PIXELFORMAT_RGBA32F |
| 1999 | |
| 2000 | (when using sokol-shdc, also check out the meta tags `@image_sample_type` |
| 2001 | and `@sampler_type`) |
| 2002 | */ |
| 2003 | typedef enum sg_image_sample_type { |
| 2004 | _SG_IMAGESAMPLETYPE_DEFAULT, // value 0 reserved for default-init |
| 2005 | SG_IMAGESAMPLETYPE_FLOAT, |
| 2006 | SG_IMAGESAMPLETYPE_DEPTH, |
| 2007 | SG_IMAGESAMPLETYPE_SINT, |
| 2008 | SG_IMAGESAMPLETYPE_UINT, |
| 2009 | SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT, |
| 2010 | _SG_IMAGESAMPLETYPE_NUM, |
| 2011 | _SG_IMAGESAMPLETYPE_FORCE_U32 = 0x7FFFFFFF |
| 2012 | } sg_image_sample_type; |
| 2013 | |
| 2014 | /* |
| 2015 | sg_sampler_type |
| 2016 | |
| 2017 | The basic type of a texture sampler (sampling vs comparison) as |
| 2018 | defined in a shader. Must be provided in sg_shader_sampler_desc. |
| 2019 | |
| 2020 | sg_image_sample_type and sg_sampler_type for a texture/sampler |
| 2021 | pair must be compatible with each other, specifically only |
| 2022 | the following pairs are allowed: |
| 2023 | |
| 2024 | - SG_IMAGESAMPLETYPE_FLOAT => (SG_SAMPLERTYPE_FILTERING or SG_SAMPLERTYPE_NONFILTERING) |
| 2025 | - SG_IMAGESAMPLETYPE_UNFILTERABLE_FLOAT => SG_SAMPLERTYPE_NONFILTERING |
| 2026 | - SG_IMAGESAMPLETYPE_SINT => SG_SAMPLERTYPE_NONFILTERING |
| 2027 | - SG_IMAGESAMPLETYPE_UINT => SG_SAMPLERTYPE_NONFILTERING |
| 2028 | - SG_IMAGESAMPLETYPE_DEPTH => SG_SAMPLERTYPE_COMPARISON |
| 2029 | */ |
| 2030 | typedef enum sg_sampler_type { |
| 2031 | _SG_SAMPLERTYPE_DEFAULT, |
| 2032 | SG_SAMPLERTYPE_FILTERING, |
| 2033 | SG_SAMPLERTYPE_NONFILTERING, |
| 2034 | SG_SAMPLERTYPE_COMPARISON, |
| 2035 | _SG_SAMPLERTYPE_NUM, |
| 2036 | _SG_SAMPLERTYPE_FORCE_U32, |
| 2037 | } sg_sampler_type; |
| 2038 | |
| 2039 | /* |
| 2040 | sg_cube_face |
| 2041 | |
| 2042 | The cubemap faces. Use these as indices in the sg_image_desc.content |
| 2043 | array. |
| 2044 | */ |
| 2045 | typedef enum sg_cube_face { |
| 2046 | SG_CUBEFACE_POS_X, |
| 2047 | SG_CUBEFACE_NEG_X, |
| 2048 | SG_CUBEFACE_POS_Y, |
| 2049 | SG_CUBEFACE_NEG_Y, |
| 2050 | SG_CUBEFACE_POS_Z, |
| 2051 | SG_CUBEFACE_NEG_Z, |
| 2052 | SG_CUBEFACE_NUM, |
| 2053 | _SG_CUBEFACE_FORCE_U32 = 0x7FFFFFFF |
| 2054 | } sg_cube_face; |
| 2055 | |
| 2056 | /* |
| 2057 | sg_shader_stage |
| 2058 | |
| 2059 | There are 2 shader stages: vertex- and fragment-shader-stage. |
| 2060 | Each shader stage |
| 2061 | |
| 2062 | - SG_MAX_SHADERSTAGE_UBS slots for applying uniform data |
| 2063 | - SG_MAX_SHADERSTAGE_IMAGES slots for images used as textures |
| 2064 | - SG_MAX_SHADERSTAGE_SAMPLERS slots for texture samplers |
| 2065 | - SG_MAX_SHADERSTAGE_STORAGEBUFFERS slots for storage buffer bindings |
| 2066 | */ |
| 2067 | typedef enum sg_shader_stage { |
| 2068 | SG_SHADERSTAGE_VS, |
| 2069 | SG_SHADERSTAGE_FS, |
| 2070 | _SG_SHADERSTAGE_FORCE_U32 = 0x7FFFFFFF |
| 2071 | } sg_shader_stage; |
| 2072 | |
| 2073 | /* |
| 2074 | sg_primitive_type |
| 2075 | |
| 2076 | This is the common subset of 3D primitive types supported across all 3D |
| 2077 | APIs. This is used in the sg_pipeline_desc.primitive_type member when |
| 2078 | creating a pipeline object. |
| 2079 | |
| 2080 | The default primitive type is SG_PRIMITIVETYPE_TRIANGLES. |
| 2081 | */ |
| 2082 | typedef enum sg_primitive_type { |
| 2083 | _SG_PRIMITIVETYPE_DEFAULT, // value 0 reserved for default-init |
| 2084 | SG_PRIMITIVETYPE_POINTS, |
| 2085 | SG_PRIMITIVETYPE_LINES, |
| 2086 | SG_PRIMITIVETYPE_LINE_STRIP, |
| 2087 | SG_PRIMITIVETYPE_TRIANGLES, |
| 2088 | SG_PRIMITIVETYPE_TRIANGLE_STRIP, |
| 2089 | _SG_PRIMITIVETYPE_NUM, |
| 2090 | _SG_PRIMITIVETYPE_FORCE_U32 = 0x7FFFFFFF |
| 2091 | } sg_primitive_type; |
| 2092 | |
| 2093 | /* |
| 2094 | sg_filter |
| 2095 | |
| 2096 | The filtering mode when sampling a texture image. This is |
| 2097 | used in the sg_sampler_desc.min_filter, sg_sampler_desc.mag_filter |
| 2098 | and sg_sampler_desc.mipmap_filter members when creating a sampler object. |
| 2099 | |
| 2100 | For min_filter and mag_filter the default is SG_FILTER_NEAREST. |
| 2101 | |
| 2102 | For mipmap_filter the default is SG_FILTER_NONE. |
| 2103 | */ |
| 2104 | typedef enum sg_filter { |
| 2105 | _SG_FILTER_DEFAULT, // value 0 reserved for default-init |
| 2106 | SG_FILTER_NONE, // FIXME: deprecated |
| 2107 | SG_FILTER_NEAREST, |
| 2108 | SG_FILTER_LINEAR, |
| 2109 | _SG_FILTER_NUM, |
| 2110 | _SG_FILTER_FORCE_U32 = 0x7FFFFFFF |
| 2111 | } sg_filter; |
| 2112 | |
| 2113 | /* |
| 2114 | sg_wrap |
| 2115 | |
| 2116 | The texture coordinates wrapping mode when sampling a texture |
| 2117 | image. This is used in the sg_image_desc.wrap_u, .wrap_v |
| 2118 | and .wrap_w members when creating an image. |
| 2119 | |
| 2120 | The default wrap mode is SG_WRAP_REPEAT. |
| 2121 | |
| 2122 | NOTE: SG_WRAP_CLAMP_TO_BORDER is not supported on all backends |
| 2123 | and platforms. To check for support, call sg_query_features() |
| 2124 | and check the "clamp_to_border" boolean in the returned |
| 2125 | sg_features struct. |
| 2126 | |
| 2127 | Platforms which don't support SG_WRAP_CLAMP_TO_BORDER will silently fall back |
| 2128 | to SG_WRAP_CLAMP_TO_EDGE without a validation error. |
| 2129 | */ |
| 2130 | typedef enum sg_wrap { |
| 2131 | _SG_WRAP_DEFAULT, // value 0 reserved for default-init |
| 2132 | SG_WRAP_REPEAT, |
| 2133 | SG_WRAP_CLAMP_TO_EDGE, |
| 2134 | SG_WRAP_CLAMP_TO_BORDER, |
| 2135 | SG_WRAP_MIRRORED_REPEAT, |
| 2136 | _SG_WRAP_NUM, |
| 2137 | _SG_WRAP_FORCE_U32 = 0x7FFFFFFF |
| 2138 | } sg_wrap; |
| 2139 | |
| 2140 | /* |
| 2141 | sg_border_color |
