From f5c4671bfbad96bf346bd7e9a21fc4317b4959df Mon Sep 17 00:00:00 2001 From: Indrajith K L Date: Sat, 3 Dec 2022 17:00:20 +0530 Subject: Adds most of the tools --- v_windows/v/thirdparty/sokol/sokol_gfx.h | 15672 +++++++++++++++++++++++++++++ 1 file changed, 15672 insertions(+) create mode 100644 v_windows/v/thirdparty/sokol/sokol_gfx.h (limited to 'v_windows/v/thirdparty/sokol/sokol_gfx.h') diff --git a/v_windows/v/thirdparty/sokol/sokol_gfx.h b/v_windows/v/thirdparty/sokol/sokol_gfx.h new file mode 100644 index 0000000..9049ae2 --- /dev/null +++ b/v_windows/v/thirdparty/sokol/sokol_gfx.h @@ -0,0 +1,15672 @@ +#if defined(SOKOL_IMPL) && !defined(SOKOL_GFX_IMPL) +#define SOKOL_GFX_IMPL +#endif +#ifndef SOKOL_GFX_INCLUDED +/* + sokol_gfx.h -- simple 3D API wrapper + + Project URL: https://github.com/floooh/sokol + + Example code: https://github.com/floooh/sokol-samples + + Do this: + #define SOKOL_IMPL or + #define SOKOL_GFX_IMPL + before you include this file in *one* C or C++ file to create the + implementation. + + In the same place define one of the following to select the rendering + backend: + #define SOKOL_GLCORE33 + #define SOKOL_GLES2 + #define SOKOL_GLES3 + #define SOKOL_D3D11 + #define SOKOL_METAL + #define SOKOL_WGPU + #define SOKOL_DUMMY_BACKEND + + I.e. for the GL 3.3 Core Profile it should look like this: + + #include ... + #include ... + #define SOKOL_IMPL + #define SOKOL_GLCORE33 + #include "sokol_gfx.h" + + The dummy backend replaces the platform-specific backend code with empty + stub functions. This is useful for writing tests that need to run on the + command line. + + Optionally provide the following defines with your own implementations: + + 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_LOG(msg) - your own logging function (default: puts(msg)) + SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false)) + SOKOL_GFX_API_DECL - public function declaration prefix (default: extern) + SOKOL_API_DECL - same as SOKOL_GFX_API_DECL + SOKOL_API_IMPL - public function implementation prefix (default: -) + SOKOL_TRACE_HOOKS - enable trace hook callbacks (search below for TRACE HOOKS) + SOKOL_EXTERNAL_GL_LOADER - indicates that you're using your own GL loader, in this case + sokol_gfx.h will not include any platform GL headers and disable + the integrated Win32 GL loader + + If sokol_gfx.h is compiled as a DLL, define the following before + including the declaration or implementation: + + SOKOL_DLL + + On Windows, SOKOL_DLL will define SOKOL_GFX_API_DECL as __declspec(dllexport) + or __declspec(dllimport) as needed. + + If you want to compile without deprecated structs and functions, + define: + + SOKOL_NO_DEPRECATED + + Optionally define the following to force debug checks and validations + even in release mode: + + SOKOL_DEBUG - by default this is defined if _DEBUG is defined + + sokol_gfx DOES NOT: + =================== + - create a window or the 3D-API context/device, you must do this + before sokol_gfx is initialized, and pass any required information + (like 3D device pointers) to the sokol_gfx initialization call + + - present the rendered frame, how this is done exactly usually depends + on how the window and 3D-API context/device was created + + - provide a unified shader language, instead 3D-API-specific shader + source-code or shader-bytecode must be provided (for the "official" + offline shader cross-compiler, see here: + https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md) + + STEP BY STEP + ============ + --- to initialize sokol_gfx, after creating a window and a 3D-API + context/device, call: + + sg_setup(const sg_desc*) + + --- create resource objects (at least buffers, shaders and pipelines, + and optionally images and passes): + + sg_buffer sg_make_buffer(const sg_buffer_desc*) + sg_image sg_make_image(const sg_image_desc*) + sg_shader sg_make_shader(const sg_shader_desc*) + sg_pipeline sg_make_pipeline(const sg_pipeline_desc*) + sg_pass sg_make_pass(const sg_pass_desc*) + + --- start rendering to the default frame buffer with: + + sg_begin_default_pass(const sg_pass_action* action, int width, int height) + + ...or alternatively with: + + sg_begin_default_passf(const sg_pass_action* action, float width, float height) + + ...which takes the framebuffer width and height as float values. + + --- or start rendering to an offscreen framebuffer with: + + sg_begin_pass(sg_pass pass, const sg_pass_action* action) + + --- set the pipeline state for the next draw call with: + + sg_apply_pipeline(sg_pipeline pip) + + --- fill an sg_bindings struct with the resource bindings for the next + draw call (1..N vertex buffers, 0 or 1 index buffer, 0..N image objects + to use as textures each on the vertex-shader- and fragment-shader-stage + and then call + + sg_apply_bindings(const sg_bindings* bindings) + + to update the resource bindings + + --- optionally update shader uniform data with: + + sg_apply_uniforms(sg_shader_stage stage, int ub_index, const void* data, int num_bytes) + + --- kick off a draw call with: + + sg_draw(int base_element, int num_elements, int num_instances) + + The sg_draw() function unifies all the different ways to render primitives + in a single call (indexed vs non-indexed rendering, and instanced vs non-instanced + rendering). In case of indexed rendering, base_element and num_element specify + indices in the currently bound index buffer. In case of non-indexed rendering + base_element and num_elements specify vertices in the currently bound + vertex-buffer(s). To perform instanced rendering, the rendering pipeline + must be setup for instancing (see sg_pipeline_desc below), a separate vertex buffer + containing per-instance data must be bound, and the num_instances parameter + must be > 1. + + --- finish the current rendering pass with: + + sg_end_pass() + + --- when done with the current frame, call + + sg_commit() + + --- at the end of your program, shutdown sokol_gfx with: + + sg_shutdown() + + --- if you need to destroy resources before sg_shutdown(), call: + + sg_destroy_buffer(sg_buffer buf) + sg_destroy_image(sg_image img) + sg_destroy_shader(sg_shader shd) + sg_destroy_pipeline(sg_pipeline pip) + sg_destroy_pass(sg_pass pass) + + --- to set a new viewport rectangle, call + + sg_apply_viewport(int x, int y, int width, int height, bool origin_top_left) + + ...or if you want to specifiy the viewport rectangle with float values: + + sg_apply_viewportf(float x, float y, float width, float height, bool origin_top_left) + + --- to set a new scissor rect, call: + + sg_apply_scissor_rect(int x, int y, int width, int height, bool origin_top_left) + + ...or with float values: + + sg_apply_scissor_rectf(float x, float y, float width, float height, bool origin_top_left) + + Both sg_apply_viewport() and sg_apply_scissor_rect() must be called + inside a rendering pass + + Note that sg_begin_default_pass() and sg_begin_pass() will reset both the + viewport and scissor rectangles to cover the entire framebuffer. + + --- to update (overwrite) the content of buffer and image resources, call: + + sg_update_buffer(sg_buffer buf, const sg_range* data) + sg_update_image(sg_image img, const sg_image_data* data) + + Buffers and images to be updated must have been created with + SG_USAGE_DYNAMIC or SG_USAGE_STREAM + + Only one update per frame is allowed for buffer and image resources when + using the sg_update_*() functions. The rationale is to have a simple + countermeasure to avoid the CPU scribbling over data the GPU is currently + using, or the CPU having to wait for the GPU + + Buffer and image updates can be partial, as long as a rendering + operation only references the valid (updated) data in the + buffer or image. + + --- to append a chunk of data to a buffer resource, call: + + int sg_append_buffer(sg_buffer buf, const sg_range* data) + + The difference to sg_update_buffer() is that sg_append_buffer() + can be called multiple times per frame to append new data to the + buffer piece by piece, optionally interleaved with draw calls referencing + the previously written data. + + sg_append_buffer() returns a byte offset to the start of the + written data, this offset can be assigned to + sg_bindings.vertex_buffer_offsets[n] or + sg_bindings.index_buffer_offset + + Code example: + + for (...) { + const void* data = ...; + const int num_bytes = ...; + int offset = sg_append_buffer(buf, &(sg_range) { .ptr=data, .size=num_bytes }); + bindings.vertex_buffer_offsets[0] = offset; + sg_apply_pipeline(pip); + sg_apply_bindings(&bindings); + sg_apply_uniforms(...); + sg_draw(...); + } + + A buffer to be used with sg_append_buffer() must have been created + with SG_USAGE_DYNAMIC or SG_USAGE_STREAM. + + If the application appends more data to the buffer then fits into + the buffer, the buffer will go into the "overflow" state for the + rest of the frame. + + Any draw calls attempting to render an overflown buffer will be + silently dropped (in debug mode this will also result in a + validation error). + + You can also check manually if a buffer is in overflow-state by calling + + bool sg_query_buffer_overflow(sg_buffer buf) + + NOTE: Due to restrictions in underlying 3D-APIs, appended chunks of + data will be 4-byte aligned in the destination buffer. This means + that there will be gaps in index buffers containing 16-bit indices + when the number of indices in a call to sg_append_buffer() is + odd. This isn't a problem when each call to sg_append_buffer() + is associated with one draw call, but will be problematic when + a single indexed draw call spans several appended chunks of indices. + + --- to check at runtime for optional features, limits and pixelformat support, + call: + + sg_features sg_query_features() + sg_limits sg_query_limits() + sg_pixelformat_info sg_query_pixelformat(sg_pixel_format fmt) + + --- if you need to call into the underlying 3D-API directly, you must call: + + sg_reset_state_cache() + + ...before calling sokol_gfx functions again + + --- you can inspect the original sg_desc structure handed to sg_setup() + by calling sg_query_desc(). This will return an sg_desc struct with + the default values patched in instead of any zero-initialized values + + --- you can inspect various internal resource attributes via: + + sg_buffer_info sg_query_buffer_info(sg_buffer buf) + sg_image_info sg_query_image_info(sg_image img) + sg_shader_info sg_query_shader_info(sg_shader shd) + sg_pipeline_info sg_query_pipeline_info(sg_pipeline pip) + sg_pass_info sg_query_pass_info(sg_pass pass) + + ...please note that the returned info-structs are tied quite closely + to sokol_gfx.h internals, and may change more often than other + public API functions and structs. + + --- you can ask at runtime what backend sokol_gfx.h has been compiled + for, or whether the GLES3 backend had to fall back to GLES2 with: + + sg_backend sg_query_backend(void) + + --- you can query the default resource creation parameters through the functions + + sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc) + sg_image_desc sg_query_image_defaults(const sg_image_desc* desc) + sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc) + sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc) + sg_pass_desc sg_query_pass_defaults(const sg_pass_desc* desc) + + These functions take a pointer to a desc structure which may contain + zero-initialized items for default values. These zero-init values + will be replaced with their concrete values in the returned desc + struct. + + ON INITIALIZATION: + ================== + When calling sg_setup(), a pointer to an sg_desc struct must be provided + which contains initialization options. These options provide two types + of information to sokol-gfx: + + (1) upper bounds and limits needed to allocate various internal + data structures: + - the max number of resources of each type that can + be alive at the same time, this is used for allocating + internal pools + - the max overall size of uniform data that can be + updated per frame, including a worst-case alignment + per uniform update (this worst-case alignment is 256 bytes) + - the max size of all dynamic resource updates (sg_update_buffer, + sg_append_buffer and sg_update_image) per frame + - the max number of entries in the texture sampler cache + (how many unique texture sampler can exist at the same time) + Not all of those limit values are used by all backends, but it is + good practice to provide them none-the-less. + + (2) 3D-API "context information" (sometimes also called "bindings"): + sokol_gfx.h doesn't create or initialize 3D API objects which are + closely related to the presentation layer (this includes the "rendering + device", the swapchain, and any objects which depend on the + swapchain). These API objects (or callback functions to obtain + them, if those objects might change between frames), must + be provided in a nested sg_context_desc struct inside the + sg_desc struct. If sokol_gfx.h is used together with + sokol_app.h, have a look at the sokol_glue.h header which provides + a convenience function to get a sg_context_desc struct filled out + with context information provided by sokol_app.h + + See the documention block of the sg_desc struct below for more information. + + BACKEND-SPECIFIC TOPICS: + ======================== + --- the GL backends need to know about the internal structure of uniform + blocks, and the texture sampler-name and -type: + + typedef struct { + float mvp[16]; // model-view-projection matrix + float offset0[2]; // some 2D vectors + float offset1[2]; + float offset2[2]; + } params_t; + + // uniform block structure and texture image definition in sg_shader_desc: + sg_shader_desc desc = { + // uniform block description (size and internal structure) + .vs.uniform_blocks[0] = { + .size = sizeof(params_t), + .uniforms = { + [0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 }, + [1] = { .name="offset0", .type=SG_UNIFORMTYPE_VEC2 }, + ... + } + }, + // one texture on the fragment-shader-stage, GLES2/WebGL needs name and image type + .fs.images[0] = { .name="tex", .type=SG_IMAGETYPE_ARRAY } + ... + }; + + --- the Metal and D3D11 backends only need to know the size of uniform blocks, + not their internal member structure, and they only need to know + the type of a texture sampler, not its name: + + sg_shader_desc desc = { + .vs.uniform_blocks[0].size = sizeof(params_t), + .fs.images[0].type = SG_IMAGETYPE_ARRAY, + ... + }; + + --- when creating a shader object, GLES2/WebGL need to know the vertex + attribute names as used in the vertex shader: + + sg_shader_desc desc = { + .attrs = { + [0] = { .name="position" }, + [1] = { .name="color1" } + } + }; + + The vertex attribute names provided when creating a shader will be + used later in sg_create_pipeline() for matching the vertex layout + to vertex shader inputs. + + --- on D3D11 you need to provide a semantic name and semantic index in the + shader description struct instead (see the D3D11 documentation on + D3D11_INPUT_ELEMENT_DESC for details): + + sg_shader_desc desc = { + .attrs = { + [0] = { .sem_name="POSITION", .sem_index=0 } + [1] = { .sem_name="COLOR", .sem_index=1 } + } + }; + + The provided semantic information will be used later in sg_create_pipeline() + to match the vertex layout to vertex shader inputs. + + --- on D3D11, and when passing HLSL source code (instead of byte code) to shader + creation, you can optionally define the shader model targets on the vertex + stage: + + sg_shader_Desc desc = { + .vs = { + ... + .d3d11_target = "vs_5_0" + }, + .fs = { + ... + .d3d11_target = "ps_5_0" + } + }; + + The default targets are "ps_4_0" and "fs_4_0". Note that those target names + are only used when compiling shaders from source. They are ignored when + creating a shader from bytecode. + + --- on Metal, GL 3.3 or GLES3/WebGL2, you don't need to provide an attribute + name or semantic name, since vertex attributes can be bound by their slot index + (this is mandatory in Metal, and optional in GL): + + sg_pipeline_desc desc = { + .layout = { + .attrs = { + [0] = { .format=SG_VERTEXFORMAT_FLOAT3 }, + [1] = { .format=SG_VERTEXFORMAT_FLOAT4 } + } + } + }; + + WORKING WITH CONTEXTS + ===================== + sokol-gfx allows to switch between different rendering contexts and + associate resource objects with contexts. This is useful to + create GL applications that render into multiple windows. + + A rendering context keeps track of all resources created while + the context is active. When the context is destroyed, all resources + "belonging to the context" are destroyed as well. + + A default context will be created and activated implicitly in + sg_setup(), and destroyed in sg_shutdown(). So for a typical application + which *doesn't* use multiple contexts, nothing changes, and calling + the context functions isn't necessary. + + Three functions have been added to work with contexts: + + --- sg_context sg_setup_context(): + This must be called once after a GL context has been created and + made active. + + --- void sg_activate_context(sg_context ctx) + This must be called after making a different GL context active. + Apart from 3D-API-specific actions, the call to sg_activate_context() + will internally call sg_reset_state_cache(). + + --- void sg_discard_context(sg_context ctx) + This must be called right before a GL context is destroyed and + will destroy all resources associated with the context (that + have been created while the context was active) The GL context must be + active at the time sg_discard_context(sg_context ctx) is called. + + Also note that resources (buffers, images, shaders and pipelines) must + only be used or destroyed while the same GL context is active that + was also active while the resource was created (an exception is + resource sharing on GL, such resources can be used while + another context is active, but must still be destroyed under + the same context that was active during creation). + + For more information, check out the multiwindow-glfw sample: + + https://github.com/floooh/sokol-samples/blob/master/glfw/multiwindow-glfw.c + + TRACE HOOKS: + ============ + sokol_gfx.h optionally allows to install "trace hook" callbacks for + each public API functions. When a public API function is called, and + a trace hook callback has been installed for this function, the + callback will be invoked with the parameters and result of the function. + This is useful for things like debugging- and profiling-tools, or + keeping track of resource creation and destruction. + + To use the trace hook feature: + + --- Define SOKOL_TRACE_HOOKS before including the implementation. + + --- Setup an sg_trace_hooks structure with your callback function + pointers (keep all function pointers you're not interested + in zero-initialized), optionally set the user_data member + in the sg_trace_hooks struct. + + --- Install the trace hooks by calling sg_install_trace_hooks(), + the return value of this function is another sg_trace_hooks + struct which contains the previously set of trace hooks. + You should keep this struct around, and call those previous + functions pointers from your own trace callbacks for proper + chaining. + + As an example of how trace hooks are used, have a look at the + imgui/sokol_gfx_imgui.h header which implements a realtime + debugging UI for sokol_gfx.h on top of Dear ImGui. + + A NOTE ON PORTABLE PACKED VERTEX FORMATS: + ========================================= + There are two things to consider when using packed + vertex formats like UBYTE4, SHORT2, etc which need to work + across all backends: + + - D3D11 can only convert *normalized* vertex formats to + floating point during vertex fetch, normalized formats + have a trailing 'N', and are "normalized" to a range + -1.0..+1.0 (for the signed formats) or 0.0..1.0 (for the + unsigned formats): + + - SG_VERTEXFORMAT_BYTE4N + - SG_VERTEXFORMAT_UBYTE4N + - SG_VERTEXFORMAT_SHORT2N + - SG_VERTEXFORMAT_USHORT2N + - SG_VERTEXFORMAT_SHORT4N + - SG_VERTEXFORMAT_USHORT4N + + D3D11 will not convert *non-normalized* vertex formats to floating point + vertex shader inputs, those can only be uses with the *ivecn* vertex shader + input types when D3D11 is used as backend (GL and Metal can use both formats) + + - SG_VERTEXFORMAT_BYTE4, + - SG_VERTEXFORMAT_UBYTE4 + - SG_VERTEXFORMAT_SHORT2 + - SG_VERTEXFORMAT_SHORT4 + + - WebGL/GLES2 cannot use integer vertex shader inputs (int or ivecn) + + - SG_VERTEXFORMAT_UINT10_N2 is not supported on WebGL/GLES2 + + So for a vertex input layout which works on all platforms, only use the following + vertex formats, and if needed "expand" the normalized vertex shader + inputs in the vertex shader by multiplying with 127.0, 255.0, 32767.0 or + 65535.0: + + - SG_VERTEXFORMAT_FLOAT, + - SG_VERTEXFORMAT_FLOAT2, + - SG_VERTEXFORMAT_FLOAT3, + - SG_VERTEXFORMAT_FLOAT4, + - SG_VERTEXFORMAT_BYTE4N, + - SG_VERTEXFORMAT_UBYTE4N, + - SG_VERTEXFORMAT_SHORT2N, + - SG_VERTEXFORMAT_USHORT2N + - SG_VERTEXFORMAT_SHORT4N, + - SG_VERTEXFORMAT_USHORT4N + + TODO: + ==== + - talk about asynchronous resource creation + + 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_GFX_INCLUDED (1) +#include // size_t +#include +#include + +#if defined(SOKOL_API_DECL) && !defined(SOKOL_GFX_API_DECL) +#define SOKOL_GFX_API_DECL SOKOL_API_DECL +#endif +#ifndef SOKOL_GFX_API_DECL +#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GFX_IMPL) +#define SOKOL_GFX_API_DECL __declspec(dllexport) +#elif defined(_WIN32) && defined(SOKOL_DLL) +#define SOKOL_GFX_API_DECL __declspec(dllimport) +#else +#define SOKOL_GFX_API_DECL extern +#endif +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +/* + Resource id typedefs: + + sg_buffer: vertex- and index-buffers + sg_image: textures and render targets + sg_shader: vertex- and fragment-shaders, uniform blocks + sg_pipeline: associated shader and vertex-layouts, and render states + sg_pass: a bundle of render targets and actions on them + sg_context: a 'context handle' for switching between 3D-API contexts + + Instead of pointers, resource creation functions return a 32-bit + number which uniquely identifies the resource object. + + The 32-bit resource id is split into a 16-bit pool index in the lower bits, + and a 16-bit 'unique counter' in the upper bits. The index allows fast + pool lookups, and combined with the unique-mask it allows to detect + 'dangling accesses' (trying to use an object which no longer exists, and + its pool slot has been reused for a new object) + + The resource ids are wrapped into a struct so that the compiler + can complain when the wrong resource type is used. +*/ +typedef struct sg_buffer { uint32_t id; } sg_buffer; +typedef struct sg_image { uint32_t id; } sg_image; +typedef struct sg_shader { uint32_t id; } sg_shader; +typedef struct sg_pipeline { uint32_t id; } sg_pipeline; +typedef struct sg_pass { uint32_t id; } sg_pass; +typedef struct sg_context { uint32_t id; } sg_context; + +/* + sg_range is a pointer-size-pair struct used to pass memory blobs into + sokol-gfx. When initialized from a value type (array or struct), you can + use the SG_RANGE() macro to build an sg_range struct. For functions which + take either a sg_range pointer, or a (C++) sg_range reference, use the + SG_RANGE_REF macro as a solution which compiles both in C and C++. +*/ +typedef struct sg_range { + const void* ptr; + size_t size; +} sg_range; + +// disabling this for every includer isn't great, but the warnings are also quite pointless +#if defined(_MSC_VER) +#pragma warning(disable:4221) /* /W4 only: nonstandard extension used: 'x': cannot be initialized using address of automatic variable 'y' */ +#pragma warning(disable:4204) /* VS2015: nonstandard extension used: non-constant aggregate initializer */ +#endif +#if defined(__cplusplus) +#define SG_RANGE(x) sg_range{ &x, sizeof(x) } +#define SG_RANGE_REF(x) sg_range{ &x, sizeof(x) } +#else +#define SG_RANGE(x) (sg_range){ &x, sizeof(x) } +#define SG_RANGE_REF(x) &(sg_range){ &x, sizeof(x) } +#endif + +// various compile-time constants +enum { + SG_INVALID_ID = 0, + SG_NUM_SHADER_STAGES = 2, + SG_NUM_INFLIGHT_FRAMES = 2, + SG_MAX_COLOR_ATTACHMENTS = 4, + SG_MAX_SHADERSTAGE_BUFFERS = 8, + SG_MAX_SHADERSTAGE_IMAGES = 12, + SG_MAX_SHADERSTAGE_UBS = 4, + SG_MAX_UB_MEMBERS = 16, + SG_MAX_VERTEX_ATTRIBUTES = 16, /* NOTE: actual max vertex attrs can be less on GLES2, see sg_limits! */ + SG_MAX_MIPMAPS = 16, + SG_MAX_TEXTUREARRAY_LAYERS = 128 +}; + +/* + sg_color + + An RGBA color value. +*/ +typedef struct sg_color { float r, g, b, a; } sg_color; + +/* + sg_backend + + The active 3D-API backend, use the function sg_query_backend() + to get the currently active backend. + + NOTE that SG_BACKEND_GLES2 will be returned if sokol-gfx was + compiled with SOKOL_GLES3, but the runtime platform doesn't support + GLES3/WebGL2 and sokol-gfx had to fallback to GLES2/WebGL. +*/ +typedef enum sg_backend { + SG_BACKEND_GLCORE33, + SG_BACKEND_GLES2, + SG_BACKEND_GLES3, + SG_BACKEND_D3D11, + SG_BACKEND_METAL_IOS, + SG_BACKEND_METAL_MACOS, + SG_BACKEND_METAL_SIMULATOR, + SG_BACKEND_WGPU, + SG_BACKEND_DUMMY, +} sg_backend; + +/* + sg_pixel_format + + sokol_gfx.h basically uses the same pixel formats as WebGPU, since these + are supported on most newer GPUs. GLES2 and WebGL only supports a much + smaller subset of actually available pixel formats. Call + sg_query_pixelformat() to check