diff options
Diffstat (limited to 'v_windows/v/thirdparty/sokol/util')
| -rw-r--r-- | v_windows/v/thirdparty/sokol/util/sokol_fontstash.h | 1785 | ||||
| -rw-r--r-- | v_windows/v/thirdparty/sokol/util/sokol_gl.h | 3297 | 
2 files changed, 5082 insertions, 0 deletions
diff --git a/v_windows/v/thirdparty/sokol/util/sokol_fontstash.h b/v_windows/v/thirdparty/sokol/util/sokol_fontstash.h new file mode 100644 index 0000000..9bb915f --- /dev/null +++ b/v_windows/v/thirdparty/sokol/util/sokol_fontstash.h @@ -0,0 +1,1785 @@ +#if defined(SOKOL_IMPL) && !defined(SOKOL_FONTSTASH_IMPL) +#define SOKOL_FONTSTASH_IMPL +#endif +#ifndef SOKOL_FONTSTASH_INCLUDED +/* +    sokol_fontstash.h -- renderer for https://github.com/memononen/fontstash +                         on top of sokol_gl.h + +    Project URL: https://github.com/floooh/sokol + +    Do this: +        #define SOKOL_IMPL or +        #define SOKOL_FONTSTASH_IMPL + +    before you include this file in *one* C or C++ file to create the +    implementation. + +    The following defines are used by the implementation to select the +    platform-specific embedded shader code (these are the same defines as +    used by sokol_gfx.h and sokol_app.h): + +    SOKOL_GLCORE33 +    SOKOL_GLES2 +    SOKOL_GLES3 +    SOKOL_D3D11 +    SOKOL_METAL + +    ...optionally provide the following macros to override defaults: + +    SOKOL_ASSERT(c)     - your own assert macro (default: assert(c)) +    SOKOL_MALLOC(s)     - your own malloc function (default: malloc(s)) +    SOKOL_FREE(p)       - your own free function (default: free(p)) +    SOKOL_FONTSTASH_API_DECL    - public function declaration prefix (default: extern) +    SOKOL_API_DECL      - same as SOKOL_FONTSTASH_API_DECL +    SOKOL_API_IMPL      - public function implementation prefix (default: -) +    SOKOL_LOG(msg)      - your own logging function (default: puts(msg)) +    SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false)) + +    Include the following headers before including sokol_fontstash.h: + +        sokol_gfx.h + +    Additionally include the following headers for including the sokol_fontstash.h +    implementation: + +        sokol_gl.h + +    HOW TO +    ====== +    --- First initialize sokol-gfx and sokol-gl as usual: + +            sg_setup(&(sg_desc){...}); +            sgl_setup(&(sgl_desc){...}); + +    --- Create at least one fontstash context with sfons_create() (this replaces +        glfonsCreate() from fontstash.h's example GL renderer: + +            FONScontext* ctx = sfons_create(atlas_width, atlas_height, FONS_ZERO_TOPLEFT); + +        Each FONScontext manages one font atlas texture which can hold rasterized +        glyphs for multiple fonts. + +    --- From here on, use fontstash.h's functions "as usual" to add TTF +        font data and draw text. Note that (just like with sokol-gl), text +        rendering can happen anywhere in the frame, not only inside +        a sokol-gfx rendering pass. + +    --- You can use the helper function + +            uint32_t sfons_rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a) + +        To convert a 0..255 RGBA color into a packed uint32_t color value +        expected by fontstash.h. + +    --- Once per frame before calling sgl_draw(), call: + +            sfons_flush(FONScontext* ctx) + +        ...this will update the dynamic sokol-gfx texture with the latest font +        atlas content. + +    --- To actually render the text (and any other sokol-gl draw commands), +        call sgl_draw() inside a sokol-gfx frame. + +    --- NOTE that you can mix fontstash.h calls with sokol-gl calls to mix +        text rendering with sokol-gl rendering. You can also use +        sokol-gl's matrix stack to position fontstash.h text in 3D. + +    --- finally on application shutdown, call: + +            sfons_shutdown() + +        before sgl_shutdown() and sg_shutdown() + + +    WHAT HAPPENS UNDER THE HOOD: +    ============================ + +    sfons_create(): +        - creates a sokol-gfx shader compatible with sokol-gl +        - creates an sgl_pipeline object with alpha-blending using +          this shader +        - creates a 1-byte-per-pixel font atlas texture via sokol-gfx +          (pixel format SG_PIXELFORMAT_R8) + +    fonsDrawText(): +        - this will call the following sequence of sokol-gl functions: + +            sgl_enable_texture(); +            sgl_texture(...); +            sgl_push_pipeline(); +            sgl_load_pipeline(...); +            sgl_begin_triangles(); +            for each vertex: +                sg_v2f_t2f_c1i(...); +            sgl_end(); +            sgl_pop_pipeline(); +            sgl_disable_texture(); + +        - note that sokol-gl will merge several sgl_*_begin/sgl_end pairs +          into a single draw call if no relevant state has changed, typically +          all calls to fonsDrawText() will be merged into a single draw call +          as long as all calls use the same FONScontext + +    sfons_flush(): +        - this will call sg_update_image() on the font atlas texture +          if fontstash.h has added any rasterized glyphs since the last +          frame + +    sfons_shutdown(): +        - destroy the font atlas texture, sgl_pipeline and sg_shader objects + +    LICENSE +    ======= +    zlib/libpng license + +    Copyright (c) 2018 Andre Weissflog + +    This software is provided 'as-is', without any express or implied warranty. +    In no event will the authors be held liable for any damages arising from the +    use of this software. + +    Permission is granted to anyone to use this software for any purpose, +    including commercial applications, and to alter it and redistribute it +    freely, subject to the following restrictions: + +        1. The origin of this software must not be misrepresented; you must not +        claim that you wrote the original software. If you use this software in a +        product, an acknowledgment in the product documentation would be +        appreciated but is not required. + +        2. Altered source versions must be plainly marked as such, and must not +        be misrepresented as being the original software. + +        3. This notice may not be removed or altered from any source +        distribution. +*/ +#define SOKOL_FONTSTASH_INCLUDED (1) +#include <stdint.h> +#include <stdlib.h> + +#if !defined(SOKOL_GFX_INCLUDED) +#error "Please include sokol_gfx.h before sokol_fontstash.h" +#endif + +#if defined(SOKOL_API_DECL) && !defined(SOKOL_FONTSTASH_API_DECL) +#define SOKOL_FONTSTASH_API_DECL SOKOL_API_DECL +#endif +#ifndef SOKOL_FONTSTASH_API_DECL +#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_FONTSTASH_IMPL) +#define SOKOL_FONTSTASH_API_DECL __declspec(dllexport) +#elif defined(_WIN32) && defined(SOKOL_DLL) +#define SOKOL_FONTSTASH_API_DECL __declspec(dllimport) +#else +#define SOKOL_FONTSTASH_API_DECL extern +#endif +#endif +#ifdef __cplusplus +extern "C" { +#endif + +SOKOL_FONTSTASH_API_DECL FONScontext* sfons_create(int width, int height, int flags); +SOKOL_FONTSTASH_API_DECL void sfons_destroy(FONScontext* ctx); +SOKOL_FONTSTASH_API_DECL void sfons_flush(FONScontext* ctx); +SOKOL_FONTSTASH_API_DECL uint32_t sfons_rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a); + +#ifdef __cplusplus +} /* extern "C" */ +#endif +#endif /* SOKOL_FONTSTASH_INCLUDED */ + +/*-- IMPLEMENTATION ----------------------------------------------------------*/ +#ifdef SOKOL_FONTSTASH_IMPL +#define SOKOL_FONTSTASH_IMPL_INCLUDED (1) +#include <string.h>     /* memset, memcpy */ + +#if !defined(SOKOL_GL_INCLUDED) +#error "Please include sokol_gl.h before sokol_fontstash.h" +#endif +#if !defined(FONS_H) +#error "Please include fontstash.h before sokol_fontstash.h" +#endif + +#ifndef SOKOL_API_IMPL +    #define SOKOL_API_IMPL +#endif +#ifndef SOKOL_DEBUG +    #ifndef NDEBUG +        #define SOKOL_DEBUG (1) +    #endif +#endif +#ifndef SOKOL_ASSERT +    #include <assert.h> +    #define SOKOL_ASSERT(c) assert(c) +#endif +#ifndef SOKOL_MALLOC +    #include <stdlib.h> +    #define SOKOL_MALLOC(s) malloc(s) +    #define SOKOL_FREE(p) free(p) +#endif +#ifndef SOKOL_LOG +    #ifdef SOKOL_DEBUG +        #include <stdio.h> +        #define SOKOL_LOG(s) { SOKOL_ASSERT(s); puts(s); } +    #else +        #define SOKOL_LOG(s) +    #endif +#endif +#ifndef SOKOL_UNREACHABLE +    #define SOKOL_UNREACHABLE SOKOL_ASSERT(false) +#endif +#ifndef _SOKOL_UNUSED +    #define _SOKOL_UNUSED(x) (void)(x) +#endif + +#if defined(SOKOL_GLCORE33) +/* +    Embedded source code compiled with: + +    sokol-shdc -i sfons.glsl -o sfons.h -l glsl330:glsl100:hlsl4:metal_macos:metal_ios:metal_sim:wgpu -b + +    (not that for Metal and D3D11 byte code, sokol-shdc must be run +    on macOS and Windows) + +    @vs vs +    uniform vs_params { +        uniform mat4 mvp; +        uniform mat4 tm; +    }; +    in vec4 position; +    in vec2 texcoord0; +    in vec4 color0; +    out vec4 uv; +    out vec4 color; +    void main() { +        gl_Position = mvp * position; +        uv = tm * vec4(texcoord0, 0.0, 1.0); +        color = color0; +    } +    @end + +    @fs fs +    uniform sampler2D tex; +    in vec4 uv; +    in vec4 color; +    out vec4 frag_color; +    void main() { +        frag_color = vec4(1.0, 1.0, 1.0, texture(tex, uv.xy).r) * color; +    } +    @end + +    @program sfontstash vs fs +*/ +static const char _sfons_vs_source_glsl330[415] = { +    0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x33,0x30,0x0a,0x0a,0x75,0x6e, +    0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, +    0x72,0x61,0x6d,0x73,0x5b,0x38,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, +    0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, +    0x20,0x76,0x65,0x63,0x34,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a, +    0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79, +    0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31, +    0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f, +    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0x09,0x00,0x00,0x00,0x5b,0x86,0x20,0x10,0x85,0x2d,0x43,0x11,0x88,0xc2,0x96,0x41, +    0x09,0x44,0x61,0xcb,0xf0,0x04,0xa2,0xb0,0x65,0xa0,0x02,0x51,0xd8,0x32,0x60,0x81, +    0x28,0x6c,0x19,0xba,0x40,0x14,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; +static const uint8_t _sfons_fs_bytecode_metal_ios[2925] = { +    0x4d,0x54,0x4c,0x42,0x01,0x00,0x02,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x6d,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xcd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd5,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x90,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00, +    0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45, +    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0x84,0xc5,0xde,0x61,0x01,0x00,0x00,0x00,0xf0,0x03,0x00,0x00,0x05,0x00,0x00,0x00, +    0x34,0x00,0x00,0x00,0x14,0x01,0x00,0x00,0x78,0x01,0x00,0x00,0xe8,0x01,0x00,0x00, +    0x74,0x03,0x00,0x00,0x52,0x44,0x45,0x46,0xd8,0x00,0x00,0x00,0x01,0x00,0x00,0x00, +    0x48,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x1c,0x00,0x00,0x00,0x00,0x04,0xfe,0xff, +    0x10,0x81,0x00,0x00,0xaf,0x00,0x00,0x00,0x3c,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, +    0x73,0x00,0xab,0xab,0x3c,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x60,0x00,0x00,0x00, +    0x80,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x90,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x40,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x98,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0xa8,0x00,0x00,0x00,0x40,0x00,0x00,0x00,0x40,0x00,0x00,0x00, +    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0x4f,0x4f,0x52,0x44,0x00,0xab,0xab,0xab,0x4f,0x53,0x47,0x4e,0x68,0x00,0x00,0x00, +    0x03,0x00,0x00,0x00,0x08,0x00,0x00,0x00,0x50,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x03,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0f,0x00,0x00,0x00, +    0x50,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x59,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x03,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x0f,0x00,0x00,0x00, +    0x54,0x45,0x58,0x43,0x4f,0x4f,0x52,0x44,0x00,0x53,0x56,0x5f,0x50,0x6f,0x73,0x69, +    0x74,0x69,0x6f,0x6e,0x00,0xab,0xab,0xab,0x53,0x48,0x44,0x52,0x84,0x01,0x00,0x00, +    0x40,0x00,0x01,0x00,0x61,0x00,0x00,0x00,0x59,0x00,0x00,0x04,0x46,0x8e,0x20,0x00, +    0x00,0x00,0x00,0x00,0x08,0x00,0x00,0x00,0x5f,0x00,0x00,0x03,0xf2,0x10,0x10,0x00, +    0x00,0x00,0x00,0x00,0x5f,0x00,0x00,0x03,0x32,0x10,0x10,0x00,0x01,0x00,0x00,0x00, +    0x5f,0x00,0x00,0x03,0xf2,0x10,0x10,0x00,0x02,0x00,0x00,0x00,0x65,0x00,0x00,0x03, +    0xf2,0x20,0x10,0x00,0x00,0x00,0x00,0x00,0x65,0x00,0x00,0x03,0xf2,0x20,0x10,0x00, +    0x01,0x00,0x00,0x00,0x67,0x00,0x00,0x04,0xf2,0x20,0x10,0x00,0x02,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x68,0x00,0x00,0x02,0x01,0x00,0x00,0x00,0x38,0x00,0x00,0x08, +    0xf2,0x00,0x10,0x00,0x00,0x00,0x00,0x00,0x56,0x15,0x10,0x00,0x01,0x00,0x00,0x00, +    0x46,0x8e,0x20,0x00,0x00,0x00,0x00,0x00,0x05,0x00,0x00,0x00,0x32,0x00,0x00,0x0a, +    0xf2,0x00,0x10,0x00,0x00,0x00,0x00,0x00,0x06,0x10,0x10,0x00,0x01,0x00,0x00,0x00, +    0x46,0x8e,0x20,0x00,0x00,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0x46,0x0e,0x10,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x08,0xf2,0x20,0x10,0x00,0x00,0x00,0x00,0x00, +    0x46,0x0e,0x10,0x00,0x00,0x00,0x00,0x00,0x46,0x8e,0x20,0x00,0x00,0x00,0x00,0x00, +    0x07,0x00,0x00,0x00,0x36,0x00,0x00,0x05,0xf2,0x20,0x10,0x00,0x01,0x00,0x00,0x00, +    0x46,0x1e,0x10,0x00,0x02,0x00,0x00,0x00,0x38,0x00,0x00,0x08,0xf2,0x00,0x10,0x00, +    