| 2142 | |
| 2143 | The border color to use when sampling a texture, and the UV wrap |
| 2144 | mode is SG_WRAP_CLAMP_TO_BORDER. |
| 2145 | |
| 2146 | The default border color is SG_BORDERCOLOR_OPAQUE_BLACK |
| 2147 | */ |
| 2148 | typedef enum sg_border_color { |
| 2149 | _SG_BORDERCOLOR_DEFAULT, // value 0 reserved for default-init |
| 2150 | SG_BORDERCOLOR_TRANSPARENT_BLACK, |
| 2151 | SG_BORDERCOLOR_OPAQUE_BLACK, |
| 2152 | SG_BORDERCOLOR_OPAQUE_WHITE, |
| 2153 | _SG_BORDERCOLOR_NUM, |
| 2154 | _SG_BORDERCOLOR_FORCE_U32 = 0x7FFFFFFF |
| 2155 | } sg_border_color; |
| 2156 | |
| 2157 | /* |
| 2158 | sg_vertex_format |
| 2159 | |
| 2160 | The data type of a vertex component. This is used to describe |
| 2161 | the layout of vertex data when creating a pipeline object. |
| 2162 | */ |
| 2163 | typedef enum sg_vertex_format { |
| 2164 | SG_VERTEXFORMAT_INVALID, |
| 2165 | SG_VERTEXFORMAT_FLOAT, |
| 2166 | SG_VERTEXFORMAT_FLOAT2, |
| 2167 | SG_VERTEXFORMAT_FLOAT3, |
| 2168 | SG_VERTEXFORMAT_FLOAT4, |
| 2169 | SG_VERTEXFORMAT_BYTE4, |
| 2170 | SG_VERTEXFORMAT_BYTE4N, |
| 2171 | SG_VERTEXFORMAT_UBYTE4, |
| 2172 | SG_VERTEXFORMAT_UBYTE4N, |
| 2173 | SG_VERTEXFORMAT_SHORT2, |
| 2174 | SG_VERTEXFORMAT_SHORT2N, |
| 2175 | SG_VERTEXFORMAT_USHORT2N, |
| 2176 | SG_VERTEXFORMAT_SHORT4, |
| 2177 | SG_VERTEXFORMAT_SHORT4N, |
| 2178 | SG_VERTEXFORMAT_USHORT4N, |
| 2179 | SG_VERTEXFORMAT_UINT10_N2, |
| 2180 | SG_VERTEXFORMAT_HALF2, |
| 2181 | SG_VERTEXFORMAT_HALF4, |
| 2182 | _SG_VERTEXFORMAT_NUM, |
| 2183 | _SG_VERTEXFORMAT_FORCE_U32 = 0x7FFFFFFF |
| 2184 | } sg_vertex_format; |
| 2185 | |
| 2186 | /* |
| 2187 | sg_vertex_step |
| 2188 | |
| 2189 | Defines whether the input pointer of a vertex input stream is advanced |
| 2190 | 'per vertex' or 'per instance'. The default step-func is |
| 2191 | SG_VERTEXSTEP_PER_VERTEX. SG_VERTEXSTEP_PER_INSTANCE is used with |
| 2192 | instanced-rendering. |
| 2193 | |
| 2194 | The vertex-step is part of the vertex-layout definition |
| 2195 | when creating pipeline objects. |
| 2196 | */ |
| 2197 | typedef enum sg_vertex_step { |
| 2198 | _SG_VERTEXSTEP_DEFAULT, // value 0 reserved for default-init |
| 2199 | SG_VERTEXSTEP_PER_VERTEX, |
| 2200 | SG_VERTEXSTEP_PER_INSTANCE, |
| 2201 | _SG_VERTEXSTEP_NUM, |
| 2202 | _SG_VERTEXSTEP_FORCE_U32 = 0x7FFFFFFF |
| 2203 | } sg_vertex_step; |
| 2204 | |
| 2205 | /* |
| 2206 | sg_uniform_type |
| 2207 | |
| 2208 | The data type of a uniform block member. This is used to |
| 2209 | describe the internal layout of uniform blocks when creating |
| 2210 | a shader object. |
| 2211 | */ |
| 2212 | typedef enum sg_uniform_type { |
| 2213 | SG_UNIFORMTYPE_INVALID, |
| 2214 | SG_UNIFORMTYPE_FLOAT, |
| 2215 | SG_UNIFORMTYPE_FLOAT2, |
| 2216 | SG_UNIFORMTYPE_FLOAT3, |
| 2217 | SG_UNIFORMTYPE_FLOAT4, |
| 2218 | SG_UNIFORMTYPE_INT, |
| 2219 | SG_UNIFORMTYPE_INT2, |
| 2220 | SG_UNIFORMTYPE_INT3, |
| 2221 | SG_UNIFORMTYPE_INT4, |
| 2222 | SG_UNIFORMTYPE_MAT4, |
| 2223 | _SG_UNIFORMTYPE_NUM, |
| 2224 | _SG_UNIFORMTYPE_FORCE_U32 = 0x7FFFFFFF |
| 2225 | } sg_uniform_type; |
| 2226 | |
| 2227 | /* |
| 2228 | sg_uniform_layout |
| 2229 | |
| 2230 | A hint for the interior memory layout of uniform blocks. This is |
| 2231 | only really relevant for the GL backend where the internal layout |
| 2232 | of uniform blocks must be known to sokol-gfx. For all other backends the |
| 2233 | internal memory layout of uniform blocks doesn't matter, sokol-gfx |
| 2234 | will just pass uniform data as a single memory blob to the |
| 2235 | 3D backend. |
| 2236 | |
| 2237 | SG_UNIFORMLAYOUT_NATIVE (default) |
| 2238 | Native layout means that a 'backend-native' memory layout |
| 2239 | is used. For the GL backend this means that uniforms |
| 2240 | are packed tightly in memory (e.g. there are no padding |
| 2241 | bytes). |
| 2242 | |
| 2243 | SG_UNIFORMLAYOUT_STD140 |
| 2244 | The memory layout is a subset of std140. Arrays are only |
| 2245 | allowed for the FLOAT4, INT4 and MAT4. Alignment is as |
| 2246 | is as follows: |
| 2247 | |
| 2248 | FLOAT, INT: 4 byte alignment |
| 2249 | FLOAT2, INT2: 8 byte alignment |
| 2250 | FLOAT3, INT3: 16 byte alignment(!) |
| 2251 | FLOAT4, INT4: 16 byte alignment |
| 2252 | MAT4: 16 byte alignment |
| 2253 | FLOAT4[], INT4[]: 16 byte alignment |
| 2254 | |
| 2255 | The overall size of the uniform block must be a multiple |
| 2256 | of 16. |
| 2257 | |
| 2258 | For more information search for 'UNIFORM DATA LAYOUT' in the documentation block |
| 2259 | at the start of the header. |
| 2260 | */ |
| 2261 | typedef enum sg_uniform_layout { |
| 2262 | _SG_UNIFORMLAYOUT_DEFAULT, // value 0 reserved for default-init |
| 2263 | SG_UNIFORMLAYOUT_NATIVE, // default: layout depends on currently active backend |
| 2264 | SG_UNIFORMLAYOUT_STD140, // std140: memory layout according to std140 |
| 2265 | _SG_UNIFORMLAYOUT_NUM, |
| 2266 | _SG_UNIFORMLAYOUT_FORCE_U32 = 0x7FFFFFFF |
| 2267 | } sg_uniform_layout; |
| 2268 | |
| 2269 | /* |
| 2270 | sg_cull_mode |
| 2271 | |
| 2272 | The face-culling mode, this is used in the |
| 2273 | sg_pipeline_desc.cull_mode member when creating a |
| 2274 | pipeline object. |
| 2275 | |
| 2276 | The default cull mode is SG_CULLMODE_NONE |
| 2277 | */ |
| 2278 | typedef enum sg_cull_mode { |
| 2279 | _SG_CULLMODE_DEFAULT, // value 0 reserved for default-init |
| 2280 | SG_CULLMODE_NONE, |
| 2281 | SG_CULLMODE_FRONT, |
| 2282 | SG_CULLMODE_BACK, |
| 2283 | _SG_CULLMODE_NUM, |
| 2284 | _SG_CULLMODE_FORCE_U32 = 0x7FFFFFFF |
| 2285 | } sg_cull_mode; |
| 2286 | |
| 2287 | /* |