at runtime if a pixel format supports the + desired features. + + A pixelformat name consist of three parts: + + - components (R, RG, RGB or RGBA) + - bit width per component (8, 16 or 32) + - component data type: + - unsigned normalized (no postfix) + - signed normalized (SN postfix) + - unsigned integer (UI postfix) + - signed integer (SI postfix) + - float (F postfix) + + Not all pixel formats can be used for everything, call sg_query_pixelformat() + to inspect the capabilities of a given pixelformat. The function returns + an sg_pixelformat_info struct with the following bool members: + + - sample: the pixelformat can be sampled as texture at least with + nearest filtering + - filter: the pixelformat can be samples as texture with linear + filtering + - render: the pixelformat can be used for render targets + - blend: blending is supported when using the pixelformat for + render targets + - msaa: multisample-antialiasing is supported when using the + pixelformat for render targets + - depth: the pixelformat can be used for depth-stencil attachments + + When targeting GLES2/WebGL, the only safe formats to use + as texture are SG_PIXELFORMAT_R8 and SG_PIXELFORMAT_RGBA8. For rendering + in GLES2/WebGL, only SG_PIXELFORMAT_RGBA8 is safe. All other formats + must be checked via sg_query_pixelformats(). + + The default pixel format for texture images is SG_PIXELFORMAT_RGBA8. + + The default pixel format for render target images is platform-dependent: + - for Metal and D3D11 it is SG_PIXELFORMAT_BGRA8 + - for GL backends it is SG_PIXELFORMAT_RGBA8 + + This is mainly because of the default framebuffer which is setup outside + of sokol_gfx.h. On some backends, using BGRA for the default frame buffer + allows more efficient frame flips. For your own offscreen-render-targets, + use whatever renderable pixel format is convenient for you. +*/ +typedef enum sg_pixel_format { + _SG_PIXELFORMAT_DEFAULT, /* value 0 reserved for default-init */ + SG_PIXELFORMAT_NONE, + + SG_PIXELFORMAT_R8, + SG_PIXELFORMAT_R8SN, + SG_PIXELFORMAT_R8UI, + SG_PIXELFORMAT_R8SI, + + SG_PIXELFORMAT_R16, + SG_PIXELFORMAT_R16SN, + SG_PIXELFORMAT_R16UI, + SG_PIXELFORMAT_R16SI, + SG_PIXELFORMAT_R16F, + SG_PIXELFORMAT_RG8, + SG_PIXELFORMAT_RG8SN, + SG_PIXELFORMAT_RG8UI, + SG_PIXELFORMAT_RG8SI, + + SG_PIXELFORMAT_R32UI, + SG_PIXELFORMAT_R32SI, + SG_PIXELFORMAT_R32F, + SG_PIXELFORMAT_RG16, + SG_PIXELFORMAT_RG16SN, + SG_PIXELFORMAT_RG16UI, + SG_PIXELFORMAT_RG16SI, + SG_PIXELFORMAT_RG16F, + SG_PIXELFORMAT_RGBA8, + SG_PIXELFORMAT_RGBA8SN, + SG_PIXELFORMAT_RGBA8UI, + SG_PIXELFORMAT_RGBA8SI, + SG_PIXELFORMAT_BGRA8, + SG_PIXELFORMAT_RGB10A2, + SG_PIXELFORMAT_RG11B10F, + + SG_PIXELFORMAT_RG32UI, + SG_PIXELFORMAT_RG32SI, + SG_PIXELFORMAT_RG32F, + SG_PIXELFORMAT_RGBA16, + SG_PIXELFORMAT_RGBA16SN, + SG_PIXELFORMAT_RGBA16UI, + SG_PIXELFORMAT_RGBA16SI, + SG_PIXELFORMAT_RGBA16F, + + SG_PIXELFORMAT_RGBA32UI, + SG_PIXELFORMAT_RGBA32SI, + SG_PIXELFORMAT_RGBA32F, + + SG_PIXELFORMAT_DEPTH, + SG_PIXELFORMAT_DEPTH_STENCIL, + + SG_PIXELFORMAT_BC1_RGBA, + SG_PIXELFORMAT_BC2_RGBA, + SG_PIXELFORMAT_BC3_RGBA, + SG_PIXELFORMAT_BC4_R, + SG_PIXELFORMAT_BC4_RSN, + SG_PIXELFORMAT_BC5_RG, + SG_PIXELFORMAT_BC5_RGSN, + SG_PIXELFORMAT_BC6H_RGBF, + SG_PIXELFORMAT_BC6H_RGBUF, + SG_PIXELFORMAT_BC7_RGBA, + SG_PIXELFORMAT_PVRTC_RGB_2BPP, + SG_PIXELFORMAT_PVRTC_RGB_4BPP, + SG_PIXELFORMAT_PVRTC_RGBA_2BPP, + SG_PIXELFORMAT_PVRTC_RGBA_4BPP, + SG_PIXELFORMAT_ETC2_RGB8, + SG_PIXELFORMAT_ETC2_RGB8A1, + SG_PIXELFORMAT_ETC2_RGBA8, + SG_PIXELFORMAT_ETC2_RG11, + SG_PIXELFORMAT_ETC2_RG11SN, + + _SG_PIXELFORMAT_NUM, + _SG_PIXELFORMAT_FORCE_U32 = 0x7FFFFFFF +} sg_pixel_format; + +/* + Runtime information about a pixel format, returned + by sg_query_pixelformat(). +*/ +typedef struct sg_pixelformat_info { + bool sample; // pixel format can be sampled in shaders + bool filter; // pixel format can be sampled with filtering + bool render; // pixel format can be used as render target + bool blend; // alpha-blending is supported + bool msaa; // pixel format can be used as MSAA render target + bool depth; // pixel format is a depth format + #if defined(SOKOL_ZIG_BINDINGS) + uint32_t __pad[3]; + #endif +} sg_pixelformat_info; + +/* + Runtime information about available optional features, + returned by sg_query_features() +*/ +typedef struct sg_features { + bool instancing; // hardware instancing supported + bool origin_top_left; // framebuffer and texture origin is in top left corner + bool multiple_render_targets; // offscreen render passes can have multiple render targets attached + bool msaa_render_targets; // offscreen render passes support MSAA antialiasing + bool imagetype_3d; // creation of SG_IMAGETYPE_3D images is supported + bool imagetype_array; // creation of SG_IMAGETYPE_ARRAY images is supported + bool image_clamp_to_border; // border color and clamp-to-border UV-wrap mode is supported + bool mrt_independent_blend_state; // multiple-render-target rendering can use per-render-target blend state + bool mrt_independent_write_mask; // multiple-render-target rendering can use per-render-target color write masks + #if defined(SOKOL_ZIG_BINDINGS) + uint32_t __pad[3]; + #endif +} sg_features; + +/* + Runtime information about resource limits, returned by sg_query_limit() +*/ +typedef struct sg_limits { + int max_image_size_2d; // max width/height of SG_IMAGETYPE_2D images + int max_image_size_cube; // max width/height of SG_IMAGETYPE_CUBE images + int max_image_size_3d; // max width/height/depth of SG_IMAGETYPE_3D images + int max_image_size_array; // max width/height of SG_IMAGETYPE_ARRAY images + int max_image_array_layers; // max number of layers in SG_IMAGETYPE_ARRAY images + int max_vertex_attrs; // <= SG_MAX_VERTEX_ATTRIBUTES (only on some GLES2 impls) +} sg_limits; + +/* + sg_resource_state + + The current state of a resource in its resource pool. + Resources start in the INITIAL state, which means the + pool slot is unoccupied and can be allocated. When a resource is + created, first an id is allocated, and the resource pool slot + is set to state ALLOC. After allocation, the resource is + initialized, which may result in the VALID or FAILED state. The + reason why allocation and initialization are separate is because + some resource types (e.g. buffers and images) might be asynchronously + initialized by the user application. If a resource which is not + in the VALID state is attempted to be used for rendering, rendering + operations will silently be dropped. + + The special INVALID state is returned in sg_query_xxx_state() if no + resource object exists for the provided resource id. +*/ +typedef enum sg_resource_state { + SG_RESOURCESTATE_INITIAL, + SG_RESOURCESTATE_ALLOC, + SG_RESOURCESTATE_VALID, + SG_RESOURCESTATE_FAILED, + SG_RESOURCESTATE_INVALID, + _SG_RESOURCESTATE_FORCE_U32 = 0x7FFFFFFF +} sg_resource_state; + +/* + sg_usage + + A resource usage hint describing the update strategy of + buffers and images. This is used in the sg_buffer_desc.usage + and sg_image_desc.usage members when creating buffers + and images: + + SG_USAGE_IMMUTABLE: the resource will never be updated with + new data, instead the content of the + resource must be provided on creation + SG_USAGE_DYNAMIC: the resource will be updated infrequently + with new data (this could range from "once + after creation", to "quite often but not + every frame") + SG_USAGE_STREAM: the resource will be updated each frame + with new content + + The rendering backends use this hint to prevent that the + CPU needs to wait for the GPU when attempting to update + a resource that might be currently accessed by the GPU. + + Resource content is updated with the functions sg_update_buffer() or + sg_append_buffer() for buffer objects, and sg_update_image() for image + objects. For the sg_update_*() functions, only one update is allowed per + frame and resource object, while sg_append_buffer() can be called + multiple times per frame on the same buffer. The application must update + all data required for rendering (this means that the update data can be + smaller than the resource size, if only a part of the overall resource + size is used for rendering, you only need to make sure that the data that + *is* used is valid). + + The default usage is SG_USAGE_IMMUTABLE. +*/ +typedef enum sg_usage { + _SG_USAGE_DEFAULT, /* value 0 reserved for default-init */ + SG_USAGE_IMMUTABLE, + SG_USAGE_DYNAMIC, + SG_USAGE_STREAM, + _SG_USAGE_NUM, + _SG_USAGE_FORCE_U32 = 0x7FFFFFFF +} sg_usage; + +/* + sg_buffer_type + + This indicates whether a buffer contains vertex- or index-data, + used in the sg_buffer_desc.type member when creating a buffer. + + The default value is SG_BUFFERTYPE_VERTEXBUFFER. +*/ +typedef enum sg_buffer_type { + _SG_BUFFERTYPE_DEFAULT, /* value 0 reserved for default-init */ + SG_BUFFERTYPE_VERTEXBUFFER, + SG_BUFFERTYPE_INDEXBUFFER, + _SG_BUFFERTYPE_NUM, + _SG_BUFFERTYPE_FORCE_U32 = 0x7FFFFFFF +} sg_buffer_type; + +/* + sg_index_type + + Indicates whether indexed rendering (fetching vertex-indices from an + index buffer) is used, and if yes, the index data type (16- or 32-bits). + This is used in the sg_pipeline_desc.index_type member when creating a + pipeline object. + + The default index type is SG_INDEXTYPE_NONE. +*/ +typedef enum sg_index_type { + _SG_INDEXTYPE_DEFAULT, /* value 0 reserved for default-init */ + SG_INDEXTYPE_NONE, + SG_INDEXTYPE_UINT16, + SG_INDEXTYPE_UINT32, + _SG_INDEXTYPE_NUM, + _SG_INDEXTYPE_FORCE_U32 = 0x7FFFFFFF +} sg_index_type; + +/* + sg_image_type + + Indicates the basic type of an image object (2D-texture, cubemap, + 3D-texture or 2D-array-texture). 3D- and array-textures are not supported + on the GLES2/WebGL backend (use sg_query_features().imagetype_3d and + sg_query_features().imagetype_array to check for support). The image type + is used in the sg_image_desc.type member when creating an image, and + in sg_shader_image_desc when describing a shader's texture sampler binding. + + The default image type when creating an image is SG_IMAGETYPE_2D. +*/ +typedef enum sg_image_type { + _SG_IMAGETYPE_DEFAULT, /* value 0 reserved for default-init */ + SG_IMAGETYPE_2D, + SG_IMAGETYPE_CUBE, + SG_IMAGETYPE_3D, + SG_IMAGETYPE_ARRAY, + _SG_IMAGETYPE_NUM, + _SG_IMAGETYPE_FORCE_U32 = 0x7FFFFFFF +} sg_image_type; + +/* + sg_sampler_type + + Indicates the basic data type of a shader's texture sampler which + can be float , unsigned integer or signed integer. The sampler + type is used in the sg_shader_image_desc to describe the + sampler type of a shader's texture sampler binding. + + The default sampler type is SG_SAMPLERTYPE_FLOAT. +*/ +typedef enum sg_sampler_type { + _SG_SAMPLERTYPE_DEFAULT, /* value 0 reserved for default-init */ + SG_SAMPLERTYPE_FLOAT, + SG_SAMPLERTYPE_SINT, + SG_SAMPLERTYPE_UINT, +} sg_sampler_type; + +/* + sg_cube_face + + The cubemap faces. Use these as indices in the sg_image_desc.content + array. +*/ +typedef enum sg_cube_face { + SG_CUBEFACE_POS_X, + SG_CUBEFACE_NEG_X, + SG_CUBEFACE_POS_Y, + SG_CUBEFACE_NEG_Y, + SG_CUBEFACE_POS_Z, + SG_CUBEFACE_NEG_Z, + SG_CUBEFACE_NUM, + _SG_CUBEFACE_FORCE_U32 = 0x7FFFFFFF +} sg_cube_face; + +/* + sg_shader_stage + + There are 2 shader stages: vertex- and fragment-shader-stage. + Each shader stage consists of: + + - one slot for a shader function (provided as source- or byte-code) + - SG_MAX_SHADERSTAGE_UBS slots for uniform blocks + - SG_MAX_SHADERSTAGE_IMAGES slots for images used as textures by + the shader function +*/ +typedef enum sg_shader_stage { + SG_SHADERSTAGE_VS, + SG_SHADERSTAGE_FS, + _SG_SHADERSTAGE_FORCE_U32 = 0x7FFFFFFF +} sg_shader_stage; + +/* + sg_primitive_type + + This is the common subset of 3D primitive types supported across all 3D + APIs. This is used in the sg_pipeline_desc.primitive_type member when + creating a pipeline object. + + The default primitive type is SG_PRIMITIVETYPE_TRIANGLES. +*/ +typedef enum sg_primitive_type { + _SG_PRIMITIVETYPE_DEFAULT, /* value 0 reserved for default-init */ + SG_PRIMITIVETYPE_POINTS, + SG_PRIMITIVETYPE_LINES, + SG_PRIMITIVETYPE_LINE_STRIP, + SG_PRIMITIVETYPE_TRIANGLES, + SG_PRIMITIVETYPE_TRIANGLE_STRIP, + _SG_PRIMITIVETYPE_NUM, + _SG_PRIMITIVETYPE_FORCE_U32 = 0x7FFFFFFF +} sg_primitive_type; + +/* + sg_filter + + The filtering mode when sampling a texture image. This is + used in the sg_image_desc.min_filter and sg_image_desc.mag_filter + members when creating an image object. + + The default filter mode is SG_FILTER_NEAREST. +*/ +typedef enum sg_filter { + _SG_FILTER_DEFAULT, /* value 0 reserved for default-init */ + SG_FILTER_NEAREST, + SG_FILTER_LINEAR, + SG_FILTER_NEAREST_MIPMAP_NEAREST, + SG_FILTER_NEAREST_MIPMAP_LINEAR, + SG_FILTER_LINEAR_MIPMAP_NEAREST, + SG_FILTER_LINEAR_MIPMAP_LINEAR, + _SG_FILTER_NUM, + _SG_FILTER_FORCE_U32 = 0x7FFFFFFF +} sg_filter; + +/* + sg_wrap + + The texture coordinates wrapping mode when sampling a texture + image. This is used in the sg_image_desc.wrap_u, .wrap_v + and .wrap_w members when creating an image. + + The default wrap mode is SG_WRAP_REPEAT. + + NOTE: SG_WRAP_CLAMP_TO_BORDER is not supported on all backends + and platforms. To check for support, call sg_query_features() + and check the "clamp_to_border" boolean in the returned + sg_features struct. + + Platforms which don't support SG_WRAP_CLAMP_TO_BORDER will silently fall back + to SG_WRAP_CLAMP_TO_EDGE without a validation error. + + Platforms which support clamp-to-border are: + + - all desktop GL platforms + - Metal on macOS + - D3D11 + + Platforms which do not support clamp-to-border: + + - GLES2/3 and WebGL/WebGL2 + - Metal on iOS +*/ +typedef enum sg_wrap { + _SG_WRAP_DEFAULT, /* value 0 reserved for default-init */ + SG_WRAP_REPEAT, + SG_WRAP_CLAMP_TO_EDGE, + SG_WRAP_CLAMP_TO_BORDER, + SG_WRAP_MIRRORED_REPEAT, + _SG_WRAP_NUM, + _SG_WRAP_FORCE_U32 = 0x7FFFFFFF +} sg_wrap; + +/* + sg_border_color + + The border color to use when sampling a texture, and the UV wrap + mode is SG_WRAP_CLAMP_TO_BORDER. + + The default border color is SG_BORDERCOLOR_OPAQUE_BLACK +*/ +typedef enum sg_border_color { + _SG_BORDERCOLOR_DEFAULT, /* value 0 reserved for default-init */ + SG_BORDERCOLOR_TRANSPARENT_BLACK, + SG_BORDERCOLOR_OPAQUE_BLACK, + SG_BORDERCOLOR_OPAQUE_WHITE, + _SG_BORDERCOLOR_NUM, + _SG_BORDERCOLOR_FORCE_U32 = 0x7FFFFFFF +} sg_border_color; + +/* + sg_vertex_format + + The data type of a vertex component. This is used to describe + the layout of vertex data when creating a pipeline object. +*/ +typedef enum sg_vertex_format { + SG_VERTEXFORMAT_INVALID, + SG_VERTEXFORMAT_FLOAT, + SG_VERTEXFORMAT_FLOAT2, + SG_VERTEXFORMAT_FLOAT3, + SG_VERTEXFORMAT_FLOAT4, + SG_VERTEXFORMAT_BYTE4, + SG_VERTEXFORMAT_BYTE4N, + SG_VERTEXFORMAT_UBYTE4, + SG_VERTEXFORMAT_UBYTE4N, + SG_VERTEXFORMAT_SHORT2, + SG_VERTEXFORMAT_SHORT2N, + SG_VERTEXFORMAT_USHORT2N, + SG_VERTEXFORMAT_SHORT4, + SG_VERTEXFORMAT_SHORT4N, + SG_VERTEXFORMAT_USHORT4N, + SG_VERTEXFORMAT_UINT10_N2, + _SG_VERTEXFORMAT_NUM, + _SG_VERTEXFORMAT_FORCE_U32 = 0x7FFFFFFF +} sg_vertex_format; + +/* + sg_vertex_step + + Defines whether the input pointer of a vertex input stream is advanced + 'per vertex' or 'per instance'. The default step-func is + SG_VERTEXSTEP_PER_VERTEX. SG_VERTEXSTEP_PER_INSTANCE is used with + instanced-rendering. + + The vertex-step is part of the vertex-layout definition + when creating pipeline objects. +*/ +typedef enum sg_vertex_step { + _SG_VERTEXSTEP_DEFAULT, /* value 0 reserved for default-init */ + SG_VERTEXSTEP_PER_VERTEX, + SG_VERTEXSTEP_PER_INSTANCE, + _SG_VERTEXSTEP_NUM, + _SG_VERTEXSTEP_FORCE_U32 = 0x7FFFFFFF +} sg_vertex_step; + +/* + sg_uniform_type + + The data type of a uniform block member. This is used to + describe the internal layout of uniform blocks when creating + a shader object. +*/ +typedef enum sg_uniform_type { + SG_UNIFORMTYPE_INVALID, + SG_UNIFORMTYPE_FLOAT, + SG_UNIFORMTYPE_FLOAT2, + SG_UNIFORMTYPE_FLOAT3, + SG_UNIFORMTYPE_FLOAT4, + SG_UNIFORMTYPE_MAT4, + _SG_UNIFORMTYPE_NUM, + _SG_UNIFORMTYPE_FORCE_U32 = 0x7FFFFFFF +} sg_uniform_type; + +/* + sg_cull_mode + + The face-culling mode, this is used in the + sg_pipeline_desc.cull_mode member when creating a + pipeline object. + + The default cull mode is SG_CULLMODE_NONE +*/ +typedef enum sg_cull_mode { + _SG_CULLMODE_DEFAULT, /* value 0 reserved for default-init */ + SG_CULLMODE_NONE, + SG_CULLMODE_FRONT, + SG_CULLMODE_BACK, + _SG_CULLMODE_NUM, + _SG_CULLMODE_FORCE_U32 = 0x7FFFFFFF +} sg_cull_mode; + +/* + sg_face_winding + + The vertex-winding rule that determines a front-facing primitive. This + is used in the member sg_pipeline_desc.face_winding + when creating a pipeline object. + + The default winding is SG_FACEWINDING_CW (clockwise) +*/ +typedef enum sg_face_winding { + _SG_FACEWINDING_DEFAULT, /* value 0 reserved for default-init */ + SG_FACEWINDING_CCW, + SG_FACEWINDING_CW, + _SG_FACEWINDING_NUM, + _SG_FACEWINDING_FORCE_U32 = 0x7FFFFFFF +} sg_face_winding; + +/* + sg_compare_func + + The compare-function for depth- and stencil-ref tests. + This is used when creating pipeline objects in the members: + + sg_pipeline_desc + .depth + .compare + .stencil + .front.compare + .back.compar + + The default compare func for depth- and stencil-tests is + SG_COMPAREFUNC_ALWAYS. +*/ +typedef enum sg_compare_func { + _SG_COMPAREFUNC_DEFAULT, /* value 0 reserved for default-init */ + SG_COMPAREFUNC_NEVER, + SG_COMPAREFUNC_LESS, + SG_COMPAREFUNC_EQUAL, + SG_COMPAREFUNC_LESS_EQUAL, + SG_COMPAREFUNC_GREATER, + SG_COMPAREFUNC_NOT_EQUAL, + SG_COMPAREFUNC_GREATER_EQUAL, + SG_COMPAREFUNC_ALWAYS, + _SG_COMPAREFUNC_NUM, + _SG_COMPAREFUNC_FORCE_U32 = 0x7FFFFFFF +} sg_compare_func; + +/* + sg_stencil_op + + The operation performed on a currently stored stencil-value when a + comparison test passes or fails. This is used when creating a pipeline + object in the members: + + sg_pipeline_desc + .stencil + .front + .fail_op + .depth_fail_op + .pass_op + .back + .fail_op + .depth_fail_op + .pass_op + + The default value is SG_STENCILOP_KEEP. +*/ +typedef enum sg_stencil_op { + _SG_STENCILOP_DEFAULT, /* value 0 reserved for default-init */ + SG_STENCILOP_KEEP, + SG_STENCILOP_ZERO, + SG_STENCILOP_REPLACE, + SG_STENCILOP_INCR_CLAMP, + SG_STENCILOP_DECR_CLAMP, + SG_STENCILOP_INVERT, + SG_STENCILOP_INCR_WRAP, + SG_STENCILOP_DECR_WRAP, + _SG_STENCILOP_NUM, + _SG_STENCILOP_FORCE_U32 = 0x7FFFFFFF +} sg_stencil_op; + +/* + sg_blend_factor + + The source and destination factors in blending operations. + This is used in the following members when creating a pipeline object: + + sg_pipeline_desc + .colors[i] + .blend + .src_factor_rgb + .dst_factor_rgb + .src_factor_alpha + .dst_factor_alpha + + The default value is SG_BLENDFACTOR_ONE for source + factors, and SG_BLENDFACTOR_ZERO for destination factors. +*/ +typedef enum sg_blend_factor { + _SG_BLENDFACTOR_DEFAULT, /* value 0 reserved for default-init */ + SG_BLENDFACTOR_ZERO, + SG_BLENDFACTOR_ONE, + SG_BLENDFACTOR_SRC_COLOR, + SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR, + SG_BLENDFACTOR_SRC_ALPHA, + SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, + SG_BLENDFACTOR_DST_COLOR, + SG_BLENDFACTOR_ONE_MINUS_DST_COLOR, + SG_BLENDFACTOR_DST_ALPHA, + SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA, + SG_BLENDFACTOR_SRC_ALPHA_SATURATED, + SG_BLENDFACTOR_BLEND_COLOR, + SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR, + SG_BLENDFACTOR_BLEND_ALPHA, + SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA, + _SG_BLENDFACTOR_NUM, + _SG_BLENDFACTOR_FORCE_U32 = 0x7FFFFFFF +} sg_blend_factor; + +/* + sg_blend_op + + Describes how the source and destination values are combined in the + fragment blending operation. It is used in the following members when + creating a pipeline object: + + sg_pipeline_desc + .colors[i] + .blend + .op_rgb + .op_alpha + + The default value is SG_BLENDOP_ADD. +*/ +typedef enum sg_blend_op { + _SG_BLENDOP_DEFAULT, /* value 0 reserved for default-init */ + SG_BLENDOP_ADD, + SG_BLENDOP_SUBTRACT, + SG_BLENDOP_REVERSE_SUBTRACT, + _SG_BLENDOP_NUM, + _SG_BLENDOP_FORCE_U32 = 0x7FFFFFFF +} sg_blend_op; + +/* + sg_color_mask + + Selects the active color channels when writing a fragment color to the + framebuffer. This is used in the members + sg_pipeline_desc.colors[i].write_mask when creating a pipeline object. + + The default colormask is SG_COLORMASK_RGBA (write all colors channels) + + NOTE: since the color mask value 0 is reserved for the default value + (SG_COLORMASK_RGBA), use SG_COLORMASK_NONE if all color channels + should be disabled. +*/ +typedef enum sg_color_mask { + _SG_COLORMASK_DEFAULT = 0, /* value 0 reserved for default-init */ + SG_COLORMASK_NONE = 0x10, /* special value for 'all channels disabled */ + SG_COLORMASK_R = 0x1, + SG_COLORMASK_G = 0x2, + SG_COLORMASK_RG = 0x3, + SG_COLORMASK_B = 0x4, + SG_COLORMASK_RB = 0x5, + SG_COLORMASK_GB = 0x6, + SG_COLORMASK_RGB = 0x7, + SG_COLORMASK_A = 0x8, + SG_COLORMASK_RA = 0x9, + SG_COLORMASK_GA = 0xA, + SG_COLORMASK_RGA = 0xB, + SG_COLORMASK_BA = 0xC, + SG_COLORMASK_RBA = 0xD, + SG_COLORMASK_GBA = 0xE, + SG_COLORMASK_RGBA = 0xF, + _SG_COLORMASK_FORCE_U32 = 0x7FFFFFFF +} sg_color_mask; + +/* + sg_action + + Defines what action should be performed at the start of a render pass: + + SG_ACTION_CLEAR: clear the render target image + SG_ACTION_LOAD: load the previous content of the render target image + SG_ACTION_DONTCARE: leave the render target image content undefined + + This is used in the sg_pass_action structure. + + The default action for all pass attachments is SG_ACTION_CLEAR, with the + clear color rgba = {0.5f, 0.5f, 0.5f, 1.0f], depth=1.0 and stencil=0. + + If you want to override the default behaviour, it is important to not + only set the clear color, but the 'action' field as well (as long as this + is in its _SG_ACTION_DEFAULT, the value fields will be ignored). +*/ +typedef enum sg_action { + _SG_ACTION_DEFAULT, + SG_ACTION_CLEAR, + SG_ACTION_LOAD, + SG_ACTION_DONTCARE, + _SG_ACTION_NUM, + _SG_ACTION_FORCE_U32 = 0x7FFFFFFF +} sg_action; + +/* + sg_pass_action + + The sg_pass_action struct defines the actions to be performed + at the start of a rendering pass in the functions sg_begin_pass() + and sg_begin_default_pass(). + + A separate action and clear values can be defined for each + color attachment, and for the depth-stencil attachment. + + The default clear values are defined by the macros: + + - SG_DEFAULT_CLEAR_RED: 0.5f + - SG_DEFAULT_CLEAR_GREEN: 0.5f + - SG_DEFAULT_CLEAR_BLUE: 0.5f + - SG_DEFAULT_CLEAR_ALPHA: 1.0f + - SG_DEFAULT_CLEAR_DEPTH: 1.0f + - SG_DEFAULT_CLEAR_STENCIL: 0 +*/ +typedef struct sg_color_attachment_action { + sg_action action; + sg_color value; +} sg_color_attachment_action; + +typedef struct sg_depth_attachment_action { + sg_action action; + float value; +} sg_depth_attachment_action; + +typedef struct sg_stencil_attachment_action { + sg_action action; + uint8_t value; +} sg_stencil_attachment_action; + +typedef struct sg_pass_action { + uint32_t _start_canary; + sg_color_attachment_action colors[SG_MAX_COLOR_ATTACHMENTS]; + sg_depth_attachment_action depth; + sg_stencil_attachment_action stencil; + uint32_t _end_canary; +} sg_pass_action; + +/* + sg_bindings + + The sg_bindings structure defines the resource binding slots + of the sokol_gfx render pipeline, used as argument to the + sg_apply_bindings() function. + + A resource binding struct contains: + + - 1..N vertex buffers + - 0..N vertex buffer offsets + - 0..1 index buffers + - 0..1 index buffer offsets + - 0..N vertex shader stage images + - 0..N fragment shader stage images + + The max number of vertex buffer and shader stage images + are defined by the SG_MAX_SHADERSTAGE_BUFFERS and + SG_MAX_SHADERSTAGE_IMAGES configuration constants. + + The optional buffer offsets can be used to put different unrelated + chunks of vertex- and/or index-data into the same buffer objects. +*/ +typedef struct sg_bindings { + uint32_t _start_canary; + sg_buffer vertex_buffers[SG_MAX_SHADERSTAGE_BUFFERS]; + int vertex_buffer_offsets[SG_MAX_SHADERSTAGE_BUFFERS]; + sg_buffer index_buffer; + int index_buffer_offset; + sg_image vs_images[SG_MAX_SHADERSTAGE_IMAGES]; + sg_image fs_images[SG_MAX_SHADERSTAGE_IMAGES]; + uint32_t _end_canary; +} sg_bindings; + +/* + sg_buffer_desc + + Creation parameters for sg_buffer objects, used in the + sg_make_buffer() call. + + The default configuration is: + + .size: 0 (*must* be >0 for buffers without data) + .type: SG_BUFFERTYPE_VERTEXBUFFER + .usage: SG_USAGE_IMMUTABLE + .data.ptr 0 (*must* be valid for immutable buffers) + .data.size 0 (*must* be > 0 for immutable buffers) + .label 0 (optional string label for trace hooks) + + The label will be ignored by sokol_gfx.h, it is only useful + when hooking into sg_make_buffer() or sg_init_buffer() via + the sg_install_trace_hooks() function. + + For immutable buffers which are initialized with initial data, + keep the .size item zero-initialized, and set the size together with the + pointer to the initial data in the .data item. + + For mutable buffers without initial data, keep the .data item + zero-initialized, and set the buffer size in the .size item instead. + + You can also set both size values, but currently both size values must + be identical (this may change in the future when the dynamic resource + management may become more flexible). + + ADVANCED TOPIC: Injecting native 3D-API