0x00,0x00,0x00,0x00,0x56,0x15,0x10,0x00,0x00,0x00,0x00,0x00,0x46,0x8e,0x20,0x00, +    0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x32,0x00,0x00,0x0a,0xf2,0x00,0x10,0x00, +    0x00,0x00,0x00,0x00,0x06,0x10,0x10,0x00,0x00,0x00,0x00,0x00,0x46,0x8e,0x20,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x46,0x0e,0x10,0x00,0x00,0x00,0x00,0x00, +    0x32,0x00,0x00,0x0a,0xf2,0x00,0x10,0x00,0x00,0x00,0x00,0x00,0xa6,0x1a,0x10,0x00, +    0x00,0x00,0x00,0x00,0x46,0x8e,0x20,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00, +    0x46,0x0e,0x10,0x00,0x00,0x00,0x00,0x00,0x32,0x00,0x00,0x0a,0xf2,0x20,0x10,0x00, +    0x02,0x00,0x00,0x00,0xf6,0x1f,0x10,0x00,0x00,0x00,0x00,0x00,0x46,0x8e,0x20,0x00, +    0x00,0x00,0x00,0x00,0x03,0x00,0x00,0x00,0x46,0x0e,0x10,0x00,0x00,0x00,0x00,0x00, +    0x3e,0x00,0x00,0x01,0x53,0x54,0x41,0x54,0x74,0x00,0x00,0x00,0x09,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x06,0x00,0x00,0x00,0x07,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, + +}; +static const uint8_t _sfons_fs_bytecode_hlsl4[640] = { +    0x44,0x58,0x42,0x43,0x5e,0xbc,0x77,0xd9,0xc9,0xdf,0x7d,0x8e,0x0c,0x24,0x18,0x66, +    0x36,0xd3,0xf4,0x78,0x01,0x00,0x00,0x00,0x80,0x02,0x00,0x00,0x05,0x00,0x00,0x00, +    0x34,0x00,0x00,0x00,0xd4,0x00,0x00,0x00,0x20,0x01,0x00,0x00,0x54,0x01,0x00,0x00, +    0x04,0x02,0x00,0x00,0x52,0x44,0x45,0x46,0x98,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x1c,0x00,0x00,0x00,0x00,0x04,0xff,0xff, +    0x10,0x81,0x00,0x00,0x6d,0x00,0x00,0x00,0x5c,0x00,0x00,0x00,0x03,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x69,0x00,0x00,0x00,0x02,0x00,0x00,0x00, +    0x05,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0x00,0x00,0x00,0x00, +    0x01,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x5f,0x74,0x65,0x78,0x5f,0x73,0x61,0x6d, +    0x70,0x6c,0x65,0x72,0x00,0x74,0x65,0x78,0x00,0x4d,0x69,0x63,0x72,0x6f,0x73,0x6f, +    0x66,0x74,0x20,0x28,0x52,0x29,0x20,0x48,0x4c,0x53,0x4c,0x20,0x53,0x68,0x61,0x64, +    0x65,0x72,0x20,0x43,0x6f,0x6d,0x70,0x69,0x6c,0x65,0x72,0x20,0x31,0x30,0x2e,0x31, +    0x00,0xab,0xab,0xab,0x49,0x53,0x47,0x4e,0x44,0x00,0x00,0x00,0x02,0x00,0x00,0x00, +    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layout(location = 0, set = 2, binding = 0) uniform sampler2D tex; + +    layout(location = 0) out vec4 frag_color; +    layout(location = 0) in vec4 uv; +    layout(location = 1) in vec4 color; + +    void main() +    { +        frag_color = vec4(1.0, 1.0, 1.0, texture(tex, uv.xy).x) * color; +    } +*/ +static const uint8_t _sfons_vs_bytecode_wgpu[1932] = { +    0x03,0x02,0x23,0x07,0x00,0x00,0x01,0x00,0x08,0x00,0x08,0x00,0x32,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x11,0x00,0x02,0x00,0x01,0x00,0x00,0x00,0x0b,0x00,0x06,0x00, +    0x02,0x00,0x00,0x00,0x47,0x4c,0x53,0x4c,0x2e,0x73,0x74,0x64,0x2e,0x34,0x35,0x30, +    0x00,0x00,0x00,0x00,0x0e,0x00,0x03,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00, +    0x0f,0x00,0x0d,0x00,0x00,0x00,0x00,0x00,0x05,0x00,0x00,0x00,0x6d,0x61,0x69,0x6e, +    0x00,0x00,0x00,0x00,0x0e,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x1e,0x00,0x00,0x00, +    0x24,0x00,0x00,0x00,0x2c,0x00,0x00,0x00,0x2d,0x00,0x00,0x00,0x30,0x00,0x00,0x00, +    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0x08,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x12,0x00,0x00,0x00,0x4f,0x00,0x07,0x00, +    0x13,0x00,0x00,0x00,0x15,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x14,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x57,0x00,0x05,0x00,0x08,0x00,0x00,0x00, +    0x16,0x00,0x00,0x00,0x10,0x00,0x00,0x00,0x15,0x00,0x00,0x00,0x51,0x00,0x05,0x00, +    0x07,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x16,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x50,0x00,0x07,0x00,0x08,0x00,0x00,0x00,0x1a,0x00,0x00,0x00,0x0b,0x00,0x00,0x00, +    0x0b,0x00,0x00,0x00,0x0b,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x3d,0x00,0x04,0x00, +    0x08,0x00,0x00,0x00,0x1c,0x00,0x00,0x00,0x1b,0x00,0x00,0x00,0x85,0x00,0x05,0x00, +    0x08,0x00,0x00,0x00,0x1d,0x00,0x00,0x00,0x1a,0x00,0x00,0x00,0x1c,0x00,0x00,0x00, +    0x3e,0x00,0x03,0x00,0x0a,0x00,0x00,0x00,0x1d,0x00,0x00,0x00,0xfd,0x00,0x01,0x00, +    0x38,0x00,0x01,0x00, +}; +#elif defined(SOKOL_DUMMY_BACKEND) +static const char* _sfons_vs_source_dummy = ""; +static const char* _sfons_fs_source_dummy = ""; +#else +#error "Please define one of SOKOL_GLCORE33, SOKOL_GLES2, SOKOL_GLES3, SOKOL_D3D11, SOKOL_METAL, SOKOL_WGPU or SOKOL_DUMMY_BACKEND!" +#endif + +typedef struct _sfons_t { +    sg_shader shd; +    sgl_pipeline pip; +    sg_image img; +    int width, height; +    bool img_dirty; +} _sfons_t; + +static int _sfons_render_create(void* user_ptr, int width, int height) { +    SOKOL_ASSERT(user_ptr && (width > 8) && (height > 8)); +    _sfons_t* sfons = (_sfons_t*) user_ptr; + +    /* sokol-gl compatible shader which treats RED channel as alpha */ +    if (sfons->shd.id == SG_INVALID_ID) { +        sg_shader_desc shd_desc; +        memset(&shd_desc, 0, sizeof(shd_desc)); +        shd_desc.attrs[0].name = "position"; +        shd_desc.attrs[1].name = "texcoord0"; +        shd_desc.attrs[2].name = "color0"; +        shd_desc.attrs[0].sem_name = "TEXCOORD"; +        shd_desc.attrs[0].sem_index = 0; +        shd_desc.attrs[1].sem_name = "TEXCOORD"; +        shd_desc.attrs[1].sem_index = 1; +        shd_desc.attrs[2].sem_name = "TEXCOORD"; +        shd_desc.attrs[2].sem_index = 2; +        sg_shader_uniform_block_desc* ub = &shd_desc.vs.uniform_blocks[0]; +        ub->size = 128; +        ub->uniforms[0].name = "vs_params"; +        ub->uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; +        ub->uniforms[0].array_count = 8; +        shd_desc.fs.images[0].name = "tex"; +        shd_desc.fs.images[0].image_type = SG_IMAGETYPE_2D; +        shd_desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; +        shd_desc.label = "sokol-fontstash-shader"; +        #if defined(SOKOL_GLCORE33) +            shd_desc.vs.source = _sfons_vs_source_glsl330; +            shd_desc.fs.source = _sfons_fs_source_glsl330; +        #elif defined(SOKOL_GLES2) || defined(SOKOL_GLES3) +            shd_desc.vs.source = _sfons_vs_source_glsl100; +            shd_desc.fs.source = _sfons_fs_source_glsl100; +        #elif defined(SOKOL_METAL) +            shd_desc.vs.entry = "main0"; +            shd_desc.fs.entry = "main0"; +            switch (sg_query_backend()) { +                case SG_BACKEND_METAL_MACOS: +                    shd_desc.vs.bytecode = SG_RANGE(_sfons_vs_bytecode_metal_macos); +                    shd_desc.fs.bytecode = SG_RANGE(_sfons_fs_bytecode_metal_macos); +                    break; +                case SG_BACKEND_METAL_IOS: +                    shd_desc.vs.bytecode = SG_RANGE(_sfons_vs_bytecode_metal_ios); +                    shd_desc.fs.bytecode = SG_RANGE(_sfons_fs_bytecode_metal_ios); +                    break; +                default: +                    shd_desc.vs.source = _sfons_vs_source_metal_sim; +                    shd_desc.fs.source = _sfons_fs_source_metal_sim; +                    break; +            } +        #elif defined(SOKOL_D3D11) +            shd_desc.vs.bytecode = SG_RANGE(_sfons_vs_bytecode_hlsl4); +            shd_desc.fs.bytecode = SG_RANGE(_sfons_fs_bytecode_hlsl4); +        #elif defined(SOKOL_WGPU) +            shd_desc.vs.byte_code = _sfons_vs_bytecode_wgpu; +            shd_desc.vs.byte_code_size = sizeof(_sfons_vs_bytecode_wgpu); +            shd_desc.fs.byte_code = _sfons_fs_bytecode_wgpu; +            shd_desc.fs.byte_code_size = sizeof(_sfons_fs_bytecode_wgpu); +        #else +            shd_desc.vs.source = _sfons_vs_src_dummy; +            shd_desc.fs.source = _sfons_fs_src_dummy; +        #endif +        shd_desc.label = "sfons-shader"; +        sfons->shd = sg_make_shader(&shd_desc); +    } + +    /* sokol-gl pipeline object */ +    if (sfons->pip.id == SG_INVALID_ID) { +        sg_pipeline_desc pip_desc; +        memset(&pip_desc, 0, sizeof(pip_desc)); +        pip_desc.shader = sfons->shd; +        pip_desc.colors[0].blend.enabled = true; +        pip_desc.colors[0].blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA; +        pip_desc.colors[0].blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; +        sfons->pip = sgl_make_pipeline(&pip_desc); +    } + +    /* create or re-create font atlas texture */ +    if (sfons->img.id != SG_INVALID_ID) { +        sg_destroy_image(sfons->img); +        sfons->img.id = SG_INVALID_ID; +    } +    sfons->width = width; +    sfons->height = height; + +    SOKOL_ASSERT(sfons->img.id == SG_INVALID_ID); +    sg_image_desc img_desc; +    memset(&img_desc, 0, sizeof(img_desc)); +    img_desc.width = sfons->width; +    img_desc.height = sfons->height; +    img_desc.min_filter = SG_FILTER_LINEAR; +    img_desc.mag_filter = SG_FILTER_LINEAR; +    img_desc.usage = SG_USAGE_DYNAMIC; +    img_desc.pixel_format = SG_PIXELFORMAT_R8; +    sfons->img = sg_make_image(&img_desc); +    return 1; +} + +static int _sfons_render_resize(void* user_ptr, int width, int height) { +    return _sfons_render_create(user_ptr, width, height); +} + +static void _sfons_render_update(void* user_ptr, int* rect, const unsigned char* data) { +    SOKOL_ASSERT(user_ptr && rect && data); +    _SOKOL_UNUSED(rect); +    _SOKOL_UNUSED(data); +    _sfons_t* sfons = (_sfons_t*) user_ptr; +    sfons->img_dirty = true; +} + +static void _sfons_render_draw(void* user_ptr, const float* verts, const float* tcoords, const unsigned int* colors, int nverts) { +    SOKOL_ASSERT(user_ptr && verts && tcoords && colors && (nverts > 0)); +    _sfons_t* sfons = (_sfons_t*) user_ptr; +    sgl_enable_texture(); +    sgl_texture(sfons->img); +    sgl_push_pipeline(); +    sgl_load_pipeline(sfons->pip); +    sgl_begin_triangles(); +    for (int i = 0; i < nverts; i++) { +        sgl_v2f_t2f_c1i(verts[2*i+0], verts[2*i+1], tcoords[2*i+0], tcoords[2*i+1], colors[i]); +    } +    sgl_end(); +    sgl_pop_pipeline(); +    sgl_disable_texture(); +} + +static void _sfons_render_delete(void* user_ptr) { +    SOKOL_ASSERT(user_ptr); +    _sfons_t* sfons = (_sfons_t*) user_ptr; +    if (sfons->img.id != SG_INVALID_ID) { +        sg_destroy_image(sfons->img); +        sfons->img.id = SG_INVALID_ID; +    } +    if (sfons->pip.id != SG_INVALID_ID) { +        sgl_destroy_pipeline(sfons->pip); +        sfons->pip.id = SG_INVALID_ID; +    } +    if (sfons->shd.id != SG_INVALID_ID) { +        sg_destroy_shader(sfons->shd); +        sfons->shd.id = SG_INVALID_ID; +    } +    SOKOL_FREE(sfons); +} + +// NOTE clang analyzer will report a potential memory leak for the call +// to SOKOL_MALLOC in the sfons_create() function, this is a false positive +// (the freeing happens in _sfons_render_delete()). The following macro +// silences the false positive when compilation happens with the analyzer active +#if __clang_analyzer__ +#define _SFONS_CLANG_ANALYZER_SILENCE_POTENTIAL_LEAK_FALSE_POSITIVE(x) SOKOL_FREE(x) +#else +#define _SFONS_CLANG_ANALYZER_SILENCE_POTENTIAL_LEAK_FALSE_POSITIVE(x) +#endif + +SOKOL_API_IMPL FONScontext* sfons_create(int width, int height, int flags) { +    SOKOL_ASSERT((width > 0) && (height > 0)); +    FONSparams params; +    _sfons_t* sfons = (_sfons_t*) SOKOL_MALLOC(sizeof(_sfons_t)); +    memset(sfons, 0, sizeof(_sfons_t)); +    memset(¶ms, 0, sizeof(params)); +    params.width = width; +    params.height = height; +    params.flags = (unsigned char) flags; +    params.renderCreate = _sfons_render_create; +    params.renderResize = _sfons_render_resize; +    params.renderUpdate = _sfons_render_update; +    params.renderDraw = _sfons_render_draw; +    params.renderDelete = _sfons_render_delete; +    params.userPtr = sfons; +    FONScontext* ctx = fonsCreateInternal(¶ms); +    _SFONS_CLANG_ANALYZER_SILENCE_POTENTIAL_LEAK_FALSE_POSITIVE(sfons); +    return ctx; +} + +SOKOL_API_IMPL void sfons_destroy(FONScontext* ctx) { +    SOKOL_ASSERT(ctx); +    fonsDeleteInternal(ctx); +} + +SOKOL_API_IMPL void sfons_flush(FONScontext* ctx) { +    SOKOL_ASSERT(ctx && ctx->params.userPtr); +    _sfons_t* sfons = (_sfons_t*) ctx->params.userPtr; +    if (sfons->img_dirty) { +        sfons->img_dirty = false; +        sg_image_data data; +        memset(&data, 0, sizeof(data)); +        data.subimage[0][0].ptr = ctx->texData; +        data.subimage[0][0].size = (size_t) (sfons->width * sfons->height); +        sg_update_image(sfons->img, &data); +    } +} + +SOKOL_API_IMPL uint32_t sfons_rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    return ((uint32_t)r) | ((uint32_t)g<<8) | ((uint32_t)b<<16) | ((uint32_t)a<<24); +} + +#endif /* SOKOL_FONTSTASH_IMPL */ diff --git a/v_windows/v/thirdparty/sokol/util/sokol_gl.h b/v_windows/v/thirdparty/sokol/util/sokol_gl.h new file mode 100644 index 0000000..e41fc06 --- /dev/null +++ b/v_windows/v/thirdparty/sokol/util/sokol_gl.h @@ -0,0 +1,3297 @@ +#if defined(SOKOL_IMPL) && !defined(SOKOL_GL_IMPL) +#define SOKOL_GL_IMPL +#endif +#ifndef SOKOL_GL_INCLUDED +/* +    sokol_gl.h -- OpenGL 1.x style rendering on top of sokol_gfx.h + +    Project URL: https://github.com/floooh/sokol + +    Do this: +        #define SOKOL_IMPL or +        #define SOKOL_GL_IMPL +    before you include this file in *one* C or C++ file to create the +    implementation. + +    The following defines are used by the implementation to select the +    platform-specific embedded shader code (these are the same defines as +    used by sokol_gfx.h and sokol_app.h): + +    SOKOL_GLCORE33 +    SOKOL_GLES2 +    SOKOL_GLES3 +    SOKOL_D3D11 +    SOKOL_METAL +    SOKOL_WGPU + +    ...optionally provide the following macros to override defaults: + +    SOKOL_ASSERT(c)     - your own assert macro (default: assert(c)) +    SOKOL_MALLOC(s)     - your own malloc function (default: malloc(s)) +    SOKOL_FREE(p)       - your own free function (default: free(p)) +    SOKOL_GL_API_DECL   - public function declaration prefix (default: extern) +    SOKOL_API_DECL      - same as SOKOL_GL_API_DECL +    SOKOL_API_IMPL      - public function implementation prefix (default: -) +    SOKOL_LOG(msg)      - your own logging function (default: puts(msg)) +    SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false)) + +    If sokol_gl.h is compiled as a DLL, define the following before +    including the declaration or implementation: + +    SOKOL_DLL + +    On Windows, SOKOL_DLL will define SOKOL_GL_API_DECL as __declspec(dllexport) +    or __declspec(dllimport) as needed. + +    Include the following headers before including sokol_gl.h: + +        sokol_gfx.h + +    Matrix functions have been taken from MESA and Regal. + +    FEATURE OVERVIEW: +    ================= +    sokol_gl.h implements a subset of the OpenGLES 1.x feature set useful for +    when you just want to quickly render a bunch of colored triangles or +    lines without having to mess with buffers and +    shaders. + +    The current feature set is mostly useful for debug visualizations +    and simple UI-style 2D rendering: + +    What's implemented: +        - vertex components: +            - position (x, y, z) +            - 2D texture coords (u, v) +            - color (r, g, b, a) +        - primitive types: +            - triangle list and strip +            - line list and strip +            - quad list (TODO: quad strips) +            - point list (TODO: point size) +        - one texture layer (no multi-texturing) +        - viewport and scissor-rect with selectable origin (top-left or bottom-left) +        - all GL 1.x matrix stack functions, and additionally equivalent +          functions for gluPerspective and gluLookat + +    Notable GLES 1.x features that are *NOT* implemented: +        - vertex lighting (this is the most likely GL feature that might be added later) +        - vertex arrays (although providing whole chunks of vertex data at once +          might be a useful feature for a later version) +        - texture coordinate generation +        - point size and line width +        - all pixel store functions +        - no ALPHA_TEST +        - no clear functions (clearing is handled by the sokol-gfx render pass) +        - fog + +    Notable differences to GL: +        - No "enum soup" for render states etc, instead there's a +          'pipeline stack', this is similar to GL's matrix stack, +          but for pipeline-state-objects. The pipeline object at +          the top of the pipeline stack defines the active set of render states +        - All angles are in radians, not degrees (note the sgl_rad() and +          sgl_deg() conversion functions) +        - No enable/disable state for scissor test, this is always enabled + +    STEP BY STEP: +    ============= +    --- To initialize sokol-gl, call: + +            sgl_setup(const sgl_desc_t* desc) + +        NOTE that sgl_setup() must be called *after* initializing sokol-gfx +        (via sg_setup). This is because sgl_setup() needs to create +        sokol-gfx resource objects. + +        sgl_setup() needs to know the attributes of the sokol-gfx render pass +        where sokol-gl rendering will happen through the passed-in sgl_desc_t +        struct: + +            sg_pixel_format color_format    - color pixel format of render pass +            sg_pixel_format depth_format    - depth pixel format of render pass +            int sample_count                - MSAA sample count of render pass + +        These values have the same defaults as sokol_gfx.h and sokol_app.h, +        to use the default values, leave them zero-initialized. + +        You can adjust the maximum number of vertices and drawing commands +        per frame through the members: + +            int max_vertices    - default is 65536 +            int max_commands    - default is 16384 + +        You can adjust the size of the internal pipeline state object pool +        with: + +            int pipeline_pool_size  - default is 64 + +        Finally you can change the face winding for front-facing triangles +        and quads: + +            sg_face_winding face_winding    - default is SG_FACEWINDING_CCW + +        The default winding for front faces is counter-clock-wise. This is +        the same as OpenGL's default, but different from sokol-gfx. + +    --- Optionally create pipeline-state-objects if you need render state +        that differs from sokol-gl's default state: + +            sgl_pipeline pip = sgl_make_pipeline(const sg_pipeline_desc* desc) + +        The similarity with sokol_gfx.h's sg_pipeline type and sg_make_pipeline() +        function is intended. sgl_make_pipeline() also takes a standard +        sokol-gfx sg_pipeline_desc object to describe the render state, but +        without: +            - shader +            - vertex layout +            - color- and depth-pixel-formats +            - primitive type (lines, triangles, ...) +            - MSAA sample count +        Those will be filled in by sgl_make_pipeline(). Note that each +        call to sgl_make_pipeline() needs to create several sokol-gfx +        pipeline objects (one for each primitive type). + +    --- if you need to destroy sgl_pipeline objects before sgl_shutdown(): + +            sgl_destroy_pipeline(sgl_pipeline pip) + +    --- After sgl_setup() you can call any of the sokol-gl functions anywhere +        in a frame, *except* sgl_draw(). The 'vanilla' functions +        will only change internal sokol-gl state, and not call any sokol-gfx +        functions. + +    --- Unlike OpenGL, sokol-gl has a function to reset internal state to +        a known default. This is useful at the start of a sequence of +        rendering operations: + +            void sgl_defaults(void) + +        This will set the following default state: + +            - current texture coordinate to u=0.0f, v=0.0f +            - current color to white (rgba all 1.0f) +            - unbind the current texture and texturing will be disabled +            - *all* matrices will be set to identity (also the projection matrix) +            - the default render state will be set by loading the 'default pipeline' +              into the top of the pipeline stack + +        The current matrix- and pipeline-stack-depths will not be changed by +        sgl_defaults(). + +    --- change the currently active renderstate through the +        pipeline-stack functions, this works similar to the +        traditional GL matrix stack: + +            ...load the default pipeline state on the top of the pipeline stack: + +                sgl_default_pipeline() + +            ...load a specific pipeline on the top of the pipeline stack: + +                sgl_load_pipeline(sgl_pipeline pip) + +            ...push and pop the pipeline stack: +                sgl_push_pipeline() +                sgl_pop_pipeline() + +    --- control texturing with: + +            sgl_enable_texture() +            sgl_disable_texture() +            sgl_texture(sg_image img) + +    --- set the current viewport and scissor rect with: + +            sgl_viewport(int x, int y, int w, int h, bool origin_top_left) +            sgl_scissor_rect(int x, int y, int w, int h, bool origin_top_left) + +        ...or call these alternatives which take float arguments (this might allow +        to avoid casting between float and integer in more strongly typed languages +        when floating point pixel coordinates are used): + +            sgl_viewportf(float x, float y, float w, float h, bool origin_top_left) +            sgl_scissor_rectf(float x, float y, float w, float h, bool origin_top_left) + +        ...these calls add a new command to the internal command queue, so +        that the viewport or scissor rect are set at the right time relative +        to other sokol-gl calls. + +    --- adjust the transform matrices, matrix manipulation works just like +        the OpenGL matrix stack: + +        ...set the current matrix mode: + +            sgl_matrix_mode_modelview() +            sgl_matrix_mode_projection() +            sgl_matrix_mode_texture() + +        ...load the identity matrix into the current matrix: + +            sgl_load_identity() + +        ...translate, rotate and scale the current matrix: + +            sgl_translate(float x, float y, float z) +            sgl_rotate(float angle_rad, float x, float y, float z) +            sgl_scale(float x, float y, float z) + +        NOTE that all angles in sokol-gl are in radians, not in degree. +        Convert between radians and degree with the helper functions: + +            float sgl_rad(float deg)        - degrees to radians +            float sgl_deg(float rad)        - radians to degrees + +        ...directly load the current matrix from a float[16] array: + +            sgl_load_matrix(const float m[16]) +            sgl_load_transpose_matrix(const float m[16]) + +        ...directly multiply the current matrix from a float[16] array: + +            sgl_mult_matrix(const float m[16]) +            sgl_mult_transpose_matrix(const float m[16]) + +        The memory layout of those float[16] arrays is the same as in OpenGL. + +        ...more matrix functions: + +            sgl_frustum(float left, float right, float bottom, float top, float near, float far) +            sgl_ortho(float left, float right, float bottom, float top, float near, float far) +            sgl_perspective(float fov_y, float aspect, float near, float far) +            sgl_lookat(float eye_x, float eye_y, float eye_z, float center_x, float center_y, float center_z, float up_x, float up_y, float up_z) + +        These functions work the same as glFrustum(), glOrtho(), gluPerspective() +        and gluLookAt(). + +        ...and finally to push / pop the current matrix stack: + +            sgl_push_matrix(void) +            sgl_pop_matrix(void) + +        Again, these work the same as glPushMatrix() and glPopMatrix(). + +    --- perform primitive rendering: + +        ...set the current texture coordinate and color 'registers' with: + +            sgl_t2f(float u, float v)   - set current texture coordinate +            sgl_c*(...)                 - set current color + +        There are several functions for setting the color (as float values, +        unsigned byte values, packed as unsigned 32-bit integer, with +        and without alpha). + +        NOTE that these are the only functions that can be called both inside +        sgl_begin_*() / sgl_end() and outside. + +        ...start a primitive vertex sequence with: + +            sgl_begin_points() +            sgl_begin_lines() +            sgl_begin_line_strip() +            sgl_begin_triangles() +            sgl_begin_triangle_strip() +            sgl_begin_quads() + +        ...after sgl_begin_*() specify vertices: + +            sgl_v*(...) +            sgl_v*_t*(...) +            sgl_v*_c*(...) +            sgl_v*_t*_c*(...) + +        These functions write a new vertex to sokol-gl's internal vertex buffer, +        optionally with texture-coords and color. If the texture coordinate +        and/or color is missing, it will be taken from the current texture-coord +        and color 'register'. + +        ...finally, after specifying vertices, call: + +            sgl_end() + +        This will record a new draw command in sokol-gl's internal command +        list, or it will extend the previous draw command if no relevant +        state has changed since the last sgl_begin/end pair. + +    --- inside a sokol-gfx rendering pass, call: + +            sgl_draw() + +        This will render everything that has been recorded since the last +        call to sgl_draw() through sokol-gfx, and will 'rewind' the internal +        vertex-, uniform- and command-buffers. + +    --- sokol-gl tracks a single internal error code which can be +        queried with + +            sgl_error_t sgl_error(void) + +        ...which can return the following error codes: + +        SGL_NO_ERROR                - all OK, no error occurred since last sgl_draw() +        SGL_ERROR_VERTICES_FULL     - internal vertex buffer is full (checked in sgl_end()) +        SGL_ERROR_UNIFORMS_FULL     - the internal uniforms buffer is full (checked in sgl_end()) +        SGL_ERROR_COMMANDS_FULL     - the internal command buffer is full (checked in sgl_end()) +        SGL_ERROR_STACK_OVERFLOW    - matrix- or pipeline-stack overflow +        SGL_ERROR_STACK_UNDERFLOW   - matrix- or pipeline-stack underflow + +        ...if sokol-gl is in an error-state, sgl_draw() will skip any rendering, +        and reset the error code to SGL_NO_ERROR. + +    UNDER THE HOOD: +    =============== +    sokol_gl.h works by recording vertex data and rendering commands into +    memory buffers, and then drawing the recorded commands via sokol_gfx.h + +    The only functions which call into sokol_gfx.h are: +        - sgl_setup() +        - sgl_shutdown() +        - sgl_draw() + +    sgl_setup() must be called after initializing sokol-gfx. +    sgl_shutdown() must be called before shutting down sokol-gfx. +    sgl_draw() must be called once per frame inside a sokol-gfx render pass. + +    All other sokol-gl function can be called anywhere in a frame, since +    they just record data into memory buffers owned by sokol-gl. + +    What happens in: + +        sgl_setup(): +            - 3 memory buffers are allocated, one for vertex data, +              one for uniform data, and