| 2288 | sg_face_winding |
| 2289 | |
| 2290 | The vertex-winding rule that determines a front-facing primitive. This |
| 2291 | is used in the member sg_pipeline_desc.face_winding |
| 2292 | when creating a pipeline object. |
| 2293 | |
| 2294 | The default winding is SG_FACEWINDING_CW (clockwise) |
| 2295 | */ |
| 2296 | typedef enum sg_face_winding { |
| 2297 | _SG_FACEWINDING_DEFAULT, // value 0 reserved for default-init |
| 2298 | SG_FACEWINDING_CCW, |
| 2299 | SG_FACEWINDING_CW, |
| 2300 | _SG_FACEWINDING_NUM, |
| 2301 | _SG_FACEWINDING_FORCE_U32 = 0x7FFFFFFF |
| 2302 | } sg_face_winding; |
| 2303 | |
| 2304 | /* |
| 2305 | sg_compare_func |
| 2306 | |
| 2307 | The compare-function for configuring depth- and stencil-ref tests |
| 2308 | in pipeline objects, and for texture samplers which perform a comparison |
| 2309 | instead of regular sampling operation. |
| 2310 | |
| 2311 | sg_pipeline_desc |
| 2312 | .depth |
| 2313 | .compare |
| 2314 | .stencil |
| 2315 | .front.compare |
| 2316 | .back.compar |
| 2317 | |
| 2318 | sg_sampler_desc |
| 2319 | .compare |
| 2320 | |
| 2321 | The default compare func for depth- and stencil-tests is |
| 2322 | SG_COMPAREFUNC_ALWAYS. |
| 2323 | |
| 2324 | The default compare func for sampler is SG_COMPAREFUNC_NEVER. |
| 2325 | */ |
| 2326 | typedef enum sg_compare_func { |
| 2327 | _SG_COMPAREFUNC_DEFAULT, // value 0 reserved for default-init |
| 2328 | SG_COMPAREFUNC_NEVER, |
| 2329 | SG_COMPAREFUNC_LESS, |
| 2330 | SG_COMPAREFUNC_EQUAL, |
| 2331 | SG_COMPAREFUNC_LESS_EQUAL, |
| 2332 | SG_COMPAREFUNC_GREATER, |
| 2333 | SG_COMPAREFUNC_NOT_EQUAL, |
| 2334 | SG_COMPAREFUNC_GREATER_EQUAL, |
| 2335 | SG_COMPAREFUNC_ALWAYS, |
| 2336 | _SG_COMPAREFUNC_NUM, |
| 2337 | _SG_COMPAREFUNC_FORCE_U32 = 0x7FFFFFFF |
| 2338 | } sg_compare_func; |
| 2339 | |
| 2340 | /* |
| 2341 | sg_stencil_op |
| 2342 | |
| 2343 | The operation performed on a currently stored stencil-value when a |
| 2344 | comparison test passes or fails. This is used when creating a pipeline |
| 2345 | object in the members: |
| 2346 | |
| 2347 | sg_pipeline_desc |
| 2348 | .stencil |
| 2349 | .front |
| 2350 | .fail_op |
| 2351 | .depth_fail_op |
| 2352 | .pass_op |
| 2353 | .back |
| 2354 | .fail_op |
| 2355 | .depth_fail_op |
| 2356 | .pass_op |
| 2357 | |
| 2358 | The default value is SG_STENCILOP_KEEP. |
| 2359 | */ |
| 2360 | typedef enum sg_stencil_op { |
| 2361 | _SG_STENCILOP_DEFAULT, // value 0 reserved for default-init |
| 2362 | SG_STENCILOP_KEEP, |
| 2363 | SG_STENCILOP_ZERO, |
| 2364 | SG_STENCILOP_REPLACE, |
| 2365 | SG_STENCILOP_INCR_CLAMP, |
| 2366 | SG_STENCILOP_DECR_CLAMP, |
| 2367 | SG_STENCILOP_INVERT, |
| 2368 | SG_STENCILOP_INCR_WRAP, |
| 2369 | SG_STENCILOP_DECR_WRAP, |
| 2370 | _SG_STENCILOP_NUM, |
| 2371 | _SG_STENCILOP_FORCE_U32 = 0x7FFFFFFF |
| 2372 | } sg_stencil_op; |
| 2373 | |
| 2374 | /* |
| 2375 | sg_blend_factor |
| 2376 | |
| 2377 | The source and destination factors in blending operations. |
| 2378 | This is used in the following members when creating a pipeline object: |
| 2379 | |
| 2380 | sg_pipeline_desc |
| 2381 | .colors[i] |
| 2382 | .blend |
| 2383 | .src_factor_rgb |
| 2384 | .dst_factor_rgb |
| 2385 | .src_factor_alpha |
| 2386 | .dst_factor_alpha |
| 2387 | |
| 2388 | The default value is SG_BLENDFACTOR_ONE for source |
| 2389 | factors, and SG_BLENDFACTOR_ZERO for destination factors. |
| 2390 | */ |
| 2391 | typedef enum sg_blend_factor { |
| 2392 | _SG_BLENDFACTOR_DEFAULT, // value 0 reserved for default-init |
| 2393 | SG_BLENDFACTOR_ZERO, |
| 2394 | SG_BLENDFACTOR_ONE, |
| 2395 | SG_BLENDFACTOR_SRC_COLOR, |
| 2396 | SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR, |
| 2397 | SG_BLENDFACTOR_SRC_ALPHA, |
| 2398 | SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, |
| 2399 | SG_BLENDFACTOR_DST_COLOR, |
| 2400 | SG_BLENDFACTOR_ONE_MINUS_DST_COLOR, |
| 2401 | SG_BLENDFACTOR_DST_ALPHA, |
| 2402 | SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA, |
| 2403 | SG_BLENDFACTOR_SRC_ALPHA_SATURATED, |
| 2404 | SG_BLENDFACTOR_BLEND_COLOR, |
| 2405 | SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR, |
| 2406 | SG_BLENDFACTOR_BLEND_ALPHA, |
| 2407 | SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA, |
| 2408 | _SG_BLENDFACTOR_NUM, |
| 2409 | _SG_BLENDFACTOR_FORCE_U32 = 0x7FFFFFFF |
| 2410 | } sg_blend_factor; |
| 2411 | |
| 2412 | /* |
| 2413 | sg_blend_op |
| 2414 | |
| 2415 | Describes how the source and destination values are combined in the |
| 2416 | fragment blending operation. It is used in the following members when |
| 2417 | creating a pipeline object: |
| 2418 | |
| 2419 | sg_pipeline_desc |
| 2420 | .colors[i] |
| 2421 | .blend |
| 2422 | .op_rgb |
| 2423 | .op_alpha |
| 2424 | |
| 2425 | The default value is SG_BLENDOP_ADD. |
| 2426 | */ |
| 2427 | typedef enum sg_blend_op { |
| 2428 | _SG_BLENDOP_DEFAULT, // value 0 reserved for default-init |
| 2429 | SG_BLENDOP_ADD, |
| 2430 | SG_BLENDOP_SUBTRACT, |
| 2431 | SG_BLENDOP_REVERSE_SUBTRACT, |
| 2432 | _SG_BLENDOP_NUM, |
| 2433 | _SG_BLENDOP_FORCE_U32 = 0x7FFFFFFF |
| 2434 | } sg_blend_op; |
| 2435 | |
| 2436 | /* |
| 2437 | sg_color_mask |
| 2438 | |
| 2439 | Selects the active color channels when writing a fragment color to the |
| 2440 | framebuffer. This is used in the members |
| 2441 | sg_pipeline_desc.colors[i].write_mask when creating a pipeline object. |
| 2442 | |
| 2443 | The default colormask is SG_COLORMASK_RGBA (write all colors channels) |
| 2444 | |
| 2445 | NOTE: since the color mask value 0 is reserved for the default value |