buffers: + + The following struct members allow to inject your own GL, Metal + or D3D11 buffers into sokol_gfx: + + .gl_buffers[SG_NUM_INFLIGHT_FRAMES] + .mtl_buffers[SG_NUM_INFLIGHT_FRAMES] + .d3d11_buffer + + You must still provide all other struct items except the .data item, and + these must match the creation parameters of the native buffers you + provide. For SG_USAGE_IMMUTABLE, only provide a single native 3D-API + buffer, otherwise you need to provide SG_NUM_INFLIGHT_FRAMES buffers + (only for GL and Metal, not D3D11). Providing multiple buffers for GL and + Metal is necessary because sokol_gfx will rotate through them when + calling sg_update_buffer() to prevent lock-stalls. + + Note that it is expected that immutable injected buffer have already been + initialized with content, and the .content member must be 0! + + Also you need to call sg_reset_state_cache() after calling native 3D-API + functions, and before calling any sokol_gfx function. +*/ +typedef struct sg_buffer_desc { + uint32_t _start_canary; + size_t size; + sg_buffer_type type; + sg_usage usage; + sg_range data; + const char* label; + /* GL specific */ + uint32_t gl_buffers[SG_NUM_INFLIGHT_FRAMES]; + /* Metal specific */ + const void* mtl_buffers[SG_NUM_INFLIGHT_FRAMES]; + /* D3D11 specific */ + const void* d3d11_buffer; + /* WebGPU specific */ + const void* wgpu_buffer; + uint32_t _end_canary; +} sg_buffer_desc; + +/* + sg_image_data + + Defines the content of an image through a 2D array of sg_range structs. + The first array dimension is the cubemap face, and the second array + dimension the mipmap level. +*/ +typedef struct sg_image_data { + sg_range subimage[SG_CUBEFACE_NUM][SG_MAX_MIPMAPS]; +} sg_image_data; + +/* + sg_image_desc + + Creation parameters for sg_image objects, used in the sg_make_image() + call. + + The default configuration is: + + .type: SG_IMAGETYPE_2D + .render_target: false + .width 0 (must be set to >0) + .height 0 (must be set to >0) + .num_slices 1 (3D textures: depth; array textures: number of layers) + .num_mipmaps: 1 + .usage: SG_USAGE_IMMUTABLE + .pixel_format: SG_PIXELFORMAT_RGBA8 for textures, or sg_desc.context.color_format for render targets + .sample_count: 1 for textures, or sg_desc.context.sample_count for render targets + .min_filter: SG_FILTER_NEAREST + .mag_filter: SG_FILTER_NEAREST + .wrap_u: SG_WRAP_REPEAT + .wrap_v: SG_WRAP_REPEAT + .wrap_w: SG_WRAP_REPEAT (only SG_IMAGETYPE_3D) + .border_color SG_BORDERCOLOR_OPAQUE_BLACK + .max_anisotropy 1 (must be 1..16) + .min_lod 0.0f + .max_lod FLT_MAX + .data an sg_image_data struct to define the initial content + .label 0 (optional string label for trace hooks) + + Q: Why is the default sample_count for render targets identical with the + "default sample count" from sg_desc.context.sample_count? + + A: So that it matches the default sample count in pipeline objects. Even + though it is a bit strange/confusing that offscreen render targets by default + get the same sample count as the default framebuffer, but it's better that + an offscreen render target created with default parameters matches + a pipeline object created with default parameters. + + NOTE: + + SG_IMAGETYPE_ARRAY and SG_IMAGETYPE_3D are not supported on WebGL/GLES2, + use sg_query_features().imagetype_array and + sg_query_features().imagetype_3d at runtime to check if array- and + 3D-textures are supported. + + Images with usage SG_USAGE_IMMUTABLE must be fully initialized by + providing a valid .data member which points to initialization data. + + ADVANCED TOPIC: Injecting native 3D-API textures: + + The following struct members allow to inject your own GL, Metal or D3D11 + textures into sokol_gfx: + + .gl_textures[SG_NUM_INFLIGHT_FRAMES] + .mtl_textures[SG_NUM_INFLIGHT_FRAMES] + .d3d11_texture + .d3d11_shader_resource_view + + For GL, you can also specify the texture target or leave it empty to use + the default texture target for the image type (GL_TEXTURE_2D for + SG_IMAGETYPE_2D etc) + + For D3D11, you can provide either a D3D11 texture, or a + shader-resource-view, or both. If only a texture is provided, a matching + shader-resource-view will be created. If only a shader-resource-view is + provided, the texture will be looked up from the shader-resource-view. + + The same rules apply as for injecting native buffers (see sg_buffer_desc + documentation for more details). +*/ +typedef struct sg_image_desc { + uint32_t _start_canary; + sg_image_type type; + bool render_target; + int width; + int height; + int num_slices; + int num_mipmaps; + sg_usage usage; + sg_pixel_format pixel_format; + int sample_count; + sg_filter min_filter; + sg_filter mag_filter; + sg_wrap wrap_u; + sg_wrap wrap_v; + sg_wrap wrap_w; + sg_border_color border_color; + uint32_t max_anisotropy; + float min_lod; + float max_lod; + sg_image_data data; + const char* label; + /* GL specific */ + uint32_t gl_textures[SG_NUM_INFLIGHT_FRAMES]; + uint32_t gl_texture_target; + /* Metal specific */ + const void* mtl_textures[SG_NUM_INFLIGHT_FRAMES]; + /* D3D11 specific */ + const void* d3d11_texture; + const void* d3d11_shader_resource_view; + /* WebGPU specific */ + const void* wgpu_texture; + uint32_t _end_canary; +} sg_image_desc; + +/* + sg_shader_desc + + The structure sg_shader_desc defines all creation parameters for shader + programs, used as input to the sg_make_shader() function: + + - reflection information for vertex attributes (vertex shader inputs): + - vertex attribute name (required for GLES2, optional for GLES3 and GL) + - a semantic name and index (required for D3D11) + - for each shader-stage (vertex and fragment): + - the shader source or bytecode + - an optional entry function name + - an optional compile target (only for D3D11 when source is provided, + defaults are "vs_4_0" and "ps_4_0") + - reflection info for each uniform block used by the shader stage: + - the size of the uniform block in bytes + - reflection info for each uniform block member (only required for GL backends): + - member name + - member type (SG_UNIFORMTYPE_xxx) + - if the member is an array, the number of array items + - reflection info for the texture images used by the shader stage: + - the image type (SG_IMAGETYPE_xxx) + - the sampler type (SG_SAMPLERTYPE_xxx, default is SG_SAMPLERTYPE_FLOAT) + - the name of the texture sampler (required for GLES2, optional everywhere else) + + For all GL backends, shader source-code must be provided. For D3D11 and Metal, + either shader source-code or byte-code can be provided. + + For D3D11, if source code is provided, the d3dcompiler_47.dll will be loaded + on demand. If this fails, shader creation will fail. When compiling HLSL + source code, you can provide an optional target string via + sg_shader_stage_desc.d3d11_target, the default target is "vs_4_0" for the + vertex shader stage and "ps_4_0" for the pixel shader stage. +*/ +typedef struct sg_shader_attr_desc { + const char* name; // GLSL vertex attribute name (only strictly required for GLES2) + const char* sem_name; // HLSL semantic name + int sem_index; // HLSL semantic index +} sg_shader_attr_desc; + +typedef struct sg_shader_uniform_desc { + const char* name; + sg_uniform_type type; + int array_count; +} sg_shader_uniform_desc; + +typedef struct sg_shader_uniform_block_desc { + size_t size; + sg_shader_uniform_desc uniforms[SG_MAX_UB_MEMBERS]; +} sg_shader_uniform_block_desc; + +typedef struct sg_shader_image_desc { + const char* name; + sg_image_type image_type; + sg_sampler_type sampler_type; +} sg_shader_image_desc; + +typedef struct sg_shader_stage_desc { + const char* source; + sg_range bytecode; + const char* entry; + const char* d3d11_target; + sg_shader_uniform_block_desc uniform_blocks[SG_MAX_SHADERSTAGE_UBS]; + sg_shader_image_desc images[SG_MAX_SHADERSTAGE_IMAGES]; +} sg_shader_stage_desc; + +typedef struct sg_shader_desc { + uint32_t _start_canary; + sg_shader_attr_desc attrs[SG_MAX_VERTEX_ATTRIBUTES]; + sg_shader_stage_desc vs; + sg_shader_stage_desc fs; + const char* label; + uint32_t _end_canary; +} sg_shader_desc; + +/* + sg_pipeline_desc + + The sg_pipeline_desc struct defines all creation parameters for an + sg_pipeline object, used as argument to the sg_make_pipeline() function: + + - the vertex layout for all input vertex buffers + - a shader object + - the 3D primitive type (points, lines, triangles, ...) + - the index type (none, 16- or 32-bit) + - all the fixed-function-pipeline state (depth-, stencil-, blend-state, etc...) + + If the vertex data has no gaps between vertex components, you can omit + the .layout.buffers[].stride and layout.attrs[].offset items (leave them + default-initialized to 0), sokol-gfx will then compute the offsets and + strides from the vertex component formats (.layout.attrs[].format). + Please note that ALL vertex attribute offsets must be 0 in order for the + automatic offset computation to kick in. + + The default configuration is as follows: + + .shader: 0 (must be initialized with a valid sg_shader id!) + .layout: + .buffers[]: vertex buffer layouts + .stride: 0 (if no stride is given it will be computed) + .step_func SG_VERTEXSTEP_PER_VERTEX + .step_rate 1 + .attrs[]: vertex attribute declarations + .buffer_index 0 the vertex buffer bind slot + .offset 0 (offsets can be omitted if the vertex layout has no gaps) + .format SG_VERTEXFORMAT_INVALID (must be initialized!) + .depth: + .pixel_format: sg_desc.context.depth_format + .compare: SG_COMPAREFUNC_ALWAYS + .write_enabled: false + .bias: 0.0f + .bias_slope_scale: 0.0f + .bias_clamp: 0.0f + .stencil: + .enabled: false + .front/back: + .compare: SG_COMPAREFUNC_ALWAYS + .depth_fail_op: SG_STENCILOP_KEEP + .pass_op: SG_STENCILOP_KEEP + .compare: SG_COMPAREFUNC_ALWAYS + .read_mask: 0 + .write_mask: 0 + .ref: 0 + .color_count 1 + .colors[0..color_count] + .pixel_format sg_desc.context.color_format + .write_mask: SG_COLORMASK_RGBA + .blend: + .enabled: false + .src_factor_rgb: SG_BLENDFACTOR_ONE + .dst_factor_rgb: SG_BLENDFACTOR_ZERO + .op_rgb: SG_BLENDOP_ADD + .src_factor_alpha: SG_BLENDFACTOR_ONE + .dst_factor_alpha: SG_BLENDFACTOR_ZERO + .op_alpha: SG_BLENDOP_ADD + .primitive_type: SG_PRIMITIVETYPE_TRIANGLES + .index_type: SG_INDEXTYPE_NONE + .cull_mode: SG_CULLMODE_NONE + .face_winding: SG_FACEWINDING_CW + .sample_count: sg_desc.context.sample_count + .blend_color: (sg_color) { 0.0f, 0.0f, 0.0f, 0.0f } + .alpha_to_coverage_enabled: false + .label 0 (optional string label for trace hooks) +*/ +typedef struct sg_buffer_layout_desc { + int stride; + sg_vertex_step step_func; + int step_rate; + #if defined(SOKOL_ZIG_BINDINGS) + uint32_t __pad[2]; + #endif +} sg_buffer_layout_desc; + +typedef struct sg_vertex_attr_desc { + int buffer_index; + int offset; + sg_vertex_format format; + #if defined(SOKOL_ZIG_BINDINGS) + uint32_t __pad[2]; + #endif +} sg_vertex_attr_desc; + +typedef struct sg_layout_desc { + sg_buffer_layout_desc buffers[SG_MAX_SHADERSTAGE_BUFFERS]; + sg_vertex_attr_desc attrs[SG_MAX_VERTEX_ATTRIBUTES]; +} sg_layout_desc; + +typedef struct sg_stencil_face_state { + sg_compare_func compare; + sg_stencil_op fail_op; + sg_stencil_op depth_fail_op; + sg_stencil_op pass_op; +} sg_stencil_face_state; + +typedef struct sg_stencil_state { + bool enabled; + sg_stencil_face_state front; + sg_stencil_face_state back; + uint8_t read_mask; + uint8_t write_mask; + uint8_t ref; +} sg_stencil_state; + +typedef struct sg_depth_state { + sg_pixel_format pixel_format; + sg_compare_func compare; + bool write_enabled; + float bias; + float bias_slope_scale; + float bias_clamp; +} sg_depth_state; + +typedef struct sg_blend_state { + bool enabled; + sg_blend_factor src_factor_rgb; + sg_blend_factor dst_factor_rgb; + sg_blend_op op_rgb; + sg_blend_factor src_factor_alpha; + sg_blend_factor dst_factor_alpha; + sg_blend_op op_alpha; +} sg_blend_state; + +typedef struct sg_color_state { + sg_pixel_format pixel_format; + sg_color_mask write_mask; + sg_blend_state blend; +} sg_color_state; + +typedef struct sg_pipeline_desc { + uint32_t _start_canary; + sg_shader shader; + sg_layout_desc layout; + sg_depth_state depth; + sg_stencil_state stencil; + int color_count; + sg_color_state colors[SG_MAX_COLOR_ATTACHMENTS]; + sg_primitive_type primitive_type; + sg_index_type index_type; + sg_cull_mode cull_mode; + sg_face_winding face_winding; + int sample_count; + sg_color blend_color; + bool alpha_to_coverage_enabled; + const char* label; + uint32_t _end_canary; +} sg_pipeline_desc; + +/* + sg_pass_desc + + Creation parameters for an sg_pass object, used as argument + to the sg_make_pass() function. + + A pass object contains 1..4 color-attachments and none, or one, + depth-stencil-attachment. Each attachment consists of + an image, and two additional indices describing + which subimage the pass will render to: one mipmap index, and + if the image is a cubemap, array-texture or 3D-texture, the + face-index, array-layer or depth-slice. + + Pass images must fulfill the following requirements: + + All images must have: + - been created as render target (sg_image_desc.render_target = true) + - the same size + - the same sample count + + In addition, all color-attachment images must have the same pixel format. +*/ +typedef struct sg_pass_attachment_desc { + sg_image image; + int mip_level; + int slice; /* cube texture: face; array texture: layer; 3D texture: slice */ +} sg_pass_attachment_desc; + +typedef struct sg_pass_desc { + uint32_t _start_canary; + sg_pass_attachment_desc color_attachments[SG_MAX_COLOR_ATTACHMENTS]; + sg_pass_attachment_desc depth_stencil_attachment; + const char* label; + uint32_t _end_canary; +} sg_pass_desc; + +/* + sg_trace_hooks + + Installable callback functions to keep track of the sokol-gfx calls, + this is useful for debugging, or keeping track of resource creation + and destruction. + + Trace hooks are installed with sg_install_trace_hooks(), this returns + another sg_trace_hooks struct with the previous set of + trace hook function pointers. These should be invoked by the + new trace hooks to form a proper call chain. +*/ +typedef struct sg_trace_hooks { + void* user_data; + void (*reset_state_cache)(void* user_data); + void (*make_buffer)(const sg_buffer_desc* desc, sg_buffer result, void* user_data); + void (*make_image)(const sg_image_desc* desc, sg_image result, void* user_data); + void (*make_shader)(const sg_shader_desc* desc, sg_shader result, void* user_data); + void (*make_pipeline)(const sg_pipeline_desc* desc, sg_pipeline result, void* user_data); + void (*make_pass)(const sg_pass_desc* desc, sg_pass result, void* user_data); + void (*destroy_buffer)(sg_buffer buf, void* user_data); + void (*destroy_image)(sg_image img, void* user_data); + void (*destroy_shader)(sg_shader shd, void* user_data); + void (*destroy_pipeline)(sg_pipeline pip, void* user_data); + void (*destroy_pass)(sg_pass pass, void* user_data); + void (*update_buffer)(sg_buffer buf, const sg_range* data, void* user_data); + void (*update_image)(sg_image img, const sg_image_data* data, void* user_data); + void (*append_buffer)(sg_buffer buf, const sg_range* data, int result, void* user_data); + void (*begin_default_pass)(const sg_pass_action* pass_action, int width, int height, void* user_data); + void (*begin_pass)(sg_pass pass, const sg_pass_action* pass_action, void* user_data); + void (*apply_viewport)(int x, int y, int width, int height, bool origin_top_left, void* user_data); + void (*apply_scissor_rect)(int x, int y, int width, int height, bool origin_top_left, void* user_data); + void (*apply_pipeline)(sg_pipeline pip, void* user_data); + void (*apply_bindings)(const sg_bindings* bindings, void* user_data); + void (*apply_uniforms)(sg_shader_stage stage, int ub_index, const sg_range* data, void* user_data); + void (*draw)(int base_element, int num_elements, int num_instances, void* user_data); + void (*end_pass)(void* user_data); + void (*commit)(void* user_data); + void (*alloc_buffer)(sg_buffer result, void* user_data); + void (*alloc_image)(sg_image result, void* user_data); + void (*alloc_shader)(sg_shader result, void* user_data); + void (*alloc_pipeline)(sg_pipeline result, void* user_data); + void (*alloc_pass)(sg_pass result, void* user_data); + void (*dealloc_buffer)(sg_buffer buf_id, void* user_data); + void (*dealloc_image)(sg_image img_id, void* user_data); + void (*dealloc_shader)(sg_shader shd_id, void* user_data); + void (*dealloc_pipeline)(sg_pipeline pip_id, void* user_data); + void (*dealloc_pass)(sg_pass pass_id, void* user_data); + void (*init_buffer)(sg_buffer buf_id, const sg_buffer_desc* desc, void* user_data); + void (*init_image)(sg_image img_id, const sg_image_desc* desc, void* user_data); + void (*init_shader)(sg_shader shd_id, const sg_shader_desc* desc, void* user_data); + void (*init_pipeline)(sg_pipeline pip_id, const sg_pipeline_desc* desc, void* user_data); + void (*init_pass)(sg_pass pass_id, const sg_pass_desc* desc, void* user_data); + void (*uninit_buffer)(sg_buffer buf_id, void* user_data); + void (*uninit_image)(sg_image img_id, void* user_data); + void (*uninit_shader)(sg_shader shd_id, void* user_data); + void (*uninit_pipeline)(sg_pipeline pip_id, void* user_data); + void (*uninit_pass)(sg_pass pass_id, void* user_data); + void (*fail_buffer)(sg_buffer buf_id, void* user_data); + void (*fail_image)(sg_image img_id, void* user_data); + void (*fail_shader)(sg_shader shd_id, void* user_data); + void (*fail_pipeline)(sg_pipeline pip_id, void* user_data); + void (*fail_pass)(sg_pass pass_id, void* user_data); + void (*push_debug_group)(const char* name, void* user_data); + void (*pop_debug_group)(void* user_data); + void (*err_buffer_pool_exhausted)(void* user_data); + void (*err_image_pool_exhausted)(void* user_data); + void (*err_shader_pool_exhausted)(void* user_data); + void (*err_pipeline_pool_exhausted)(void* user_data); + void (*err_pass_pool_exhausted)(void* user_data); + void (*err_context_mismatch)(void* user_data); + void (*err_pass_invalid)(void* user_data); + void (*err_draw_invalid)(void* user_data); + void (*err_bindings_invalid)(void* user_data); +} sg_trace_hooks; + +/* + sg_buffer_info + sg_image_info + sg_shader_info + sg_pipeline_info + sg_pass_info + + These structs contain various internal resource attributes which + might be useful for debug-inspection. Please don't rely on the + actual content of those structs too much, as they are quite closely + tied to sokol_gfx.h internals and may change more frequently than + the other public API elements. + + The *_info structs are used as the return values of the following functions: + + sg_query_buffer_info() + sg_query_image_info() + sg_query_shader_info() + sg_query_pipeline_info() + sg_query_pass_info() +*/ +typedef struct sg_slot_info { + sg_resource_state state; /* the current state of this resource slot */ + uint32_t res_id; /* type-neutral resource if (e.g. sg_buffer.id) */ + uint32_t ctx_id; /* the context this resource belongs to */ +} sg_slot_info; + +typedef struct sg_buffer_info { + sg_slot_info slot; /* resource pool slot info */ + uint32_t update_frame_index; /* frame index of last sg_update_buffer() */ + uint32_t append_frame_index; /* frame index of last sg_append_buffer() */ + int append_pos; /* current position in buffer for sg_append_buffer() */ + bool append_overflow; /* is buffer in overflow state (due to sg_append_buffer) */ + int num_slots; /* number of renaming-slots for dynamically updated buffers */ + int active_slot; /* currently active write-slot for dynamically updated buffers */ +} sg_buffer_info; + +typedef struct sg_image_info { + sg_slot_info slot; /* resource pool slot info */ + uint32_t upd_frame_index; /* frame index of last sg_update_image() */ + int num_slots; /* number of renaming-slots for dynamically updated images */ + int active_slot; /* currently active write-slot for dynamically updated images */ + int width; /* image width */ + int height; /* image height */ +} sg_image_info; + +typedef struct sg_shader_info { + sg_slot_info slot; /* resoure pool slot info */ +} sg_shader_info; + +typedef struct sg_pipeline_info { + sg_slot_info slot; /* resource pool slot info */ +} sg_pipeline_info; + +typedef struct sg_pass_info { + sg_slot_info slot; /* resource pool slot info */ +} sg_pass_info; + +/* + sg_desc + + The sg_desc struct contains configuration values for sokol_gfx, + it is used as parameter to the sg_setup() call. + + NOTE that all callback function pointers come in two versions, one without + a userdata pointer, and one with a userdata pointer. You would + either initialize one or the other depending on whether you pass data + to your callbacks. + + FIXME: explain the various configuration options + + The default configuration is: + + .buffer_pool_size 128 + .image_pool_size 128 + .shader_pool_size 32 + .pipeline_pool_size 64 + .pass_pool_size 16 + .context_pool_size 16 + .sampler_cache_size 64 + .uniform_buffer_size 4 MB (4*1024*1024) + .staging_buffer_size 8 MB (8*1024*1024) + + .context.color_format: default value depends on selected backend: + all GL backends: SG_PIXELFORMAT_RGBA8 + Metal and D3D11: SG_PIXELFORMAT_BGRA8 + WGPU: *no default* (must be queried from WGPU swapchain) + .context.depth_format SG_PIXELFORMAT_DEPTH_STENCIL + .context.sample_count 1 + + GL specific: + .context.gl.force_gles2 + if this is true the GL backend will act in "GLES2 fallback mode" even + when compiled with SOKOL_GLES3, this is useful to fall back + to traditional WebGL if a browser doesn't support a WebGL2 context + + Metal specific: + (NOTE: All Objective-C object references are transferred through + a bridged (const void*) to sokol_gfx, which will use a unretained + bridged cast (__bridged id) to retrieve the Objective-C + references back. Since the bridge cast is unretained, the caller + must hold a strong reference to the Objective-C object for the + duration of the sokol_gfx call! + + .context.metal.device + a pointer to the MTLDevice object + .context.metal.renderpass_descriptor_cb + .context.metal_renderpass_descriptor_userdata_cb + A C callback function to obtain the MTLRenderPassDescriptor for the + current frame when rendering to the default framebuffer, will be called + in sg_begin_default_pass(). + .context.metal.drawable_cb + .context.metal.drawable_userdata_cb + a C callback function to obtain a MTLDrawable for the current + frame when rendering to the default framebuffer, will be called in + sg_end_pass() of the default pass + .context.metal.user_data + optional user data pointer passed to the userdata versions of + callback functions + + D3D11 specific: + .context.d3d11.device + a pointer to the ID3D11Device object, this must have been created + before sg_setup() is called + .context.d3d11.device_context + a pointer to the ID3D11DeviceContext object + .context.d3d11.render_target_view_cb + .context.d3d11.render_target_view_userdata_cb + a C callback function to obtain a pointer to the current + ID3D11RenderTargetView object of the default framebuffer, + this function will be called in sg_begin_pass() when rendering + to the default framebuffer + .context.d3d11.depth_stencil_view_cb + .context.d3d11.depth_stencil_view_userdata_cb + a C callback function to obtain a pointer to the current + ID3D11DepthStencilView object of the default framebuffer, + this function will be called in sg_begin_pass() when rendering + to the default framebuffer + .context.metal.user_data + optional user data pointer passed to the userdata versions of + callback functions + + WebGPU specific: + .context.wgpu.device + a WGPUDevice handle + .context.wgpu.render_format + WGPUTextureFormat of the swap chain surface + .context.wgpu.render_view_cb + .context.wgpu.render_view_userdata_cb + callback to get the current WGPUTextureView of the swapchain's + rendering attachment (may be an MSAA surface) + .context.wgpu.resolve_view_cb + .context.wgpu.resolve_view_userdata_cb + callback to get the current WGPUTextureView of the swapchain's + MSAA-resolve-target surface, must return 0 if not MSAA rendering + .context.wgpu.depth_stencil_view_cb + .context.wgpu.depth_stencil_view_userdata_cb + callback to get current default-pass depth-stencil-surface WGPUTextureView + the pixel format of the default WGPUTextureView must be WGPUTextureFormat_Depth24Plus8 + .context.metal.user_data + optional user data pointer passed to the userdata versions of + callback functions + + When using sokol_gfx.h and sokol_app.h together, consider using the + helper function sapp_sgcontext() in the sokol_glue.h header to + initialize the sg_desc.context nested struct. sapp_sgcontext() returns + a completely initialized sg_context_desc struct with information + provided by sokol_app.h. +*/ +typedef struct sg_gl_context_desc { + bool force_gles2; +} sg_gl_context_desc; + +typedef struct sg_metal_context_desc { + const void* device; + const void* (*renderpass_descriptor_cb)(void); + const void* (*renderpass_descriptor_userdata_cb)(void*); + const void* (*drawable_cb)(void); + const void* (*drawable_userdata_cb)(void*); + void* user_data; +} sg_metal_context_desc; + +typedef struct sg_d3d11_context_desc { + const void* device; + const void* device_context; + const void* (*render_target_view_cb)(void); + const void* (*render_target_view_userdata_cb)(void*); + const void* (*depth_stencil_view_cb)(void); + const void* (*depth_stencil_view_userdata_cb)(void*); + void* user_data; +} sg_d3d11_context_desc; + +typedef