one for commands +            - sokol-gfx resources are created: a (dynamic) vertex buffer, +              a shader object (using embedded shader source or byte code), +              and an 8x8 all-white default texture + +            One vertex is 24 bytes: +                - float3 position +                - float2 texture coords +                - uint32_t color + +            One uniform block is 128 bytes: +                - mat4 model-view-projection matrix +                - mat4 texture matrix + +            One draw command is ca. 24 bytes for the actual +            command code plus command arguments. + +            Each sgl_end() consumes one command, and one uniform block +            (only when the matrices have changed). +            The required size for one sgl_begin/end pair is (at most): + +                (152 + 24 * num_verts) bytes + +        sgl_shutdown(): +            - all sokol-gfx resources (buffer, shader, default-texture and +              all pipeline objects) are destroyed +            - the 3 memory buffers are freed + +        sgl_draw(): +            - copy all recorded vertex data into the dynamic sokol-gfx buffer +              via a call to sg_update_buffer() +            - for each recorded command: +                - if it's a viewport command, call sg_apply_viewport() +                - if it's a scissor-rect command, call sg_apply_scissor_rect() +                - if it's a draw command: +                    - depending on what has changed since the last draw command, +                      call sg_apply_pipeline(), sg_apply_bindings() and +                      sg_apply_uniforms() +                    - finally call sg_draw() + +    All other functions only modify the internally tracked state, add +    data to the vertex, uniform and command buffers, or manipulate +    the matrix stack. + +    ON DRAW COMMAND MERGING +    ======================= +    Not every call to sgl_end() will automatically record a new draw command. +    If possible, the previous draw command will simply be extended, +    resulting in fewer actual draw calls later in sgl_draw(). + +    A draw command will be merged with the previous command if "no relevant +    state has changed" since the last sgl_end(), meaning: + +    - no calls to sgl_apply_viewport() and sgl_apply_scissor_rect() +    - the primitive type hasn't changed +    - the primitive type isn't a 'strip type' (no line or triangle strip) +    - the pipeline state object hasn't changed +    - none of the matrices has changed +    - none of the texture state has changed + +    Merging a draw command simply means that the number of vertices +    to render in the previous draw command will be incremented by the +    number of vertices in the new draw command. + +    LICENSE +    ======= +    zlib/libpng license + +    Copyright (c) 2018 Andre Weissflog + +    This software is provided 'as-is', without any express or implied warranty. +    In no event will the authors be held liable for any damages arising from the +    use of this software. + +    Permission is granted to anyone to use this software for any purpose, +    including commercial applications, and to alter it and redistribute it +    freely, subject to the following restrictions: + +        1. The origin of this software must not be misrepresented; you must not +        claim that you wrote the original software. If you use this software in a +        product, an acknowledgment in the product documentation would be +        appreciated but is not required. + +        2. Altered source versions must be plainly marked as such, and must not +        be misrepresented as being the original software. + +        3. This notice may not be removed or altered from any source +        distribution. +*/ +#define SOKOL_GL_INCLUDED (1) +#include <stdint.h> +#include <stdbool.h> + +#if !defined(SOKOL_GFX_INCLUDED) +#error "Please include sokol_gfx.h before sokol_gl.h" +#endif + +#if defined(SOKOL_API_DECL) && !defined(SOKOL_GL_API_DECL) +#define SOKOL_GL_API_DECL SOKOL_API_DECL +#endif +#ifndef SOKOL_GL_API_DECL +#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GL_IMPL) +#define SOKOL_GL_API_DECL __declspec(dllexport) +#elif defined(_WIN32) && defined(SOKOL_DLL) +#define SOKOL_GL_API_DECL __declspec(dllimport) +#else +#define SOKOL_GL_API_DECL extern +#endif +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +/* sokol_gl pipeline handle (created with sgl_make_pipeline()) */ +typedef struct sgl_pipeline { uint32_t id; } sgl_pipeline; + +/* +    sgl_error_t + +    Errors are reset each frame after calling sgl_draw(), +    get the last error code with sgl_error() +*/ +typedef enum sgl_error_t { +    SGL_NO_ERROR = 0, +    SGL_ERROR_VERTICES_FULL, +    SGL_ERROR_UNIFORMS_FULL, +    SGL_ERROR_COMMANDS_FULL, +    SGL_ERROR_STACK_OVERFLOW, +    SGL_ERROR_STACK_UNDERFLOW, +} sgl_error_t; + +typedef struct sgl_desc_t { +    int max_vertices;       /* size for vertex buffer */ +    int max_commands;       /* size of uniform- and command-buffers */ +    int pipeline_pool_size; /* size of the internal pipeline pool, default is 64 */ +    sg_pixel_format color_format; +    sg_pixel_format depth_format; +    int sample_count; +    sg_face_winding face_winding; /* default front face winding is CCW */ +} sgl_desc_t; + +/* setup/shutdown/misc */ +SOKOL_GL_API_DECL void sgl_setup(const sgl_desc_t* desc); +SOKOL_GL_API_DECL void sgl_shutdown(void); +SOKOL_GL_API_DECL sgl_error_t sgl_error(void); +SOKOL_GL_API_DECL void sgl_defaults(void); +SOKOL_GL_API_DECL float sgl_rad(float deg); +SOKOL_GL_API_DECL float sgl_deg(float rad); + +/* create and destroy pipeline objects */ +SOKOL_GL_API_DECL sgl_pipeline sgl_make_pipeline(const sg_pipeline_desc* desc); +SOKOL_GL_API_DECL void sgl_destroy_pipeline(sgl_pipeline pip); + +/* render state functions */ +SOKOL_GL_API_DECL void sgl_viewport(int x, int y, int w, int h, bool origin_top_left); +SOKOL_GL_API_DECL void sgl_viewportf(float x, float y, float w, float h, bool origin_top_left); +SOKOL_GL_API_DECL void sgl_scissor_rect(int x, int y, int w, int h, bool origin_top_left); +SOKOL_GL_API_DECL void sgl_scissor_rectf(float x, float y, float w, float h, bool origin_top_left); +SOKOL_GL_API_DECL void sgl_enable_texture(void); +SOKOL_GL_API_DECL void sgl_disable_texture(void); +SOKOL_GL_API_DECL void sgl_texture(sg_image img); + +/* pipeline stack functions */ +SOKOL_GL_API_DECL void sgl_default_pipeline(void); +SOKOL_GL_API_DECL void sgl_load_pipeline(sgl_pipeline pip); +SOKOL_GL_API_DECL void sgl_push_pipeline(void); +SOKOL_GL_API_DECL void sgl_pop_pipeline(void); + +/* matrix stack functions */ +SOKOL_GL_API_DECL void sgl_matrix_mode_modelview(void); +SOKOL_GL_API_DECL void sgl_matrix_mode_projection(void); +SOKOL_GL_API_DECL void sgl_matrix_mode_texture(void); +SOKOL_GL_API_DECL void sgl_load_identity(void); +SOKOL_GL_API_DECL void sgl_load_matrix(const float m[16]); +SOKOL_GL_API_DECL void sgl_load_transpose_matrix(const float m[16]); +SOKOL_GL_API_DECL void sgl_mult_matrix(const float m[16]); +SOKOL_GL_API_DECL void sgl_mult_transpose_matrix(const float m[16]); +SOKOL_GL_API_DECL void sgl_rotate(float angle_rad, float x, float y, float z); +SOKOL_GL_API_DECL void sgl_scale(float x, float y, float z); +SOKOL_GL_API_DECL void sgl_translate(float x, float y, float z); +SOKOL_GL_API_DECL void sgl_frustum(float l, float r, float b, float t, float n, float f); +SOKOL_GL_API_DECL void sgl_ortho(float l, float r, float b, float t, float n, float f); +SOKOL_GL_API_DECL void sgl_perspective(float fov_y, float aspect, float z_near, float z_far); +SOKOL_GL_API_DECL void sgl_lookat(float eye_x, float eye_y, float eye_z, float center_x, float center_y, float center_z, float up_x, float up_y, float up_z); +SOKOL_GL_API_DECL void sgl_push_matrix(void); +SOKOL_GL_API_DECL void sgl_pop_matrix(void); + +/* these functions only set the internal 'current texcoord / color' (valid inside or outside begin/end) */ +SOKOL_GL_API_DECL void sgl_t2f(float u, float v); +SOKOL_GL_API_DECL void sgl_c3f(float r, float g, float b); +SOKOL_GL_API_DECL void sgl_c4f(float r, float g, float b, float a); +SOKOL_GL_API_DECL void sgl_c3b(uint8_t r, uint8_t g, uint8_t b); +SOKOL_GL_API_DECL void sgl_c4b(uint8_t r, uint8_t g, uint8_t b, uint8_t a); +SOKOL_GL_API_DECL void sgl_c1i(uint32_t rgba); + +/* define primitives, each begin/end is one draw command */ +SOKOL_GL_API_DECL void sgl_begin_points(void); +SOKOL_GL_API_DECL void sgl_begin_lines(void); +SOKOL_GL_API_DECL void sgl_begin_line_strip(void); +SOKOL_GL_API_DECL void sgl_begin_triangles(void); +SOKOL_GL_API_DECL void sgl_begin_triangle_strip(void); +SOKOL_GL_API_DECL void sgl_begin_quads(void); +SOKOL_GL_API_DECL void sgl_v2f(float x, float y); +SOKOL_GL_API_DECL void sgl_v3f(float x, float y, float z); +SOKOL_GL_API_DECL void sgl_v2f_t2f(float x, float y, float u, float v); +SOKOL_GL_API_DECL void sgl_v3f_t2f(float x, float y, float z, float u, float v); +SOKOL_GL_API_DECL void sgl_v2f_c3f(float x, float y, float r, float g, float b); +SOKOL_GL_API_DECL void sgl_v2f_c3b(float x, float y, uint8_t r, uint8_t g, uint8_t b); +SOKOL_GL_API_DECL void sgl_v2f_c4f(float x, float y, float r, float g, float b, float a); +SOKOL_GL_API_DECL void sgl_v2f_c4b(float x, float y, uint8_t r, uint8_t g, uint8_t b, uint8_t a); +SOKOL_GL_API_DECL void sgl_v2f_c1i(float x, float y, uint32_t rgba); +SOKOL_GL_API_DECL void sgl_v3f_c3f(float x, float y, float z, float r, float g, float b); +SOKOL_GL_API_DECL void sgl_v3f_c3b(float x, float y, float z, uint8_t r, uint8_t g, uint8_t b); +SOKOL_GL_API_DECL void sgl_v3f_c4f(float x, float y, float z, float r, float g, float b, float a); +SOKOL_GL_API_DECL void sgl_v3f_c4b(float x, float y, float z, uint8_t r, uint8_t g, uint8_t b, uint8_t a); +SOKOL_GL_API_DECL void sgl_v3f_c1i(float x, float y, float z, uint32_t rgba); +SOKOL_GL_API_DECL void sgl_v2f_t2f_c3f(float x, float y, float u, float v, float r, float g, float b); +SOKOL_GL_API_DECL void sgl_v2f_t2f_c3b(float x, float y, float u, float v, uint8_t r, uint8_t g, uint8_t b); +SOKOL_GL_API_DECL void sgl_v2f_t2f_c4f(float x, float y, float u, float v, float r, float g, float b, float a); +SOKOL_GL_API_DECL void sgl_v2f_t2f_c4b(float x, float y, float u, float v, uint8_t r, uint8_t g, uint8_t b, uint8_t a); +SOKOL_GL_API_DECL void sgl_v2f_t2f_c1i(float x, float y, float u, float v, uint32_t rgba); +SOKOL_GL_API_DECL void sgl_v3f_t2f_c3f(float x, float y, float z, float u, float v, float r, float g, float b); +SOKOL_GL_API_DECL void sgl_v3f_t2f_c3b(float x, float y, float z, float u, float v, uint8_t r, uint8_t g, uint8_t b); +SOKOL_GL_API_DECL void sgl_v3f_t2f_c4f(float x, float y, float z, float u, float v, float r, float g, float b, float a); +SOKOL_GL_API_DECL void sgl_v3f_t2f_c4b(float x, float y, float z, float u, float v, uint8_t r, uint8_t g, uint8_t b, uint8_t a); +SOKOL_GL_API_DECL void sgl_v3f_t2f_c1i(float x, float y, float z, float u, float v, uint32_t rgba); +SOKOL_GL_API_DECL void sgl_end(void); + +/* render everything */ +SOKOL_GL_API_DECL void sgl_draw(void); + +#ifdef __cplusplus +} /* extern "C" */ + +/* reference-based equivalents for C++ */ +inline void sgl_setup(const sgl_desc_t& desc) { return sgl_setup(&desc); } +inline sgl_pipeline sgl_make_pipeline(const sg_pipeline_desc& desc) { return sgl_make_pipeline(&desc); } +#endif +#endif /* SOKOL_GL_INCLUDED */ + +/*-- IMPLEMENTATION ----------------------------------------------------------*/ +#ifdef SOKOL_GL_IMPL +#define SOKOL_GL_IMPL_INCLUDED (1) + +#include <stddef.h> /* offsetof */ +#include <string.h> /* memset */ +#include <math.h> /* M_PI, sqrtf, sinf, cosf */ + +#ifndef M_PI +#define M_PI 3.14159265358979323846264338327 +#endif + +#ifndef SOKOL_API_IMPL +    #define SOKOL_API_IMPL +#endif +#ifndef SOKOL_DEBUG +    #ifndef NDEBUG +        #define SOKOL_DEBUG (1) +    #endif +#endif +#ifndef SOKOL_ASSERT +    #include <assert.h> +    #define SOKOL_ASSERT(c) assert(c) +#endif +#ifndef SOKOL_MALLOC +    #include <stdlib.h> +    #define SOKOL_MALLOC(s) malloc(s) +    #define SOKOL_FREE(p) free(p) +#endif +#ifndef SOKOL_LOG +    #ifdef SOKOL_DEBUG +        #include <stdio.h> +        #define SOKOL_LOG(s) { SOKOL_ASSERT(s); puts(s); } +    #else +        #define SOKOL_LOG(s) +    #endif +#endif +#ifndef SOKOL_UNREACHABLE +    #define SOKOL_UNREACHABLE SOKOL_ASSERT(false) +#endif + +#define _sgl_def(val, def) (((val) == 0) ? (def) : (val)) +#define _SGL_INIT_COOKIE (0xABCDABCD) + +/* +    Embedded source code compiled with: + +    sokol-shdc -i sgl.glsl -o sgl.h -l glsl330:glsl100:hlsl4:metal_macos:metal_ios:metal_sim:wgpu -b + +    (not that for Metal and D3D11 byte code, sokol-shdc must be run +    on macOS and Windows) + +    @vs vs +    uniform vs_params { +        mat4 mvp; +        mat4 tm; +    }; +    in vec4 position; +    in vec2 texcoord0; +    in vec4 color0; +    out vec4 uv; +    out vec4 color; +    void main() { +        gl_Position = mvp * position; +        uv = tm * vec4(texcoord0, 0.0, 1.0); +        color = color0; +    } +    @end + +    @fs fs +    uniform sampler2D tex; +    in vec4 uv; +    in vec4 color; +    out vec4 frag_color; +    void main() { +        frag_color = texture(tex, uv.xy) * color; +    } +    @end + +    @program sgl vs fs +*/ + +#if defined(SOKOL_GLCORE33) +static const char _sgl_vs_source_glsl330[415] = { +    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_sgl_fs_bytecode_metal_macos[2909] = { +    0x4d,0x54,0x4c,0x42,0x01,0x80,0x02,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x5d,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xcd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd5,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x80,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00, +    