| 2446 | (SG_COLORMASK_RGBA), use SG_COLORMASK_NONE if all color channels |
| 2447 | should be disabled. |
| 2448 | */ |
| 2449 | typedef enum sg_color_mask { |
| 2450 | _SG_COLORMASK_DEFAULT = 0, // value 0 reserved for default-init |
| 2451 | SG_COLORMASK_NONE = 0x10, // special value for 'all channels disabled |
| 2452 | SG_COLORMASK_R = 0x1, |
| 2453 | SG_COLORMASK_G = 0x2, |
| 2454 | SG_COLORMASK_RG = 0x3, |
| 2455 | SG_COLORMASK_B = 0x4, |
| 2456 | SG_COLORMASK_RB = 0x5, |
| 2457 | SG_COLORMASK_GB = 0x6, |
| 2458 | SG_COLORMASK_RGB = 0x7, |
| 2459 | SG_COLORMASK_A = 0x8, |
| 2460 | SG_COLORMASK_RA = 0x9, |
| 2461 | SG_COLORMASK_GA = 0xA, |
| 2462 | SG_COLORMASK_RGA = 0xB, |
| 2463 | SG_COLORMASK_BA = 0xC, |
| 2464 | SG_COLORMASK_RBA = 0xD, |
| 2465 | SG_COLORMASK_GBA = 0xE, |
| 2466 | SG_COLORMASK_RGBA = 0xF, |
| 2467 | _SG_COLORMASK_FORCE_U32 = 0x7FFFFFFF |
| 2468 | } sg_color_mask; |
| 2469 | |
| 2470 | /* |
| 2471 | sg_load_action |
| 2472 | |
| 2473 | Defines the load action that should be performed at the start of a render pass: |
| 2474 | |
| 2475 | SG_LOADACTION_CLEAR: clear the render target |
| 2476 | SG_LOADACTION_LOAD: load the previous content of the render target |
| 2477 | SG_LOADACTION_DONTCARE: leave the render target in an undefined state |
| 2478 | |
| 2479 | This is used in the sg_pass_action structure. |
| 2480 | |
| 2481 | The default load action for all pass attachments is SG_LOADACTION_CLEAR, |
| 2482 | with the values rgba = { 0.5f, 0.5f, 0.5f, 1.0f }, depth=1.0f and stencil=0. |
| 2483 | |
| 2484 | If you want to override the default behaviour, it is important to not |
| 2485 | only set the clear color, but the 'action' field as well (as long as this |
| 2486 | is _SG_LOADACTION_DEFAULT, the value fields will be ignored). |
| 2487 | */ |
| 2488 | typedef enum sg_load_action { |
| 2489 | _SG_LOADACTION_DEFAULT, |
| 2490 | SG_LOADACTION_CLEAR, |
| 2491 | SG_LOADACTION_LOAD, |
| 2492 | SG_LOADACTION_DONTCARE, |
| 2493 | _SG_LOADACTION_FORCE_U32 = 0x7FFFFFFF |
| 2494 | } sg_load_action; |
| 2495 | |
| 2496 | /* |
| 2497 | sg_store_action |
| 2498 | |
| 2499 | Defines the store action that be performed at the end of a render pass: |
| 2500 | |
| 2501 | SG_STOREACTION_STORE: store the rendered content to the color attachment image |
| 2502 | SG_STOREACTION_DONTCARE: allows the GPU to discard the rendered content |
| 2503 | */ |
| 2504 | typedef enum sg_store_action { |
| 2505 | _SG_STOREACTION_DEFAULT, |
| 2506 | SG_STOREACTION_STORE, |
| 2507 | SG_STOREACTION_DONTCARE, |
| 2508 | _SG_STOREACTION_FORCE_U32 = 0x7FFFFFFF |
| 2509 | } sg_store_action; |
| 2510 | |
| 2511 | |
| 2512 | /* |
| 2513 | sg_pass_action |
| 2514 | |
| 2515 | The sg_pass_action struct defines the actions to be performed |
| 2516 | at the start and end of a render pass. |
| 2517 | |
| 2518 | - at the start of the pass: whether the render targets should be cleared, |
| 2519 | loaded with their previous content, or start in an undefined state |
| 2520 | - for clear operations: the clear value (color, depth, or stencil values) |
| 2521 | - at the end of the pass: whether the rendering result should be |
| 2522 | stored back into the render target or discarded |
| 2523 | */ |
| 2524 | typedef struct sg_color_attachment_action { |
| 2525 | sg_load_action load_action; // default: SG_LOADACTION_CLEAR |
| 2526 | sg_store_action store_action; // default: SG_STOREACTION_STORE |
| 2527 | sg_color clear_value; // default: { 0.5f, 0.5f, 0.5f, 1.0f } |
| 2528 | } sg_color_attachment_action; |
| 2529 | |
| 2530 | typedef struct sg_depth_attachment_action { |
| 2531 | sg_load_action load_action; // default: SG_LOADACTION_CLEAR |
| 2532 | sg_store_action store_action; // default: SG_STOREACTION_DONTCARE |
| 2533 | float clear_value; // default: 1.0 |
| 2534 | } sg_depth_attachment_action; |
| 2535 | |
| 2536 | typedef struct sg_stencil_attachment_action { |
| 2537 | sg_load_action load_action; // default: SG_LOADACTION_CLEAR |
| 2538 | sg_store_action store_action; // default: SG_STOREACTION_DONTCARE |
| 2539 | uint8_t clear_value; // default: 0 |
| 2540 | } sg_stencil_attachment_action; |
| 2541 | |
| 2542 | typedef struct sg_pass_action { |
| 2543 | sg_color_attachment_action colors[SG_MAX_COLOR_ATTACHMENTS]; |
| 2544 | sg_depth_attachment_action depth; |
| 2545 | sg_stencil_attachment_action stencil; |
| 2546 | } sg_pass_action; |
| 2547 | |
| 2548 | /* |
| 2549 | sg_swapchain |
| 2550 | |
| 2551 | Used in sg_begin_pass() to provide details about an external swapchain |
| 2552 | (pixel formats, sample count and backend-API specific render surface objects). |
| 2553 | |
| 2554 | The following information must be provided: |
| 2555 | |
| 2556 | - the width and height of the swapchain surfaces in number of pixels, |
| 2557 | - the pixel format of the render- and optional msaa-resolve-surface |
| 2558 | - the pixel format of the optional depth- or depth-stencil-surface |
| 2559 | - the MSAA sample count for the render and depth-stencil surface |
| 2560 | |
| 2561 | If the pixel formats and MSAA sample counts are left zero-initialized, |
| 2562 | their defaults are taken from the sg_environment struct provided in the |
| 2563 | sg_setup() call. |
| 2564 | |
| 2565 | The width and height *must* be > 0. |
| 2566 | |
| 2567 | Additionally the following backend API specific objects must be passed in |
| 2568 | as 'type erased' void pointers: |
| 2569 | |
| 2570 | GL: on all GL backends, a GL framebuffer object must be provided. This |
| 2571 | can be zero for the default framebuffer. |