struct sg_wgpu_context_desc { + const void* device; /* WGPUDevice */ + const void* (*render_view_cb)(void); /* returns WGPUTextureView */ + const void* (*render_view_userdata_cb)(void*); + const void* (*resolve_view_cb)(void); /* returns WGPUTextureView */ + const void* (*resolve_view_userdata_cb)(void*); + const void* (*depth_stencil_view_cb)(void); /* returns WGPUTextureView, must be WGPUTextureFormat_Depth24Plus8 */ + const void* (*depth_stencil_view_userdata_cb)(void*); + void* user_data; +} sg_wgpu_context_desc; + +typedef struct sg_context_desc { + sg_pixel_format color_format; + sg_pixel_format depth_format; + int sample_count; + sg_gl_context_desc gl; + sg_metal_context_desc metal; + sg_d3d11_context_desc d3d11; + sg_wgpu_context_desc wgpu; +} sg_context_desc; + +typedef struct sg_desc { + uint32_t _start_canary; + int buffer_pool_size; + int image_pool_size; + int shader_pool_size; + int pipeline_pool_size; + int pass_pool_size; + int context_pool_size; + int uniform_buffer_size; + int staging_buffer_size; + int sampler_cache_size; + sg_context_desc context; + uint32_t _end_canary; +} sg_desc; + +/* setup and misc functions */ +SOKOL_GFX_API_DECL void sg_setup(const sg_desc* desc); +SOKOL_GFX_API_DECL void sg_shutdown(void); +SOKOL_GFX_API_DECL bool sg_isvalid(void); +SOKOL_GFX_API_DECL void sg_reset_state_cache(void); +SOKOL_GFX_API_DECL sg_trace_hooks sg_install_trace_hooks(const sg_trace_hooks* trace_hooks); +SOKOL_GFX_API_DECL void sg_push_debug_group(const char* name); +SOKOL_GFX_API_DECL void sg_pop_debug_group(void); + +/* resource creation, destruction and updating */ +SOKOL_GFX_API_DECL sg_buffer sg_make_buffer(const sg_buffer_desc* desc); +SOKOL_GFX_API_DECL sg_image sg_make_image(const sg_image_desc* desc); +SOKOL_GFX_API_DECL sg_shader sg_make_shader(const sg_shader_desc* desc); +SOKOL_GFX_API_DECL sg_pipeline sg_make_pipeline(const sg_pipeline_desc* desc); +SOKOL_GFX_API_DECL sg_pass sg_make_pass(const sg_pass_desc* desc); +SOKOL_GFX_API_DECL void sg_destroy_buffer(sg_buffer buf); +SOKOL_GFX_API_DECL void sg_destroy_image(sg_image img); +SOKOL_GFX_API_DECL void sg_destroy_shader(sg_shader shd); +SOKOL_GFX_API_DECL void sg_destroy_pipeline(sg_pipeline pip); +SOKOL_GFX_API_DECL void sg_destroy_pass(sg_pass pass); +SOKOL_GFX_API_DECL void sg_update_buffer(sg_buffer buf, const sg_range* data); +SOKOL_GFX_API_DECL void sg_update_image(sg_image img, const sg_image_data* data); +SOKOL_GFX_API_DECL int sg_append_buffer(sg_buffer buf, const sg_range* data); +SOKOL_GFX_API_DECL bool sg_query_buffer_overflow(sg_buffer buf); + +/* rendering functions */ +SOKOL_GFX_API_DECL void sg_begin_default_pass(const sg_pass_action* pass_action, int width, int height); +SOKOL_GFX_API_DECL void sg_begin_default_passf(const sg_pass_action* pass_action, float width, float height); +SOKOL_GFX_API_DECL void sg_begin_pass(sg_pass pass, const sg_pass_action* pass_action); +SOKOL_GFX_API_DECL void sg_apply_viewport(int x, int y, int width, int height, bool origin_top_left); +SOKOL_GFX_API_DECL void sg_apply_viewportf(float x, float y, float width, float height, bool origin_top_left); +SOKOL_GFX_API_DECL void sg_apply_scissor_rect(int x, int y, int width, int height, bool origin_top_left); +SOKOL_GFX_API_DECL void sg_apply_scissor_rectf(float x, float y, float width, float height, bool origin_top_left); +SOKOL_GFX_API_DECL void sg_apply_pipeline(sg_pipeline pip); +SOKOL_GFX_API_DECL void sg_apply_bindings(const sg_bindings* bindings); +SOKOL_GFX_API_DECL void sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data); +SOKOL_GFX_API_DECL void sg_draw(int base_element, int num_elements, int num_instances); +SOKOL_GFX_API_DECL void sg_end_pass(void); +SOKOL_GFX_API_DECL void sg_commit(void); + +/* getting information */ +SOKOL_GFX_API_DECL sg_desc sg_query_desc(void); +SOKOL_GFX_API_DECL sg_backend sg_query_backend(void); +SOKOL_GFX_API_DECL sg_features sg_query_features(void); +SOKOL_GFX_API_DECL sg_limits sg_query_limits(void); +SOKOL_GFX_API_DECL sg_pixelformat_info sg_query_pixelformat(sg_pixel_format fmt); +/* get current state of a resource (INITIAL, ALLOC, VALID, FAILED, INVALID) */ +SOKOL_GFX_API_DECL sg_resource_state sg_query_buffer_state(sg_buffer buf); +SOKOL_GFX_API_DECL sg_resource_state sg_query_image_state(sg_image img); +SOKOL_GFX_API_DECL sg_resource_state sg_query_shader_state(sg_shader shd); +SOKOL_GFX_API_DECL sg_resource_state sg_query_pipeline_state(sg_pipeline pip); +SOKOL_GFX_API_DECL sg_resource_state sg_query_pass_state(sg_pass pass); +/* get runtime information about a resource */ +SOKOL_GFX_API_DECL sg_buffer_info sg_query_buffer_info(sg_buffer buf); +SOKOL_GFX_API_DECL sg_image_info sg_query_image_info(sg_image img); +SOKOL_GFX_API_DECL sg_shader_info sg_query_shader_info(sg_shader shd); +SOKOL_GFX_API_DECL sg_pipeline_info sg_query_pipeline_info(sg_pipeline pip); +SOKOL_GFX_API_DECL sg_pass_info sg_query_pass_info(sg_pass pass); +/* get resource creation desc struct with their default values replaced */ +SOKOL_GFX_API_DECL sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc); +SOKOL_GFX_API_DECL sg_image_desc sg_query_image_defaults(const sg_image_desc* desc); +SOKOL_GFX_API_DECL sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc); +SOKOL_GFX_API_DECL sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc); +SOKOL_GFX_API_DECL sg_pass_desc sg_query_pass_defaults(const sg_pass_desc* desc); + +/* separate resource allocation and initialization (for async setup) */ +SOKOL_GFX_API_DECL sg_buffer sg_alloc_buffer(void); +SOKOL_GFX_API_DECL sg_image sg_alloc_image(void); +SOKOL_GFX_API_DECL sg_shader sg_alloc_shader(void); +SOKOL_GFX_API_DECL sg_pipeline sg_alloc_pipeline(void); +SOKOL_GFX_API_DECL sg_pass sg_alloc_pass(void); +SOKOL_GFX_API_DECL void sg_dealloc_buffer(sg_buffer buf_id); +SOKOL_GFX_API_DECL void sg_dealloc_image(sg_image img_id); +SOKOL_GFX_API_DECL void sg_dealloc_shader(sg_shader shd_id); +SOKOL_GFX_API_DECL void sg_dealloc_pipeline(sg_pipeline pip_id); +SOKOL_GFX_API_DECL void sg_dealloc_pass(sg_pass pass_id); +SOKOL_GFX_API_DECL void sg_init_buffer(sg_buffer buf_id, const sg_buffer_desc* desc); +SOKOL_GFX_API_DECL void sg_init_image(sg_image img_id, const sg_image_desc* desc); +SOKOL_GFX_API_DECL void sg_init_shader(sg_shader shd_id, const sg_shader_desc* desc); +SOKOL_GFX_API_DECL void sg_init_pipeline(sg_pipeline pip_id, const sg_pipeline_desc* desc); +SOKOL_GFX_API_DECL void sg_init_pass(sg_pass pass_id, const sg_pass_desc* desc); +SOKOL_GFX_API_DECL bool sg_uninit_buffer(sg_buffer buf_id); +SOKOL_GFX_API_DECL bool sg_uninit_image(sg_image img_id); +SOKOL_GFX_API_DECL bool sg_uninit_shader(sg_shader shd_id); +SOKOL_GFX_API_DECL bool sg_uninit_pipeline(sg_pipeline pip_id); +SOKOL_GFX_API_DECL bool sg_uninit_pass(sg_pass pass_id); +SOKOL_GFX_API_DECL void sg_fail_buffer(sg_buffer buf_id); +SOKOL_GFX_API_DECL void sg_fail_image(sg_image img_id); +SOKOL_GFX_API_DECL void sg_fail_shader(sg_shader shd_id); +SOKOL_GFX_API_DECL void sg_fail_pipeline(sg_pipeline pip_id); +SOKOL_GFX_API_DECL void sg_fail_pass(sg_pass pass_id); + +/* rendering contexts (optional) */ +SOKOL_GFX_API_DECL sg_context sg_setup_context(void); +SOKOL_GFX_API_DECL void sg_activate_context(sg_context ctx_id); +SOKOL_GFX_API_DECL void sg_discard_context(sg_context ctx_id); + +/* Backend-specific helper functions, these may come in handy for mixing + sokol-gfx rendering with 'native backend' rendering functions. + + This group of functions will be expanded as needed. +*/ + +/* D3D11: return ID3D11Device */ +SOKOL_GFX_API_DECL const void* sg_d3d11_device(void); + +/* Metal: return __bridge-casted MTLDevice */ +SOKOL_GFX_API_DECL const void* sg_mtl_device(void); + +/* Metal: return __bridge-casted MTLRenderCommandEncoder in current pass (or zero if outside pass) */ +SOKOL_GFX_API_DECL const void* sg_mtl_render_command_encoder(void); + +#ifdef __cplusplus +} /* extern "C" */ + +/* reference-based equivalents for c++ */ +inline void sg_setup(const sg_desc& desc) { return sg_setup(&desc); } + +inline sg_buffer sg_make_buffer(const sg_buffer_desc& desc) { return sg_make_buffer(&desc); } +inline sg_image sg_make_image(const sg_image_desc& desc) { return sg_make_image(&desc); } +inline sg_shader sg_make_shader(const sg_shader_desc& desc) { return sg_make_shader(&desc); } +inline sg_pipeline sg_make_pipeline(const sg_pipeline_desc& desc) { return sg_make_pipeline(&desc); } +inline sg_pass sg_make_pass(const sg_pass_desc& desc) { return sg_make_pass(&desc); } +inline void sg_update_image(sg_image img, const sg_image_data& data) { return sg_update_image(img, &data); } + +inline void sg_begin_default_pass(const sg_pass_action& pass_action, int width, int height) { return sg_begin_default_pass(&pass_action, width, height); } +inline void sg_begin_default_passf(const sg_pass_action& pass_action, float width, float height) { return sg_begin_default_passf(&pass_action, width, height); } +inline void sg_begin_pass(sg_pass pass, const sg_pass_action& pass_action) { return sg_begin_pass(pass, &pass_action); } +inline void sg_apply_bindings(const sg_bindings& bindings) { return sg_apply_bindings(&bindings); } +inline void sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range& data) { return sg_apply_uniforms(stage, ub_index, &data); } + +inline sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc& desc) { return sg_query_buffer_defaults(&desc); } +inline sg_image_desc sg_query_image_defaults(const sg_image_desc& desc) { return sg_query_image_defaults(&desc); } +inline sg_shader_desc sg_query_shader_defaults(const sg_shader_desc& desc) { return sg_query_shader_defaults(&desc); } +inline sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc& desc) { return sg_query_pipeline_defaults(&desc); } +inline sg_pass_desc sg_query_pass_defaults(const sg_pass_desc& desc) { return sg_query_pass_defaults(&desc); } + +inline void sg_init_buffer(sg_buffer buf_id, const sg_buffer_desc& desc) { return sg_init_buffer(buf_id, &desc); } +inline void sg_init_image(sg_image img_id, const sg_image_desc& desc) { return sg_init_image(img_id, &desc); } +inline void sg_init_shader(sg_shader shd_id, const sg_shader_desc& desc) { return sg_init_shader(shd_id, &desc); } +inline void sg_init_pipeline(sg_pipeline pip_id, const sg_pipeline_desc& desc) { return sg_init_pipeline(pip_id, &desc); } +inline void sg_init_pass(sg_pass pass_id, const sg_pass_desc& desc) { return sg_init_pass(pass_id, &desc); } + +inline void sg_update_buffer(sg_buffer buf_id, const sg_range& data) { return sg_update_buffer(buf_id, &data); } +inline int sg_append_buffer(sg_buffer buf_id, const sg_range& data) { return sg_append_buffer(buf_id, &data); } +#endif +#endif // SOKOL_GFX_INCLUDED + +/*--- IMPLEMENTATION ---------------------------------------------------------*/ +#ifdef SOKOL_GFX_IMPL +#define SOKOL_GFX_IMPL_INCLUDED (1) + +#if !(defined(SOKOL_GLCORE33)||defined(SOKOL_GLES2)||defined(SOKOL_GLES3)||defined(SOKOL_D3D11)||defined(SOKOL_METAL)||defined(SOKOL_WGPU)||defined(SOKOL_DUMMY_BACKEND)) +#error "Please select a backend with SOKOL_GLCORE33, SOKOL_GLES2, SOKOL_GLES3, SOKOL_D3D11, SOKOL_METAL, SOKOL_WGPU or SOKOL_DUMMY_BACKEND" +#endif +#include /* memset */ +#include /* FLT_MAX */ + +#ifndef SOKOL_API_IMPL + #define SOKOL_API_IMPL +#endif +#ifndef SOKOL_DEBUG + #ifndef NDEBUG + #define SOKOL_DEBUG (1) + #endif +#endif +#ifndef SOKOL_ASSERT + #include + #define SOKOL_ASSERT(c) assert(c) +#endif +#ifndef SOKOL_VALIDATE_BEGIN + #define SOKOL_VALIDATE_BEGIN() _sg_validate_begin() +#endif +#ifndef SOKOL_VALIDATE + #define SOKOL_VALIDATE(cond, err) _sg_validate((cond), err) +#endif +#ifndef SOKOL_VALIDATE_END + #define SOKOL_VALIDATE_END() _sg_validate_end() +#endif +#ifndef SOKOL_UNREACHABLE + #define SOKOL_UNREACHABLE SOKOL_ASSERT(false) +#endif +#ifndef SOKOL_MALLOC + #include + #define SOKOL_MALLOC(s) malloc(s) + #define SOKOL_FREE(p) free(p) +#endif +#ifndef SOKOL_LOG + #ifdef SOKOL_DEBUG + #include + #define SOKOL_LOG(s) { SOKOL_ASSERT(s); puts(s); } + #else + #define SOKOL_LOG(s) + #endif +#endif + +#ifndef _SOKOL_PRIVATE + #if defined(__GNUC__) || defined(__clang__) + #define _SOKOL_PRIVATE __attribute__((unused)) static + #else + #define _SOKOL_PRIVATE static + #endif +#endif + +#ifndef _SOKOL_UNUSED + #define _SOKOL_UNUSED(x) (void)(x) +#endif + +#if defined(SOKOL_TRACE_HOOKS) +#define _SG_TRACE_ARGS(fn, ...) if (_sg.hooks.fn) { _sg.hooks.fn(__VA_ARGS__, _sg.hooks.user_data); } +#define _SG_TRACE_NOARGS(fn) if (_sg.hooks.fn) { _sg.hooks.fn(_sg.hooks.user_data); } +#else +#define _SG_TRACE_ARGS(fn, ...) +#define _SG_TRACE_NOARGS(fn) +#endif + +/* default clear values */ +#ifndef SG_DEFAULT_CLEAR_RED +#define SG_DEFAULT_CLEAR_RED (0.5f) +#endif +#ifndef SG_DEFAULT_CLEAR_GREEN +#define SG_DEFAULT_CLEAR_GREEN (0.5f) +#endif +#ifndef SG_DEFAULT_CLEAR_BLUE +#define SG_DEFAULT_CLEAR_BLUE (0.5f) +#endif +#ifndef SG_DEFAULT_CLEAR_ALPHA +#define SG_DEFAULT_CLEAR_ALPHA (1.0f) +#endif +#ifndef SG_DEFAULT_CLEAR_DEPTH +#define SG_DEFAULT_CLEAR_DEPTH (1.0f) +#endif +#ifndef SG_DEFAULT_CLEAR_STENCIL +#define SG_DEFAULT_CLEAR_STENCIL (0) +#endif + +#ifdef _MSC_VER +#pragma warning(push) +#pragma warning(disable:4115) /* named type definition in parentheses */ +#pragma warning(disable:4505) /* unreferenced local function has been removed */ +#pragma warning(disable:4201) /* nonstandard extension used: nameless struct/union (needed by d3d11.h) */ +#pragma warning(disable:4054) /* 'type cast': from function pointer */ +#pragma warning(disable:4055) /* 'type cast': from data pointer */ +#endif + +#if defined(SOKOL_D3D11) + #ifndef D3D11_NO_HELPERS + #define D3D11_NO_HELPERS + #endif + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN + #endif + #ifndef NOMINMAX + #define NOMINMAX + #endif + #include + #include + #ifdef _MSC_VER + #if (defined(WINAPI_FAMILY_PARTITION) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)) + #pragma comment (lib, "WindowsApp") + #else + #pragma comment (lib, "kernel32") + #pragma comment (lib, "user32") + #pragma comment (lib, "dxgi") + #pragma comment (lib, "d3d11") + #pragma comment (lib, "dxguid") + #endif + #endif +#elif defined(SOKOL_METAL) + // see https://clang.llvm.org/docs/LanguageExtensions.html#automatic-reference-counting + #if !defined(__cplusplus) + #if __has_feature(objc_arc) && !__has_feature(objc_arc_fields) + #error "sokol_gfx.h requires __has_feature(objc_arc_field) if ARC is enabled (use a more recent compiler version)" + #endif + #endif + #include + #if defined(TARGET_OS_IPHONE) && !TARGET_OS_IPHONE + #define _SG_TARGET_MACOS (1) + #else + #define _SG_TARGET_IOS (1) + #if defined(TARGET_IPHONE_SIMULATOR) && TARGET_IPHONE_SIMULATOR + #define _SG_TARGET_IOS_SIMULATOR (1) + #endif + #endif + #import +#elif defined(SOKOL_WGPU) + #if defined(__EMSCRIPTEN__) + #include + #else + #include + #endif +#elif defined(SOKOL_GLCORE33) || defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + #define _SOKOL_ANY_GL (1) + + // include platform specific GL headers (or on Win32: use an embedded GL loader) + #if !defined(SOKOL_EXTERNAL_GL_LOADER) + #if defined(_WIN32) + #if defined(SOKOL_GLCORE33) && !defined(SOKOL_EXTERNAL_GL_LOADER) + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN + #endif + #ifndef NOMINMAX + #define NOMINMAX + #endif + #include + #define _SOKOL_USE_WIN32_GL_LOADER (1) + #pragma comment (lib, "kernel32") // GetProcAddress() + #endif + #elif defined(__APPLE__) + #include + #ifndef GL_SILENCE_DEPRECATION + #define GL_SILENCE_DEPRECATION + #endif + #if defined(TARGET_OS_IPHONE) && !TARGET_OS_IPHONE + #include + #else + #include + #include + #endif + #elif defined(__EMSCRIPTEN__) || defined(__ANDROID__) + #if defined(SOKOL_GLES3) + #include + #elif defined(SOKOL_GLES2) + #ifndef GL_EXT_PROTOTYPES + #define GL_GLEXT_PROTOTYPES + #endif + #include + #include + #endif + #elif defined(__linux__) || defined(__unix__) + #define GL_GLEXT_PROTOTYPES + #include + #endif + #endif + + // optional GL loader definitions (only on Win32) + #if defined(_SOKOL_USE_WIN32_GL_LOADER) + #define __gl_h_ 1 + #define __gl32_h_ 1 + #define __gl31_h_ 1 + #define __GL_H__ 1 + #define __glext_h_ 1 + #define __GLEXT_H_ 1 + #define __gltypes_h_ 1 + #define __glcorearb_h_ 1 + #define __gl_glcorearb_h_ 1 + #define GL_APIENTRY APIENTRY + + typedef unsigned int GLenum; + typedef unsigned int GLuint; + typedef int GLsizei; + typedef char GLchar; + typedef ptrdiff_t GLintptr; + typedef ptrdiff_t GLsizeiptr; + typedef double GLclampd; + typedef unsigned short GLushort; + typedef unsigned char GLubyte; + typedef unsigned char GLboolean; + typedef uint64_t GLuint64; + typedef double GLdouble; + typedef unsigned short GLhalf; + typedef float GLclampf; + typedef unsigned int GLbitfield; + typedef signed char GLbyte; + typedef short GLshort; + typedef void GLvoid; + typedef int64_t GLint64; + typedef float GLfloat; + typedef struct __GLsync * GLsync; + typedef int GLint; + #define GL_INT_2_10_10_10_REV 0x8D9F + #define GL_R32F 0x822E + #define GL_PROGRAM_POINT_SIZE 0x8642 + #define GL_STENCIL_ATTACHMENT 0x8D20 + #define GL_DEPTH_ATTACHMENT 0x8D00 + #define GL_COLOR_ATTACHMENT2 0x8CE2 + #define GL_COLOR_ATTACHMENT0 0x8CE0 + #define GL_R16F 0x822D + #define GL_COLOR_ATTACHMENT22 0x8CF6 + #define GL_DRAW_FRAMEBUFFER 0x8CA9 + #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 + #define GL_NUM_EXTENSIONS 0x821D + #define GL_INFO_LOG_LENGTH 0x8B84 + #define GL_VERTEX_SHADER 0x8B31 + #define GL_INCR 0x1E02 + #define GL_DYNAMIC_DRAW 0x88E8 + #define GL_STATIC_DRAW 0x88E4 + #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 + #define GL_TEXTURE_CUBE_MAP 0x8513 + #define GL_FUNC_SUBTRACT 0x800A + #define GL_FUNC_REVERSE_SUBTRACT 0x800B + #define GL_CONSTANT_COLOR 0x8001 + #define GL_DECR_WRAP 0x8508 + #define GL_R8 0x8229 + #define GL_LINEAR_MIPMAP_LINEAR 0x2703 + #define GL_ELEMENT_ARRAY_BUFFER 0x8893 + #define GL_SHORT 0x1402 + #define GL_DEPTH_TEST 0x0B71 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 + #define GL_LINK_STATUS 0x8B82 + #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 + #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E + #define GL_RGBA16F 0x881A + #define GL_CONSTANT_ALPHA 0x8003 + #define GL_READ_FRAMEBUFFER 0x8CA8 + #define GL_TEXTURE0 0x84C0 + #define GL_TEXTURE_MIN_LOD 0x813A + #define GL_CLAMP_TO_EDGE 0x812F + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_TEXTURE_WRAP_R 0x8072 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_NEAREST_MIPMAP_NEAREST 0x2700 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 + #define GL_SRC_ALPHA_SATURATE 0x0308 + #define GL_STREAM_DRAW 0x88E0 + #define GL_ONE 1 + #define GL_NEAREST_MIPMAP_LINEAR 0x2702 + #define GL_RGB10_A2 0x8059 + #define GL_RGBA8 0x8058 + #define GL_COLOR_ATTACHMENT1 0x8CE1 + #define GL_RGBA4 0x8056 + #define GL_RGB8 0x8051 + #define GL_ARRAY_BUFFER 0x8892 + #define GL_STENCIL 0x1802 + #define GL_TEXTURE_2D 0x0DE1 + #define GL_DEPTH 0x1801 + #define GL_FRONT 0x0404 + #define GL_STENCIL_BUFFER_BIT 0x00000400 + #define GL_REPEAT 0x2901 + #define GL_RGBA 0x1908 + #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 + #define GL_DECR 0x1E03 + #define GL_FRAGMENT_SHADER 0x8B30 + #define GL_FLOAT 0x1406 + #define GL_TEXTURE_MAX_LOD 0x813B + #define GL_DEPTH_COMPONENT 0x1902 + #define GL_ONE_MINUS_DST_ALPHA 0x0305 + #define GL_COLOR 0x1800 + #define GL_TEXTURE_2D_ARRAY 0x8C1A + #define GL_TRIANGLES 0x0004 + #define GL_UNSIGNED_BYTE 0x1401 + #define GL_TEXTURE_MAG_FILTER 0x2800 + #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 + #define GL_NONE 0 + #define GL_SRC_COLOR 0x0300 + #define GL_BYTE 0x1400 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A + #define GL_LINE_STRIP 0x0003 + #define GL_TEXTURE_3D 0x806F + #define GL_CW 0x0900 + #define GL_LINEAR 0x2601 + #define GL_RENDERBUFFER 0x8D41 + #define GL_GEQUAL 0x0206 + #define GL_COLOR_BUFFER_BIT 0x00004000 + #define GL_RGBA32F 0x8814 + #define GL_BLEND 0x0BE2 + #define GL_ONE_MINUS_SRC_ALPHA 0x0303 + #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 + #define GL_TEXTURE_WRAP_T 0x2803 + #define GL_TEXTURE_WRAP_S 0x2802 + #define GL_TEXTURE_MIN_FILTER 0x2801 + #define GL_LINEAR_MIPMAP_NEAREST 0x2701 + #define GL_EXTENSIONS 0x1F03 + #define GL_NO_ERROR 0 + #define GL_REPLACE 0x1E01 + #define GL_KEEP 0x1E00 + #define GL_CCW 0x0901 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 + #define GL_RGB 0x1907 + #define GL_TRIANGLE_STRIP 0x0005 + #define GL_FALSE 0 + #define GL_ZERO 0 + #define GL_CULL_FACE 0x0B44 + #define GL_INVERT 0x150A + #define GL_INT 0x1404 + #define GL_UNSIGNED_INT 0x1405 + #define GL_UNSIGNED_SHORT 0x1403 + #define GL_NEAREST 0x2600 + #define GL_SCISSOR_TEST 0x0C11 + #define GL_LEQUAL 0x0203 + #define GL_STENCIL_TEST 0x0B90 + #define GL_DITHER 0x0BD0 + #define GL_DEPTH_COMPONENT16 0x81A5 + #define GL_EQUAL 0x0202 + #define GL_FRAMEBUFFER 0x8D40 + #define GL_RGB5 0x8050 + #define GL_LINES 0x0001 + #define GL_DEPTH_BUFFER_BIT 0x00000100 + #define GL_SRC_ALPHA 0x0302 + #define GL_INCR_WRAP 0x8507 + #define GL_LESS 0x0201 + #define GL_MULTISAMPLE 0x809D + #define GL_FRAMEBUFFER_BINDING 0x8CA6 + #define GL_BACK 0x0405 + #define GL_ALWAYS 0x0207 + #define GL_FUNC_ADD 0x8006 + #define GL_ONE_MINUS_DST_COLOR 0x0307 + #define GL_NOTEQUAL 0x0205 + #define GL_DST_COLOR 0x0306 + #define GL_COMPILE_STATUS 0x8B81 + #define GL_RED 0x1903 + #define GL_COLOR_ATTACHMENT3 0x8CE3 + #define GL_DST_ALPHA 0x0304 + #define GL_RGB5_A1 0x8057 + #define GL_GREATER 0x0204 + #define GL_POLYGON_OFFSET_FILL 0x8037 + #define GL_TRUE 1 + #define GL_NEVER 0x0200 + #define GL_POINTS 0x0000 + #define GL_ONE_MINUS_SRC_COLOR 0x0301 + #define GL_MIRRORED_REPEAT 0x8370 + #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D + #define GL_R11F_G11F_B10F 0x8C3A + #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B + #define GL_RGBA32UI 0x8D70 + #define GL_RGB32UI 0x8D71 + #define GL_RGBA16UI 0x8D76 + #define GL_RGB16UI 0x8D77 + #define GL_RGBA8UI 0x8D7C + #define GL_RGB8UI 0x8D7D + #define GL_RGBA32I 0x8D82 + #define GL_RGB32I 0x8D83 + #define GL_RGBA16I 0x8D88 + #define GL_RGB16I 0x8D89 + #define GL_RGBA8I 0x8D8E + #define GL_RGB8I 0x8D8F + #define GL_RED_INTEGER 0x8D94 + #define GL_RG 0x8227 + #define GL_RG_INTEGER 0x8228 + #define GL_R8 0x8229 + #define GL_R16 0x822A + #define GL_RG8 0x822B + #define GL_RG16 0x822C + #define GL_R16F 0x822D + #define GL_R32F 0x822E + #define GL_RG16F 0x822F + #define GL_RG32F 0x8230 + #define GL_R8I 0x8231 + #define GL_R8UI 0x8232 + #define GL_R16I 0x8233 + #define GL_R16UI 0x8234 + #define GL_R32I 0x8235 + #define GL_R32UI 0x8236 + #define GL_RG8I 0x8237 + #define GL_RG8UI 0x8238 + #define GL_RG16I 0x8239 + #define GL_RG16UI 0x823A + #define GL_RG32I 0x823B + #define GL_RG32UI 0x823C + #define GL_RGBA_INTEGER 0x8D99 + #define GL_R8_SNORM 0x8F94 + #define GL_RG8_SNORM 0x8F95 + #define GL_RGB8_SNORM 0x8F96 + #define GL_RGBA8_SNORM 0x8F97 + #define GL_R16_SNORM 0x8F98 + #define GL_RG16_SNORM 0x8F99 + #define GL_RGB16_SNORM 0x8F9A + #define GL_RGBA16_SNORM 0x8F9B + #define GL_RGBA16 0x805B + #define GL_MAX_TEXTURE_SIZE 0x0D33 + #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C + #define GL_MAX_3D_TEXTURE_SIZE 0x8073 + #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF + #define GL_MAX_VERTEX_ATTRIBS 0x8869 + #define GL_CLAMP_TO_BORDER 0x812D + #define GL_TEXTURE_BORDER_COLOR 0x1004 + #define GL_CURRENT_PROGRAM 0x8B8D + #endif + + #ifndef GL_UNSIGNED_INT_2_10_10_10_REV + #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 + #endif + #ifndef GL_UNSIGNED_INT_24_8 + #define GL_UNSIGNED_INT_24_8 0x84FA + #endif + #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE + #endif + #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + #endif + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 + #endif + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 + #endif + #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 + #endif + #ifndef GL_COMPRESSED_RED_RGTC1 + #define GL_COMPRESSED_RED_RGTC1 0x8DBB + #endif + #ifndef GL_COMPRESSED_SIGNED_RED_RGTC1 + #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC + #endif + #ifndef GL_COMPRESSED_RED_GREEN_RGTC2 + #define GL_COMPRESSED_RED_GREEN_RGTC2 0x8DBD + #endif + #ifndef GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2 + #define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2 0x8DBE + #endif + #ifndef GL_COMPRESSED_RGBA_BPTC_UNORM_ARB + #define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C + #endif + #ifndef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB + #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D + #endif + #ifndef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB + #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E + #endif + #ifndef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB + #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F + #endif + #ifndef GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG + #define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 + #endif + #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 + #endif + #ifndef GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG + #define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 + #endif + #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 + #endif + #ifndef GL_COMPRESSED_RGB8_ETC2 + #define GL_COMPRESSED_RGB8_ETC2 0x9274 + #endif + #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC + #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 + #endif + #ifndef GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 + #define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 + #endif + #ifndef GL_COMPRESSED_RG11_EAC + #define GL_COMPRESSED_RG11_EAC 0x9272 + #endif + #ifndef GL_COMPRESSED_SIGNED_RG11_EAC + #define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 + #endif + #ifndef GL_DEPTH24_STENCIL8 + #define GL_DEPTH24_STENCIL8 0x88F0 + #endif + #ifndef GL_HALF_FLOAT + #define GL_HALF_FLOAT 0x140B + #endif + #ifndef GL_DEPTH_STENCIL + #define GL_DEPTH_STENCIL 0x84F9 + #endif + #ifndef GL_LUMINANCE + #define GL_LUMINANCE 0x1909 + #endif + + #ifdef SOKOL_GLES2 + #ifdef GL_ANGLE_instanced_arrays + #define _SOKOL_GL_INSTANCING_ENABLED + #define glDrawArraysInstanced(mode, first, count, instancecount) glDrawArraysInstancedANGLE(mode, first, count, instancecount) + #define glDrawElementsInstanced(mode, count, type, indices, instancecount) glDrawElementsInstancedANGLE(mode, count, type, indices, instancecount) + #define glVertexAttribDivisor(index, divisor) glVertexAttribDivisorANGLE(index, divisor) + #elif defined(GL_EXT_draw_instanced) && defined(GL_EXT_instanced_arrays) + #define _SOKOL_GL_INSTANCING_ENABLED + #define glDrawArraysInstanced(mode, first, count, instancecount) glDrawArraysInstancedEXT(mode, first, count, instancecount) + #define glDrawElementsInstanced(mode, count, type, indices, instancecount) glDrawElementsInstancedEXT(mode, count, type, indices, instancecount) + #define glVertexAttribDivisor(index, divisor) glVertexAttribDivisorEXT(index, divisor) + #else + #define _SOKOL_GLES2_INSTANCING_ERROR "Select GL_ANGLE_instanced_arrays or (GL_EXT_draw_instanced & GL_EXT_instanced_arrays) to enable instancing in GLES2" + #define glDrawArraysInstanced(mode, first, count, instancecount) SOKOL_ASSERT(0 && _SOKOL_GLES2_INSTANCING_ERROR) + #define glDrawElementsInstanced(mode, count, type, indices, instancecount) SOKOL_ASSERT(0 && _SOKOL_GLES2_INSTANCING_ERROR) + #define glVertexAttribDivisor(index, divisor) SOKOL_ASSERT(0 && _SOKOL_GLES2_INSTANCING_ERROR) + #endif + #else + #define _SOKOL_GL_INSTANCING_ENABLED + #endif + #define _SG_GL_CHECK_ERROR() { SOKOL_ASSERT(glGetError() == GL_NO_ERROR); } +#endif + +/*=== COMMON BACKEND STUFF ===================================================*/ + +/* resource pool slots */ +typedef struct { + uint32_t id; + uint32_t ctx_id; + sg_resource_state state; +} _sg_slot_t; + +/* constants */ +enum { + _SG_STRING_SIZE = 16, + _SG_SLOT_SHIFT = 16, + _SG_SLOT_MASK = (1<<_SG_SLOT_SHIFT)-1, + _SG_MAX_POOL_SIZE = (1<<_SG_SLOT_SHIFT), + _SG_DEFAULT_BUFFER_POOL_SIZE = 128, + _SG_DEFAULT_IMAGE_POOL_SIZE = 128, + _SG_DEFAULT_SHADER_POOL_SIZE = 32, + _SG_DEFAULT_PIPELINE_POOL_SIZE = 64, + _SG_DEFAULT_PASS_POOL_SIZE = 16, + _SG_DEFAULT_CONTEXT_POOL_SIZE = 16, + _SG_DEFAULT_SAMPLER_CACHE_CAPACITY = 64, + _SG_DEFAULT_UB_SIZE = 4 * 1024 * 1024, + _SG_DEFAULT_STAGING_SIZE = 8 * 1024 * 1024, +}; + +/* fixed-size string */ +typedef struct { + char buf[_SG_STRING_SIZE]; +} _sg_str_t; + +/* helper macros */ +#define _sg_def(val, def) (((val) == 0) ? (def) : (val)) +#define _sg_def_flt(val, def) (((val) == 0.0f) ? (def) : (val)) +#define _sg_min(a,b) ((ab)?a:b) +#define _sg_clamp(v,v0,v1) ((vv1)?