0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45, +    0x01,0x00,0x01,0x48,0x41,0x53,0x48,0x20,0x00,0xc3,0xf2,0x7e,0x47,0xcc,0xf2,0x87, +    0xc2,0x27,0x51,0x05,0xdb,0xac,0xc5,0x2d,0x03,0xfc,0xe6,0x91,0x1c,0x38,0xc9,0xd8, +    0x34,0x4c,0xa7,0xd1,0x68,0xc2,0x62,0x41,0xf6,0x4f,0x46,0x46,0x54,0x18,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08, +    0x00,0x01,0x00,0x01,0x00,0x45,0x4e,0x44,0x54,0x45,0x4e,0x44,0x54,0x04,0x00,0x00, +    0x00,0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17, +    0x0b,0x00,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x64,0x0a,0x00,0x00,0xff,0xff,0xff, +    0xff,0x42,0x43,0xc0,0xde,0x21,0x0c,0x00,0x00,0x96,0x02,0x00,0x00,0x0b,0x82,0x20, +    0x00,0x02,0x00,0x00,0x00,0x12,0x00,0x00,0x00,0x07,0x81,0x23,0x91,0x41,0xc8,0x04, +    0x49,0x06,0x10,0x32,0x39,0x92,0x01,0x84,0x0c,0x25,0x05,0x08,0x19,0x1e,0x04,0x8b, +    0x62,0x80,0x14,0x45,0x02,0x42,0x92,0x0b,0x42,0xa4,0x10,0x32,0x14,0x38,0x08,0x18, +    0x49,0x0a,0x32,0x44,0x24,0x48,0x0a,0x90,0x21,0x23,0xc4,0x52,0x80,0x0c,0x19,0x21, +    0x72,0x24,0x07,0xc8,0x48,0x11,0x62,0xa8,0xa0,0xa8,0x40,0xc6,0xf0,0x01,0x00,0x00, +    0x00,0x51,0x18,0x00,0x00,0x89,0x00,0x00,0x00,0x1b,0xcc,0x25,0xf8,0xff,0xff,0xff, +    0xff,0x01,0x60,0x00,0x09,0xa8,0x88,0x71,0x78,0x07,0x79,0x90,0x87,0x72,0x18,0x07, +    0x7a,0x60,0x87,0x7c,0x68,0x03,0x79,0x78,0x87,0x7a,0x70,0x07,0x72,0x28,0x07,0x72, +    0x68,0x03,0x72,0x48,0x07,0x7b,0x48,0x07,0x72,0x28,0x87,0x36,0x98,0x87,0x78,0x90, +    0x07,0x7a,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74,0x00,0xcc, +    0x21,0x1c,0xd8,0x61,0x1e,0xca,0x01,0x20,0xc8,0x21,0x1d,0xe6,0x21,0x1c,0xc4,0x81, +    0x1d,0xca,0xa1,0x0d,0xe8,0x21,0x1c,0xd2,0x81,0x1d,0xda,0x60,0x1c,0xc2,0x81,0x1d, +    0xd8,0x61,0x1e,0x00,0x73,0x08,0x07,0x76,0x98,0x87,0x72,0x00,0x08,0x76,0x28,0x87, +    0x79,0x98,0x87,0x36,0x80,0x07,0x79,0x28,0x87,0x71,0x48,0x87,0x79,0x28,0x87,0x36, +    0x30,0x07,0x78,0x68,0x87,0x70,0x20,0x07,0xc0,0x1c,0xc2,0x81,0x1d,0xe6,0xa1,0x1c, +    0x00,0xc2,0x1d,0xde,0xa1,0x0d,0xcc,0x41,0x1e,0xc2,0xa1,0x1d,0xca,0xa1,0x0d,0xe0, +    0xe1,0x1d,0xd2,0xc1,0x1d,0xe8,0xa1,0x1c,0xe4,0xa1,0x0d,0xca,0x81,0x1d,0xd2,0xa1, +    0x1d,0x00,0x7a,0x90,0x87,0x7a,0x28,0x07,0x60,0x70,0x87,0x77,0x68,0x03,0x73,0x90, +    0x87,0x70,0x68,0x87,0x72,0x68,0x03,0x78,0x78,0x87,0x74,0x70,0x07,0x7a,0x28,0x07, +    0x79,0x68,0x83,0x72,0x60,0x87,0x74,0x68,0x87,0x36,0x70,0x87,0x77,0x70,0x87,0x36, +    0x60,0x87,0x72,0x08,0x07,0x73,0x00,0x08,0x77,0x78,0x87,0x36,0x48,0x07,0x77,0x30, +    0x87,0x79,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74,0x00,0xe8, +    0x41,0x1e,0xea,0xa1,0x1c,0x00,0xc2,0x1d,0xde,0xa1,0x0d,0xd4,0xa1,0x1e,0xda,0x01, +    0x1e,0xda,0x80,0x1e,0xc2,0x41,0x1c,0xd8,0xa1,0x1c,0xe6,0x01,0x30,0x87,0x70,0x60, +    0x87,0x79,0x28,0x07,0x80,0x70,0x87,0x77,0x68,0x03,0x77,0x08,0x07,0x77,0x98,0x87, +    0x36,0x30,0x07,0x78,0x68,0x83,0x76,0x08,0x07,0x7a,0x40,0x07,0x80,0x1e,0xe4,0xa1, +    0x1e,0xca,0x01,0x20,0xdc,0xe1,0x1d,0xda,0x60,0x1e,0xd2,0xe1,0x1c,0xdc,0xa1,0x1c, +    0xc8,0xa1,0x0d,0xf4,0xa1,0x1c,0xe4,0xe1,0x1d,0xe6,0xa1,0x0d,0xcc,0x01,0x1e,0xda, +    0xa0,0x1d,0xc2,0x81,0x1e,0xd0,0x01,0xa0,0x07,0x79,0xa8,0x87,0x72,0x00,0x08,0x77, +    0x78,0x87,0x36,0xa0,0x07,0x79,0x08,0x07,0x78,0x80,0x87,0x74,0x70,0x87,0x73,0x68, +    0x83,0x76,0x08,0x07,0x7a,0x40,0x07,0x80,0x1e,0xe4,0xa1,0x1e,0xca,0x01,0x20,0xe6, +    0x81,0x1e,0xc2,0x61,0x1c,0xd6,0xa1,0x0d,0xe0,0x41,0x1e,0xde,0x81,0x1e,0xca,0x61, +    0x1c,0xe8,0xe1,0x1d,0xe4,0xa1,0x0d,0xc4,0xa1,0x1e,0xcc,0xc1,0x1c,0xca,0x41,0x1e, +    0xda,0x60,0x1e,0xd2,0x41,0x1f,0xca,0x01,0xc0,0x03,0x80,0xa8,0x07,0x77,0x98,0x87, +    0x70,0x30,0x87,0x72,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74, +    0x00,0xe8,0x41,0x1e,0xea,0xa1,0x1c,0x00,0xa2,0x1e,0xe6,0xa1,0x1c,0xda,0x60,0x1e, +    0xde,0xc1,0x1c,0xe8,0xa1,0x0d,0xcc,0x81,0x1d,0xde,0x21,0x1c,0xe8,0x01,0x30,0x87, +    0x70,0x60,0x87,0x79,0x28,0x07,0x60,0x83,0x21,0x0c,0xc0,0x02,0x54,0x1b,0x8c,0x81, +    0x00,0x16,0xa0,0xda,0x80,0x10,0xff,0xff,0xff,0xff,0x3f,0x00,0x0c,0x20,0x01,0xd5, +    0x06,0xa3,0x08,0x80,0x05,0xa8,0x36,0x18,0x86,0x00,0x2c,0x40,0x05,0x49,0x18,0x00, +    0x00,0x03,0x00,0x00,0x00,0x13,0x86,0x40,0x18,0x26,0x0c,0x44,0x61,0x00,0x00,0x00, +    0x00,0x89,0x20,0x00,0x00,0x20,0x00,0x00,0x00,0x32,0x22,0x48,0x09,0x20,0x64,0x85, +    0x04,0x93,0x22,0xa4,0x84,0x04,0x93,0x22,0xe3,0x84,0xa1,0x90,0x14,0x12,0x4c,0x8a, +    0x8c,0x0b,0x84,0xa4,0x4c,0x10,0x48,0x33,0x00,0xc3,0x08,0x04,0x70,0x90,0x34,0x45, +    0x94,0x30,0xf9,0x0c,0x80,0x34,0xf4,0xef,0x50,0x13,0x0a,0xc2,0x51,0xd2,0x14,0x51, +    0xc2,0xe4,0xff,0x13,0x71,0x4d,0x54,0x44,0xfc,0xf6,0xf0,0x4f,0x63,0x04,0xc0,0x20, +    0xc2,0x10,0x5c,0x24,0x4d,0x11,0x25,0x4c,0xfe,0x2f,0x01,0xcc,0xb3,0x10,0xd1,0x3f, +    0x8d,0x11,0x00,0x83,0x08,0x85,0x50,0x0a,0x11,0x02,0x31,0x74,0x86,0x11,0x04,0x60, +    0x8e,0x20,0x98,0x23,0x00,0x83,0x61,0x04,0x61,0x29,0x48,0x20,0x26,0x29,0xa6,0x00, +    0xb5,0x81,0x80,0x1c,0x58,0x23,0x00,0x00,0x00,0x13,0xb2,0x70,0x48,0x07,0x79,0xb0, +    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0x20,0x83,0x19,0x70,0x61,0x60,0x42,0x20,0x1f,0x0b,0x0a,0xf8,0x8c,0x57,0x9c,0x01, +    0x1b,0xd4,0x01,0x1d,0x88,0x01,0x05,0xc5,0x86,0x00,0x3e,0xb3,0x0d,0x61,0x10,0x00, +    0xb3,0x0d,0x01,0x1b,0x04,0xb3,0x0d,0xc1,0x23,0x64,0x10,0x10,0x03,0x00,0x00,0x00, +    0x09,0x00,0x00,0x00,0x5b,0x86,0x20,0x10,0x85,0x2d,0x43,0x11,0x88,0xc2,0x96,0x41, +    0x09,0x44,0x61,0xcb,0xf0,0x04,0xa2,0xb0,0x65,0xa0,0x02,0x51,0xd8,0x32,0x60,0x81, +    0x28,0x6c,0x19,0xba,0x40,0x14,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +}; +static const uint8_t _sgl_fs_bytecode_metal_ios[2893] = { +    0x4d,0x54,0x4c,0x42,0x01,0x00,0x02,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x4d,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xcd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd5,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xdd,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x70,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00, +    0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45, +    0x01,0x00,0x01,0x48,0x41,0x53,0x48,0x20,0x00,0xa8,0xe6,0x5c,0x09,0x1c,0x98,0x6d, +    0xf9,0x59,0x27,0x6f,0xf0,0xd6,0x41,0x4d,0xf9,0x93,0x2f,0x51,0x99,0xc5,0xc8,0xc7, +    0xad,0x1e,0x89,0xca,0xfe,0x25,0x89,0x6a,0x2a,0x4f,0x46,0x46,0x54,0x18,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08, +    0x00,0x01,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0x45,0x4e,0x44,0x54,0x04,0x00,0x00, +    0x00,0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17, +    0x0b,0x00,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x5c,0x0a,0x00,0x00,0xff,0xff,0xff, +    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0x17,0x00,0x04,0x00,0x12,0x00,0x00,0x00,0x07,0x00,0x00,0x00,0x02,0x00,0x00,0x00, +    0x3b,0x00,0x04,0x00,0x10,0x00,0x00,0x00,0x16,0x00,0x00,0x00,0x01,0x00,0x00,0x00, +    0x36,0x00,0x05,0x00,0x03,0x00,0x00,0x00,0x05,0x00,0x00,0x00,0x00,0x00,0x00,0x00, +    0x04,0x00,0x00,0x00,0xf8,0x00,0x02,0x00,0x06,0x00,0x00,0x00,0x08,0x00,0x04,0x00, +    0x01,0x00,0x00,0x00,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x3d,0x00,0x04,0x00, +    0x0c,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x0e,0x00,0x00,0x00,0x3d,0x00,0x04,0x00, +    0x08,0x00,0x00,0x00,0x13,0x00,0x00,0x00,0x11,0x00,0x00,0x00,0x4f,0x00,0x07,0x00, +    0x12,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x13,0x00,0x00,0x00,0x13,0x00,0x00,0x00, +    0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x57,0x00,0x05,0x00,0x08,0x00,0x00,0x00, +    0x15,0x00,0x00,0x00,0x0f,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x3d,0x00,0x04,0x00, +    0x08,0x00,0x00,0x00,0x17,0x00,0x00,0x00,0x16,0x00,0x00,0x00,0x85,0x00,0x05,0x00, +    0x08,0x00,0x00,0x00,0x18,0x00,0x00,0x00,0x15,0x00,0x00,0x00,0x17,0x00,0x00,0x00, +    0x3e,0x00,0x03,0x00,0x0a,0x00,0x00,0x00,0x18,0x00,0x00,0x00,0xfd,0x00,0x01,0x00, +    0x38,0x00,0x01,0x00, +}; +#elif defined(SOKOL_DUMMY_BACKEND) +static const char* _sgl_vs_source_dummy = ""; +static const char* _sgl_fs_source_dummy = ""; +#else +#error "Please define one of SOKOL_GLCORE33, SOKOL_GLES2, SOKOL_GLES3, SOKOL_D3D11, SOKOL_METAL, SOKOL_WGPU or SOKOL_DUMMY_BACKEND!" +#endif + +typedef enum { +    SGL_PRIMITIVETYPE_POINTS = 0, +    SGL_PRIMITIVETYPE_LINES, +    SGL_PRIMITIVETYPE_LINE_STRIP, +    SGL_PRIMITIVETYPE_TRIANGLES, +    SGL_PRIMITIVETYPE_TRIANGLE_STRIP, +    SGL_PRIMITIVETYPE_QUADS, +    SGL_NUM_PRIMITIVE_TYPES, +} _sgl_primitive_type_t; + +typedef struct { +    uint32_t id; +    sg_resource_state state; +} _sgl_slot_t; + +typedef struct { +    int size; +    int queue_top; +    uint32_t* gen_ctrs; +    int* free_queue; +} _sgl_pool_t; + +typedef struct { +    _sgl_slot_t slot; +    sg_pipeline pip[SGL_NUM_PRIMITIVE_TYPES]; +} _sgl_pipeline_t; + +typedef struct { +    _sgl_pool_t pool; +    _sgl_pipeline_t* pips; +} _sgl_pipeline_pool_t; + +typedef enum { +    SGL_MATRIXMODE_MODELVIEW, +    SGL_MATRIXMODE_PROJECTION, +    SGL_MATRIXMODE_TEXTURE, +    SGL_NUM_MATRIXMODES +} _sgl_matrix_mode_t; + +typedef struct { +    float pos[3]; +    float uv[2]; +    uint32_t rgba; +} _sgl_vertex_t; + +typedef struct { +    float v[4][4]; +} _sgl_matrix_t; + +typedef struct { +    _sgl_matrix_t mvp;  /* model-view-projection matrix */ +    _sgl_matrix_t tm;   /* texture matrix */ +} _sgl_uniform_t; + +typedef enum { +    SGL_COMMAND_DRAW, +    SGL_COMMAND_VIEWPORT, +    SGL_COMMAND_SCISSOR_RECT, +} _sgl_command_type_t; + +typedef struct { +    sg_pipeline pip; +    sg_image img; +    int base_vertex; +    int num_vertices; +    int uniform_index; +} _sgl_draw_args_t; + +typedef struct { +    int x, y, w, h; +    bool origin_top_left; +} _sgl_viewport_args_t; + +typedef struct { +    int x, y, w, h; +    bool origin_top_left; +} _sgl_scissor_rect_args_t; + +typedef union { +    _sgl_draw_args_t draw; +    _sgl_viewport_args_t viewport; +    _sgl_scissor_rect_args_t scissor_rect; +} _sgl_args_t; + +typedef struct { +    _sgl_command_type_t cmd; +    _sgl_args_t args; +} _sgl_command_t; + +#define _SGL_INVALID_SLOT_INDEX (0) +#define _SGL_MAX_STACK_DEPTH (64) +#define _SGL_DEFAULT_PIPELINE_POOL_SIZE (64) +#define _SGL_DEFAULT_MAX_VERTICES (1<<16) +#define _SGL_DEFAULT_MAX_COMMANDS (1<<14) +#define _SGL_SLOT_SHIFT (16) +#define _SGL_MAX_POOL_SIZE (1<<_SGL_SLOT_SHIFT) +#define _SGL_SLOT_MASK (_SGL_MAX_POOL_SIZE-1) + +typedef struct { +    uint32_t init_cookie; +    sgl_desc_t desc; + +    int num_vertices; +    int num_uniforms; +    int num_commands; +    int cur_vertex; +    int cur_uniform; +    int cur_command; +    _sgl_vertex_t* vertices; +    _sgl_uniform_t* uniforms; +    _sgl_command_t* commands; + +    /* state tracking */ +    int base_vertex; +    int vtx_count;          /* number of times vtx function has been called, used for non-triangle primitives */ +    sgl_error_t error; +    bool in_begin; +    float u, v; +    uint32_t rgba; +    _sgl_primitive_type_t cur_prim_type; +    sg_image cur_img; +    bool texturing_enabled; +    bool matrix_dirty;      /* reset in sgl_end(), set in any of the matrix stack functions */ + +    /* sokol-gfx resources */ +    sg_buffer vbuf; +    sg_image def_img;   /* a default white texture */ +    sg_shader shd; +    sg_bindings bind; +    sgl_pipeline def_pip; +    _sgl_pipeline_pool_t pip_pool; + +    /* pipeline stack */ +    int pip_tos; +    sgl_pipeline pip_stack[_SGL_MAX_STACK_DEPTH]; + +    /* matrix stacks */ +    _sgl_matrix_mode_t cur_matrix_mode; +    int matrix_tos[SGL_NUM_MATRIXMODES]; +    _sgl_matrix_t matrix_stack[SGL_NUM_MATRIXMODES][_SGL_MAX_STACK_DEPTH]; +} _sgl_t; +static _sgl_t _sgl; + +/*== PRIVATE FUNCTIONS =======================================================*/ + +static void _sgl_init_pool(_sgl_pool_t* pool, int num) { +    SOKOL_ASSERT(pool && (num >= 1)); +    /* slot 0 is reserved for the 'invalid id', so bump the pool size by 1 */ +    pool->size = num + 1; +    pool->queue_top = 0; +    /* generation counters indexable by pool slot index, slot 0 is reserved */ +    size_t gen_ctrs_size = sizeof(uint32_t) * (size_t)pool->size; +    pool->gen_ctrs = (uint32_t*) SOKOL_MALLOC(gen_ctrs_size); +    SOKOL_ASSERT(pool->gen_ctrs); +    memset(pool->gen_ctrs, 0, gen_ctrs_size); +    /* it's not a bug to only reserve 'num' here */ +    pool->free_queue = (int*) SOKOL_MALLOC(sizeof(int) * (size_t)num); +    SOKOL_ASSERT(pool->free_queue); +    /* never allocate the zero-th pool item since the invalid id is 0 */ +    for (int i = pool->size-1; i >= 1; i--) { +        pool->free_queue[pool->queue_top++] = i; +    } +} + +static void _sgl_discard_pool(_sgl_pool_t* pool) { +    SOKOL_ASSERT(pool); +    SOKOL_ASSERT(pool->free_queue); +    SOKOL_FREE(pool->free_queue); +    pool->free_queue = 0; +    SOKOL_ASSERT(pool->gen_ctrs); +    SOKOL_FREE(pool->gen_ctrs); +    pool->gen_ctrs = 0; +    pool->size = 0; +    pool->queue_top = 0; +} + +static int _sgl_pool_alloc_index(_sgl_pool_t* pool) { +    SOKOL_ASSERT(pool); +    SOKOL_ASSERT(pool->free_queue); +    if (pool->queue_top > 0) { +        int slot_index = pool->free_queue[--pool->queue_top]; +        SOKOL_ASSERT((slot_index > 0) && (slot_index < pool->size)); +        return slot_index; +    } +    else { +        /* pool exhausted */ +        return _SGL_INVALID_SLOT_INDEX; +    } +} + +static void _sgl_pool_free_index(_sgl_pool_t* pool, int slot_index) { +    SOKOL_ASSERT((slot_index > _SGL_INVALID_SLOT_INDEX) && (slot_index < pool->size)); +    SOKOL_ASSERT(pool); +    SOKOL_ASSERT(pool->free_queue); +    SOKOL_ASSERT(pool->queue_top < pool->size); +    #ifdef SOKOL_DEBUG +    /* debug check against double-free */ +    for (int i = 0; i < pool->queue_top; i++) { +        SOKOL_ASSERT(pool->free_queue[i] != slot_index); +    } +    #endif +    pool->free_queue[pool->queue_top++] = slot_index; +    SOKOL_ASSERT(pool->queue_top <= (pool->size-1)); +} + +static void _sgl_reset_pipeline(_sgl_pipeline_t* pip) { +    SOKOL_ASSERT(pip); +    memset(pip, 0, sizeof(_sgl_pipeline_t)); +} + +static void _sgl_setup_pipeline_pool(const sgl_desc_t* desc) { +    SOKOL_ASSERT(desc); +    /* note: the pools here will have an additional item, since slot 0 is reserved */ +    SOKOL_ASSERT((desc->pipeline_pool_size > 0) && (desc->pipeline_pool_size < _SGL_MAX_POOL_SIZE)); +    _sgl_init_pool(&_sgl.pip_pool.pool, desc->pipeline_pool_size); +    size_t pool_byte_size = sizeof(_sgl_pipeline_t) * (size_t)_sgl.pip_pool.pool.size; +    _sgl.pip_pool.pips = (_sgl_pipeline_t*) SOKOL_MALLOC(pool_byte_size); +    SOKOL_ASSERT(_sgl.pip_pool.pips); +    memset(_sgl.pip_pool.pips, 0, pool_byte_size); +} + +static void _sgl_discard_pipeline_pool(void) { +    SOKOL_FREE(_sgl.pip_pool.pips); _sgl.pip_pool.pips = 0; +    _sgl_discard_pool(&_sgl.pip_pool.pool); +} + +/* allocate the slot at slot_index: +    - bump the slot's generation counter +    - create a resource id from the generation counter and slot index +    - set the slot's id to this id +    - set the slot's state to ALLOC +    - return the resource id +*/ +static uint32_t _sgl_slot_alloc(_sgl_pool_t* pool, _sgl_slot_t* slot, int slot_index) { +    /* FIXME: add handling for an overflowing generation counter, +       for now, just overflow (another option is to disable +       the slot) +    */ +    SOKOL_ASSERT(pool && pool->gen_ctrs); +    SOKOL_ASSERT((slot_index > _SGL_INVALID_SLOT_INDEX) && (slot_index < pool->size)); +    SOKOL_ASSERT((slot->state == SG_RESOURCESTATE_INITIAL) && (slot->id == SG_INVALID_ID)); +    uint32_t ctr = ++pool->gen_ctrs[slot_index]; +    slot->id = (ctr<<_SGL_SLOT_SHIFT)|(slot_index & _SGL_SLOT_MASK); +    slot->state = SG_RESOURCESTATE_ALLOC; +    return slot->id; +} + +/* extract slot index from id */ +static int _sgl_slot_index(uint32_t id) { +    int slot_index = (int) (id & _SGL_SLOT_MASK); +    SOKOL_ASSERT(_SGL_INVALID_SLOT_INDEX != slot_index); +    return slot_index; +} + +/* get pipeline pointer without id-check */ +static _sgl_pipeline_t* _sgl_pipeline_at(uint32_t pip_id) { +    SOKOL_ASSERT(SG_INVALID_ID != pip_id); +    int slot_index = _sgl_slot_index(pip_id); +    SOKOL_ASSERT((slot_index > _SGL_INVALID_SLOT_INDEX) && (slot_index < _sgl.pip_pool.pool.size)); +    return &_sgl.pip_pool.pips[slot_index]; +} + +/* get pipeline pointer with id-check, returns 0 if no match */ +static _sgl_pipeline_t* _sgl_lookup_pipeline(uint32_t pip_id) { +    if (SG_INVALID_ID != pip_id) { +        _sgl_pipeline_t* pip = _sgl_pipeline_at(pip_id); +        if (pip->slot.id == pip_id) { +            return pip; +        } +    } +    return 0; +} + +/* make pipeline id from uint32_t id */ +static sgl_pipeline _sgl_make_pip_id(uint32_t pip_id) { +    sgl_pipeline pip; +    pip.id = pip_id; +    return pip; +} + +static sgl_pipeline _sgl_alloc_pipeline(void) { +    sgl_pipeline res; +    int slot_index = _sgl_pool_alloc_index(&_sgl.pip_pool.pool); +    if (_SGL_INVALID_SLOT_INDEX != slot_index) { +        res = _sgl_make_pip_id(_sgl_slot_alloc(&_sgl.pip_pool.pool, &_sgl.pip_pool.pips[slot_index].slot, slot_index)); +    } +    else { +        /* pool is exhausted */ +        res = _sgl_make_pip_id(SG_INVALID_ID); +    } +    return res; +} + +static void _sgl_init_pipeline(sgl_pipeline pip_id, const sg_pipeline_desc* in_desc) { +    SOKOL_ASSERT((pip_id.id != SG_INVALID_ID) && in_desc); + +    /* create a new desc with 'patched' shader and pixel format state */ +    sg_pipeline_desc desc = *in_desc; +    desc.layout.buffers[0].stride = sizeof(_sgl_vertex_t); +    { +        sg_vertex_attr_desc* pos = &desc.layout.attrs[0]; +        pos->offset = offsetof(_sgl_vertex_t, pos); +        pos->format = SG_VERTEXFORMAT_FLOAT3; +    } +    { +        sg_vertex_attr_desc* uv = &desc.layout.attrs[1]; +        uv->offset = offsetof(_sgl_vertex_t, uv); +        uv->format = SG_VERTEXFORMAT_FLOAT2; +    } +    { +        sg_vertex_attr_desc* rgba = &desc.layout.attrs[2]; +        rgba->offset = offsetof(_sgl_vertex_t, rgba); +        rgba->format = SG_VERTEXFORMAT_UBYTE4N; +    } +    if (in_desc->shader.id == SG_INVALID_ID) { +        desc.shader = _sgl.shd; +    } +    desc.index_type = SG_INDEXTYPE_NONE; +    desc.sample_count = _sgl.desc.sample_count; +    if (desc.face_winding == _SG_FACEWINDING_DEFAULT) { +        desc.face_winding = _sgl.desc.face_winding; +    } +    desc.depth.pixel_format = _sgl.desc.depth_format; +    desc.colors[0].pixel_format = _sgl.desc.color_format; +    if (desc.colors[0].write_mask == _SG_COLORMASK_DEFAULT) { +        desc.colors[0].write_mask = SG_COLORMASK_RGB; +    } + +    _sgl_pipeline_t* pip = _sgl_lookup_pipeline(pip_id.id); +    SOKOL_ASSERT(pip && (pip->slot.state == SG_RESOURCESTATE_ALLOC)); +    pip->slot.state = SG_RESOURCESTATE_VALID; +    for (int i = 0; i < SGL_NUM_PRIMITIVE_TYPES; i++) { +        switch (i) { +            case SGL_PRIMITIVETYPE_POINTS: +                desc.primitive_type = SG_PRIMITIVETYPE_POINTS; +                break; +            case SGL_PRIMITIVETYPE_LINES: +                desc.primitive_type = SG_PRIMITIVETYPE_LINES; +                break; +            case SGL_PRIMITIVETYPE_LINE_STRIP: +                desc.primitive_type = SG_PRIMITIVETYPE_LINE_STRIP; +                break; +            case SGL_PRIMITIVETYPE_TRIANGLES: +                desc.primitive_type = SG_PRIMITIVETYPE_TRIANGLES; +                break; +            case SGL_PRIMITIVETYPE_TRIANGLE_STRIP: +            case SGL_PRIMITIVETYPE_QUADS: +                desc.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP; +                break; +        } +        if (SGL_PRIMITIVETYPE_QUADS == i) { +            /* quads are emulated via triangles, use the same pipeline object */ +            pip->pip[i] = pip->pip[SGL_PRIMITIVETYPE_TRIANGLES]; +        } +        else { +            pip->pip[i] = sg_make_pipeline(&desc); +            if (pip->pip[i].id == SG_INVALID_ID) { +                SOKOL_LOG("sokol_gl.h: failed to create pipeline object"); +                pip->slot.state = SG_RESOURCESTATE_FAILED; +            } +        } +    } +} + +static sgl_pipeline _sgl_make_pipeline(const sg_pipeline_desc* desc) { +    SOKOL_ASSERT(desc); +    sgl_pipeline pip_id = _sgl_alloc_pipeline(); +    if (pip_id.id != SG_INVALID_ID) { +        _sgl_init_pipeline(pip_id, desc); +    } +    else { +        SOKOL_LOG("sokol_gl.h: pipeline pool exhausted!"); +    } +    return pip_id; +} + +static void _sgl_destroy_pipeline(sgl_pipeline pip_id) { +    _sgl_pipeline_t* pip = _sgl_lookup_pipeline(pip_id.id); +    if (pip) { +        for (int i = 0; i < SGL_NUM_PRIMITIVE_TYPES; i++) { +            if (i != SGL_PRIMITIVETYPE_QUADS) { +                sg_destroy_pipeline(pip->pip[i]); +            } +        } +        _sgl_reset_pipeline(pip); +        _sgl_pool_free_index(&_sgl.pip_pool.pool, _sgl_slot_index(pip_id.id)); +    } +} + +static sg_pipeline _sgl_get_pipeline(sgl_pipeline pip_id, _sgl_primitive_type_t prim_type) { +    _sgl_pipeline_t* pip = _sgl_lookup_pipeline(pip_id.id); +    if (pip) { +        return pip->pip[prim_type]; +    } +    else { +        sg_pipeline dummy_id = { SG_INVALID_ID }; +        return dummy_id; +    } +} + +static inline void _sgl_begin(_sgl_primitive_type_t mode) { +    _sgl.in_begin = true; +    _sgl.base_vertex = _sgl.cur_vertex; +    _sgl.vtx_count = 0; +    _sgl.cur_prim_type = mode; +} + +static void _sgl_rewind(void) { +    _sgl.base_vertex = 0; +    _sgl.cur_vertex = 0; +    _sgl.cur_uniform = 0; +    _sgl.cur_command = 0; +    _sgl.error = SGL_NO_ERROR; +    _sgl.matrix_dirty = true; +} + +static inline _sgl_vertex_t* _sgl_next_vertex(void) { +    if (_sgl.cur_vertex < _sgl.num_vertices) { +        return &_sgl.vertices[_sgl.cur_vertex++]; +    } +    else { +        _sgl.error = SGL_ERROR_VERTICES_FULL; +        return 0; +    } +} + +static inline _sgl_uniform_t* _sgl_next_uniform(void) { +    if (_sgl.cur_uniform < _sgl.num_uniforms) { +        return &_sgl.uniforms[_sgl.cur_uniform++]; +    } +    else { +        _sgl.error = SGL_ERROR_UNIFORMS_FULL; +        return 0; +    } +} + +static inline _sgl_command_t* _sgl_prev_command(void) { +    if (_sgl.cur_command > 0) { +        return &_sgl.commands[_sgl.cur_command - 1]; +    } +    else { +        return 0; +    } +} + +static inline _sgl_command_t* _sgl_next_command(void) { +    if (_sgl.cur_command < _sgl.num_commands) { +        return &_sgl.commands[_sgl.cur_command++]; +    } +    else { +        _sgl.error = SGL_ERROR_COMMANDS_FULL; +        return 0; +    } +} + +static inline uint32_t _sgl_pack_rgbab(uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    return (uint32_t)(((uint32_t)a<<24)|((uint32_t)b<<16)|((uint32_t)g<<8)|r); +} + +static inline float _sgl_clamp(float v, float lo, float hi) { +    if (v < lo) return lo; +    else if (v > hi) return hi; +    else return v; +} + +static inline uint32_t _sgl_pack_rgbaf(float r, float g, float b, float a) { +    uint8_t r_u8 = (uint8_t) (_sgl_clamp(r, 0.0f, 1.0f) * 255.0f); +    uint8_t g_u8 = (uint8_t) (_sgl_clamp(g, 0.0f, 1.0f) * 255.0f); +    uint8_t b_u8 = (uint8_t) (_sgl_clamp(b, 0.0f, 1.0f) * 255.0f); +    uint8_t a_u8 = (uint8_t) (_sgl_clamp(a, 0.0f, 1.0f) * 255.0f); +    return _sgl_pack_rgbab(r_u8, g_u8, b_u8, a_u8); +} + +static inline void _sgl_vtx(float x, float y, float z, float u, float v, uint32_t rgba) { +    SOKOL_ASSERT(_sgl.in_begin); +    _sgl_vertex_t* vtx; +    /* handle non-native primitive types */ +    if ((_sgl.cur_prim_type == SGL_PRIMITIVETYPE_QUADS) && ((_sgl.vtx_count & 3) == 3)) { +        /* for quads, before writing the last quad vertex, reuse +           the first and third vertex to start the second triangle in the quad +        */ +        vtx = _sgl_next_vertex(); +        if (vtx) { *vtx = *(vtx - 3); } +        vtx = _sgl_next_vertex(); +        if (vtx) { *vtx = *(vtx - 2); } +    } +    vtx = _sgl_next_vertex(); +    if (vtx) { +        vtx->pos[0] = x; vtx->pos[1] = y; vtx->pos[2] = z; +        vtx->uv[0] = u; vtx->uv[1] = v; +        vtx->rgba = rgba; +    } +    _sgl.vtx_count++; +} + +static void _sgl_identity(_sgl_matrix_t* m) { +    for (int c = 0; c < 4; c++) { +        for (int r = 0; r < 4; r++) { +            m->v[c][r] = (r == c) ? 1.0f : 0.0f; +        } +    } +} + +static void _sgl_transpose(_sgl_matrix_t* dst, const _sgl_matrix_t* m) { +    SOKOL_ASSERT(dst != m); +    for (int c = 0; c < 4; c++) { +        for (int r = 0; r < 4; r++) { +            dst->v[r][c] = m->v[c][r]; +        } +    } +} + +/* _sgl_rotate, _sgl_frustum, _sgl_ortho from MESA m_matric.c */ +static void _sgl_matmul4(_sgl_matrix_t* p, const _sgl_matrix_t* a, const _sgl_matrix_t* b) { +    for (int r = 0; r < 4; r++) { +        float ai0=a->v[0][r], ai1=a->v[1][r], ai2=a->v[2][r], ai3=a->v[3][r]; +        p->v[0][r] = ai0*b->v[0][0] + ai1*b->v[0][1] + ai2*b->v[0][2] + ai3*b->v[0][3]; +        p->v[1][r] = ai0*b->v[1][0] + ai1*b->v[1][1] + ai2*b->v[1][2] + ai3*b->v[1][3]; +        p->v[2][r] = ai0*b->v[2][0] + ai1*b->v[2][1] + ai2*b->v[2][2] + ai3*b->v[2][3]; +        p->v[3][r] = ai0*b->v[3][0] + ai1*b->v[3][1] + ai2*b->v[3][2] + ai3*b->v[3][3]; +    } +} + +static void _sgl_mul(_sgl_matrix_t* dst, const _sgl_matrix_t* m) { +    _sgl_matmul4(dst, dst, m); +} + +static void _sgl_rotate(_sgl_matrix_t* dst, float a, float x, float y, float z) { + +    float s = sinf(a); +    float c = cosf(a); + +    float mag = sqrtf(x*x + y*y + z*z); +    if (mag < 1.0e-4F) { +        return; +    } +    x /= mag; +    y /= mag; +    z /= mag; +    float xx = x * x; +    float yy = y * y; +    float zz = z * z; +    float xy = x * y; +    float yz = y * z; +    float zx = z * x; +    float xs = x * s; +    float ys = y * s; +    float zs = z * s; +    float one_c = 1.0f - c; + +    _sgl_matrix_t m; +    m.v[0][0] = (one_c * xx) + c; +    m.v[1][0] = (one_c * xy) - zs; +    m.v[2][0] = (one_c * zx) + ys; +    m.v[3][0] = 0.0f; +    m.v[0][1] = (one_c * xy) + zs; +    m.v[1][1] = (one_c * yy) + c; +    m.v[2][1] = (one_c * yz) - xs; +    m.v[3][1] = 0.0f; +    m.v[0][2] = (one_c * zx) - ys; +    m.v[1][2] = (one_c * yz) + xs; +    m.v[2][2] = (one_c * zz) + c; +    m.v[3][2] = 0.0f; +    m.v[0][3] = 0.0f; +    m.v[1][3] = 0.0f; +    m.v[2][3] = 0.0f; +    m.v[3][3] = 1.0f; +    _sgl_mul(dst, &m); +} + +static void _sgl_scale(_sgl_matrix_t* dst, float x, float y, float z) { +    for (int r = 0; r < 4; r++) { +        dst->v[0][r] *= x; +        dst->v[1][r] *= y; +        dst->v[2][r] *= z; +    } +} + +static void _sgl_translate(_sgl_matrix_t* dst, float x, float y, float z) { +    for (int r = 0; r < 4; r++) { +        dst->v[3][r] = dst->v[0][r]*x + dst->v[1][r]*y + dst->v[2][r]*z + dst->v[3][r]; +    } +} + +static void _sgl_frustum(_sgl_matrix_t* dst, float left, float right, float bottom, float top, float znear, float zfar) { +    float x = (2.0f * znear) / (right - left); +    float y = (2.0f * znear) / (top - bottom); +    float a = (right + left) / (right - left); +    float b = (top + bottom) / (top - bottom); +    float c = -(zfar + znear) / (zfar - znear); +    float d = -(2.0f * zfar * znear) / (zfar - znear); +    _sgl_matrix_t m; +    m.v[0][0] = x;    m.v[0][1] = 0.0f; m.v[0][2] = 0.0f; m.v[0][3] = 0.0f; +    m.v[1][0] = 0.0f; m.v[1][1] = y;    