| 2572 | |
| 2573 | D3D11: |
| 2574 | - an ID3D11RenderTargetView for the rendering surface, without |
| 2575 | MSAA rendering this surface will also be displayed |
| 2576 | - an optional ID3D11DepthStencilView for the depth- or depth/stencil |
| 2577 | buffer surface |
| 2578 | - when MSAA rendering is used, another ID3D11RenderTargetView |
| 2579 | which serves as MSAA resolve target and will be displayed |
| 2580 | |
| 2581 | WebGPU (same as D3D11, except different types) |
| 2582 | - a WGPUTextureView for the rendering surface, without |
| 2583 | MSAA rendering this surface will also be displayed |
| 2584 | - an optional WGPUTextureView for the depth- or depth/stencil |
| 2585 | buffer surface |
| 2586 | - when MSAA rendering is used, another WGPUTextureView |
| 2587 | which serves as MSAA resolve target and will be displayed |
| 2588 | |
| 2589 | Metal (NOTE that the rolves of provided surfaces is slightly different |
| 2590 | than on D3D11 or WebGPU in case of MSAA vs non-MSAA rendering): |
| 2591 | |
| 2592 | - A current CAMetalDrawable (NOT an MTLDrawable!) which will be presented. |
| 2593 | This will either be rendered to directly (if no MSAA is used), or serve |
| 2594 | as MSAA-resolve target. |
| 2595 | - an optional MTLTexture for the depth- or depth-stencil buffer |
| 2596 | - an optional multisampled MTLTexture which serves as intermediate |
| 2597 | rendering surface which will then be resolved into the |
| 2598 | CAMetalDrawable. |
| 2599 | |
| 2600 | NOTE that for Metal you must use an ObjC __bridge cast to |
| 2601 | properly tunnel the ObjC object handle through a C void*, e.g.: |
| 2602 | |
| 2603 | swapchain.metal.current_drawable = (__bridge const void*) [mtkView currentDrawable]; |
| 2604 | |
| 2605 | On all other backends you shouldn't need to mess with the reference count. |
| 2606 | |
| 2607 | It's a good practice to write a helper function which returns an initialized |
| 2608 | sg_swapchain structs, which can then be plugged directly into |
| 2609 | sg_pass.swapchain. Look at the function sglue_swapchain() in the sokol_glue.h |
| 2610 | as an example. |
| 2611 | */ |
| 2612 | typedef struct sg_metal_swapchain { |
| 2613 | const void* current_drawable; // CAMetalDrawable (NOT MTLDrawable!!!) |
| 2614 | const void* depth_stencil_texture; // MTLTexture |
| 2615 | const void* msaa_color_texture; // MTLTexture |
| 2616 | } sg_metal_swapchain; |
| 2617 | |
| 2618 | typedef struct sg_d3d11_swapchain { |
| 2619 | const void* render_view; // ID3D11RenderTargetView |
| 2620 | const void* resolve_view; // ID3D11RenderTargetView |
| 2621 | const void* depth_stencil_view; // ID3D11DepthStencilView |
| 2622 | } sg_d3d11_swapchain; |
| 2623 | |
| 2624 | typedef struct sg_wgpu_swapchain { |
| 2625 | const void* render_view; // WGPUTextureView |
| 2626 | const void* resolve_view; // WGPUTextureView |
| 2627 | const void* depth_stencil_view; // WGPUTextureView |
| 2628 | } sg_wgpu_swapchain; |
| 2629 | |
| 2630 | typedef struct sg_gl_swapchain { |
| 2631 | uint32_t framebuffer; // GL framebuffer object |
| 2632 | } sg_gl_swapchain; |
| 2633 | |
| 2634 | typedef struct sg_swapchain { |
| 2635 | int width; |
| 2636 | int height; |
| 2637 | int sample_count; |
| 2638 | sg_pixel_format color_format; |
| 2639 | sg_pixel_format depth_format; |
| 2640 | sg_metal_swapchain metal; |
| 2641 | sg_d3d11_swapchain d3d11; |
| 2642 | sg_wgpu_swapchain wgpu; |
| 2643 | sg_gl_swapchain gl; |
| 2644 | } sg_swapchain; |
| 2645 | |
| 2646 | /* |
| 2647 | sg_pass |
| 2648 | |
| 2649 | The sg_pass structure is passed as argument into the sg_begin_pass() |
| 2650 | function. |
| 2651 | |
| 2652 | For an offscreen rendering pass, an sg_pass_action struct and sg_attachments |
| 2653 | object must be provided, and for swapchain passes, and sg_pass_action and |
| 2654 | an sg_swapchain struct. It is an error to provide both an sg_attachments |
| 2655 | handle and an initialized sg_swapchain struct in the same sg_begin_pass(). |
| 2656 | |
| 2657 | An sg_begin_pass() call for an offscreen pass would look like this (where |
| 2658 | `attachments` is an sg_attachments handle): |
| 2659 | |
| 2660 | sg_begin_pass(&(sg_pass){ |
| 2661 | .action = { ... }, |
| 2662 | .attachments = attachments, |
| 2663 | }); |
| 2664 | |
| 2665 | ...and a swapchain render pass would look like this (using the sokol_glue.h |
| 2666 | helper function sglue_swapchain() which gets the swapchain properties from |
| 2667 | sokol_app.h): |
| 2668 | |
| 2669 | sg_begin_pass(&(sg_pass){ |
| 2670 | .action = { ... }, |
| 2671 | .swapchain = sglue_swapchain(), |
| 2672 | }); |
| 2673 | |
| 2674 | You can also omit the .action object to get default pass action behaviour |
| 2675 | (clear to color=grey, depth=1 and stencil=0). |
| 2676 | */ |
| 2677 | typedef struct sg_pass { |
| 2678 | uint32_t _start_canary; |
| 2679 | sg_pass_action action; |
| 2680 | sg_attachments attachments; |
| 2681 | sg_swapchain swapchain; |
| 2682 | const char* label; |
| 2683 | uint32_t _end_canary; |
| 2684 | } sg_pass; |
| 2685 | |
| 2686 | /* |
| 2687 | sg_bindings |
| 2688 | |
| 2689 | The sg_bindings structure defines the resource binding slots |
| 2690 | of the sokol_gfx render pipeline, used as argument to the |
| 2691 | sg_apply_bindings() function. |
| 2692 | |
| 2693 | A resource binding struct contains: |
| 2694 | |
| 2695 | - 1..N vertex buffers |
| 2696 | - 0..N vertex buffer offsets |
| 2697 | - 0..1 index buffers |
| 2698 | - 0..1 index buffer offsets |
| 2699 | - 0..N vertex shader stage images |
| 2700 | - 0..N vertex shader stage samplers |