(v1):(v))) +#define _sg_fequal(val,cmp,delta) (((val-cmp)> -delta)&&((val-cmp)size = (int)desc->size; + cmn->append_pos = 0; + cmn->append_overflow = false; + cmn->type = desc->type; + cmn->usage = desc->usage; + cmn->update_frame_index = 0; + cmn->append_frame_index = 0; + cmn->num_slots = (cmn->usage == SG_USAGE_IMMUTABLE) ? 1 : SG_NUM_INFLIGHT_FRAMES; + cmn->active_slot = 0; +} + +typedef struct { + sg_image_type type; + bool render_target; + int width; + int height; + int num_slices; + int num_mipmaps; + sg_usage usage; + sg_pixel_format pixel_format; + int sample_count; + sg_filter min_filter; + sg_filter mag_filter; + sg_wrap wrap_u; + sg_wrap wrap_v; + sg_wrap wrap_w; + sg_border_color border_color; + uint32_t max_anisotropy; + uint32_t upd_frame_index; + int num_slots; + int active_slot; +} _sg_image_common_t; + +_SOKOL_PRIVATE void _sg_image_common_init(_sg_image_common_t* cmn, const sg_image_desc* desc) { + cmn->type = desc->type; + cmn->render_target = desc->render_target; + cmn->width = desc->width; + cmn->height = desc->height; + cmn->num_slices = desc->num_slices; + cmn->num_mipmaps = desc->num_mipmaps; + cmn->usage = desc->usage; + cmn->pixel_format = desc->pixel_format; + cmn->sample_count = desc->sample_count; + cmn->min_filter = desc->min_filter; + cmn->mag_filter = desc->mag_filter; + cmn->wrap_u = desc->wrap_u; + cmn->wrap_v = desc->wrap_v; + cmn->wrap_w = desc->wrap_w; + cmn->border_color = desc->border_color; + cmn->max_anisotropy = desc->max_anisotropy; + cmn->upd_frame_index = 0; + cmn->num_slots = (cmn->usage == SG_USAGE_IMMUTABLE) ? 1 : SG_NUM_INFLIGHT_FRAMES; + cmn->active_slot = 0; +} + +typedef struct { + size_t size; +} _sg_uniform_block_t; + +typedef struct { + sg_image_type image_type; + sg_sampler_type sampler_type; +} _sg_shader_image_t; + +typedef struct { + int num_uniform_blocks; + int num_images; + _sg_uniform_block_t uniform_blocks[SG_MAX_SHADERSTAGE_UBS]; + _sg_shader_image_t images[SG_MAX_SHADERSTAGE_IMAGES]; +} _sg_shader_stage_t; + +typedef struct { + _sg_shader_stage_t stage[SG_NUM_SHADER_STAGES]; +} _sg_shader_common_t; + +_SOKOL_PRIVATE void _sg_shader_common_init(_sg_shader_common_t* cmn, const sg_shader_desc* desc) { + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS) ? &desc->vs : &desc->fs; + _sg_shader_stage_t* stage = &cmn->stage[stage_index]; + SOKOL_ASSERT(stage->num_uniform_blocks == 0); + for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) { + const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index]; + if (0 == ub_desc->size) { + break; + } + stage->uniform_blocks[ub_index].size = ub_desc->size; + stage->num_uniform_blocks++; + } + SOKOL_ASSERT(stage->num_images == 0); + for (int img_index = 0; img_index < SG_MAX_SHADERSTAGE_IMAGES; img_index++) { + const sg_shader_image_desc* img_desc = &stage_desc->images[img_index]; + if (img_desc->image_type == _SG_IMAGETYPE_DEFAULT) { + break; + } + stage->images[img_index].image_type = img_desc->image_type; + stage->images[img_index].sampler_type = img_desc->sampler_type; + stage->num_images++; + } + } +} + +typedef struct { + sg_shader shader_id; + sg_index_type index_type; + bool vertex_layout_valid[SG_MAX_SHADERSTAGE_BUFFERS]; + int color_attachment_count; + sg_pixel_format color_formats[SG_MAX_COLOR_ATTACHMENTS]; + sg_pixel_format depth_format; + int sample_count; + float depth_bias; + float depth_bias_slope_scale; + float depth_bias_clamp; + sg_color blend_color; +} _sg_pipeline_common_t; + +_SOKOL_PRIVATE void _sg_pipeline_common_init(_sg_pipeline_common_t* cmn, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(desc->color_count < SG_MAX_COLOR_ATTACHMENTS); + cmn->shader_id = desc->shader; + cmn->index_type = desc->index_type; + for (int i = 0; i < SG_MAX_SHADERSTAGE_BUFFERS; i++) { + cmn->vertex_layout_valid[i] = false; + } + cmn->color_attachment_count = desc->color_count; + for (int i = 0; i < cmn->color_attachment_count; i++) { + cmn->color_formats[i] = desc->colors[i].pixel_format; + } + cmn->depth_format = desc->depth.pixel_format; + cmn->sample_count = desc->sample_count; + cmn->depth_bias = desc->depth.bias; + cmn->depth_bias_slope_scale = desc->depth.bias_slope_scale; + cmn->depth_bias_clamp = desc->depth.bias_clamp; + cmn->blend_color = desc->blend_color; +} + +typedef struct { + sg_image image_id; + int mip_level; + int slice; +} _sg_pass_attachment_common_t; + +typedef struct { + int num_color_atts; + _sg_pass_attachment_common_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_pass_attachment_common_t ds_att; +} _sg_pass_common_t; + +_SOKOL_PRIVATE void _sg_pass_common_init(_sg_pass_common_t* cmn, const sg_pass_desc* desc) { + const sg_pass_attachment_desc* att_desc; + _sg_pass_attachment_common_t* att; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + att_desc = &desc->color_attachments[i]; + if (att_desc->image.id != SG_INVALID_ID) { + cmn->num_color_atts++; + att = &cmn->color_atts[i]; + att->image_id = att_desc->image; + att->mip_level = att_desc->mip_level; + att->slice = att_desc->slice; + } + } + att_desc = &desc->depth_stencil_attachment; + if (att_desc->image.id != SG_INVALID_ID) { + att = &cmn->ds_att; + att->image_id = att_desc->image; + att->mip_level = att_desc->mip_level; + att->slice = att_desc->slice; + } +} + +/*=== GENERIC SAMPLER CACHE ==================================================*/ + +/* + this is used by the Metal and WGPU backends to reduce the + number of sampler state objects created through the backend API +*/ +typedef struct { + sg_filter min_filter; + sg_filter mag_filter; + sg_wrap wrap_u; + sg_wrap wrap_v; + sg_wrap wrap_w; + sg_border_color border_color; + uint32_t max_anisotropy; + int min_lod; /* orig min/max_lod is float, this is int(min/max_lod*1000.0) */ + int max_lod; + uintptr_t sampler_handle; +} _sg_sampler_cache_item_t; + +typedef struct { + int capacity; + int num_items; + _sg_sampler_cache_item_t* items; +} _sg_sampler_cache_t; + +_SOKOL_PRIVATE void _sg_smpcache_init(_sg_sampler_cache_t* cache, int capacity) { + SOKOL_ASSERT(cache && (capacity > 0)); + memset(cache, 0, sizeof(_sg_sampler_cache_t)); + cache->capacity = capacity; + const size_t size = (size_t)cache->capacity * sizeof(_sg_sampler_cache_item_t); + cache->items = (_sg_sampler_cache_item_t*) SOKOL_MALLOC(size); + SOKOL_ASSERT(cache->items); + memset(cache->items, 0, size); +} + +_SOKOL_PRIVATE void _sg_smpcache_discard(_sg_sampler_cache_t* cache) { + SOKOL_ASSERT(cache && cache->items); + SOKOL_FREE(cache->items); + cache->items = 0; + cache->num_items = 0; + cache->capacity = 0; +} + +_SOKOL_PRIVATE int _sg_smpcache_minlod_int(float min_lod) { + return (int) (min_lod * 1000.0f); +} + +_SOKOL_PRIVATE int _sg_smpcache_maxlod_int(float max_lod) { + return (int) (_sg_clamp(max_lod, 0.0f, 1000.0f) * 1000.0f); +} + +_SOKOL_PRIVATE int _sg_smpcache_find_item(const _sg_sampler_cache_t* cache, const sg_image_desc* img_desc) { + /* return matching sampler cache item index or -1 */ + SOKOL_ASSERT(cache && cache->items); + SOKOL_ASSERT(img_desc); + const int min_lod = _sg_smpcache_minlod_int(img_desc->min_lod); + const int max_lod = _sg_smpcache_maxlod_int(img_desc->max_lod); + for (int i = 0; i < cache->num_items; i++) { + const _sg_sampler_cache_item_t* item = &cache->items[i]; + if ((img_desc->min_filter == item->min_filter) && + (img_desc->mag_filter == item->mag_filter) && + (img_desc->wrap_u == item->wrap_u) && + (img_desc->wrap_v == item->wrap_v) && + (img_desc->wrap_w == item->wrap_w) && + (img_desc->max_anisotropy == item->max_anisotropy) && + (img_desc->border_color == item->border_color) && + (min_lod == item->min_lod) && + (max_lod == item->max_lod)) + { + return i; + } + } + /* fallthrough: no matching cache item found */ + return -1; +} + +_SOKOL_PRIVATE void _sg_smpcache_add_item(_sg_sampler_cache_t* cache, const sg_image_desc* img_desc, uintptr_t sampler_handle) { + SOKOL_ASSERT(cache && cache->items); + SOKOL_ASSERT(img_desc); + SOKOL_ASSERT(cache->num_items < cache->capacity); + const int item_index = cache->num_items++; + _sg_sampler_cache_item_t* item = &cache->items[item_index]; + item->min_filter = img_desc->min_filter; + item->mag_filter = img_desc->mag_filter; + item->wrap_u = img_desc->wrap_u; + item->wrap_v = img_desc->wrap_v; + item->wrap_w = img_desc->wrap_w; + item->border_color = img_desc->border_color; + item->max_anisotropy = img_desc->max_anisotropy; + item->min_lod = _sg_smpcache_minlod_int(img_desc->min_lod); + item->max_lod = _sg_smpcache_maxlod_int(img_desc->max_lod); + item->sampler_handle = sampler_handle; +} + +_SOKOL_PRIVATE uintptr_t _sg_smpcache_sampler(_sg_sampler_cache_t* cache, int item_index) { + SOKOL_ASSERT(cache && cache->items); + SOKOL_ASSERT(item_index < cache->num_items); + return cache->items[item_index].sampler_handle; +} + +/*=== DUMMY BACKEND DECLARATIONS =============================================*/ +#if defined(SOKOL_DUMMY_BACKEND) +typedef struct { + _sg_slot_t slot; + _sg_buffer_common_t cmn; +} _sg_dummy_buffer_t; +typedef _sg_dummy_buffer_t _sg_buffer_t; + +typedef struct { + _sg_slot_t slot; + _sg_image_common_t cmn; +} _sg_dummy_image_t; +typedef _sg_dummy_image_t _sg_image_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_common_t cmn; +} _sg_dummy_shader_t; +typedef _sg_dummy_shader_t _sg_shader_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_t* shader; + _sg_pipeline_common_t cmn; +} _sg_dummy_pipeline_t; +typedef _sg_dummy_pipeline_t _sg_pipeline_t; + +typedef struct { + _sg_image_t* image; +} _sg_dummy_attachment_t; + +typedef struct { + _sg_slot_t slot; + _sg_pass_common_t cmn; + struct { + _sg_dummy_attachment_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_dummy_attachment_t ds_att; + } dmy; +} _sg_dummy_pass_t; +typedef _sg_dummy_pass_t _sg_pass_t; +typedef _sg_pass_attachment_common_t _sg_pass_attachment_t; + +typedef struct { + _sg_slot_t slot; +} _sg_dummy_context_t; +typedef _sg_dummy_context_t _sg_context_t; + +/*== GL BACKEND DECLARATIONS =================================================*/ +#elif defined(_SOKOL_ANY_GL) +typedef struct { + _sg_slot_t slot; + _sg_buffer_common_t cmn; + struct { + GLuint buf[SG_NUM_INFLIGHT_FRAMES]; + bool ext_buffers; /* if true, external buffers were injected with sg_buffer_desc.gl_buffers */ + } gl; +} _sg_gl_buffer_t; +typedef _sg_gl_buffer_t _sg_buffer_t; + +typedef struct { + _sg_slot_t slot; + _sg_image_common_t cmn; + struct { + GLenum target; + GLuint depth_render_buffer; + GLuint msaa_render_buffer; + GLuint tex[SG_NUM_INFLIGHT_FRAMES]; + bool ext_textures; /* if true, external textures were injected with sg_image_desc.gl_textures */ + } gl; +} _sg_gl_image_t; +typedef _sg_gl_image_t _sg_image_t; + +typedef struct { + GLint gl_loc; + sg_uniform_type type; + uint8_t count; + uint16_t offset; +} _sg_gl_uniform_t; + +typedef struct { + int num_uniforms; + _sg_gl_uniform_t uniforms[SG_MAX_UB_MEMBERS]; +} _sg_gl_uniform_block_t; + +typedef struct { + int gl_tex_slot; +} _sg_gl_shader_image_t; + +typedef struct { + _sg_str_t name; +} _sg_gl_shader_attr_t; + +typedef struct { + _sg_gl_uniform_block_t uniform_blocks[SG_MAX_SHADERSTAGE_UBS]; + _sg_gl_shader_image_t images[SG_MAX_SHADERSTAGE_IMAGES]; +} _sg_gl_shader_stage_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_common_t cmn; + struct { + GLuint prog; + _sg_gl_shader_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; + _sg_gl_shader_stage_t stage[SG_NUM_SHADER_STAGES]; + } gl; +} _sg_gl_shader_t; +typedef _sg_gl_shader_t _sg_shader_t; + +typedef struct { + int8_t vb_index; /* -1 if attr is not enabled */ + int8_t divisor; /* -1 if not initialized */ + uint8_t stride; + uint8_t size; + uint8_t normalized; + int offset; + GLenum type; +} _sg_gl_attr_t; + +typedef struct { + _sg_slot_t slot; + _sg_pipeline_common_t cmn; + _sg_shader_t* shader; + struct { + _sg_gl_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; + sg_depth_state depth; + sg_stencil_state stencil; + sg_primitive_type primitive_type; + sg_blend_state blend; + sg_color_mask color_write_mask[SG_MAX_COLOR_ATTACHMENTS]; + sg_cull_mode cull_mode; + sg_face_winding face_winding; + int sample_count; + bool alpha_to_coverage_enabled; + } gl; +} _sg_gl_pipeline_t; +typedef _sg_gl_pipeline_t _sg_pipeline_t; + +typedef struct { + _sg_image_t* image; + GLuint gl_msaa_resolve_buffer; +} _sg_gl_attachment_t; + +typedef struct { + _sg_slot_t slot; + _sg_pass_common_t cmn; + struct { + GLuint fb; + _sg_gl_attachment_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_gl_attachment_t ds_att; + } gl; +} _sg_gl_pass_t; +typedef _sg_gl_pass_t _sg_pass_t; +typedef _sg_pass_attachment_common_t _sg_pass_attachment_t; + +typedef struct { + _sg_slot_t slot; + #if !defined(SOKOL_GLES2) + GLuint vao; + #endif + GLuint default_framebuffer; +} _sg_gl_context_t; +typedef _sg_gl_context_t _sg_context_t; + +typedef struct { + _sg_gl_attr_t gl_attr; + GLuint gl_vbuf; +} _sg_gl_cache_attr_t; + +typedef struct { + GLenum target; + GLuint texture; +} _sg_gl_texture_bind_slot; + +typedef struct { + sg_depth_state depth; + sg_stencil_state stencil; + sg_blend_state blend; + sg_color_mask color_write_mask[SG_MAX_COLOR_ATTACHMENTS]; + sg_cull_mode cull_mode; + sg_face_winding face_winding; + bool polygon_offset_enabled; + int sample_count; + sg_color blend_color; + bool alpha_to_coverage_enabled; + _sg_gl_cache_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; + GLuint vertex_buffer; + GLuint index_buffer; + GLuint stored_vertex_buffer; + GLuint stored_index_buffer; + GLuint prog; + _sg_gl_texture_bind_slot textures[SG_MAX_SHADERSTAGE_IMAGES]; + _sg_gl_texture_bind_slot stored_texture; + int cur_ib_offset; + GLenum cur_primitive_type; + GLenum cur_index_type; + GLenum cur_active_texture; + _sg_pipeline_t* cur_pipeline; + sg_pipeline cur_pipeline_id; +} _sg_gl_state_cache_t; + +typedef struct { + bool valid; + bool gles2; + bool in_pass; + int cur_pass_width; + int cur_pass_height; + _sg_context_t* cur_context; + _sg_pass_t* cur_pass; + sg_pass cur_pass_id; + _sg_gl_state_cache_t cache; + bool ext_anisotropic; + GLint max_anisotropy; + GLint max_combined_texture_image_units; + #if _SOKOL_USE_WIN32_GL_LOADER + HINSTANCE opengl32_dll; + #endif +} _sg_gl_backend_t; + +/*== D3D11 BACKEND DECLARATIONS ==============================================*/ +#elif defined(SOKOL_D3D11) + +typedef struct { + _sg_slot_t slot; + _sg_buffer_common_t cmn; + struct { + ID3D11Buffer* buf; + } d3d11; +} _sg_d3d11_buffer_t; +typedef _sg_d3d11_buffer_t _sg_buffer_t; + +typedef struct { + _sg_slot_t slot; + _sg_image_common_t cmn; + struct { + DXGI_FORMAT format; + ID3D11Texture2D* tex2d; + ID3D11Texture3D* tex3d; + ID3D11Texture2D* texds; + ID3D11Texture2D* texmsaa; + ID3D11ShaderResourceView* srv; + ID3D11SamplerState* smp; + } d3d11; +} _sg_d3d11_image_t; +typedef _sg_d3d11_image_t _sg_image_t; + +typedef struct { + _sg_str_t sem_name; + int sem_index; +} _sg_d3d11_shader_attr_t; + +typedef struct { + ID3D11Buffer* cbufs[SG_MAX_SHADERSTAGE_UBS]; +} _sg_d3d11_shader_stage_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_common_t cmn; + struct { + _sg_d3d11_shader_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; + _sg_d3d11_shader_stage_t stage[SG_NUM_SHADER_STAGES]; + ID3D11VertexShader* vs; + ID3D11PixelShader* fs; + void* vs_blob; + size_t vs_blob_length; + } d3d11; +} _sg_d3d11_shader_t; +typedef _sg_d3d11_shader_t _sg_shader_t; + +typedef struct { + _sg_slot_t slot; + _sg_pipeline_common_t cmn; + _sg_shader_t* shader; + struct { + UINT stencil_ref; + UINT vb_strides[SG_MAX_SHADERSTAGE_BUFFERS]; + D3D_PRIMITIVE_TOPOLOGY topology; + DXGI_FORMAT index_format; + ID3D11InputLayout* il; + ID3D11RasterizerState* rs; + ID3D11DepthStencilState* dss; + ID3D11BlendState* bs; + } d3d11; +} _sg_d3d11_pipeline_t; +typedef _sg_d3d11_pipeline_t _sg_pipeline_t; + +typedef struct { + _sg_image_t* image; + ID3D11RenderTargetView* rtv; +} _sg_d3d11_color_attachment_t; + +typedef struct { + _sg_image_t* image; + ID3D11DepthStencilView* dsv; +} _sg_d3d11_ds_attachment_t; + +typedef struct { + _sg_slot_t slot; + _sg_pass_common_t cmn; + struct { + _sg_d3d11_color_attachment_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_d3d11_ds_attachment_t ds_att; + } d3d11; +} _sg_d3d11_pass_t; +typedef _sg_d3d11_pass_t _sg_pass_t; +typedef _sg_pass_attachment_common_t _sg_pass_attachment_t; + +typedef struct { + _sg_slot_t slot; +} _sg_d3d11_context_t; +typedef _sg_d3d11_context_t _sg_context_t; + +typedef struct { + bool valid; + ID3D11Device* dev; + ID3D11DeviceContext* ctx; + const void* (*rtv_cb)(void); + const void* (*rtv_userdata_cb)(void*); + const void* (*dsv_cb)(void); + const void* (*dsv_userdata_cb)(void*); + void* user_data; + bool in_pass; + bool use_indexed_draw; + int cur_width; + int cur_height; + int num_rtvs; + _sg_pass_t* cur_pass; + sg_pass cur_pass_id; + _sg_pipeline_t* cur_pipeline; + sg_pipeline cur_pipeline_id; + ID3D11RenderTargetView* cur_rtvs[SG_MAX_COLOR_ATTACHMENTS]; + ID3D11DepthStencilView* cur_dsv; + /* on-demand loaded d3dcompiler_47.dll handles */ + HINSTANCE d3dcompiler_dll; + bool d3dcompiler_dll_load_failed; + pD3DCompile D3DCompile_func; + /* the following arrays are used for unbinding resources, they will always contain zeroes */ + ID3D11RenderTargetView* zero_rtvs[SG_MAX_COLOR_ATTACHMENTS]; + ID3D11Buffer* zero_vbs[SG_MAX_SHADERSTAGE_BUFFERS]; + UINT zero_vb_offsets[SG_MAX_SHADERSTAGE_BUFFERS]; + UINT zero_vb_strides[SG_MAX_SHADERSTAGE_BUFFERS]; + ID3D11Buffer* zero_cbs[SG_MAX_SHADERSTAGE_UBS]; + ID3D11ShaderResourceView* zero_srvs[SG_MAX_SHADERSTAGE_IMAGES]; + ID3D11SamplerState* zero_smps[SG_MAX_SHADERSTAGE_IMAGES]; + /* global subresourcedata array for texture updates */ + D3D11_SUBRESOURCE_DATA subres_data[SG_MAX_MIPMAPS * SG_MAX_TEXTUREARRAY_LAYERS]; +} _sg_d3d11_backend_t; + +/*=== METAL BACKEND DECLARATIONS =============================================*/ +#elif defined(SOKOL_METAL) + +#if defined(_SG_TARGET_MACOS) || defined(_SG_TARGET_IOS_SIMULATOR) +#define _SG_MTL_UB_ALIGN (256) +#else +#define _SG_MTL_UB_ALIGN (16) +#endif +#define _SG_MTL_INVALID_SLOT_INDEX (0) + +typedef struct { + uint32_t frame_index; /* frame index at which it is safe to release this resource */ + int slot_index; +} _sg_mtl_release_item_t; + +typedef struct { + NSMutableArray* pool; + int num_slots; + int free_queue_top; + int* free_queue; + int release_queue_front; + int release_queue_back; + _sg_mtl_release_item_t* release_queue; +} _sg_mtl_idpool_t; + +typedef struct { + _sg_slot_t slot; + _sg_buffer_common_t cmn; + struct { + int buf[SG_NUM_INFLIGHT_FRAMES]; /* index into _sg_mtl_pool */ + } mtl; +} _sg_mtl_buffer_t; +typedef _sg_mtl_buffer_t _sg_buffer_t; + +typedef struct { + _sg_slot_t slot; + _sg_image_common_t cmn; + struct { + int tex[SG_NUM_INFLIGHT_FRAMES]; + int depth_tex; + int msaa_tex; + int sampler_state; + } mtl; +} _sg_mtl_image_t; +typedef _sg_mtl_image_t _sg_image_t; + +typedef struct { + int mtl_lib; + int mtl_func; +} _sg_mtl_shader_stage_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_common_t cmn; + struct { + _sg_mtl_shader_stage_t stage[SG_NUM_SHADER_STAGES]; + } mtl; +} _sg_mtl_shader_t; +typedef _sg_mtl_shader_t _sg_shader_t; + +typedef struct { + _sg_slot_t slot; + _sg_pipeline_common_t cmn; + _sg_shader_t* shader; + struct { + MTLPrimitiveType prim_type; + int index_size; + MTLIndexType index_type; + MTLCullMode cull_mode; + MTLWinding winding; + uint32_t stencil_ref; + int rps; + int dss; + } mtl; +} _sg_mtl_pipeline_t; +typedef _sg_mtl_pipeline_t _sg_pipeline_t; + +typedef struct { + _sg_image_t* image; +} _sg_mtl_attachment_t; + +typedef struct { + _sg_slot_t slot; + _sg_pass_common_t cmn; + struct { + _sg_mtl_attachment_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_mtl_attachment_t ds_att; + } mtl; +} _sg_mtl_pass_t; +typedef _sg_mtl_pass_t _sg_pass_t; +typedef _sg_pass_attachment_common_t _sg_pass_attachment_t; + +typedef struct { + _sg_slot_t slot; +} _sg_mtl_context_t; +typedef _sg_mtl_context_t _sg_context_t; + +/* resouce binding state cache */ +typedef struct { + const _sg_pipeline_t* cur_pipeline; + sg_pipeline cur_pipeline_id; + const _sg_buffer_t* cur_indexbuffer; + int cur_indexbuffer_offset; + sg_buffer cur_indexbuffer_id; + const _sg_buffer_t* cur_vertexbuffers[SG_MAX_SHADERSTAGE_BUFFERS]; + int cur_vertexbuffer_offsets[SG_MAX_SHADERSTAGE_BUFFERS]; + sg_buffer cur_vertexbuffer_ids[SG_MAX_SHADERSTAGE_BUFFERS]; + const _sg_image_t* cur_vs_images[SG_MAX_SHADERSTAGE_IMAGES]; + sg_image cur_vs_image_ids[SG_MAX_SHADERSTAGE_IMAGES]; + const _sg_image_t* cur_fs_images[SG_MAX_SHADERSTAGE_IMAGES]; + sg_image cur_fs_image_ids[SG_MAX_SHADERSTAGE_IMAGES]; +} _sg_mtl_state_cache_t; + +typedef struct { + bool valid; + const void*(*renderpass_descriptor_cb)(void); + const void*(*renderpass_descriptor_userdata_cb)(void*); + const void*(*drawable_cb)(void); + const void*(*drawable_userdata_cb)(void*); + void* user_data; + uint32_t frame_index; + uint32_t cur_frame_rotate_index; + int ub_size; + int cur_ub_offset; + uint8_t* cur_ub_base_ptr; + bool in_pass; + bool pass_valid; + int cur_width; + int cur_height; + _sg_mtl_state_cache_t state_cache; + _sg_sampler_cache_t sampler_cache; + _sg_mtl_idpool_t idpool; + dispatch_semaphore_t sem; + id device; + id cmd_queue; + id cmd_buffer; + id cmd_encoder; + id uniform_buffers[SG_NUM_INFLIGHT_FRAMES]; +} _sg_mtl_backend_t; + +/*=== WGPU BACKEND DECLARATIONS ==============================================*/ +#elif defined(SOKOL_WGPU) + +#define _SG_WGPU_STAGING_ALIGN (256) +#define _SG_WGPU_STAGING_PIPELINE_SIZE (8) +#define _SG_WGPU_ROWPITCH_ALIGN (256) +#define _SG_WGPU_MAX_SHADERSTAGE_IMAGES (8) +#define _SG_WGPU_MAX_UNIFORM_UPDATE_SIZE (1<<16) + +typedef struct { + _sg_slot_t slot; + _sg_buffer_common_t cmn; + struct { + WGPUBuffer buf; + } wgpu; +} _sg_wgpu_buffer_t; +typedef _sg_wgpu_buffer_t _sg_buffer_t; + +typedef struct { + _sg_slot_t slot; + _sg_image_common_t cmn; + struct { + WGPUTexture tex; + WGPUTextureView tex_view; + WGPUTexture msaa_tex; + WGPUSampler