m.v[1][2] = 0.0f; m.v[1][3] = 0.0f; +    m.v[2][0] = a;    m.v[2][1] = b;    m.v[2][2] = c;    m.v[2][3] = -1.0f; +    m.v[3][0] = 0.0f; m.v[3][1] = 0.0f; m.v[3][2] = d;    m.v[3][3] = 0.0f; +    _sgl_mul(dst, &m); +} + +static void _sgl_ortho(_sgl_matrix_t* dst, float left, float right, float bottom, float top, float znear, float zfar) { +    _sgl_matrix_t m; +    m.v[0][0] = 2.0f / (right - left); +    m.v[1][0] = 0.0f; +    m.v[2][0] = 0.0f; +    m.v[3][0] = -(right + left) / (right - left); +    m.v[0][1] = 0.0f; +    m.v[1][1] = 2.0f / (top - bottom); +    m.v[2][1] = 0.0f; +    m.v[3][1] = -(top + bottom) / (top - bottom); +    m.v[0][2] = 0.0f; +    m.v[1][2] = 0.0f; +    m.v[2][2] = -2.0f / (zfar - znear); +    m.v[3][2] = -(zfar + znear) / (zfar - znear); +    m.v[0][3] = 0.0f; +    m.v[1][3] = 0.0f; +    m.v[2][3] = 0.0f; +    m.v[3][3] = 1.0f; + +    _sgl_mul(dst, &m); +} + +/* _sgl_perspective, _sgl_lookat from Regal project.c */ +static void _sgl_perspective(_sgl_matrix_t* dst, float fovy, float aspect, float znear, float zfar) { +    float sine = sinf(fovy / 2.0f); +    float delta_z = zfar - znear; +    if ((delta_z == 0.0f) || (sine == 0.0f) || (aspect == 0.0f)) { +        return; +    } +    float cotan = cosf(fovy / 2.0f) / sine; +    _sgl_matrix_t m; +    _sgl_identity(&m); +    m.v[0][0] = cotan / aspect; +    m.v[1][1] = cotan; +    m.v[2][2] = -(zfar + znear) / delta_z; +    m.v[2][3] = -1.0f; +    m.v[3][2] = -2.0f * znear * zfar / delta_z; +    m.v[3][3] = 0.0f; +    _sgl_mul(dst, &m); +} + +static void _sgl_normalize(float v[3]) { +    float r = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); +    if (r == 0.0f) { +        return; +    } +    v[0] /= r; +    v[1] /= r; +    v[2] /= r; +} + +static void _sgl_cross(float v1[3], float v2[3], float res[3]) { +    res[0] = v1[1]*v2[2] - v1[2]*v2[1]; +    res[1] = v1[2]*v2[0] - v1[0]*v2[2]; +    res[2] = v1[0]*v2[1] - v1[1]*v2[0]; +} + +static void _sgl_lookat(_sgl_matrix_t* dst, +                        float eye_x, float eye_y, float eye_z, +                        float center_x, float center_y, float center_z, +                        float up_x, float up_y, float up_z) +{ +    float fwd[3], side[3], up[3]; + +    fwd[0] = center_x - eye_x; fwd[1] = center_y - eye_y; fwd[2] = center_z - eye_z; +    up[0] = up_x; up[1] = up_y; up[2] = up_z; +    _sgl_normalize(fwd); +    _sgl_cross(fwd, up, side); +    _sgl_normalize(side); +    _sgl_cross(side, fwd, up); + +    _sgl_matrix_t m; +    _sgl_identity(&m); +    m.v[0][0] = side[0]; +    m.v[1][0] = side[1]; +    m.v[2][0] = side[2]; +    m.v[0][1] = up[0]; +    m.v[1][1] = up[1]; +    m.v[2][1] = up[2]; +    m.v[0][2] = -fwd[0]; +    m.v[1][2] = -fwd[1]; +    m.v[2][2] = -fwd[2]; +    _sgl_mul(dst, &m); +    _sgl_translate(dst, -eye_x, -eye_y, -eye_z); +} + +/* current top-of-stack projection matrix */ +static inline _sgl_matrix_t* _sgl_matrix_projection(void) { +    return &_sgl.matrix_stack[SGL_MATRIXMODE_PROJECTION][_sgl.matrix_tos[SGL_MATRIXMODE_PROJECTION]]; +} + +/* get top-of-stack modelview matrix */ +static inline _sgl_matrix_t* _sgl_matrix_modelview(void) { +    return &_sgl.matrix_stack[SGL_MATRIXMODE_MODELVIEW][_sgl.matrix_tos[SGL_MATRIXMODE_MODELVIEW]]; +} + +/* get top-of-stack texture matrix */ +static inline _sgl_matrix_t* _sgl_matrix_texture(void) { +    return &_sgl.matrix_stack[SGL_MATRIXMODE_TEXTURE][_sgl.matrix_tos[SGL_MATRIXMODE_TEXTURE]]; +} + +/* get pointer to current top-of-stack of current matrix mode */ +static inline _sgl_matrix_t* _sgl_matrix(void) { +    return &_sgl.matrix_stack[_sgl.cur_matrix_mode][_sgl.matrix_tos[_sgl.cur_matrix_mode]]; +} + +/*== PUBLIC FUNCTIONS ========================================================*/ +SOKOL_API_IMPL void sgl_setup(const sgl_desc_t* desc) { +    SOKOL_ASSERT(desc); +    memset(&_sgl, 0, sizeof(_sgl)); +    _sgl.init_cookie = _SGL_INIT_COOKIE; +    _sgl.desc = *desc; +    _sgl.desc.pipeline_pool_size = _sgl_def(_sgl.desc.pipeline_pool_size, _SGL_DEFAULT_PIPELINE_POOL_SIZE); +    _sgl.desc.max_vertices = _sgl_def(_sgl.desc.max_vertices, _SGL_DEFAULT_MAX_VERTICES); +    _sgl.desc.max_commands = _sgl_def(_sgl.desc.max_commands, _SGL_DEFAULT_MAX_COMMANDS); +    _sgl.desc.face_winding = _sgl_def(_sgl.desc.face_winding, SG_FACEWINDING_CCW); + +    /* allocate buffers and pools */ +    _sgl.num_vertices = _sgl.desc.max_vertices; +    _sgl.num_uniforms = _sgl.desc.max_commands; +    _sgl.num_commands = _sgl.num_uniforms; +    _sgl.vertices = (_sgl_vertex_t*) SOKOL_MALLOC((size_t)_sgl.num_vertices * sizeof(_sgl_vertex_t)); +    SOKOL_ASSERT(_sgl.vertices); +    _sgl.uniforms = (_sgl_uniform_t*) SOKOL_MALLOC((size_t)_sgl.num_uniforms * sizeof(_sgl_uniform_t)); +    SOKOL_ASSERT(_sgl.uniforms); +    _sgl.commands = (_sgl_command_t*) SOKOL_MALLOC((size_t)_sgl.num_commands * sizeof(_sgl_command_t)); +    SOKOL_ASSERT(_sgl.commands); +    _sgl_setup_pipeline_pool(&_sgl.desc); + +    /* create sokol-gfx resource objects */ +    sg_push_debug_group("sokol-gl"); + +    sg_buffer_desc vbuf_desc; +    memset(&vbuf_desc, 0, sizeof(vbuf_desc)); +    vbuf_desc.size = (size_t)_sgl.num_vertices * sizeof(_sgl_vertex_t); +    vbuf_desc.type = SG_BUFFERTYPE_VERTEXBUFFER; +    vbuf_desc.usage = SG_USAGE_STREAM; +    vbuf_desc.label = "sgl-vertex-buffer"; +    _sgl.vbuf = sg_make_buffer(&vbuf_desc); +    SOKOL_ASSERT(SG_INVALID_ID != _sgl.vbuf.id); + +    uint32_t pixels[64]; +    for (int i = 0; i < 64; i++) { +        pixels[i] = 0xFFFFFFFF; +    } +    sg_image_desc img_desc; +    memset(&img_desc, 0, sizeof(img_desc)); +    img_desc.type = SG_IMAGETYPE_2D; +    img_desc.width = 8; +    img_desc.height = 8; +    img_desc.num_mipmaps = 1; +    img_desc.pixel_format = SG_PIXELFORMAT_RGBA8; +    img_desc.min_filter = SG_FILTER_NEAREST; +    img_desc.mag_filter = SG_FILTER_NEAREST; +    img_desc.data.subimage[0][0] = SG_RANGE(pixels); +    img_desc.label = "sgl-default-texture"; +    _sgl.def_img = sg_make_image(&img_desc); +    SOKOL_ASSERT(SG_INVALID_ID != _sgl.def_img.id); +    _sgl.cur_img = _sgl.def_img; + +    sg_shader_desc shd_desc; +    memset(&shd_desc, 0, sizeof(shd_desc)); +    shd_desc.attrs[0].name = "position"; +    shd_desc.attrs[1].name = "texcoord0"; +    shd_desc.attrs[2].name = "color0"; +    shd_desc.attrs[0].sem_name = "TEXCOORD"; +    shd_desc.attrs[0].sem_index = 0; +    shd_desc.attrs[1].sem_name = "TEXCOORD"; +    shd_desc.attrs[1].sem_index = 1; +    shd_desc.attrs[2].sem_name = "TEXCOORD"; +    shd_desc.attrs[2].sem_index = 2; +    sg_shader_uniform_block_desc* ub = &shd_desc.vs.uniform_blocks[0]; +    ub->size = sizeof(_sgl_uniform_t); +    ub->uniforms[0].name = "vs_params"; +    ub->uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; +    ub->uniforms[0].array_count = 8; +    shd_desc.fs.images[0].name = "tex"; +    shd_desc.fs.images[0].image_type = SG_IMAGETYPE_2D; +    shd_desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; +    shd_desc.label = "sgl-shader"; +    #if defined(SOKOL_GLCORE33) +        shd_desc.vs.source = _sgl_vs_source_glsl330; +        shd_desc.fs.source = _sgl_fs_source_glsl330; +    #elif defined(SOKOL_GLES2) || defined(SOKOL_GLES3) +        shd_desc.vs.source = _sgl_vs_source_glsl100; +        shd_desc.fs.source = _sgl_fs_source_glsl100; +    #elif defined(SOKOL_METAL) +        shd_desc.vs.entry = "main0"; +        shd_desc.fs.entry = "main0"; +        switch (sg_query_backend()) { +            case SG_BACKEND_METAL_MACOS: +                shd_desc.vs.bytecode = SG_RANGE(_sgl_vs_bytecode_metal_macos); +                shd_desc.fs.bytecode = SG_RANGE(_sgl_fs_bytecode_metal_macos); +                break; +            case SG_BACKEND_METAL_IOS: +                shd_desc.vs.bytecode = SG_RANGE(_sgl_vs_bytecode_metal_ios); +                shd_desc.fs.bytecode = SG_RANGE(_sgl_fs_bytecode_metal_ios); +                break; +            default: +                shd_desc.vs.source = _sgl_vs_source_metal_sim; +                shd_desc.fs.source = _sgl_fs_source_metal_sim; +                break; +        } +    #elif defined(SOKOL_D3D11) +        shd_desc.vs.bytecode = SG_RANGE(_sgl_vs_bytecode_hlsl4); +        shd_desc.fs.bytecode = SG_RANGE(_sgl_fs_bytecode_hlsl4); +    #elif defined(SOKOL_WGPU) +        shd_desc.vs.bytecode = SG_RANGE(_sgl_vs_bytecode_wgpu); +        shd_desc.fs.bytecode = SG_RANGE(_sgl_fs_bytecode_wgpu); +    #else +        shd_desc.vs.source = _sgl_vs_src_dummy; +        shd_desc.fs.source = _sgl_fs_src_dummy; +    #endif +    _sgl.shd = sg_make_shader(&shd_desc); +    SOKOL_ASSERT(SG_INVALID_ID != _sgl.shd.id); + +    /* create default pipeline object */ +    sg_pipeline_desc def_pip_desc; +    memset(&def_pip_desc, 0, sizeof(def_pip_desc)); +    def_pip_desc.depth.write_enabled = true; +    _sgl.def_pip = _sgl_make_pipeline(&def_pip_desc); +    sg_pop_debug_group(); + +    /* default state */ +    _sgl.rgba = 0xFFFFFFFF; +    for (int i = 0; i < SGL_NUM_MATRIXMODES; i++) { +        _sgl_identity(&_sgl.matrix_stack[i][0]); +    } +    _sgl.pip_stack[0] = _sgl.def_pip; +    _sgl.matrix_dirty = true; +} + +SOKOL_API_IMPL void sgl_shutdown(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_FREE(_sgl.vertices); _sgl.vertices = 0; +    SOKOL_FREE(_sgl.uniforms); _sgl.uniforms = 0; +    SOKOL_FREE(_sgl.commands); _sgl.commands = 0; +    sg_push_debug_group("sokol-gl"); +    sg_destroy_buffer(_sgl.vbuf); +    sg_destroy_image(_sgl.def_img); +    sg_destroy_shader(_sgl.shd); +    for (int i = 0; i < _sgl.pip_pool.pool.size; i++) { +        _sgl_pipeline_t* pip = &_sgl.pip_pool.pips[i]; +        _sgl_destroy_pipeline(_sgl_make_pip_id(pip->slot.id)); +    } +    sg_pop_debug_group(); +    _sgl_discard_pipeline_pool(); +    _sgl.init_cookie = 0; +} + +SOKOL_API_IMPL sgl_error_t sgl_error(void) { +    return _sgl.error; +} + +SOKOL_API_IMPL float sgl_rad(float deg) { +    return (deg * (float)M_PI) / 180.0f; +} + +SOKOL_API_IMPL float sgl_deg(float rad) { +    return (rad * 180.0f) / (float)M_PI; +} + +SOKOL_API_IMPL sgl_pipeline sgl_make_pipeline(const sg_pipeline_desc* desc) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    return _sgl_make_pipeline(desc); +} + +SOKOL_API_IMPL void sgl_destroy_pipeline(sgl_pipeline pip_id) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl_destroy_pipeline(pip_id); +} + +SOKOL_API_IMPL void sgl_load_pipeline(sgl_pipeline pip_id) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT((_sgl.pip_tos >= 0) && (_sgl.pip_tos < _SGL_MAX_STACK_DEPTH)); +    _sgl.pip_stack[_sgl.pip_tos] = pip_id; +} + +SOKOL_API_IMPL void sgl_default_pipeline(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT((_sgl.pip_tos >= 0) && (_sgl.pip_tos < _SGL_MAX_STACK_DEPTH)); +    _sgl.pip_stack[_sgl.pip_tos] = _sgl.def_pip; +} + +SOKOL_API_IMPL void sgl_push_pipeline(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    if (_sgl.pip_tos < (_SGL_MAX_STACK_DEPTH - 1)) { +        _sgl.pip_tos++; +        _sgl.pip_stack[_sgl.pip_tos] = _sgl.pip_stack[_sgl.pip_tos-1]; +    } +    else { +        _sgl.error = SGL_ERROR_STACK_OVERFLOW; +    } +} + +SOKOL_API_IMPL void sgl_pop_pipeline(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    if (_sgl.pip_tos > 0) { +        _sgl.pip_tos--; +    } +    else { +        _sgl.error = SGL_ERROR_STACK_UNDERFLOW; +    } +} + +SOKOL_API_IMPL void sgl_defaults(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl.u = 0.0f; _sgl.v = 0.0f; +    _sgl.rgba = 0xFFFFFFFF; +    _sgl.texturing_enabled = false; +    _sgl.cur_img = _sgl.def_img; +    sgl_default_pipeline(); +    _sgl_identity(_sgl_matrix_texture()); +    _sgl_identity(_sgl_matrix_modelview()); +    _sgl_identity(_sgl_matrix_projection()); +    _sgl.cur_matrix_mode = SGL_MATRIXMODE_MODELVIEW; +    _sgl.matrix_dirty = true; +} + +SOKOL_API_IMPL void sgl_viewport(int x, int y, int w, int h, bool origin_top_left) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_command_t* cmd = _sgl_next_command(); +    if (cmd) { +        cmd->cmd = SGL_COMMAND_VIEWPORT; +        cmd->args.viewport.x = x; +        cmd->args.viewport.y = y; +        cmd->args.viewport.w = w; +        cmd->args.viewport.h = h; +        cmd->args.viewport.origin_top_left = origin_top_left; +    } +} + +SOKOL_API_IMPL void sgl_viewportf(float x, float y, float w, float h, bool origin_top_left) { +    sgl_viewport((int)x, (int)y, (int)w, (int)h, origin_top_left); +} + +SOKOL_API_IMPL void sgl_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_command_t* cmd = _sgl_next_command(); +    if (cmd) { +        cmd->cmd = SGL_COMMAND_SCISSOR_RECT; +        cmd->args.scissor_rect.x = x; +        cmd->args.scissor_rect.y = y; +        cmd->args.scissor_rect.w = w; +        cmd->args.scissor_rect.h = h; +        cmd->args.scissor_rect.origin_top_left = origin_top_left; +    } +} + +SOKOL_API_IMPL void sgl_scissor_rectf(float x, float y, float w, float h, bool origin_top_left) { +    sgl_scissor_rect((int)x, (int)y, (int)w, (int)h, origin_top_left); +} + +SOKOL_API_IMPL void sgl_enable_texture(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl.texturing_enabled = true; +} + +SOKOL_API_IMPL void sgl_disable_texture(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl.texturing_enabled = false; +} + +SOKOL_API_IMPL void sgl_texture(sg_image img) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    if (SG_INVALID_ID != img.id) { +        _sgl.cur_img = img; +    } +    else { +        _sgl.cur_img = _sgl.def_img; +    } +} + +SOKOL_API_IMPL void sgl_begin_points(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_POINTS); +} + +SOKOL_API_IMPL void sgl_begin_lines(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_LINES); +} + +SOKOL_API_IMPL void sgl_begin_line_strip(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_LINE_STRIP); +} + +SOKOL_API_IMPL void sgl_begin_triangles(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_TRIANGLES); +} + +SOKOL_API_IMPL void sgl_begin_triangle_strip(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_TRIANGLE_STRIP); +} + +SOKOL_API_IMPL void sgl_begin_quads(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(!