| 2701 | - 0..N vertex shader storage buffers |
| 2702 | - 0..N fragment shader stage images |
| 2703 | - 0..N fragment shader stage samplers |
| 2704 | - 0..N fragment shader storage buffers |
| 2705 | |
| 2706 | For the max number of bindings, see the constant definitions: |
| 2707 | |
| 2708 | - SG_MAX_VERTEX_BUFFERS |
| 2709 | - SG_MAX_SHADERSTAGE_IMAGES |
| 2710 | - SG_MAX_SHADERSTAGE_SAMPLERS |
| 2711 | - SG_MAX_SHADERSTAGE_STORAGEBUFFERS |
| 2712 | |
| 2713 | The optional buffer offsets can be used to put different unrelated |
| 2714 | chunks of vertex- and/or index-data into the same buffer objects. |
| 2715 | */ |
| 2716 | typedef struct sg_stage_bindings { |
| 2717 | sg_image images[SG_MAX_SHADERSTAGE_IMAGES]; |
| 2718 | sg_sampler samplers[SG_MAX_SHADERSTAGE_SAMPLERS]; |
| 2719 | sg_buffer storage_buffers[SG_MAX_SHADERSTAGE_STORAGEBUFFERS]; |
| 2720 | } sg_stage_bindings; |
| 2721 | |
| 2722 | typedef struct sg_bindings { |
| 2723 | uint32_t _start_canary; |
| 2724 | sg_buffer vertex_buffers[SG_MAX_VERTEX_BUFFERS]; |
| 2725 | int vertex_buffer_offsets[SG_MAX_VERTEX_BUFFERS]; |
| 2726 | sg_buffer index_buffer; |
| 2727 | int index_buffer_offset; |
| 2728 | sg_stage_bindings vs; |
| 2729 | sg_stage_bindings fs; |
| 2730 | uint32_t _end_canary; |
| 2731 | } sg_bindings; |
| 2732 | |
| 2733 | /* |
| 2734 | sg_buffer_desc |
| 2735 | |
| 2736 | Creation parameters for sg_buffer objects, used in the |
| 2737 | sg_make_buffer() call. |
| 2738 | |
| 2739 | The default configuration is: |
| 2740 | |
| 2741 | .size: 0 (*must* be >0 for buffers without data) |
| 2742 | .type: SG_BUFFERTYPE_VERTEXBUFFER |
| 2743 | .usage: SG_USAGE_IMMUTABLE |
| 2744 | .data.ptr 0 (*must* be valid for immutable buffers) |
| 2745 | .data.size 0 (*must* be > 0 for immutable buffers) |
| 2746 | .label 0 (optional string label) |
| 2747 | |
| 2748 | For immutable buffers which are initialized with initial data, |
| 2749 | keep the .size item zero-initialized, and set the size together with the |
| 2750 | pointer to the initial data in the .data item. |
| 2751 | |
| 2752 | For mutable buffers without initial data, keep the .data item |
| 2753 | zero-initialized, and set the buffer size in the .size item instead. |
| 2754 | |
| 2755 | You can also set both size values, but currently both size values must |
| 2756 | be identical (this may change in the future when the dynamic resource |
| 2757 | management may become more flexible). |
| 2758 | |
| 2759 | ADVANCED TOPIC: Injecting native 3D-API buffers: |
| 2760 | |
| 2761 | The following struct members allow to inject your own GL, Metal |
| 2762 | or D3D11 buffers into sokol_gfx: |
| 2763 | |
| 2764 | .gl_buffers[SG_NUM_INFLIGHT_FRAMES] |
| 2765 | .mtl_buffers[SG_NUM_INFLIGHT_FRAMES] |
| 2766 | .d3d11_buffer |
| 2767 | |
| 2768 | You must still provide all other struct items except the .data item, and |
| 2769 | these must match the creation parameters of the native buffers you |
| 2770 | provide. For SG_USAGE_IMMUTABLE, only provide a single native 3D-API |
| 2771 | buffer, otherwise you need to provide SG_NUM_INFLIGHT_FRAMES buffers |
| 2772 | (only for GL and Metal, not D3D11). Providing multiple buffers for GL and |
| 2773 | Metal is necessary because sokol_gfx will rotate through them when |
| 2774 | calling sg_update_buffer() to prevent lock-stalls. |
| 2775 | |
| 2776 | Note that it is expected that immutable injected buffer have already been |
| 2777 | initialized with content, and the .content member must be 0! |
| 2778 | |
| 2779 | Also you need to call sg_reset_state_cache() after calling native 3D-API |
| 2780 | functions, and before calling any sokol_gfx function. |
| 2781 | */ |
| 2782 | typedef struct sg_buffer_desc { |
| 2783 | uint32_t _start_canary; |
| 2784 | size_t size; |
| 2785 | sg_buffer_type type; |
| 2786 | sg_usage usage; |
| 2787 | sg_range data; |
| 2788 | const char* label; |
| 2789 | // optionally inject backend-specific resources |
| 2790 | uint32_t gl_buffers[SG_NUM_INFLIGHT_FRAMES]; |
| 2791 | const void* mtl_buffers[SG_NUM_INFLIGHT_FRAMES]; |
| 2792 | const void* d3d11_buffer; |
| 2793 | const void* wgpu_buffer; |
| 2794 | uint32_t _end_canary; |
| 2795 | } sg_buffer_desc; |
| 2796 | |
| 2797 | /* |
| 2798 | sg_image_data |
| 2799 | |
| 2800 | Defines the content of an image through a 2D array of sg_range structs. |
| 2801 | The first array dimension is the cubemap face, and the second array |
| 2802 | dimension the mipmap level. |
| 2803 | */ |
| 2804 | typedef struct sg_image_data { |
| 2805 | sg_range subimage[SG_CUBEFACE_NUM][SG_MAX_MIPMAPS]; |
| 2806 | } sg_image_data; |
| 2807 | |
| 2808 | /* |
| 2809 | sg_image_desc |
| 2810 | |
| 2811 | Creation parameters for sg_image objects, used in the sg_make_image() call. |
| 2812 | |
| 2813 | The default configuration is: |
| 2814 | |
| 2815 | .type: SG_IMAGETYPE_2D |
| 2816 | .render_target: false |
| 2817 | .width 0 (must be set to >0) |
| 2818 | .height 0 (must be set to >0) |
| 2819 | .num_slices 1 (3D textures: depth; array textures: number of layers) |
| 2820 | .num_mipmaps: 1 |
| 2821 | .usage: SG_USAGE_IMMUTABLE |
| 2822 | .pixel_format: SG_PIXELFORMAT_RGBA8 for textures, or sg_desc.environment.defaults.color_format for render targets |
| 2823 | .sample_count: 1 for textures, or sg_desc.environment.defaults.sample_count for render targets |
| 2824 | .data an sg_image_data struct to define the initial content |
| 2825 | .label 0 (optional string label for trace hooks) |
| 2826 | |
| 2827 | Q: Why is the default sample_count for render targets identical with the |