sampler; + } wgpu; +} _sg_wgpu_image_t; +typedef _sg_wgpu_image_t _sg_image_t; + +typedef struct { + WGPUShaderModule module; + WGPUBindGroupLayout bind_group_layout; + _sg_str_t entry; +} _sg_wgpu_shader_stage_t; + +typedef struct { + _sg_slot_t slot; + _sg_shader_common_t cmn; + struct { + _sg_wgpu_shader_stage_t stage[SG_NUM_SHADER_STAGES]; + } wgpu; +} _sg_wgpu_shader_t; +typedef _sg_wgpu_shader_t _sg_shader_t; + +typedef struct { + _sg_slot_t slot; + _sg_pipeline_common_t cmn; + _sg_shader_t* shader; + struct { + WGPURenderPipeline pip; + uint32_t stencil_ref; + } wgpu; +} _sg_wgpu_pipeline_t; +typedef _sg_wgpu_pipeline_t _sg_pipeline_t; + +typedef struct { + _sg_image_t* image; + WGPUTextureView render_tex_view; + WGPUTextureView resolve_tex_view; +} _sg_wgpu_attachment_t; + +typedef struct { + _sg_slot_t slot; + _sg_pass_common_t cmn; + struct { + _sg_wgpu_attachment_t color_atts[SG_MAX_COLOR_ATTACHMENTS]; + _sg_wgpu_attachment_t ds_att; + } wgpu; +} _sg_wgpu_pass_t; +typedef _sg_wgpu_pass_t _sg_pass_t; +typedef _sg_pass_attachment_common_t _sg_pass_attachment_t; + +typedef struct { + _sg_slot_t slot; +} _sg_wgpu_context_t; +typedef _sg_wgpu_context_t _sg_context_t; + +/* a pool of per-frame uniform buffers */ +typedef struct { + WGPUBindGroupLayout bindgroup_layout; + uint32_t num_bytes; + uint32_t offset; /* current offset into current frame's mapped uniform buffer */ + uint32_t bind_offsets[SG_NUM_SHADER_STAGES][SG_MAX_SHADERSTAGE_UBS]; + WGPUBuffer buf; /* the GPU-side uniform buffer */ + WGPUBindGroup bindgroup; + struct { + int num; + int cur; + WGPUBuffer buf[_SG_WGPU_STAGING_PIPELINE_SIZE]; /* CPU-side staging buffers */ + uint8_t* ptr[_SG_WGPU_STAGING_PIPELINE_SIZE]; /* if != 0, staging buffer currently mapped */ + } stage; +} _sg_wgpu_ubpool_t; + +/* ...a similar pool (like uniform buffer pool) of dynamic-resource staging buffers */ +typedef struct { + uint32_t num_bytes; + uint32_t offset; /* current offset into current frame's staging buffer */ + int num; /* number of staging buffers */ + int cur; /* this frame's staging buffer */ + WGPUBuffer buf[_SG_WGPU_STAGING_PIPELINE_SIZE]; /* CPU-side staging buffers */ + uint8_t* ptr[_SG_WGPU_STAGING_PIPELINE_SIZE]; /* if != 0, staging buffer currently mapped */ +} _sg_wgpu_stagingpool_t; + +/* the WGPU backend state */ +typedef struct { + bool valid; + bool in_pass; + bool draw_indexed; + int cur_width; + int cur_height; + WGPUDevice dev; + WGPUTextureView (*render_view_cb)(void); + WGPUTextureView (*render_view_userdata_cb)(void*); + WGPUTextureView (*resolve_view_cb)(void); + WGPUTextureView (*resolve_view_userdata_cb)(void*); + WGPUTextureView (*depth_stencil_view_cb)(void); + WGPUTextureView (*depth_stencil_view_userdata_cb)(void*); + void* user_data; + WGPUQueue queue; + WGPUCommandEncoder render_cmd_enc; + WGPUCommandEncoder staging_cmd_enc; + WGPURenderPassEncoder pass_enc; + WGPUBindGroup empty_bind_group; + const _sg_pipeline_t* cur_pipeline; + sg_pipeline cur_pipeline_id; + _sg_sampler_cache_t sampler_cache; + _sg_wgpu_ubpool_t ub; + _sg_wgpu_stagingpool_t staging; +} _sg_wgpu_backend_t; +#endif + +/*=== RESOURCE POOL DECLARATIONS =============================================*/ + +/* this *MUST* remain 0 */ +#define _SG_INVALID_SLOT_INDEX (0) + +typedef struct { + int size; + int queue_top; + uint32_t* gen_ctrs; + int* free_queue; +} _sg_pool_t; + +typedef struct { + _sg_pool_t buffer_pool; + _sg_pool_t image_pool; + _sg_pool_t shader_pool; + _sg_pool_t pipeline_pool; + _sg_pool_t pass_pool; + _sg_pool_t context_pool; + _sg_buffer_t* buffers; + _sg_image_t* images; + _sg_shader_t* shaders; + _sg_pipeline_t* pipelines; + _sg_pass_t* passes; + _sg_context_t* contexts; +} _sg_pools_t; + +/*=== VALIDATION LAYER DECLARATIONS ==========================================*/ +typedef enum { + /* special case 'validation was successful' */ + _SG_VALIDATE_SUCCESS, + + /* buffer creation */ + _SG_VALIDATE_BUFFERDESC_CANARY, + _SG_VALIDATE_BUFFERDESC_SIZE, + _SG_VALIDATE_BUFFERDESC_DATA, + _SG_VALIDATE_BUFFERDESC_DATA_SIZE, + _SG_VALIDATE_BUFFERDESC_NO_DATA, + + /* image creation */ + _SG_VALIDATE_IMAGEDESC_CANARY, + _SG_VALIDATE_IMAGEDESC_WIDTH, + _SG_VALIDATE_IMAGEDESC_HEIGHT, + _SG_VALIDATE_IMAGEDESC_RT_PIXELFORMAT, + _SG_VALIDATE_IMAGEDESC_NONRT_PIXELFORMAT, + _SG_VALIDATE_IMAGEDESC_MSAA_BUT_NO_RT, + _SG_VALIDATE_IMAGEDESC_NO_MSAA_RT_SUPPORT, + _SG_VALIDATE_IMAGEDESC_RT_IMMUTABLE, + _SG_VALIDATE_IMAGEDESC_RT_NO_DATA, + _SG_VALIDATE_IMAGEDESC_DATA, + _SG_VALIDATE_IMAGEDESC_NO_DATA, + + /* shader creation */ + _SG_VALIDATE_SHADERDESC_CANARY, + _SG_VALIDATE_SHADERDESC_SOURCE, + _SG_VALIDATE_SHADERDESC_BYTECODE, + _SG_VALIDATE_SHADERDESC_SOURCE_OR_BYTECODE, + _SG_VALIDATE_SHADERDESC_NO_BYTECODE_SIZE, + _SG_VALIDATE_SHADERDESC_NO_CONT_UBS, + _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS, + _SG_VALIDATE_SHADERDESC_NO_CONT_UB_MEMBERS, + _SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS, + _SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME, + _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH, + _SG_VALIDATE_SHADERDESC_IMG_NAME, + _SG_VALIDATE_SHADERDESC_ATTR_NAMES, + _SG_VALIDATE_SHADERDESC_ATTR_SEMANTICS, + _SG_VALIDATE_SHADERDESC_ATTR_STRING_TOO_LONG, + + /* pipeline creation */ + _SG_VALIDATE_PIPELINEDESC_CANARY, + _SG_VALIDATE_PIPELINEDESC_SHADER, + _SG_VALIDATE_PIPELINEDESC_NO_ATTRS, + _SG_VALIDATE_PIPELINEDESC_LAYOUT_STRIDE4, + _SG_VALIDATE_PIPELINEDESC_ATTR_NAME, + _SG_VALIDATE_PIPELINEDESC_ATTR_SEMANTICS, + + /* pass creation */ + _SG_VALIDATE_PASSDESC_CANARY, + _SG_VALIDATE_PASSDESC_NO_COLOR_ATTS, + _SG_VALIDATE_PASSDESC_NO_CONT_COLOR_ATTS, + _SG_VALIDATE_PASSDESC_IMAGE, + _SG_VALIDATE_PASSDESC_MIPLEVEL, + _SG_VALIDATE_PASSDESC_FACE, + _SG_VALIDATE_PASSDESC_LAYER, + _SG_VALIDATE_PASSDESC_SLICE, + _SG_VALIDATE_PASSDESC_IMAGE_NO_RT, + _SG_VALIDATE_PASSDESC_COLOR_INV_PIXELFORMAT, + _SG_VALIDATE_PASSDESC_DEPTH_INV_PIXELFORMAT, + _SG_VALIDATE_PASSDESC_IMAGE_SIZES, + _SG_VALIDATE_PASSDESC_IMAGE_SAMPLE_COUNTS, + + /* sg_begin_pass validation */ + _SG_VALIDATE_BEGINPASS_PASS, + _SG_VALIDATE_BEGINPASS_IMAGE, + + /* sg_apply_pipeline validation */ + _SG_VALIDATE_APIP_PIPELINE_VALID_ID, + _SG_VALIDATE_APIP_PIPELINE_EXISTS, + _SG_VALIDATE_APIP_PIPELINE_VALID, + _SG_VALIDATE_APIP_SHADER_EXISTS, + _SG_VALIDATE_APIP_SHADER_VALID, + _SG_VALIDATE_APIP_ATT_COUNT, + _SG_VALIDATE_APIP_COLOR_FORMAT, + _SG_VALIDATE_APIP_DEPTH_FORMAT, + _SG_VALIDATE_APIP_SAMPLE_COUNT, + + /* sg_apply_bindings validation */ + _SG_VALIDATE_ABND_PIPELINE, + _SG_VALIDATE_ABND_PIPELINE_EXISTS, + _SG_VALIDATE_ABND_PIPELINE_VALID, + _SG_VALIDATE_ABND_VBS, + _SG_VALIDATE_ABND_VB_EXISTS, + _SG_VALIDATE_ABND_VB_TYPE, + _SG_VALIDATE_ABND_VB_OVERFLOW, + _SG_VALIDATE_ABND_NO_IB, + _SG_VALIDATE_ABND_IB, + _SG_VALIDATE_ABND_IB_EXISTS, + _SG_VALIDATE_ABND_IB_TYPE, + _SG_VALIDATE_ABND_IB_OVERFLOW, + _SG_VALIDATE_ABND_VS_IMGS, + _SG_VALIDATE_ABND_VS_IMG_EXISTS, + _SG_VALIDATE_ABND_VS_IMG_TYPES, + _SG_VALIDATE_ABND_FS_IMGS, + _SG_VALIDATE_ABND_FS_IMG_EXISTS, + _SG_VALIDATE_ABND_FS_IMG_TYPES, + + /* sg_apply_uniforms validation */ + _SG_VALIDATE_AUB_NO_PIPELINE, + _SG_VALIDATE_AUB_NO_UB_AT_SLOT, + _SG_VALIDATE_AUB_SIZE, + + /* sg_update_buffer validation */ + _SG_VALIDATE_UPDATEBUF_USAGE, + _SG_VALIDATE_UPDATEBUF_SIZE, + _SG_VALIDATE_UPDATEBUF_ONCE, + _SG_VALIDATE_UPDATEBUF_APPEND, + + /* sg_append_buffer validation */ + _SG_VALIDATE_APPENDBUF_USAGE, + _SG_VALIDATE_APPENDBUF_SIZE, + _SG_VALIDATE_APPENDBUF_UPDATE, + + /* sg_update_image validation */ + _SG_VALIDATE_UPDIMG_USAGE, + _SG_VALIDATE_UPDIMG_NOTENOUGHDATA, + _SG_VALIDATE_UPDIMG_SIZE, + _SG_VALIDATE_UPDIMG_COMPRESSED, + _SG_VALIDATE_UPDIMG_ONCE +} _sg_validate_error_t; + +/*=== GENERIC BACKEND STATE ==================================================*/ + +typedef struct { + bool valid; + sg_desc desc; /* original desc with default values patched in */ + uint32_t frame_index; + sg_context active_context; + sg_pass cur_pass; + sg_pipeline cur_pipeline; + bool pass_valid; + bool bindings_valid; + bool next_draw_valid; + #if defined(SOKOL_DEBUG) + _sg_validate_error_t validate_error; + #endif + _sg_pools_t pools; + sg_backend backend; + sg_features features; + sg_limits limits; + sg_pixelformat_info formats[_SG_PIXELFORMAT_NUM]; + #if defined(_SOKOL_ANY_GL) + _sg_gl_backend_t gl; + #elif defined(SOKOL_METAL) + _sg_mtl_backend_t mtl; + #elif defined(SOKOL_D3D11) + _sg_d3d11_backend_t d3d11; + #elif defined(SOKOL_WGPU) + _sg_wgpu_backend_t wgpu; + #endif + #if defined(SOKOL_TRACE_HOOKS) + sg_trace_hooks hooks; + #endif +} _sg_state_t; +static _sg_state_t _sg; + +/*-- helper functions --------------------------------------------------------*/ + +_SOKOL_PRIVATE bool _sg_strempty(const _sg_str_t* str) { + return 0 == str->buf[0]; +} + +_SOKOL_PRIVATE const char* _sg_strptr(const _sg_str_t* str) { + return &str->buf[0]; +} + +_SOKOL_PRIVATE void _sg_strcpy(_sg_str_t* dst, const char* src) { + SOKOL_ASSERT(dst); + if (src) { + #if defined(_MSC_VER) + strncpy_s(dst->buf, _SG_STRING_SIZE, src, (_SG_STRING_SIZE-1)); + #else + strncpy(dst->buf, src, _SG_STRING_SIZE); + #endif + dst->buf[_SG_STRING_SIZE-1] = 0; + } + else { + memset(dst->buf, 0, _SG_STRING_SIZE); + } +} + +/* return byte size of a vertex format */ +_SOKOL_PRIVATE int _sg_vertexformat_bytesize(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_FLOAT: return 4; + case SG_VERTEXFORMAT_FLOAT2: return 8; + case SG_VERTEXFORMAT_FLOAT3: return 12; + case SG_VERTEXFORMAT_FLOAT4: return 16; + case SG_VERTEXFORMAT_BYTE4: return 4; + case SG_VERTEXFORMAT_BYTE4N: return 4; + case SG_VERTEXFORMAT_UBYTE4: return 4; + case SG_VERTEXFORMAT_UBYTE4N: return 4; + case SG_VERTEXFORMAT_SHORT2: return 4; + case SG_VERTEXFORMAT_SHORT2N: return 4; + case SG_VERTEXFORMAT_USHORT2N: return 4; + case SG_VERTEXFORMAT_SHORT4: return 8; + case SG_VERTEXFORMAT_SHORT4N: return 8; + case SG_VERTEXFORMAT_USHORT4N: return 8; + case SG_VERTEXFORMAT_UINT10_N2: return 4; + case SG_VERTEXFORMAT_INVALID: return 0; + default: + SOKOL_UNREACHABLE; + return -1; + } +} + +/* return the byte size of a shader uniform */ +_SOKOL_PRIVATE int _sg_uniform_size(sg_uniform_type type, int count) { + switch (type) { + case SG_UNIFORMTYPE_INVALID: return 0; + case SG_UNIFORMTYPE_FLOAT: return 4 * count; + case SG_UNIFORMTYPE_FLOAT2: return 8 * count; + case SG_UNIFORMTYPE_FLOAT3: return 12 * count; /* FIXME: std140??? */ + case SG_UNIFORMTYPE_FLOAT4: return 16 * count; + case SG_UNIFORMTYPE_MAT4: return 64 * count; + default: + SOKOL_UNREACHABLE; + return -1; + } +} + +/* return true if pixel format is a compressed format */ +_SOKOL_PRIVATE bool _sg_is_compressed_pixel_format(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_BC1_RGBA: + case SG_PIXELFORMAT_BC2_RGBA: + case SG_PIXELFORMAT_BC3_RGBA: + case SG_PIXELFORMAT_BC4_R: + case SG_PIXELFORMAT_BC4_RSN: + case SG_PIXELFORMAT_BC5_RG: + case SG_PIXELFORMAT_BC5_RGSN: + case SG_PIXELFORMAT_BC6H_RGBF: + case SG_PIXELFORMAT_BC6H_RGBUF: + case SG_PIXELFORMAT_BC7_RGBA: + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + case SG_PIXELFORMAT_ETC2_RGB8: + case SG_PIXELFORMAT_ETC2_RGB8A1: + case SG_PIXELFORMAT_ETC2_RGBA8: + case SG_PIXELFORMAT_ETC2_RG11: + case SG_PIXELFORMAT_ETC2_RG11SN: + return true; + default: + return false; + } +} + +/* return true if pixel format is a valid render target format */ +_SOKOL_PRIVATE bool _sg_is_valid_rendertarget_color_format(sg_pixel_format fmt) { + const int fmt_index = (int) fmt; + SOKOL_ASSERT((fmt_index >= 0) && (fmt_index < _SG_PIXELFORMAT_NUM)); + return _sg.formats[fmt_index].render && !_sg.formats[fmt_index].depth; +} + +/* return true if pixel format is a valid depth format */ +_SOKOL_PRIVATE bool _sg_is_valid_rendertarget_depth_format(sg_pixel_format fmt) { + const int fmt_index = (int) fmt; + SOKOL_ASSERT((fmt_index >= 0) && (fmt_index < _SG_PIXELFORMAT_NUM)); + return _sg.formats[fmt_index].render && _sg.formats[fmt_index].depth; +} + +/* return true if pixel format is a depth-stencil format */ +_SOKOL_PRIVATE bool _sg_is_depth_stencil_format(sg_pixel_format fmt) { + return (SG_PIXELFORMAT_DEPTH_STENCIL == fmt); +} + +/* return the bytes-per-pixel for a pixel format */ +_SOKOL_PRIVATE int _sg_pixelformat_bytesize(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_R8: + case SG_PIXELFORMAT_R8SN: + case SG_PIXELFORMAT_R8UI: + case SG_PIXELFORMAT_R8SI: + return 1; + + case SG_PIXELFORMAT_R16: + case SG_PIXELFORMAT_R16SN: + case SG_PIXELFORMAT_R16UI: + case SG_PIXELFORMAT_R16SI: + case SG_PIXELFORMAT_R16F: + case SG_PIXELFORMAT_RG8: + case SG_PIXELFORMAT_RG8SN: + case SG_PIXELFORMAT_RG8UI: + case SG_PIXELFORMAT_RG8SI: + return 2; + + case SG_PIXELFORMAT_R32UI: + case SG_PIXELFORMAT_R32SI: + case SG_PIXELFORMAT_R32F: + case SG_PIXELFORMAT_RG16: + case SG_PIXELFORMAT_RG16SN: + case SG_PIXELFORMAT_RG16UI: + case SG_PIXELFORMAT_RG16SI: + case SG_PIXELFORMAT_RG16F: + case SG_PIXELFORMAT_RGBA8: + case SG_PIXELFORMAT_RGBA8SN: + case SG_PIXELFORMAT_RGBA8UI: + case SG_PIXELFORMAT_RGBA8SI: + case SG_PIXELFORMAT_BGRA8: + case SG_PIXELFORMAT_RGB10A2: + case SG_PIXELFORMAT_RG11B10F: + return 4; + + case SG_PIXELFORMAT_RG32UI: + case SG_PIXELFORMAT_RG32SI: + case SG_PIXELFORMAT_RG32F: + case SG_PIXELFORMAT_RGBA16: + case SG_PIXELFORMAT_RGBA16SN: + case SG_PIXELFORMAT_RGBA16UI: + case SG_PIXELFORMAT_RGBA16SI: + case SG_PIXELFORMAT_RGBA16F: + return 8; + + case SG_PIXELFORMAT_RGBA32UI: + case SG_PIXELFORMAT_RGBA32SI: + case SG_PIXELFORMAT_RGBA32F: + return 16; + + default: + SOKOL_UNREACHABLE; + return 0; + } +} + +_SOKOL_PRIVATE int _sg_roundup(int val, int round_to) { + return (val+(round_to-1)) & ~(round_to-1); +} + +/* return row pitch for an image + see ComputePitch in https://github.com/microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexUtil.cpp +*/ +_SOKOL_PRIVATE int _sg_row_pitch(sg_pixel_format fmt, int width, int row_align) { + int pitch; + switch (fmt) { + case SG_PIXELFORMAT_BC1_RGBA: + case SG_PIXELFORMAT_BC4_R: + case SG_PIXELFORMAT_BC4_RSN: + case SG_PIXELFORMAT_ETC2_RGB8: + case SG_PIXELFORMAT_ETC2_RGB8A1: + pitch = ((width + 3) / 4) * 8; + pitch = pitch < 8 ? 8 : pitch; + break; + case SG_PIXELFORMAT_BC2_RGBA: + case SG_PIXELFORMAT_BC3_RGBA: + case SG_PIXELFORMAT_BC5_RG: + case SG_PIXELFORMAT_BC5_RGSN: + case SG_PIXELFORMAT_BC6H_RGBF: + case SG_PIXELFORMAT_BC6H_RGBUF: + case SG_PIXELFORMAT_BC7_RGBA: + case SG_PIXELFORMAT_ETC2_RGBA8: + case SG_PIXELFORMAT_ETC2_RG11: + case SG_PIXELFORMAT_ETC2_RG11SN: + pitch = ((width + 3) / 4) * 16; + pitch = pitch < 16 ? 16 : pitch; + break; + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + { + const int block_size = 4*4; + const int bpp = 4; + int width_blocks = width / 4; + width_blocks = width_blocks < 2 ? 2 : width_blocks; + pitch = width_blocks * ((block_size * bpp) / 8); + } + break; + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + { + const int block_size = 8*4; + const int bpp = 2; + int width_blocks = width / 4; + width_blocks = width_blocks < 2 ? 2 : width_blocks; + pitch = width_blocks * ((block_size * bpp) / 8); + } + break; + default: + pitch = width * _sg_pixelformat_bytesize(fmt); + break; + } + pitch = _sg_roundup(pitch, row_align); + return pitch; +} + +/* compute the number of rows in a surface depending on pixel format */ +_SOKOL_PRIVATE int _sg_num_rows(sg_pixel_format fmt, int height) { + int num_rows; + switch (fmt) { + case SG_PIXELFORMAT_BC1_RGBA: + case SG_PIXELFORMAT_BC4_R: + case SG_PIXELFORMAT_BC4_RSN: + case SG_PIXELFORMAT_ETC2_RGB8: + case SG_PIXELFORMAT_ETC2_RGB8A1: + case SG_PIXELFORMAT_ETC2_RGBA8: + case SG_PIXELFORMAT_ETC2_RG11: + case SG_PIXELFORMAT_ETC2_RG11SN: + case SG_PIXELFORMAT_BC2_RGBA: + case SG_PIXELFORMAT_BC3_RGBA: + case SG_PIXELFORMAT_BC5_RG: + case SG_PIXELFORMAT_BC5_RGSN: + case SG_PIXELFORMAT_BC6H_RGBF: + case SG_PIXELFORMAT_BC6H_RGBUF: + case SG_PIXELFORMAT_BC7_RGBA: + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + num_rows = ((height + 3) / 4); + break; + default: + num_rows = height; + break; + } + if (num_rows < 1) { + num_rows = 1; + } + return num_rows; +} + +/* return pitch of a 2D subimage / texture slice + see ComputePitch in https://github.com/microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexUtil.cpp +*/ +_SOKOL_PRIVATE int _sg_surface_pitch(sg_pixel_format fmt, int width, int height, int row_align) { + int num_rows = _sg_num_rows(fmt, height); + return num_rows * _sg_row_pitch(fmt, width, row_align); +} + +/* capability table pixel format helper functions */ +_SOKOL_PRIVATE void _sg_pixelformat_all(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->filter = true; + pfi->blend = true; + pfi->render = true; + pfi->msaa = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_s(sg_pixelformat_info* pfi) { + pfi->sample = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_sf(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->filter = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_sr(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->render = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_srmd(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->render = true; + pfi->msaa = true; + pfi->depth = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_srm(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->render = true; + pfi->msaa = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_sfrm(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->filter = true; + pfi->render = true; + pfi->msaa = true; +} +_SOKOL_PRIVATE void _sg_pixelformat_sbrm(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->blend = true; + pfi->render = true; + pfi->msaa = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_sbr(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->blend = true; + pfi->render = true; +} + +_SOKOL_PRIVATE void _sg_pixelformat_sfbr(sg_pixelformat_info* pfi) { + pfi->sample = true; + pfi->filter = true; + pfi->blend = true; + pfi->render = true; +} + +/* resolve pass action defaults into a new pass action struct */ +_SOKOL_PRIVATE void _sg_resolve_default_pass_action(const sg_pass_action* from, sg_pass_action* to) { + SOKOL_ASSERT(from && to); + *to = *from; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + if (to->colors[i].action == _SG_ACTION_DEFAULT) { + to->colors[i].action = SG_ACTION_CLEAR; + to->colors[i].value.r = SG_DEFAULT_CLEAR_RED; + to->colors[i].value.g = SG_DEFAULT_CLEAR_GREEN; + to->colors[i].value.b = SG_DEFAULT_CLEAR_BLUE; + to->colors[i].value.a = SG_DEFAULT_CLEAR_ALPHA; + } + } + if (to->depth.action == _SG_ACTION_DEFAULT) { + to->depth.action = SG_ACTION_CLEAR; + to->depth.value = SG_DEFAULT_CLEAR_DEPTH; + } + if (to->stencil.action == _SG_ACTION_DEFAULT) { + to->stencil.action = SG_ACTION_CLEAR; + to->stencil.value = SG_DEFAULT_CLEAR_STENCIL; + } +} + +/*== DUMMY BACKEND IMPL ======================================================*/ +#if defined(SOKOL_DUMMY_BACKEND) + +_SOKOL_PRIVATE void _sg_dummy_setup_backend(const sg_desc* desc) { + SOKOL_ASSERT(desc); + _SOKOL_UNUSED(desc); + _sg.backend = SG_BACKEND_DUMMY; + for (int i = SG_PIXELFORMAT_R8; i < SG_PIXELFORMAT_BC1_RGBA; i++) { + _sg.formats[i].sample = true; + _sg.formats[i].filter = true; + _sg.formats[i].render = true; + _sg.formats[i].blend = true; + _sg.formats[i].msaa = true; + } + _sg.formats[SG_PIXELFORMAT_DEPTH].depth = true; + _sg.formats[SG_PIXELFORMAT_DEPTH_STENCIL].depth = true; +} + +_SOKOL_PRIVATE void _sg_dummy_discard_backend(void) { + /* empty */ +} + +_SOKOL_PRIVATE void _sg_dummy_reset_state_cache(void) { + /* empty*/ +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); +} + +_SOKOL_PRIVATE void _sg_dummy_activate_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf && desc); + _sg_buffer_common_init(&buf->cmn, desc); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + _SOKOL_UNUSED(buf); +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_image(_sg_image_t* img, const sg_image_desc* desc) { + SOKOL_ASSERT(img && desc); + _sg_image_common_init(&img->cmn, desc); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + _SOKOL_UNUSED(img); +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd && desc); + _sg_shader_common_init(&shd->cmn, desc); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + _SOKOL_UNUSED(shd); +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip && desc); + pip->shader = shd; + _sg_pipeline_common_init(&pip->cmn, desc); + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + const sg_vertex_attr_desc* a_desc = &desc->layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + pip->cmn.vertex_layout_valid[a_desc->buffer_index] = true; + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + _SOKOL_UNUSED(pip); +} + +_SOKOL_PRIVATE sg_resource_state _sg_dummy_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass && desc); + SOKOL_ASSERT(att_images && att_images[0]); + + _sg_pass_common_init(&pass->cmn, desc); + + const sg_pass_attachment_desc* att_desc; + for (int i = 0; i < pass->cmn.num_color_atts; i++) { + att_desc = &desc->color_attachments[i]; + SOKOL_ASSERT(att_desc->image.id != SG_INVALID_ID); + SOKOL_ASSERT(0 == pass->dmy.color_atts[i].image); + SOKOL_ASSERT(att_images[i] && (att_images[i]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_color_format(att_images[i]->cmn.pixel_format)); + pass->dmy.color_atts[i].image = att_images[i]; + } + + SOKOL_ASSERT(0 == pass->dmy.ds_att.image); + att_desc = &desc->depth_stencil_attachment; + if (att_desc->image.id != SG_INVALID_ID) { + const int ds_img_index = SG_MAX_COLOR_ATTACHMENTS; + SOKOL_ASSERT(att_images[ds_img_index] && (att_images[ds_img_index]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_depth_format(att_images[ds_img_index]->cmn.pixel_format)); + pass->dmy.ds_att.image = att_images[ds_img_index]; + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_dummy_destroy_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + _SOKOL_UNUSED(pass); +} + +_SOKOL_PRIVATE _sg_image_t* _sg_dummy_pass_color_image(const _sg_pass_t* pass, int index) { + SOKOL_ASSERT(pass && (index >= 0) && (index < SG_MAX_COLOR_ATTACHMENTS)); + /* NOTE: may return null */ + return pass->dmy.color_atts[index].image; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_dummy_pass_ds_image(const _sg_pass_t* pass) { + /* NOTE: may return null */ + SOKOL_ASSERT(pass); + return pass->dmy.ds_att.image; +} + +_SOKOL_PRIVATE void _sg_dummy_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + SOKOL_ASSERT(action); + _SOKOL_UNUSED(pass); + _SOKOL_UNUSED(action); + _SOKOL_UNUSED(w); + _SOKOL_UNUSED(h); +} + +_SOKOL_PRIVATE void _sg_dummy_end_pass(void) { + /* empty */ +} + +_SOKOL_PRIVATE void _sg_dummy_commit(void) { + /* empty */ +} + +_SOKOL_PRIVATE void _sg_dummy_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + _SOKOL_UNUSED(x); + _SOKOL_UNUSED(y); + _SOKOL_UNUSED(w); + _SOKOL_UNUSED(h); + _SOKOL_UNUSED(origin_top_left); +} + +_SOKOL_PRIVATE void _sg_dummy_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + _SOKOL_UNUSED(x); + _SOKOL_UNUSED(y); + _SOKOL_UNUSED(w); + _SOKOL_UNUSED(h); + _SOKOL_UNUSED(origin_top_left); +} + +_SOKOL_PRIVATE void _sg_dummy_apply_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + _SOKOL_UNUSED(pip); +} + +_SOKOL_PRIVATE void _sg_dummy_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + SOKOL_ASSERT(pip); + SOKOL_ASSERT(vbs && vb_offsets); + SOKOL_ASSERT(vs_imgs); + SOKOL_ASSERT(fs_imgs); + _SOKOL_UNUSED(pip); + _SOKOL_UNUSED(vbs); _SOKOL_UNUSED(vb_offsets); _SOKOL_UNUSED(num_vbs); + _SOKOL_UNUSED(ib); _SOKOL_UNUSED(ib_offset); + _SOKOL_UNUSED(vs_imgs); _SOKOL_UNUSED(num_vs_imgs); + _SOKOL_UNUSED(fs_imgs); _SOKOL_UNUSED(num_fs_imgs); +} + +_SOKOL_PRIVATE void _sg_dummy_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + _SOKOL_UNUSED(stage_index); + _SOKOL_UNUSED(ub_index); + _SOKOL_UNUSED(data); +} + +_SOKOL_PRIVATE void _sg_dummy_draw(int base_element, int num_elements, int num_instances) { + _SOKOL_UNUSED(base_element); + _SOKOL_UNUSED(num_elements); + _SOKOL_UNUSED(num_instances); +} + +_SOKOL_PRIVATE void _sg_dummy_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + _SOKOL_UNUSED(data); + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } +} + +_SOKOL_PRIVATE int _sg_dummy_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + _SOKOL_UNUSED(data); + if (new_frame) { + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } + } + /* NOTE: this is a requirement from WebGPU, but we want identical behaviour across all backend */ + return _sg_roundup((int)data->size, 4); +} + +_SOKOL_PRIVATE void _sg_dummy_update_image(_sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(img && data); + _SOKOL_UNUSED(data); + if (++img->cmn.active_slot >= img->cmn.num_slots) { + img->cmn.active_slot = 0; + } +} + +/*== GL BACKEND ==============================================================*/ +#elif defined(_SOKOL_ANY_GL) + +/*=== OPTIONAL GL LOADER FOR WIN32 ===========================================*/ +#if defined(_SOKOL_USE_WIN32_GL_LOADER) + +// X Macro list of GL function names and signatures +#define _SG_GL_FUNCS \ + _SG_XMACRO(glBindVertexArray, void, (GLuint array)) \ + _SG_XMACRO(glFramebufferTextureLayer, void, (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)) \ + _SG_XMACRO(glGenFramebuffers, void, (GLsizei n, GLuint * framebuffers)) \ + _SG_XMACRO(glBindFramebuffer, void, (GLenum target, GLuint framebuffer)) \ + _SG_XMACRO(glBindRenderbuffer, void, (GLenum target, GLuint