_sgl.in_begin); +    _sgl_begin(SGL_PRIMITIVETYPE_QUADS); +} + +SOKOL_API_IMPL void sgl_end(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT(_sgl.in_begin); +    SOKOL_ASSERT(_sgl.cur_vertex >= _sgl.base_vertex); +    _sgl.in_begin = false; +    bool matrix_dirty = _sgl.matrix_dirty; +    if (matrix_dirty) { +        _sgl.matrix_dirty = false; +        _sgl_uniform_t* uni = _sgl_next_uniform(); +        if (uni) { +            _sgl_matmul4(&uni->mvp, _sgl_matrix_projection(), _sgl_matrix_modelview()); +            uni->tm = *_sgl_matrix_texture(); +        } +    } +    /* check if command can be merged with previous command */ +    sg_pipeline pip = _sgl_get_pipeline(_sgl.pip_stack[_sgl.pip_tos], _sgl.cur_prim_type); +    sg_image img = _sgl.texturing_enabled ? _sgl.cur_img : _sgl.def_img; +    _sgl_command_t* prev_cmd = _sgl_prev_command(); +    bool merge_cmd = false; +    if (prev_cmd) { +        if ((prev_cmd->cmd == SGL_COMMAND_DRAW) && +            (_sgl.cur_prim_type != SGL_PRIMITIVETYPE_LINE_STRIP) && +            (_sgl.cur_prim_type != SGL_PRIMITIVETYPE_TRIANGLE_STRIP) && +            !matrix_dirty && +            (prev_cmd->args.draw.img.id == img.id) && +            (prev_cmd->args.draw.pip.id == pip.id)) +        { +            merge_cmd = true; +        } +    } +    if (merge_cmd) { +        /* draw command can be merged with the previous command */ +        prev_cmd->args.draw.num_vertices += _sgl.cur_vertex - _sgl.base_vertex; +    } +    else { +        /* append a new draw command */ +        _sgl_command_t* cmd = _sgl_next_command(); +        if (cmd) { +            SOKOL_ASSERT(_sgl.cur_uniform > 0); +            cmd->cmd = SGL_COMMAND_DRAW; +            cmd->args.draw.img = img; +            cmd->args.draw.pip = _sgl_get_pipeline(_sgl.pip_stack[_sgl.pip_tos], _sgl.cur_prim_type); +            cmd->args.draw.base_vertex = _sgl.base_vertex; +            cmd->args.draw.num_vertices = _sgl.cur_vertex - _sgl.base_vertex; +            cmd->args.draw.uniform_index = _sgl.cur_uniform - 1; +        } +    } +} + +SOKOL_API_IMPL void sgl_t2f(float u, float v) { +    _sgl.u = u; _sgl.v = v; +} + +SOKOL_API_IMPL void sgl_c3f(float r, float g, float b) { +    _sgl.rgba = _sgl_pack_rgbaf(r, g, b, 1.0f); +} + +SOKOL_API_IMPL void sgl_c4f(float r, float g, float b, float a) { +    _sgl.rgba = _sgl_pack_rgbaf(r, g, b, a); +} + +SOKOL_API_IMPL void sgl_c3b(uint8_t r, uint8_t g, uint8_t b) { +    _sgl.rgba = _sgl_pack_rgbab(r, g, b, 255); +} + +SOKOL_API_IMPL void sgl_c4b(uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    _sgl.rgba = _sgl_pack_rgbab(r, g, b, a); +} + +SOKOL_API_IMPL void sgl_c1i(uint32_t rgba) { +    _sgl.rgba = rgba; +} + +SOKOL_API_IMPL void sgl_v2f(float x, float y) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, _sgl.rgba); +} + +SOKOL_API_IMPL void sgl_v3f(float x, float y, float z) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, _sgl.rgba); +} + +SOKOL_API_IMPL void sgl_v2f_t2f(float x, float y, float u, float v) { +    _sgl_vtx(x, y, 0.0f, u, v, _sgl.rgba); +} + +SOKOL_API_IMPL void sgl_v3f_t2f(float x, float y, float z, float u, float v) { +    _sgl_vtx(x, y, z, u, v, _sgl.rgba); +} + +SOKOL_API_IMPL void sgl_v2f_c3f(float x, float y, float r, float g, float b) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, _sgl_pack_rgbaf(r, g, b, 1.0f)); +} + +SOKOL_API_IMPL void sgl_v2f_c3b(float x, float y, uint8_t r, uint8_t g, uint8_t b) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, _sgl_pack_rgbab(r, g, b, 255)); +} + +SOKOL_API_IMPL void sgl_v2f_c4f(float x, float y, float r, float g, float b, float a) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, _sgl_pack_rgbaf(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v2f_c4b(float x, float y, uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, _sgl_pack_rgbab(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v2f_c1i(float x, float y, uint32_t rgba) { +    _sgl_vtx(x, y, 0.0f, _sgl.u, _sgl.v, rgba); +} + +SOKOL_API_IMPL void sgl_v3f_c3f(float x, float y, float z, float r, float g, float b) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, _sgl_pack_rgbaf(r, g, b, 1.0f)); +} + +SOKOL_API_IMPL void sgl_v3f_c3b(float x, float y, float z, uint8_t r, uint8_t g, uint8_t b) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, _sgl_pack_rgbab(r, g, b, 255)); +} + +SOKOL_API_IMPL void sgl_v3f_c4f(float x, float y, float z, float r, float g, float b, float a) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, _sgl_pack_rgbaf(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v3f_c4b(float x, float y, float z, uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, _sgl_pack_rgbab(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v3f_c1i(float x, float y, float z, uint32_t rgba) { +    _sgl_vtx(x, y, z, _sgl.u, _sgl.v, rgba); +} + +SOKOL_API_IMPL void sgl_v2f_t2f_c3f(float x, float y, float u, float v, float r, float g, float b) { +    _sgl_vtx(x, y, 0.0f, u, v, _sgl_pack_rgbaf(r, g, b, 1.0f)); +} + +SOKOL_API_IMPL void sgl_v2f_t2f_c3b(float x, float y, float u, float v, uint8_t r, uint8_t g, uint8_t b) { +    _sgl_vtx(x, y, 0.0f, u, v, _sgl_pack_rgbab(r, g, b, 255)); +} + +SOKOL_API_IMPL void sgl_v2f_t2f_c4f(float x, float y, float u, float v, float r, float g, float b, float a) { +    _sgl_vtx(x, y, 0.0f, u, v, _sgl_pack_rgbaf(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v2f_t2f_c4b(float x, float y, float u, float v, uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    _sgl_vtx(x, y, 0.0f, u, v, _sgl_pack_rgbab(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v2f_t2f_c1i(float x, float y, float u, float v, uint32_t rgba) { +    _sgl_vtx(x, y, 0.0f, u, v, rgba); +} + +SOKOL_API_IMPL void sgl_v3f_t2f_c3f(float x, float y, float z, float u, float v, float r, float g, float b) { +    _sgl_vtx(x, y, z, u, v, _sgl_pack_rgbaf(r, g, b, 1.0f)); +} + +SOKOL_API_IMPL void sgl_v3f_t2f_c3b(float x, float y, float z, float u, float v, uint8_t r, uint8_t g, uint8_t b) { +    _sgl_vtx(x, y, z, u, v, _sgl_pack_rgbab(r, g, b, 255)); +} + +SOKOL_API_IMPL void sgl_v3f_t2f_c4f(float x, float y, float z, float u, float v, float r, float g, float b, float a) { +    _sgl_vtx(x, y, z, u, v, _sgl_pack_rgbaf(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v3f_t2f_c4b(float x, float y, float z, float u, float v, uint8_t r, uint8_t g, uint8_t b, uint8_t a) { +    _sgl_vtx(x, y, z, u, v, _sgl_pack_rgbab(r, g, b, a)); +} + +SOKOL_API_IMPL void sgl_v3f_t2f_c1i(float x, float y, float z, float u, float v, uint32_t rgba) { +    _sgl_vtx(x, y, z, u, v, rgba); +} + +SOKOL_API_IMPL void sgl_matrix_mode_modelview(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.cur_matrix_mode = SGL_MATRIXMODE_MODELVIEW; +} + +SOKOL_API_IMPL void sgl_matrix_mode_projection(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.cur_matrix_mode = SGL_MATRIXMODE_PROJECTION; +} + +SOKOL_API_IMPL void sgl_matrix_mode_texture(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.cur_matrix_mode = SGL_MATRIXMODE_TEXTURE; +} + +SOKOL_API_IMPL void sgl_load_identity(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_identity(_sgl_matrix()); +} + +SOKOL_API_IMPL void sgl_load_matrix(const float m[16]) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    memcpy(&_sgl_matrix()->v[0][0], &m[0], 64); +} + +SOKOL_API_IMPL void sgl_load_transpose_matrix(const float m[16]) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_transpose(_sgl_matrix(), (const _sgl_matrix_t*) &m[0]); +} + +SOKOL_API_IMPL void sgl_mult_matrix(const float m[16]) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    const _sgl_matrix_t* m0  = (const _sgl_matrix_t*) &m[0]; +    _sgl_mul(_sgl_matrix(), m0); +} + +SOKOL_API_IMPL void sgl_mult_transpose_matrix(const float m[16]) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_matrix_t m0; +    _sgl_transpose(&m0, (const _sgl_matrix_t*) &m[0]); +    _sgl_mul(_sgl_matrix(), &m0); +} + +SOKOL_API_IMPL void sgl_rotate(float angle_rad, float x, float y, float z) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_rotate(_sgl_matrix(), angle_rad, x, y, z); +} + +SOKOL_API_IMPL void sgl_scale(float x, float y, float z) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_scale(_sgl_matrix(), x, y, z); +} + +SOKOL_API_IMPL void sgl_translate(float x, float y, float z) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_translate(_sgl_matrix(), x, y, z); +} + +SOKOL_API_IMPL void sgl_frustum(float l, float r, float b, float t, float n, float f) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_frustum(_sgl_matrix(), l, r, b, t, n, f); +} + +SOKOL_API_IMPL void sgl_ortho(float l, float r, float b, float t, float n, float f) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_ortho(_sgl_matrix(), l, r, b, t, n, f); +} + +SOKOL_API_IMPL void sgl_perspective(float fov_y, float aspect, float z_near, float z_far) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_perspective(_sgl_matrix(), fov_y, aspect, z_near, z_far); +} + +SOKOL_API_IMPL void sgl_lookat(float eye_x, float eye_y, float eye_z, float center_x, float center_y, float center_z, float up_x, float up_y, float up_z) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    _sgl.matrix_dirty = true; +    _sgl_lookat(_sgl_matrix(), eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z); +} + +SOKOL_GL_API_DECL void sgl_push_matrix(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT((_sgl.cur_matrix_mode >= 0) && (_sgl.cur_matrix_mode < SGL_NUM_MATRIXMODES)); +    _sgl.matrix_dirty = true; +    if (_sgl.matrix_tos[_sgl.cur_matrix_mode] < (_SGL_MAX_STACK_DEPTH - 1)) { +        const _sgl_matrix_t* src = _sgl_matrix(); +        _sgl.matrix_tos[_sgl.cur_matrix_mode]++; +        _sgl_matrix_t* dst = _sgl_matrix(); +        *dst = *src; +    } +    else { +        _sgl.error = SGL_ERROR_STACK_OVERFLOW; +    } +} + +SOKOL_GL_API_DECL void sgl_pop_matrix(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    SOKOL_ASSERT((_sgl.cur_matrix_mode >= 0) && (_sgl.cur_matrix_mode < SGL_NUM_MATRIXMODES)); +    _sgl.matrix_dirty = true; +    if (_sgl.matrix_tos[_sgl.cur_matrix_mode] > 0) { +        _sgl.matrix_tos[_sgl.cur_matrix_mode]--; +    } +    else { +        _sgl.error = SGL_ERROR_STACK_UNDERFLOW; +    } +} + +/* this renders the accumulated draw commands via sokol-gfx */ +SOKOL_API_IMPL void sgl_draw(void) { +    SOKOL_ASSERT(_SGL_INIT_COOKIE == _sgl.init_cookie); +    if ((_sgl.error == SGL_NO_ERROR) && (_sgl.cur_vertex > 0) && (_sgl.cur_command > 0)) { +        uint32_t cur_pip_id = SG_INVALID_ID; +        uint32_t cur_img_id = SG_INVALID_ID; +        int cur_uniform_index = -1; +        sg_push_debug_group("sokol-gl"); +        const sg_range range = { _sgl.vertices, (size_t)_sgl.cur_vertex * sizeof(_sgl_vertex_t) }; +        sg_update_buffer(_sgl.vbuf, &range); +        _sgl.bind.vertex_buffers[0] = _sgl.vbuf; +        for (int i = 0; i < _sgl.cur_command; i++) { +            const _sgl_command_t* cmd = &_sgl.commands[i]; +            switch (cmd->cmd) { +                case SGL_COMMAND_VIEWPORT: +                    { +                        const _sgl_viewport_args_t* args = &cmd->args.viewport; +                        sg_apply_viewport(args->x, args->y, args->w, args->h, args->origin_top_left); +                    } +                    break; +                case SGL_COMMAND_SCISSOR_RECT: +                    { +                        const _sgl_scissor_rect_args_t* args = &cmd->args.scissor_rect; +                        sg_apply_scissor_rect(args->x, args->y, args->w, args->h, args->origin_top_left); +                    } +                    break; +                case SGL_COMMAND_DRAW: +                    { +                        const _sgl_draw_args_t* args = &cmd->args.draw; +                        if (args->pip.id != cur_pip_id) { +                            sg_apply_pipeline(args->pip); +                            cur_pip_id = args->pip.id; +                            /* when pipeline changes, also need to re-apply uniforms and bindings */ +                            cur_img_id = SG_INVALID_ID; +                            cur_uniform_index = -1; +                        } +                        if (cur_img_id != args->img.id) { +                            _sgl.bind.fs_images[0] = args->img; +                            sg_apply_bindings(&_sgl.bind); +                            cur_img_id = args->img.id; +                        } +                        if (cur_uniform_index != args->uniform_index) { +                            const sg_range ub_range = { &_sgl.uniforms[args->uniform_index], sizeof(_sgl_uniform_t) }; +                            sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, &ub_range); +                            cur_uniform_index = args->uniform_index; +                        } +                        /* FIXME: what if number of vertices doesn't match the primitive type? */ +                        if (args->num_vertices > 0) { +                            sg_draw(args->base_vertex, args->num_vertices, 1); +                        } +                    } +                    break; +            } +        } +        sg_pop_debug_group(); +    } +    _sgl_rewind(); +} +#endif /* SOKOL_GL_IMPL */  | 