| 2828 | "default sample count" from sg_desc.environment.defaults.sample_count? |
| 2829 | |
| 2830 | A: So that it matches the default sample count in pipeline objects. Even |
| 2831 | though it is a bit strange/confusing that offscreen render targets by default |
| 2832 | get the same sample count as 'default swapchains', but it's better that |
| 2833 | an offscreen render target created with default parameters matches |
| 2834 | a pipeline object created with default parameters. |
| 2835 | |
| 2836 | NOTE: |
| 2837 | |
| 2838 | Images with usage SG_USAGE_IMMUTABLE must be fully initialized by |
| 2839 | providing a valid .data member which points to initialization data. |
| 2840 | |
| 2841 | ADVANCED TOPIC: Injecting native 3D-API textures: |
| 2842 | |
| 2843 | The following struct members allow to inject your own GL, Metal or D3D11 |
| 2844 | textures into sokol_gfx: |
| 2845 | |
| 2846 | .gl_textures[SG_NUM_INFLIGHT_FRAMES] |
| 2847 | .mtl_textures[SG_NUM_INFLIGHT_FRAMES] |
| 2848 | .d3d11_texture |
| 2849 | .d3d11_shader_resource_view |
| 2850 | .wgpu_texture |
| 2851 | .wgpu_texture_view |
| 2852 | |
| 2853 | For GL, you can also specify the texture target or leave it empty to use |
| 2854 | the default texture target for the image type (GL_TEXTURE_2D for |
| 2855 | SG_IMAGETYPE_2D etc) |
| 2856 | |
| 2857 | For D3D11 and WebGPU, either only provide a texture, or both a texture and |
| 2858 | shader-resource-view / texture-view object. If you want to use access the |
| 2859 | injected texture in a shader you *must* provide a shader-resource-view. |
| 2860 | |
| 2861 | The same rules apply as for injecting native buffers (see sg_buffer_desc |
| 2862 | documentation for more details). |
| 2863 | */ |
| 2864 | typedef struct sg_image_desc { |
| 2865 | uint32_t _start_canary; |
| 2866 | sg_image_type type; |
| 2867 | bool render_target; |
| 2868 | int width; |
| 2869 | int height; |
| 2870 | int num_slices; |
| 2871 | int num_mipmaps; |
| 2872 | sg_usage usage; |
| 2873 | sg_pixel_format pixel_format; |
| 2874 | int sample_count; |
| 2875 | sg_image_data data; |
| 2876 | const char* label; |
| 2877 | // optionally inject backend-specific resources |
| 2878 | uint32_t gl_textures[SG_NUM_INFLIGHT_FRAMES]; |
| 2879 | uint32_t gl_texture_target; |
| 2880 | const void* mtl_textures[SG_NUM_INFLIGHT_FRAMES]; |
| 2881 | const void* d3d11_texture; |
| 2882 | const void* d3d11_shader_resource_view; |
| 2883 | const void* wgpu_texture; |
| 2884 | const void* wgpu_texture_view; |
| 2885 | uint32_t _end_canary; |
| 2886 | } sg_image_desc; |
| 2887 | |
| 2888 | /* |
| 2889 | sg_sampler_desc |
| 2890 | |
| 2891 | Creation parameters for sg_sampler objects, used in the sg_make_sampler() call |
| 2892 | |
| 2893 | .min_filter: SG_FILTER_NEAREST |
| 2894 | .mag_filter: SG_FILTER_NEAREST |
| 2895 | .mipmap_filter SG_FILTER_NONE |
| 2896 | .wrap_u: SG_WRAP_REPEAT |
| 2897 | .wrap_v: SG_WRAP_REPEAT |
| 2898 | .wrap_w: SG_WRAP_REPEAT (only SG_IMAGETYPE_3D) |
| 2899 | .min_lod 0.0f |
| 2900 | .max_lod FLT_MAX |
| 2901 | .border_color SG_BORDERCOLOR_OPAQUE_BLACK |
| 2902 | .compare SG_COMPAREFUNC_NEVER |
| 2903 | .max_anisotropy 1 (must be 1..16) |
| 2904 | |
| 2905 | */ |
| 2906 | typedef struct sg_sampler_desc { |
| 2907 | uint32_t _start_canary; |
| 2908 | sg_filter min_filter; |
| 2909 | sg_filter mag_filter; |
| 2910 | sg_filter mipmap_filter; |
| 2911 | sg_wrap wrap_u; |
| 2912 | sg_wrap wrap_v; |
| 2913 | sg_wrap wrap_w; |
| 2914 | float min_lod; |
| 2915 | float max_lod; |
| 2916 | sg_border_color border_color; |
| 2917 | sg_compare_func compare; |
| 2918 | uint32_t max_anisotropy; |
| 2919 | const char* label; |
| 2920 | // optionally inject backend-specific resources |
| 2921 | uint32_t gl_sampler; |
| 2922 | const void* mtl_sampler; |
| 2923 | const void* d3d11_sampler; |
| 2924 | const void* wgpu_sampler; |
| 2925 | uint32_t _end_canary; |
| 2926 | } sg_sampler_desc; |
| 2927 | |
| 2928 | /* |
| 2929 | sg_shader_desc |
| 2930 | |
| 2931 | The structure sg_shader_desc defines all creation parameters for shader |
| 2932 | programs, used as input to the sg_make_shader() function: |
| 2933 | |
| 2934 | - reflection information for vertex attributes (vertex shader inputs): |
| 2935 | - vertex attribute name (only optionally used by GLES3 and GL) |
| 2936 | - a semantic name and index (required for D3D11) |
| 2937 | - for each shader-stage (vertex and fragment): |
| 2938 | - the shader source or bytecode |
| 2939 | - an optional entry function name |
| 2940 | - an optional compile target (only for D3D11 when source is provided, |
| 2941 | defaults are "vs_4_0" and "ps_4_0") |
| 2942 | - reflection info for each uniform block used by the shader stage: |
| 2943 | - the size of the uniform block in bytes |
| 2944 | - a memory layout hint (native vs std140, only required for GL backends) |
| 2945 | - reflection info for each uniform block member (only required for GL backends): |
| 2946 | - member name |
| 2947 | - member type (SG_UNIFORMTYPE_xxx) |
| 2948 | - if the member is an array, the number of array items |
| 2949 | - reflection info for textures used in the shader stage: |
| 2950 | - the image type (SG_IMAGETYPE_xxx) |
| 2951 | - the image-sample type (SG_IMAGESAMPLETYPE_xxx, default is SG_IMAGESAMPLETYPE_FLOAT) |
| 2952 | - whether the shader expects a multisampled texture |
| 2953 | - reflection info for samplers used in the shader stage: |
| 2954 | - the sampler type (SG_SAMPLERTYPE_xxx) |
| 2955 | - reflection info for each image-sampler-pair used by the shader: |
| 2956 | - the texture slot of the involved texture |
| 2957 | - the sampler slot of the involved sampler |
| 2958 | - for GLSL only: the name of the combined image-sampler object |
| 2959 | - reflection info for each storage-buffer used by the shader: |
| 2960 | - whether the storage buffer is readonly (currently this |
| 2961 | must be true) |
| 2962 | |
| 2963 | For all GL backends, shader source-code must be provided. For D3D11 and Metal, |
| 2964 | either shader source-code or byte-code can be provided. |
| 2965 | |
| 2966 | For D3D11, if source code is provided, the d3dcompiler_47.dll will be loaded |
| 2967 | on demand. If this fails, shader creation will fail. When compiling HLSL |
| 2968 | source code, you can provide an optional target string via |
| 2969 | sg_shader_stage_desc.d3d11_target, the default target is "vs_4_0" for the |
| 2970 | vertex shader stage and "ps_4_0" for the pixel shader stage. |
| 2971 | */ |
| 2972 | typedef struct sg_shader_attr_desc { |
| 2973 | const char* name; // GLSL vertex attribute name (optional) |
| 2974 | const char* sem_name; // HLSL semantic name |
| 2975 | int sem_index; // HLSL semantic index |
| 2976 | } sg_shader_attr_desc; |
| 2977 | |
| 2978 | typedef struct sg_shader_uniform_desc { |
| 2979 | const char* name; |
| 2980 | sg_uniform_type type; |
| 2981 | int array_count; |
| 2982 | } sg_shader_uniform_desc; |
| 2983 | |
| 2984 | typedef struct sg_shader_uniform_block_desc { |
| 2985 | size_t size; |
| 2986 | sg_uniform_layout layout; |
| 2987 | sg_shader_uniform_desc uniforms[SG_MAX_UB_MEMBERS]; |
| 2988 | } sg_shader_uniform_block_desc; |
| 2989 | |
| 2990 | typedef struct sg_shader_storage_buffer_desc { |
| 2991 | bool used; |
| 2992 | bool readonly; |
| 2993 | } sg_shader_storage_buffer_desc; |
| 2994 | |
| 2995 | typedef struct sg_shader_image_desc { |
| 2996 | bool used; |
| 2997 | bool multisampled; |
| 2998 | sg_image_type image_type; |
| 2999 | sg_image_sample_type sample_type; |
| 3000 | } sg_shader_image_desc; |
| 3001 | |
| 3002 | typedef struct sg_shader_sampler_desc { |
| 3003 | bool used; |
| 3004 | sg_sampler_type sampler_type; |
| 3005 | } sg_shader_sampler_desc; |
| 3006 | |
| 3007 | typedef struct sg_shader_image_sampler_pair_desc { |
| 3008 | bool used; |
| 3009 | int image_slot; |
| 3010 | int sampler_slot; |
| 3011 | const char* glsl_name; |
| 3012 | } sg_shader_image_sampler_pair_desc; |
| 3013 | |
| 3014 | typedef struct sg_shader_stage_desc { |
| 3015 | const char* source; |
| 3016 | sg_range bytecode; |
| 3017 | const char* entry; |
| 3018 | const char* d3d11_target; |
| 3019 | sg_shader_uniform_block_desc uniform_blocks[SG_MAX_SHADERSTAGE_UBS]; |
| 3020 | sg_shader_storage_buffer_desc storage_buffers[SG_MAX_SHADERSTAGE_STORAGEBUFFERS]; |
| 3021 | sg_shader_image_desc images[SG_MAX_SHADERSTAGE_IMAGES]; |
| 3022 | sg_shader_sampler_desc samplers[SG_MAX_SHADERSTAGE_SAMPLERS]; |
| 3023 | sg_shader_image_sampler_pair_desc image_sampler_pairs[SG_MAX_SHADERSTAGE_IMAGESAMPLERPAIRS]; |
| 3024 | } sg_shader_stage_desc; |
| 3025 | |
| 3026 | typedef struct sg_shader_desc { |
| 3027 | uint32_t _start_canary; |
| 3028 | sg_shader_attr_desc attrs[SG_MAX_VERTEX_ATTRIBUTES]; |
| 3029 | sg_shader_stage_desc vs; |
| 3030 | sg_shader_stage_desc fs; |
| 3031 | const char* label; |
| 3032 | uint32_t _end_canary; |
| 3033 | } sg_shader_desc; |
| 3034 | |
| 3035 | /* |
| 3036 | sg_pipeline_desc |
| 3037 | |
| 3038 | The sg_pipeline_desc struct defines all creation parameters for an |
| 3039 | sg_pipeline object, used as argument to the sg_make_pipeline() function: |
| 3040 | |
| 3041 | - the vertex layout for all input vertex buffers |
| 3042 | - a shader object |
| 3043 | - the 3D primitive type (points, lines, triangles, ...) |
| 3044 | - the index type (none, 16- or 32-bit) |
| 3045 | - all the fixed-function-pipeline state (depth-, stencil-, blend-state, etc...) |
| 3046 | |
| 3047 | If the vertex data has no gaps between vertex components, you can omit |
| 3048 | the .layout.buffers[].stride and layout.attrs[].offset items (leave them |
| 3049 | default-initialized to 0), sokol-gfx will then compute the offsets and |
| 3050 | strides from the vertex component formats (.layout.attrs[].format). |
| 3051 | Please note that ALL vertex attribute offsets must be 0 in order for the |
| 3052 | automatic offset computation to kick in. |
| 3053 | |
| 3054 | The default configuration is as follows: |
| 3055 | |
| 3056 | .shader: 0 (must be initialized with a valid sg_shader id!) |
| 3057 | .layout: |
| 3058 | .buffers[]: vertex buffer layouts |
| 3059 | .stride: 0 (if no stride is given it will be computed) |
| 3060 | .step_func SG_VERTEXSTEP_PER_VERTEX |
| 3061 | .step_rate 1 |
| 3062 | .attrs[]: vertex attribute declarations |
| 3063 | .buffer_index 0 the vertex buffer bind slot |
| 3064 | .offset 0 (offsets can be omitted if the vertex layout has no gaps) |
| 3065 | .format SG_VERTEXFORMAT_INVALID (must be initialized!) |
| 3066 | .depth: |
| 3067 | .pixel_format: sg_desc.context.depth_format |
| 3068 | .compare: SG_COMPAREFUNC_ALWAYS |
| 3069 | .write_enabled: false |
| 3070 | .bias: 0.0f |
| 3071 | .bias_slope_scale: 0.0f |
| 3072 | .bias_clamp: 0.0f |
| 3073 | .stencil: |
| 3074 | .enabled: false |
| 3075 | .front/back: |
| 3076 | .compare: SG_COMPAREFUNC_ALWAYS |
| 3077 | .fail_op: SG_STENCILOP_KEEP |
| 3078 | .depth_fail_op: SG_STENCILOP_KEEP |
| 3079 | .pass_op: SG_STENCILOP_KEEP |
| 3080 | .read_mask: 0 |
| 3081 | .write_mask: 0 |
| 3082 | .ref: 0 |
| 3083 | .color_count 1 |
| 3084 |