renderbuffer)) \ + _SG_XMACRO(glGetStringi, const GLubyte *, (GLenum name, GLuint index)) \ + _SG_XMACRO(glClearBufferfi, void, (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)) \ + _SG_XMACRO(glClearBufferfv, void, (GLenum buffer, GLint drawbuffer, const GLfloat * value)) \ + _SG_XMACRO(glClearBufferuiv, void, (GLenum buffer, GLint drawbuffer, const GLuint * value)) \ + _SG_XMACRO(glClearBufferiv, void, (GLenum buffer, GLint drawbuffer, const GLint * value)) \ + _SG_XMACRO(glDeleteRenderbuffers, void, (GLsizei n, const GLuint * renderbuffers)) \ + _SG_XMACRO(glUniform4fv, void, (GLint location, GLsizei count, const GLfloat * value)) \ + _SG_XMACRO(glUniform2fv, void, (GLint location, GLsizei count, const GLfloat * value)) \ + _SG_XMACRO(glUseProgram, void, (GLuint program)) \ + _SG_XMACRO(glShaderSource, void, (GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length)) \ + _SG_XMACRO(glLinkProgram, void, (GLuint program)) \ + _SG_XMACRO(glGetUniformLocation, GLint, (GLuint program, const GLchar * name)) \ + _SG_XMACRO(glGetShaderiv, void, (GLuint shader, GLenum pname, GLint * params)) \ + _SG_XMACRO(glGetProgramInfoLog, void, (GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)) \ + _SG_XMACRO(glGetAttribLocation, GLint, (GLuint program, const GLchar * name)) \ + _SG_XMACRO(glDisableVertexAttribArray, void, (GLuint index)) \ + _SG_XMACRO(glDeleteShader, void, (GLuint shader)) \ + _SG_XMACRO(glDeleteProgram, void, (GLuint program)) \ + _SG_XMACRO(glCompileShader, void, (GLuint shader)) \ + _SG_XMACRO(glStencilFuncSeparate, void, (GLenum face, GLenum func, GLint ref, GLuint mask)) \ + _SG_XMACRO(glStencilOpSeparate, void, (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)) \ + _SG_XMACRO(glRenderbufferStorageMultisample, void, (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)) \ + _SG_XMACRO(glDrawBuffers, void, (GLsizei n, const GLenum * bufs)) \ + _SG_XMACRO(glVertexAttribDivisor, void, (GLuint index, GLuint divisor)) \ + _SG_XMACRO(glBufferSubData, void, (GLenum target, GLintptr offset, GLsizeiptr size, const void * data)) \ + _SG_XMACRO(glGenBuffers, void, (GLsizei n, GLuint * buffers)) \ + _SG_XMACRO(glCheckFramebufferStatus, GLenum, (GLenum target)) \ + _SG_XMACRO(glFramebufferRenderbuffer, void, (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)) \ + _SG_XMACRO(glCompressedTexImage2D, void, (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data)) \ + _SG_XMACRO(glCompressedTexImage3D, void, (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data)) \ + _SG_XMACRO(glActiveTexture, void, (GLenum texture)) \ + _SG_XMACRO(glTexSubImage3D, void, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels)) \ + _SG_XMACRO(glUniformMatrix4fv, void, (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)) \ + _SG_XMACRO(glRenderbufferStorage, void, (GLenum target, GLenum internalformat, GLsizei width, GLsizei height)) \ + _SG_XMACRO(glGenTextures, void, (GLsizei n, GLuint * textures)) \ + _SG_XMACRO(glPolygonOffset, void, (GLfloat factor, GLfloat units)) \ + _SG_XMACRO(glDrawElements, void, (GLenum mode, GLsizei count, GLenum type, const void * indices)) \ + _SG_XMACRO(glDeleteFramebuffers, void, (GLsizei n, const GLuint * framebuffers)) \ + _SG_XMACRO(glBlendEquationSeparate, void, (GLenum modeRGB, GLenum modeAlpha)) \ + _SG_XMACRO(glDeleteTextures, void, (GLsizei n, const GLuint * textures)) \ + _SG_XMACRO(glGetProgramiv, void, (GLuint program, GLenum pname, GLint * params)) \ + _SG_XMACRO(glBindTexture, void, (GLenum target, GLuint texture)) \ + _SG_XMACRO(glTexImage3D, void, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels)) \ + _SG_XMACRO(glCreateShader, GLuint, (GLenum type)) \ + _SG_XMACRO(glTexSubImage2D, void, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels)) \ + _SG_XMACRO(glClearDepth, void, (GLdouble depth)) \ + _SG_XMACRO(glFramebufferTexture2D, void, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)) \ + _SG_XMACRO(glCreateProgram, GLuint, (void)) \ + _SG_XMACRO(glViewport, void, (GLint x, GLint y, GLsizei width, GLsizei height)) \ + _SG_XMACRO(glDeleteBuffers, void, (GLsizei n, const GLuint * buffers)) \ + _SG_XMACRO(glDrawArrays, void, (GLenum mode, GLint first, GLsizei count)) \ + _SG_XMACRO(glDrawElementsInstanced, void, (GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount)) \ + _SG_XMACRO(glVertexAttribPointer, void, (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer)) \ + _SG_XMACRO(glUniform1i, void, (GLint location, GLint v0)) \ + _SG_XMACRO(glDisable, void, (GLenum cap)) \ + _SG_XMACRO(glColorMask, void, (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)) \ + _SG_XMACRO(glColorMaski, void, (GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)) \ + _SG_XMACRO(glBindBuffer, void, (GLenum target, GLuint buffer)) \ + _SG_XMACRO(glDeleteVertexArrays, void, (GLsizei n, const GLuint * arrays)) \ + _SG_XMACRO(glDepthMask, void, (GLboolean flag)) \ + _SG_XMACRO(glDrawArraysInstanced, void, (GLenum mode, GLint first, GLsizei count, GLsizei instancecount)) \ + _SG_XMACRO(glClearStencil, void, (GLint s)) \ + _SG_XMACRO(glScissor, void, (GLint x, GLint y, GLsizei width, GLsizei height)) \ + _SG_XMACRO(glUniform3fv, void, (GLint location, GLsizei count, const GLfloat * value)) \ + _SG_XMACRO(glGenRenderbuffers, void, (GLsizei n, GLuint * renderbuffers)) \ + _SG_XMACRO(glBufferData, void, (GLenum target, GLsizeiptr size, const void * data, GLenum usage)) \ + _SG_XMACRO(glBlendFuncSeparate, void, (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)) \ + _SG_XMACRO(glTexParameteri, void, (GLenum target, GLenum pname, GLint param)) \ + _SG_XMACRO(glGetIntegerv, void, (GLenum pname, GLint * data)) \ + _SG_XMACRO(glEnable, void, (GLenum cap)) \ + _SG_XMACRO(glBlitFramebuffer, void, (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)) \ + _SG_XMACRO(glStencilMask, void, (GLuint mask)) \ + _SG_XMACRO(glAttachShader, void, (GLuint program, GLuint shader)) \ + _SG_XMACRO(glGetError, GLenum, (void)) \ + _SG_XMACRO(glClearColor, void, (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)) \ + _SG_XMACRO(glBlendColor, void, (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)) \ + _SG_XMACRO(glTexParameterf, void, (GLenum target, GLenum pname, GLfloat param)) \ + _SG_XMACRO(glTexParameterfv, void, (GLenum target, GLenum pname, GLfloat* params)) \ + _SG_XMACRO(glGetShaderInfoLog, void, (GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)) \ + _SG_XMACRO(glDepthFunc, void, (GLenum func)) \ + _SG_XMACRO(glStencilOp , void, (GLenum fail, GLenum zfail, GLenum zpass)) \ + _SG_XMACRO(glStencilFunc, void, (GLenum func, GLint ref, GLuint mask)) \ + _SG_XMACRO(glEnableVertexAttribArray, void, (GLuint index)) \ + _SG_XMACRO(glBlendFunc, void, (GLenum sfactor, GLenum dfactor)) \ + _SG_XMACRO(glUniform1fv, void, (GLint location, GLsizei count, const GLfloat * value)) \ + _SG_XMACRO(glReadBuffer, void, (GLenum src)) \ + _SG_XMACRO(glClear, void, (GLbitfield mask)) \ + _SG_XMACRO(glTexImage2D, void, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels)) \ + _SG_XMACRO(glGenVertexArrays, void, (GLsizei n, GLuint * arrays)) \ + _SG_XMACRO(glFrontFace, void, (GLenum mode)) \ + _SG_XMACRO(glCullFace, void, (GLenum mode)) + +// generate GL function pointer typedefs +#define _SG_XMACRO(name, ret, args) typedef ret (GL_APIENTRY* PFN_ ## name) args; +_SG_GL_FUNCS +#undef _SG_XMACRO + +// generate GL function pointers +#define _SG_XMACRO(name, ret, args) static PFN_ ## name name; +_SG_GL_FUNCS +#undef _SG_XMACRO + +// helper function to lookup GL functions in GL DLL +typedef PROC (WINAPI * _sg_wglGetProcAddress)(LPCSTR); +_SOKOL_PRIVATE void* _sg_gl_getprocaddr(const char* name, _sg_wglGetProcAddress wgl_getprocaddress) { + void* proc_addr = (void*) wgl_getprocaddress(name); + if (0 == proc_addr) { + proc_addr = (void*) GetProcAddress(_sg.gl.opengl32_dll, name); + } + SOKOL_ASSERT(proc_addr); + return proc_addr; +} + +// populate GL function pointers +_SOKOL_PRIVATE void _sg_gl_load_opengl(void) { + SOKOL_ASSERT(0 == _sg.gl.opengl32_dll); + _sg.gl.opengl32_dll = LoadLibraryA("opengl32.dll"); + SOKOL_ASSERT(_sg.gl.opengl32_dll); + _sg_wglGetProcAddress wgl_getprocaddress = (_sg_wglGetProcAddress) GetProcAddress(_sg.gl.opengl32_dll, "wglGetProcAddress"); + SOKOL_ASSERT(wgl_getprocaddress); + #define _SG_XMACRO(name, ret, args) name = (PFN_ ## name) _sg_gl_getprocaddr(#name, wgl_getprocaddress); + _SG_GL_FUNCS + #undef _SG_XMACRO +} + +_SOKOL_PRIVATE void _sg_gl_unload_opengl(void) { + SOKOL_ASSERT(_sg.gl.opengl32_dll); + FreeLibrary(_sg.gl.opengl32_dll); + _sg.gl.opengl32_dll = 0; +} +#endif // _SOKOL_USE_WIN32_GL_LOADER + +/*-- type translation --------------------------------------------------------*/ +_SOKOL_PRIVATE GLenum _sg_gl_buffer_target(sg_buffer_type t) { + switch (t) { + case SG_BUFFERTYPE_VERTEXBUFFER: return GL_ARRAY_BUFFER; + case SG_BUFFERTYPE_INDEXBUFFER: return GL_ELEMENT_ARRAY_BUFFER; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_texture_target(sg_image_type t) { + switch (t) { + case SG_IMAGETYPE_2D: return GL_TEXTURE_2D; + case SG_IMAGETYPE_CUBE: return GL_TEXTURE_CUBE_MAP; + #if !defined(SOKOL_GLES2) + case SG_IMAGETYPE_3D: return GL_TEXTURE_3D; + case SG_IMAGETYPE_ARRAY: return GL_TEXTURE_2D_ARRAY; + #endif + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_usage(sg_usage u) { + switch (u) { + case SG_USAGE_IMMUTABLE: return GL_STATIC_DRAW; + case SG_USAGE_DYNAMIC: return GL_DYNAMIC_DRAW; + case SG_USAGE_STREAM: return GL_STREAM_DRAW; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_shader_stage(sg_shader_stage stage) { + switch (stage) { + case SG_SHADERSTAGE_VS: return GL_VERTEX_SHADER; + case SG_SHADERSTAGE_FS: return GL_FRAGMENT_SHADER; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLint _sg_gl_vertexformat_size(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_FLOAT: return 1; + case SG_VERTEXFORMAT_FLOAT2: return 2; + case SG_VERTEXFORMAT_FLOAT3: return 3; + case SG_VERTEXFORMAT_FLOAT4: return 4; + case SG_VERTEXFORMAT_BYTE4: return 4; + case SG_VERTEXFORMAT_BYTE4N: return 4; + case SG_VERTEXFORMAT_UBYTE4: return 4; + case SG_VERTEXFORMAT_UBYTE4N: return 4; + case SG_VERTEXFORMAT_SHORT2: return 2; + case SG_VERTEXFORMAT_SHORT2N: return 2; + case SG_VERTEXFORMAT_USHORT2N: return 2; + case SG_VERTEXFORMAT_SHORT4: return 4; + case SG_VERTEXFORMAT_SHORT4N: return 4; + case SG_VERTEXFORMAT_USHORT4N: return 4; + case SG_VERTEXFORMAT_UINT10_N2: return 4; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_vertexformat_type(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_FLOAT: + case SG_VERTEXFORMAT_FLOAT2: + case SG_VERTEXFORMAT_FLOAT3: + case SG_VERTEXFORMAT_FLOAT4: + return GL_FLOAT; + case SG_VERTEXFORMAT_BYTE4: + case SG_VERTEXFORMAT_BYTE4N: + return GL_BYTE; + case SG_VERTEXFORMAT_UBYTE4: + case SG_VERTEXFORMAT_UBYTE4N: + return GL_UNSIGNED_BYTE; + case SG_VERTEXFORMAT_SHORT2: + case SG_VERTEXFORMAT_SHORT2N: + case SG_VERTEXFORMAT_SHORT4: + case SG_VERTEXFORMAT_SHORT4N: + return GL_SHORT; + case SG_VERTEXFORMAT_USHORT2N: + case SG_VERTEXFORMAT_USHORT4N: + return GL_UNSIGNED_SHORT; + case SG_VERTEXFORMAT_UINT10_N2: + return GL_UNSIGNED_INT_2_10_10_10_REV; + default: + SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLboolean _sg_gl_vertexformat_normalized(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_BYTE4N: + case SG_VERTEXFORMAT_UBYTE4N: + case SG_VERTEXFORMAT_SHORT2N: + case SG_VERTEXFORMAT_USHORT2N: + case SG_VERTEXFORMAT_SHORT4N: + case SG_VERTEXFORMAT_USHORT4N: + case SG_VERTEXFORMAT_UINT10_N2: + return GL_TRUE; + default: + return GL_FALSE; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_primitive_type(sg_primitive_type t) { + switch (t) { + case SG_PRIMITIVETYPE_POINTS: return GL_POINTS; + case SG_PRIMITIVETYPE_LINES: return GL_LINES; + case SG_PRIMITIVETYPE_LINE_STRIP: return GL_LINE_STRIP; + case SG_PRIMITIVETYPE_TRIANGLES: return GL_TRIANGLES; + case SG_PRIMITIVETYPE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_index_type(sg_index_type t) { + switch (t) { + case SG_INDEXTYPE_NONE: return 0; + case SG_INDEXTYPE_UINT16: return GL_UNSIGNED_SHORT; + case SG_INDEXTYPE_UINT32: return GL_UNSIGNED_INT; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_compare_func(sg_compare_func cmp) { + switch (cmp) { + case SG_COMPAREFUNC_NEVER: return GL_NEVER; + case SG_COMPAREFUNC_LESS: return GL_LESS; + case SG_COMPAREFUNC_EQUAL: return GL_EQUAL; + case SG_COMPAREFUNC_LESS_EQUAL: return GL_LEQUAL; + case SG_COMPAREFUNC_GREATER: return GL_GREATER; + case SG_COMPAREFUNC_NOT_EQUAL: return GL_NOTEQUAL; + case SG_COMPAREFUNC_GREATER_EQUAL: return GL_GEQUAL; + case SG_COMPAREFUNC_ALWAYS: return GL_ALWAYS; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_stencil_op(sg_stencil_op op) { + switch (op) { + case SG_STENCILOP_KEEP: return GL_KEEP; + case SG_STENCILOP_ZERO: return GL_ZERO; + case SG_STENCILOP_REPLACE: return GL_REPLACE; + case SG_STENCILOP_INCR_CLAMP: return GL_INCR; + case SG_STENCILOP_DECR_CLAMP: return GL_DECR; + case SG_STENCILOP_INVERT: return GL_INVERT; + case SG_STENCILOP_INCR_WRAP: return GL_INCR_WRAP; + case SG_STENCILOP_DECR_WRAP: return GL_DECR_WRAP; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_blend_factor(sg_blend_factor f) { + switch (f) { + case SG_BLENDFACTOR_ZERO: return GL_ZERO; + case SG_BLENDFACTOR_ONE: return GL_ONE; + case SG_BLENDFACTOR_SRC_COLOR: return GL_SRC_COLOR; + case SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR; + case SG_BLENDFACTOR_SRC_ALPHA: return GL_SRC_ALPHA; + case SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA; + case SG_BLENDFACTOR_DST_COLOR: return GL_DST_COLOR; + case SG_BLENDFACTOR_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR; + case SG_BLENDFACTOR_DST_ALPHA: return GL_DST_ALPHA; + case SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA; + case SG_BLENDFACTOR_SRC_ALPHA_SATURATED: return GL_SRC_ALPHA_SATURATE; + case SG_BLENDFACTOR_BLEND_COLOR: return GL_CONSTANT_COLOR; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR: return GL_ONE_MINUS_CONSTANT_COLOR; + case SG_BLENDFACTOR_BLEND_ALPHA: return GL_CONSTANT_ALPHA; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA: return GL_ONE_MINUS_CONSTANT_ALPHA; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_blend_op(sg_blend_op op) { + switch (op) { + case SG_BLENDOP_ADD: return GL_FUNC_ADD; + case SG_BLENDOP_SUBTRACT: return GL_FUNC_SUBTRACT; + case SG_BLENDOP_REVERSE_SUBTRACT: return GL_FUNC_REVERSE_SUBTRACT; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_filter(sg_filter f) { + switch (f) { + case SG_FILTER_NEAREST: return GL_NEAREST; + case SG_FILTER_LINEAR: return GL_LINEAR; + case SG_FILTER_NEAREST_MIPMAP_NEAREST: return GL_NEAREST_MIPMAP_NEAREST; + case SG_FILTER_NEAREST_MIPMAP_LINEAR: return GL_NEAREST_MIPMAP_LINEAR; + case SG_FILTER_LINEAR_MIPMAP_NEAREST: return GL_LINEAR_MIPMAP_NEAREST; + case SG_FILTER_LINEAR_MIPMAP_LINEAR: return GL_LINEAR_MIPMAP_LINEAR; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_wrap(sg_wrap w) { + switch (w) { + case SG_WRAP_CLAMP_TO_EDGE: return GL_CLAMP_TO_EDGE; + #if defined(SOKOL_GLCORE33) + case SG_WRAP_CLAMP_TO_BORDER: return GL_CLAMP_TO_BORDER; + #else + case SG_WRAP_CLAMP_TO_BORDER: return GL_CLAMP_TO_EDGE; + #endif + case SG_WRAP_REPEAT: return GL_REPEAT; + case SG_WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_teximage_type(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_R8: + case SG_PIXELFORMAT_R8UI: + case SG_PIXELFORMAT_RG8: + case SG_PIXELFORMAT_RG8UI: + case SG_PIXELFORMAT_RGBA8: + case SG_PIXELFORMAT_RGBA8UI: + case SG_PIXELFORMAT_BGRA8: + return GL_UNSIGNED_BYTE; + case SG_PIXELFORMAT_R8SN: + case SG_PIXELFORMAT_R8SI: + case SG_PIXELFORMAT_RG8SN: + case SG_PIXELFORMAT_RG8SI: + case SG_PIXELFORMAT_RGBA8SN: + case SG_PIXELFORMAT_RGBA8SI: + return GL_BYTE; + case SG_PIXELFORMAT_R16: + case SG_PIXELFORMAT_R16UI: + case SG_PIXELFORMAT_RG16: + case SG_PIXELFORMAT_RG16UI: + case SG_PIXELFORMAT_RGBA16: + case SG_PIXELFORMAT_RGBA16UI: + return GL_UNSIGNED_SHORT; + case SG_PIXELFORMAT_R16SN: + case SG_PIXELFORMAT_R16SI: + case SG_PIXELFORMAT_RG16SN: + case SG_PIXELFORMAT_RG16SI: + case SG_PIXELFORMAT_RGBA16SN: + case SG_PIXELFORMAT_RGBA16SI: + return GL_SHORT; + case SG_PIXELFORMAT_R16F: + case SG_PIXELFORMAT_RG16F: + case SG_PIXELFORMAT_RGBA16F: + return GL_HALF_FLOAT; + case SG_PIXELFORMAT_R32UI: + case SG_PIXELFORMAT_RG32UI: + case SG_PIXELFORMAT_RGBA32UI: + return GL_UNSIGNED_INT; + case SG_PIXELFORMAT_R32SI: + case SG_PIXELFORMAT_RG32SI: + case SG_PIXELFORMAT_RGBA32SI: + return GL_INT; + case SG_PIXELFORMAT_R32F: + case SG_PIXELFORMAT_RG32F: + case SG_PIXELFORMAT_RGBA32F: + return GL_FLOAT; + #if !defined(SOKOL_GLES2) + case SG_PIXELFORMAT_RGB10A2: + return GL_UNSIGNED_INT_2_10_10_10_REV; + case SG_PIXELFORMAT_RG11B10F: + return GL_UNSIGNED_INT_10F_11F_11F_REV; + #endif + case SG_PIXELFORMAT_DEPTH: + return GL_UNSIGNED_SHORT; + case SG_PIXELFORMAT_DEPTH_STENCIL: + return GL_UNSIGNED_INT_24_8; + default: + SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_teximage_format(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_R8: + case SG_PIXELFORMAT_R8SN: + case SG_PIXELFORMAT_R16: + case SG_PIXELFORMAT_R16SN: + case SG_PIXELFORMAT_R16F: + case SG_PIXELFORMAT_R32F: + #if defined(SOKOL_GLES2) + return GL_LUMINANCE; + #else + if (_sg.gl.gles2) { + return GL_LUMINANCE; + } + else { + return GL_RED; + } + #endif + #if !defined(SOKOL_GLES2) + case SG_PIXELFORMAT_R8UI: + case SG_PIXELFORMAT_R8SI: + case SG_PIXELFORMAT_R16UI: + case SG_PIXELFORMAT_R16SI: + case SG_PIXELFORMAT_R32UI: + case SG_PIXELFORMAT_R32SI: + return GL_RED_INTEGER; + case SG_PIXELFORMAT_RG8: + case SG_PIXELFORMAT_RG8SN: + case SG_PIXELFORMAT_RG16: + case SG_PIXELFORMAT_RG16SN: + case SG_PIXELFORMAT_RG16F: + case SG_PIXELFORMAT_RG32F: + return GL_RG; + case SG_PIXELFORMAT_RG8UI: + case SG_PIXELFORMAT_RG8SI: + case SG_PIXELFORMAT_RG16UI: + case SG_PIXELFORMAT_RG16SI: + case SG_PIXELFORMAT_RG32UI: + case SG_PIXELFORMAT_RG32SI: + return GL_RG_INTEGER; + #endif + case SG_PIXELFORMAT_RGBA8: + case SG_PIXELFORMAT_RGBA8SN: + case SG_PIXELFORMAT_RGBA16: + case SG_PIXELFORMAT_RGBA16SN: + case SG_PIXELFORMAT_RGBA16F: + case SG_PIXELFORMAT_RGBA32F: + case SG_PIXELFORMAT_RGB10A2: + return GL_RGBA; + #if !defined(SOKOL_GLES2) + case SG_PIXELFORMAT_RGBA8UI: + case SG_PIXELFORMAT_RGBA8SI: + case SG_PIXELFORMAT_RGBA16UI: + case SG_PIXELFORMAT_RGBA16SI: + case SG_PIXELFORMAT_RGBA32UI: + case SG_PIXELFORMAT_RGBA32SI: + return GL_RGBA_INTEGER; + #endif + case SG_PIXELFORMAT_RG11B10F: + return GL_RGB; + case SG_PIXELFORMAT_DEPTH: + return GL_DEPTH_COMPONENT; + case SG_PIXELFORMAT_DEPTH_STENCIL: + return GL_DEPTH_STENCIL; + case SG_PIXELFORMAT_BC1_RGBA: + return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + case SG_PIXELFORMAT_BC2_RGBA: + return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + case SG_PIXELFORMAT_BC3_RGBA: + return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + case SG_PIXELFORMAT_BC4_R: + return GL_COMPRESSED_RED_RGTC1; + case SG_PIXELFORMAT_BC4_RSN: + return GL_COMPRESSED_SIGNED_RED_RGTC1; + case SG_PIXELFORMAT_BC5_RG: + return GL_COMPRESSED_RED_GREEN_RGTC2; + case SG_PIXELFORMAT_BC5_RGSN: + return GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2; + case SG_PIXELFORMAT_BC6H_RGBF: + return GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB; + case SG_PIXELFORMAT_BC6H_RGBUF: + return GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB; + case SG_PIXELFORMAT_BC7_RGBA: + return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + return GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + return GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + case SG_PIXELFORMAT_ETC2_RGB8: + return GL_COMPRESSED_RGB8_ETC2; + case SG_PIXELFORMAT_ETC2_RGB8A1: + return GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; + case SG_PIXELFORMAT_ETC2_RGBA8: + return GL_COMPRESSED_RGBA8_ETC2_EAC; + case SG_PIXELFORMAT_ETC2_RG11: + return GL_COMPRESSED_RG11_EAC; + case SG_PIXELFORMAT_ETC2_RG11SN: + return GL_COMPRESSED_SIGNED_RG11_EAC; + default: + SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_teximage_internal_format(sg_pixel_format fmt) { + #if defined(SOKOL_GLES2) + return _sg_gl_teximage_format(fmt); + #else + if (_sg.gl.gles2) { + return _sg_gl_teximage_format(fmt); + } + else { + switch (fmt) { + case SG_PIXELFORMAT_R8: return GL_R8; + case SG_PIXELFORMAT_R8SN: return GL_R8_SNORM; + case SG_PIXELFORMAT_R8UI: return GL_R8UI; + case SG_PIXELFORMAT_R8SI: return GL_R8I; + #if !defined(SOKOL_GLES3) + case SG_PIXELFORMAT_R16: return GL_R16; + case SG_PIXELFORMAT_R16SN: return GL_R16_SNORM; + #endif + case SG_PIXELFORMAT_R16UI: return GL_R16UI; + case SG_PIXELFORMAT_R16SI: return GL_R16I; + case SG_PIXELFORMAT_R16F: return GL_R16F; + case SG_PIXELFORMAT_RG8: return GL_RG8; + case SG_PIXELFORMAT_RG8SN: return GL_RG8_SNORM; + case SG_PIXELFORMAT_RG8UI: return GL_RG8UI; + case SG_PIXELFORMAT_RG8SI: return GL_RG8I; + case SG_PIXELFORMAT_R32UI: return GL_R32UI; + case SG_PIXELFORMAT_R32SI: return GL_R32I; + case SG_PIXELFORMAT_R32F: return GL_R32F; + #if !defined(SOKOL_GLES3) + case SG_PIXELFORMAT_RG16: return GL_RG16; + case SG_PIXELFORMAT_RG16SN: return GL_RG16_SNORM; + #endif + case SG_PIXELFORMAT_RG16UI: return GL_RG16UI; + case SG_PIXELFORMAT_RG16SI: return GL_RG16I; + case SG_PIXELFORMAT_RG16F: return GL_RG16F; + case SG_PIXELFORMAT_RGBA8: return GL_RGBA8; + case SG_PIXELFORMAT_RGBA8SN: return GL_RGBA8_SNORM; + case SG_PIXELFORMAT_RGBA8UI: return GL_RGBA8UI; + case SG_PIXELFORMAT_RGBA8SI: return GL_RGBA8I; + case SG_PIXELFORMAT_RGB10A2: return GL_RGB10_A2; + case SG_PIXELFORMAT_RG11B10F: return GL_R11F_G11F_B10F; + case SG_PIXELFORMAT_RG32UI: return GL_RG32UI; + case SG_PIXELFORMAT_RG32SI: return GL_RG32I; + case SG_PIXELFORMAT_RG32F: return GL_RG32F; + #if !defined(SOKOL_GLES3) + case SG_PIXELFORMAT_RGBA16: return GL_RGBA16; + case SG_PIXELFORMAT_RGBA16SN: return GL_RGBA16_SNORM; + #endif + case SG_PIXELFORMAT_RGBA16UI: return GL_RGBA16UI; + case SG_PIXELFORMAT_RGBA16SI: return GL_RGBA16I; + case SG_PIXELFORMAT_RGBA16F: return GL_RGBA16F; + case SG_PIXELFORMAT_RGBA32UI: return GL_RGBA32UI; + case SG_PIXELFORMAT_RGBA32SI: return GL_RGBA32I; + case SG_PIXELFORMAT_RGBA32F: return GL_RGBA32F; + case SG_PIXELFORMAT_DEPTH: return GL_DEPTH_COMPONENT16; + case SG_PIXELFORMAT_DEPTH_STENCIL: return GL_DEPTH24_STENCIL8; + case SG_PIXELFORMAT_BC1_RGBA: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + case SG_PIXELFORMAT_BC2_RGBA: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + case SG_PIXELFORMAT_BC3_RGBA: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + case SG_PIXELFORMAT_BC4_R: return GL_COMPRESSED_RED_RGTC1; + case SG_PIXELFORMAT_BC4_RSN: return GL_COMPRESSED_SIGNED_RED_RGTC1; + case SG_PIXELFORMAT_BC5_RG: return GL_COMPRESSED_RED_GREEN_RGTC2; + case SG_PIXELFORMAT_BC5_RGSN: return GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2; + case SG_PIXELFORMAT_BC6H_RGBF: return GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB; + case SG_PIXELFORMAT_BC6H_RGBUF: return GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB; + case SG_PIXELFORMAT_BC7_RGBA: return GL_COMPRESSED_RGBA_BPTC_UNORM_ARB; + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: return GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: return GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + case SG_PIXELFORMAT_ETC2_RGB8: return GL_COMPRESSED_RGB8_ETC2; + case SG_PIXELFORMAT_ETC2_RGB8A1: return GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; + case SG_PIXELFORMAT_ETC2_RGBA8: return GL_COMPRESSED_RGBA8_ETC2_EAC; + case SG_PIXELFORMAT_ETC2_RG11: return GL_COMPRESSED_RG11_EAC; + case SG_PIXELFORMAT_ETC2_RG11SN: return GL_COMPRESSED_SIGNED_RG11_EAC; + default: SOKOL_UNREACHABLE; return 0; + } + } + #endif +} + +_SOKOL_PRIVATE GLenum _sg_gl_cubeface_target(int face_index) { + switch (face_index) { + case 0: return GL_TEXTURE_CUBE_MAP_POSITIVE_X; + case 1: return GL_TEXTURE_CUBE_MAP_NEGATIVE_X; + case 2: return GL_TEXTURE_CUBE_MAP_POSITIVE_Y; + case 3: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; + case 4: return GL_TEXTURE_CUBE_MAP_POSITIVE_Z; + case 5: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE GLenum _sg_gl_depth_attachment_format(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_DEPTH: return GL_DEPTH_COMPONENT16; + case SG_PIXELFORMAT_DEPTH_STENCIL: return GL_DEPTH24_STENCIL8; + default: SOKOL_UNREACHABLE; return 0; + } +} + +/* see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml */ +_SOKOL_PRIVATE void _sg_gl_init_pixelformats(bool has_bgra) { + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R8]); + } + else { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R8]); + } + #else + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R8]); + #endif + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8SI]); + #if !defined(SOKOL_GLES3) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RG8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8SI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32SI]); + #if !defined(SOKOL_GLES3) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16SI]); + } + #endif + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA8]); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8SI]); + } + #endif + if (has_bgra) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_BGRA8]); + } + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGB10A2]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RG11B10F]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG32UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG32SI]); + #if !defined(SOKOL_GLES3) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16SI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA32UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA32SI]); + } + #endif + // FIXME: WEBGL_depth_texture extension? + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH]); + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH_STENCIL]); +} + +/* FIXME: OES_half_float_blend */ +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_half_float(bool has_colorbuffer_half_float, bool has_texture_half_float_linear) { + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + if (has_texture_half_float_linear) { + if (has_colorbuffer_half_float) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + else { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + } + else { + if (has_colorbuffer_half_float) { + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + else { + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + } + } + else { + #endif + /* GLES2 can only render to RGBA, and there's no RG format */ + if (has_texture_half_float_linear) { + if (has_colorbuffer_half_float) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + else { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R16F]); + } + else { + if (has_colorbuffer_half_float) { + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + else { + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + } + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_R16F]); + } + #if !defined(SOKOL_GLES2) + } + #endif +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_float(bool has_colorbuffer_float, bool has_texture_float_linear, bool has_float_blend) { + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + if (has_texture_float_linear) { + if (has_colorbuffer_float) { + if (has_float_blend) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + else { + _sg_pixelformat_sfrm(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_sfrm(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_sfrm(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + } + else { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + } + else { + if (has_colorbuffer_float) { + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + else { + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + } + } + else { + #endif + /* GLES2 can only render to RGBA, and there's no RG format */ + if (has_texture_float_linear) { + if (has_colorbuffer_float) { + if (has_float_blend) { + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + else { + _sg_pixelformat_sfrm(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + } + else { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R32F]); + } + else { + if (has_colorbuffer_float) { + _sg_pixelformat_sbrm(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + else { + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + } + _sg_pixelformat_s(&_sg.formats[SG_PIXELFORMAT_R32F]); + } + #if !defined(SOKOL_GLES2) + } + #endif +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_s3tc(void) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC1_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC2_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC3_RGBA]); +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_rgtc(void) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_R]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_RSN]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RG]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RGSN]); +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_bptc(void) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBUF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC7_RGBA]); +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_pvrtc(void) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGB_2BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGB_4BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGBA_2BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGBA_4BPP]); +} + +_SOKOL_PRIVATE void _sg_gl_init_pixelformats_etc2(void) { + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGB8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGB8A1]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGBA8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RG11]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RG11SN]); +} + +_SOKOL_PRIVATE void _sg_gl_init_limits(void) { + _SG_GL_CHECK_ERROR(); + GLint gl_int; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.limits.max_image_size_2d = gl_int; + _sg.limits.max_image_size_array = gl_int; + glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.limits.max_image_size_cube = gl_int; + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &gl_int); + _SG_GL_CHECK_ERROR(); + if (gl_int > SG_MAX_VERTEX_ATTRIBUTES) { + gl_int = SG_MAX_VERTEX_ATTRIBUTES; + } + _sg.limits.max_vertex_attrs = gl_int; + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.limits.max_image_size_3d = gl_int; + glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.limits.max_image_array_layers = gl_int; + } + #endif + if (_sg.gl.ext_anisotropic) { + glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.gl.max_anisotropy = gl_int; + } + else { + _sg.gl.max_anisotropy = 1; + } + glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &gl_int); + _SG_GL_CHECK_ERROR(); + _sg.gl.max_combined_texture_image_units = gl_int; +} + +#if defined(SOKOL_GLCORE33) +_SOKOL_PRIVATE void _sg_gl_init_caps_glcore33(void) { + _sg.backend = SG_BACKEND_GLCORE33; + + _sg.features.origin_top_left = false; + _sg.features.instancing = true; + _sg.features.multiple_render_targets = true; + _sg.features.msaa_render_targets = true; + _sg.features.imagetype_3d = true; + _sg.features.imagetype_array = true; + _sg.features.image_clamp_to_border = true; + _sg.features.mrt_independent_blend_state = false; + _sg.features.mrt_independent_write_mask = true; + + /* scan extensions */ + bool has_s3tc = false; /* BC1..BC3 */ + bool has_rgtc = false; /* BC4 and BC5 */ + bool has_bptc = false; /* BC6H and BC7 */ + bool has_pvrtc = false; + bool has_etc2 = false; + GLint num_ext = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_ext); + for (int i = 0; i < num_ext; i++) { + const char* ext = (const char*) glGetStringi(GL_EXTENSIONS, (GLuint)i); + if (ext) { + if (strstr(ext, "_texture_compression_s3tc")) { + has_s3tc = true; + } + else if (strstr(ext, "_texture_compression_rgtc")) { + has_rgtc = true; + } + else if (strstr(ext, "_texture_compression_bptc")) { + has_bptc = true; + } + else if (strstr(ext, "_texture_compression_pvrtc")) { + has_pvrtc = true; + } + else if (strstr(ext, "_ES3_compatibility")) { + has_etc2 = true; + } + else if (strstr(ext, "_texture_filter_anisotropic")) { + _sg.gl.ext_anisotropic = true; + } + } + } + + /* limits */ + _sg_gl_init_limits(); + + /* pixel formats */ + const bool has_bgra = false; /* not a bug */ + const bool has_colorbuffer_float = true; + const bool has_colorbuffer_half_float = true; + const bool has_texture_float_linear = true; /* FIXME??? */ + const bool has_texture_half_float_linear = true; + const bool has_float_blend = true; + _sg_gl_init_pixelformats(has_bgra); + _sg_gl_init_pixelformats_float(has_colorbuffer_float, has_texture_float_linear, has_float_blend); + _sg_gl_init_pixelformats_half_float(has_colorbuffer_half_float, has_texture_half_float_linear); + if (has_s3tc) { + _sg_gl_init_pixelformats_s3tc(); + } + if (has_rgtc) { + _sg_gl_init_pixelformats_rgtc(); + } + if (has_bptc) { + _sg_gl_init_pixelformats_bptc(); + } + if (has_pvrtc) { + _sg_gl_init_pixelformats_pvrtc(); + } + if (has_etc2) { + _sg_gl_init_pixelformats_etc2(); + } +} +#endif + +#if defined(SOKOL_GLES3) +_SOKOL_PRIVATE void _sg_gl_init_caps_gles3(void) { + _sg.backend = SG_BACKEND_GLES3; + + _sg.features.origin_top_left = false; + _sg.features.instancing = true; + _sg.features.multiple_render_targets = true; + _sg.features.msaa_render_targets = true; + _sg.features.imagetype_3d = true; + _sg.features.imagetype_array = true; + _sg.features.image_clamp_to_border = false; + _sg.features.mrt_independent_blend_state = false; + _sg.features.mrt_independent_write_mask = false; + + bool has_s3tc = false; /* BC1..BC3 */ + bool has_rgtc = false; /* BC4 and BC5 */ + bool has_bptc = false; /* BC6H and BC7 */ + bool has_pvrtc = false; + #if defined(__EMSCRIPTEN__) + bool has_etc2 = false; + #else + bool has_etc2 = true; + #endif + bool has_colorbuffer_float = false; + bool has_colorbuffer_half_float = false; + bool has_texture_float_linear = false; + bool has_float_blend = false; + GLint num_ext = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_ext); + for (int i = 0; i < num_ext; i++) { + const char* ext = (const char*) glGetStringi(GL_EXTENSIONS, (GLuint)i); + if (ext) { + if (strstr(ext, "_texture_compression_s3tc")) { + has_s3tc = true; + } + else if (strstr(ext, "_compressed_texture_s3tc")) { + has_s3tc = true; + } + else if (strstr(ext, "_texture_compression_rgtc")) { + has_rgtc = true; + } + else if (strstr(ext, "_texture_compression_bptc")) { + has_bptc = true; + } + else if (strstr(ext, "_texture_compression_pvrtc")) { + has_pvrtc = true; + } + else if (strstr(ext, "_compressed_texture_pvrtc")) { + has_pvrtc = true; + } + else if (strstr(ext, "_compressed_texture_etc")) { + has_etc2 = true; + } + else if (strstr(ext, "_color_buffer_float")) { + has_colorbuffer_float = true; + } + else if (strstr(ext, "_color_buffer_half_float")) { + has_colorbuffer_half_float = true; + } + else if (strstr(ext, "_texture_float_linear")) { + has_texture_float_linear = true; + } + else if (strstr(ext, "_float_blend")) { + has_float_blend = true; + } + else if (strstr(ext, "_texture_filter_anisotropic")) { + _sg.gl.ext_anisotropic = true; + } + } + } + + /* on WebGL2, color_buffer_float also includes 16-bit formats + see: https://developer.mozilla.org/en-US/docs/Web/API/EXT_color_buffer_float + */ + #if defined(__EMSCRIPTEN__) + has_colorbuffer_half_float = has_colorbuffer_float; + #endif + + /* limits */ + _sg_gl_init_limits(); + + /* pixel formats */ + const bool has_texture_half_float_linear = true; + const bool has_bgra = false; /* not a bug */ + _sg_gl_init_pixelformats(has_bgra); + _sg_gl_init_pixelformats_float(has_colorbuffer_float, has_texture_float_linear, has_float_blend); + _sg_gl_init_pixelformats_half_float(has_colorbuffer_half_float, has_texture_half_float_linear); + if (has_s3tc) { + _sg_gl_init_pixelformats_s3tc(); + } + if (has_rgtc) { + _sg_gl_init_pixelformats_rgtc(); + } + if (has_bptc) { + _sg_gl_init_pixelformats_bptc(); + } + if (has_pvrtc) { + _sg_gl_init_pixelformats_pvrtc(); + } + if (has_etc2) { + _sg_gl_init_pixelformats_etc2(); + } +} +#endif + +#if defined(SOKOL_GLES3) || defined(SOKOL_GLES2) +_SOKOL_PRIVATE void _sg_gl_init_caps_gles2(void) { + _sg.backend = SG_BACKEND_GLES2; + + bool has_s3tc = false; /* BC1..BC3 */ + bool has_rgtc = false; /* BC4 and BC5 */ + bool has_bptc = false; /* BC6H and BC7 */ + bool has_pvrtc = false; + bool has_etc2 = false; + bool has_texture_float = false; + bool has_texture_float_linear = false; + bool has_colorbuffer_float = false; + bool has_float_blend = false; + bool has_instancing = false; + const char* ext = (const char*) glGetString(GL_EXTENSIONS); + if (ext) { + has_s3tc = strstr(ext, "_texture_compression_s3tc") || strstr(ext, "_compressed_texture_s3tc"); + has_rgtc = strstr(ext, "_texture_compression_rgtc"); + has_bptc = strstr(ext, "_texture_compression_bptc"); + has_pvrtc = strstr(ext, "_texture_compression_pvrtc") || strstr(ext, "_compressed_texture_pvrtc"); + has_etc2 = strstr(ext, "_compressed_texture_etc"); + has_texture_float = strstr(ext, "_texture_float"); + has_texture_float_linear = strstr(ext, "_texture_float_linear"); + has_colorbuffer_float = strstr(ext, "_color_buffer_float"); + has_float_blend = strstr(ext, "_float_blend"); + /* don't bother with half_float support on WebGL1 + has_texture_half_float = strstr(ext, "_texture_half_float"); + has_texture_half_float_linear = strstr(ext, "_texture_half_float_linear"); + has_colorbuffer_half_float = strstr(ext, "_color_buffer_half_float"); + */ + has_instancing = strstr(ext, "_instanced_arrays"); + _sg.gl.ext_anisotropic = strstr(ext, "ext_anisotropic"); + } + + _sg.features.origin_top_left = false; + #if defined(_SOKOL_GL_INSTANCING_ENABLED) + _sg.features.instancing = has_instancing; + #endif + _sg.features.multiple_render_targets = false; + _sg.features.msaa_render_targets = false; + _sg.features.imagetype_3d = false; + _sg.features.imagetype_array = false; + _sg.features.image_clamp_to_border = false; + _sg.features.mrt_independent_blend_state = false; + _sg.features.mrt_independent_write_mask = false; + + /* limits */ + _sg_gl_init_limits(); + + /* pixel formats */ + const bool has_bgra = false; /* not a bug */ + const bool has_texture_half_float = false; + const bool has_texture_half_float_linear = false; + const bool has_colorbuffer_half_float = false; + _sg_gl_init_pixelformats(has_bgra); + if (has_texture_float) { + _sg_gl_init_pixelformats_float(has_colorbuffer_float, has_texture_float_linear, has_float_blend); + } + if (has_texture_half_float) { + _sg_gl_init_pixelformats_half_float(has_colorbuffer_half_float, has_texture_half_float_linear); + } + if (has_s3tc) { + _sg_gl_init_pixelformats_s3tc(); + } + if (has_rgtc) { + _sg_gl_init_pixelformats_rgtc(); + } + if (has_bptc) { + _sg_gl_init_pixelformats_bptc(); + } + if (has_pvrtc) { + _sg_gl_init_pixelformats_pvrtc(); + } + if (has_etc2) { + _sg_gl_init_pixelformats_etc2(); + } + /* GLES2 doesn't allow multi-sampled render targets at all */ + for (int i = 0; i < _SG_PIXELFORMAT_NUM; i++) { + _sg.formats[i].msaa = false; + } +} +#endif + +/*-- state cache implementation ----------------------------------------------*/ +_SOKOL_PRIVATE void _sg_gl_cache_clear_buffer_bindings(bool force) { + if (force || (_sg.gl.cache.vertex_buffer != 0)) { + glBindBuffer(GL_ARRAY_BUFFER, 0); + _sg.gl.cache.vertex_buffer = 0; + } + if (force || (_sg.gl.cache.index_buffer != 0)) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + _sg.gl.cache.index_buffer = 0; + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_bind_buffer(GLenum target, GLuint buffer) { + SOKOL_ASSERT((GL_ARRAY_BUFFER == target) || (GL_ELEMENT_ARRAY_BUFFER == target)); + if (target == GL_ARRAY_BUFFER) { + if (_sg.gl.cache.vertex_buffer != buffer) { + _sg.gl.cache.vertex_buffer = buffer; + glBindBuffer(target, buffer); + } + } + else { + if (_sg.gl.cache.index_buffer != buffer) { + _sg.gl.cache.index_buffer = buffer; + glBindBuffer(target, buffer); + } + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_store_buffer_binding(GLenum target) { + if (target == GL_ARRAY_BUFFER) { + _sg.gl.cache.stored_vertex_buffer = _sg.gl.cache.vertex_buffer; + } + else { + _sg.gl.cache.stored_index_buffer = _sg.gl.cache.index_buffer; + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_restore_buffer_binding(GLenum target) { + if (target == GL_ARRAY_BUFFER) { + if (_sg.gl.cache.stored_vertex_buffer != 0) { + /* we only care restoring valid ids */ + _sg_gl_cache_bind_buffer(target, _sg.gl.cache.stored_vertex_buffer); + _sg.gl.cache.stored_vertex_buffer = 0; + } + } + else { + if (_sg.gl.cache.stored_index_buffer != 0) { + /* we only care restoring valid ids */ + _sg_gl_cache_bind_buffer(target, _sg.gl.cache.stored_index_buffer); + _sg.gl.cache.stored_index_buffer = 0; + } + } +} + +/* called when from _sg_gl_destroy_buffer() */ +_SOKOL_PRIVATE void _sg_gl_cache_invalidate_buffer(GLuint buf) { + if (buf == _sg.gl.cache.vertex_buffer) { + _sg.gl.cache.vertex_buffer = 0; + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + if (buf == _sg.gl.cache.index_buffer) { + _sg.gl.cache.index_buffer = 0; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + if (buf == _sg.gl.cache.stored_vertex_buffer) { + _sg.gl.cache.stored_vertex_buffer = 0; + } + if (buf == _sg.gl.cache.stored_index_buffer) { + _sg.gl.cache.stored_index_buffer = 0; + } + for (int i = 0; i < SG_MAX_VERTEX_ATTRIBUTES; i++) { + if (buf == _sg.gl.cache.attrs[i].gl_vbuf) { + _sg.gl.cache.attrs[i].gl_vbuf = 0; + } + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_active_texture(GLenum texture) { + if (_sg.gl.cache.cur_active_texture != texture) { + _sg.gl.cache.cur_active_texture = texture; + glActiveTexture(texture); + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_clear_texture_bindings(bool force) { + for (int i = 0; (i < SG_MAX_SHADERSTAGE_IMAGES) && (i < _sg.gl.max_combined_texture_image_units); i++) { + if (force || (_sg.gl.cache.textures[i].texture != 0)) { + GLenum gl_texture_slot = (GLenum) (GL_TEXTURE0 + i); + glActiveTexture(gl_texture_slot); + glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + glBindTexture(GL_TEXTURE_3D, 0); + glBindTexture(GL_TEXTURE_2D_ARRAY, 0); + } + #endif + _sg.gl.cache.textures[i].target = 0; + _sg.gl.cache.textures[i].texture = 0; + _sg.gl.cache.cur_active_texture = gl_texture_slot; + } + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_bind_texture(int slot_index, GLenum target, GLuint texture) { + /* it's valid to call this function with target=0 and/or texture=0 + target=0 will unbind the previous binding, texture=0 will clear + the new binding + */ + SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + if (slot_index >= _sg.gl.max_combined_texture_image_units) { + return; + } + _sg_gl_texture_bind_slot* slot = &_sg.gl.cache.textures[slot_index]; + if ((slot->target != target) || (slot->texture != texture)) { + _sg_gl_cache_active_texture((GLenum)(GL_TEXTURE0 + slot_index)); + /* if the target has changed, clear the previous binding on that target */ + if ((target != slot->target) && (slot->target != 0)) { + glBindTexture(slot->target, 0); + } + /* apply new binding (texture can be 0 to unbind) */ + if (target != 0) { + glBindTexture(target, texture); + } + slot->target = target; + slot->texture = texture; + } +} + +_SOKOL_PRIVATE void _sg_gl_cache_store_texture_binding(int slot_index) { + SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + _sg.gl.cache.stored_texture = _sg.gl.cache.textures[slot_index]; +} + +_SOKOL_PRIVATE void _sg_gl_cache_restore_texture_binding(int slot_index) { + SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + _sg_gl_texture_bind_slot* slot = &_sg.gl.cache.stored_texture; + if (slot->texture != 0) { + /* we only care restoring valid ids */ + SOKOL_ASSERT(slot->target != 0); + _sg_gl_cache_bind_texture(slot_index, slot->target, slot->texture); + slot->target = 0; + slot->texture = 0; + } +} + +/* called from _sg_gl_destroy_texture() */ +_SOKOL_PRIVATE void _sg_gl_cache_invalidate_texture(GLuint tex) { + for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + _sg_gl_texture_bind_slot* slot = &_sg.gl.cache.textures[i]; + if (tex == slot->texture) { + _sg_gl_cache_active_texture((GLenum)(GL_TEXTURE0 + i)); + glBindTexture(slot->target, 0); + slot->target = 0; + slot->texture = 0; + } + } + if (tex == _sg.gl.cache.stored_texture.texture) { + _sg.gl.cache.stored_texture.target = 0; + _sg.gl.cache.stored_texture.texture = 0; + } +} + +/* called from _sg_gl_destroy_shader() */ +_SOKOL_PRIVATE void _sg_gl_cache_invalidate_program(GLuint prog) { + if (prog == _sg.gl.cache.prog) { + _sg.gl.cache.prog = 0; + glUseProgram(0); + } +} + +_SOKOL_PRIVATE void _sg_gl_reset_state_cache(void) { + if (_sg.gl.cur_context) { + _SG_GL_CHECK_ERROR(); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + glBindVertexArray(_sg.gl.cur_context->vao); + _SG_GL_CHECK_ERROR(); + } + #endif + memset(&_sg.gl.cache, 0, sizeof(_sg.gl.cache)); + _sg_gl_cache_clear_buffer_bindings(true); + _SG_GL_CHECK_ERROR(); + _sg_gl_cache_clear_texture_bindings(true); + _SG_GL_CHECK_ERROR(); + for (int i = 0; i < _sg.limits.max_vertex_attrs; i++) { + _sg_gl_attr_t* attr = &_sg.gl.cache.attrs[i].gl_attr; + attr->vb_index = -1; + attr->divisor = -1; + glDisableVertexAttribArray((GLuint)i); + _SG_GL_CHECK_ERROR(); + } + _sg.gl.cache.cur_primitive_type = GL_TRIANGLES; + + /* shader program */ + glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&_sg.gl.cache.prog); + _SG_GL_CHECK_ERROR(); + + /* depth and stencil state */ + _sg.gl.cache.depth.compare = SG_COMPAREFUNC_ALWAYS; + _sg.gl.cache.stencil.front.compare = SG_COMPAREFUNC_ALWAYS; + _sg.gl.cache.stencil.front.fail_op = SG_STENCILOP_KEEP; + _sg.gl.cache.stencil.front.depth_fail_op = SG_STENCILOP_KEEP; + _sg.gl.cache.stencil.front.pass_op = SG_STENCILOP_KEEP; + _sg.gl.cache.stencil.back.compare = SG_COMPAREFUNC_ALWAYS; + _sg.gl.cache.stencil.back.fail_op = SG_STENCILOP_KEEP; + _sg.gl.cache.stencil.back.depth_fail_op = SG_STENCILOP_KEEP; + _sg.gl.cache.stencil.back.pass_op = SG_STENCILOP_KEEP; + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + glDepthMask(GL_FALSE); + glDisable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 0, 0); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glStencilMask(0); + + /* blend state */ + _sg.gl.cache.blend.src_factor_rgb = SG_BLENDFACTOR_ONE; + _sg.gl.cache.blend.dst_factor_rgb = SG_BLENDFACTOR_ZERO; + _sg.gl.cache.blend.op_rgb = SG_BLENDOP_ADD; + _sg.gl.cache.blend.src_factor_alpha = SG_BLENDFACTOR_ONE; + _sg.gl.cache.blend.dst_factor_alpha = SG_BLENDFACTOR_ZERO; + _sg.gl.cache.blend.op_alpha = SG_BLENDOP_ADD; + glDisable(GL_BLEND); + glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); + glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); + glBlendColor(0.0f, 0.0f, 0.0f, 0.0f); + + /* standalone state */ + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + _sg.gl.cache.color_write_mask[i] = SG_COLORMASK_RGBA; + } + _sg.gl.cache.cull_mode = SG_CULLMODE_NONE; + _sg.gl.cache.face_winding = SG_FACEWINDING_CW; + _sg.gl.cache.sample_count = 1; + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glPolygonOffset(0.0f, 0.0f); + glDisable(GL_POLYGON_OFFSET_FILL); + glDisable(GL_CULL_FACE); + glFrontFace(GL_CW); + glCullFace(GL_BACK); + glEnable(GL_SCISSOR_TEST); + glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); + glEnable(GL_DITHER); + glDisable(GL_POLYGON_OFFSET_FILL); + #if defined(SOKOL_GLCORE33) + glEnable(GL_MULTISAMPLE); + glEnable(GL_PROGRAM_POINT_SIZE); + #endif + } +} + +_SOKOL_PRIVATE void _sg_gl_setup_backend(const sg_desc* desc) { + /* assumes that _sg.gl is already zero-initialized */ + _sg.gl.valid = true; + #if defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + _sg.gl.gles2 = desc->context.gl.force_gles2; + #else + _SOKOL_UNUSED(desc); + _sg.gl.gles2 = false; + #endif + + #if defined(_SOKOL_USE_WIN32_GL_LOADER) + _sg_gl_load_opengl(); + #endif + + /* clear initial GL error state */ + #if defined(SOKOL_DEBUG) + while (glGetError() != GL_NO_ERROR); + #endif + #if defined(SOKOL_GLCORE33) + _sg_gl_init_caps_glcore33(); + #elif defined(SOKOL_GLES3) + if (_sg.gl.gles2) { + _sg_gl_init_caps_gles2(); + } + else { + _sg_gl_init_caps_gles3(); + } + #else + _sg_gl_init_caps_gles2(); + #endif +} + +_SOKOL_PRIVATE void _sg_gl_discard_backend(void) { + SOKOL_ASSERT(_sg.gl.valid); + _sg.gl.valid = false; + #if defined(_SOKOL_USE_WIN32_GL_LOADER) + _sg_gl_unload_opengl(); + #endif +} + +_SOKOL_PRIVATE void _sg_gl_activate_context(_sg_context_t* ctx) { + SOKOL_ASSERT(_sg.gl.valid); + /* NOTE: ctx can be 0 to unset the current context */ + _sg.gl.cur_context = ctx; + _sg_gl_reset_state_cache(); +} + +/*-- GL backend resource creation and destruction ----------------------------*/ +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + SOKOL_ASSERT(0 == ctx->default_framebuffer); + _SG_GL_CHECK_ERROR(); + glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&ctx->default_framebuffer); + _SG_GL_CHECK_ERROR(); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + SOKOL_ASSERT(0 == ctx->vao); + glGenVertexArrays(1, &ctx->vao); + glBindVertexArray(ctx->vao); + _SG_GL_CHECK_ERROR(); + } + #endif + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + if (ctx->vao) { + glDeleteVertexArrays(1, &ctx->vao); + } + _SG_GL_CHECK_ERROR(); + } + #else + _SOKOL_UNUSED(ctx); + #endif +} + +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf && desc); + _SG_GL_CHECK_ERROR(); + _sg_buffer_common_init(&buf->cmn, desc); + buf->gl.ext_buffers = (0 != desc->gl_buffers[0]); + GLenum gl_target = _sg_gl_buffer_target(buf->cmn.type); + GLenum gl_usage = _sg_gl_usage(buf->cmn.usage); + for (int slot = 0; slot < buf->cmn.num_slots; slot++) { + GLuint gl_buf = 0; + if (buf->gl.ext_buffers) { + SOKOL_ASSERT(desc->gl_buffers[slot]); + gl_buf = desc->gl_buffers[slot]; + } + else { + glGenBuffers(1, &gl_buf); + _sg_gl_cache_store_buffer_binding(gl_target); + _sg_gl_cache_bind_buffer(gl_target, gl_buf); + glBufferData(gl_target, buf->cmn.size, 0, gl_usage); + if (buf->cmn.usage == SG_USAGE_IMMUTABLE) { + SOKOL_ASSERT(desc->data.ptr); + glBufferSubData(gl_target, 0, buf->cmn.size, desc->data.ptr); + } + _sg_gl_cache_restore_buffer_binding(gl_target); + } + buf->gl.buf[slot] = gl_buf; + } + _SG_GL_CHECK_ERROR(); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + _SG_GL_CHECK_ERROR(); + for (int slot = 0; slot < buf->cmn.num_slots; slot++) { + if (buf->gl.buf[slot]) { + _sg_gl_cache_invalidate_buffer(buf->gl.buf[slot]); + if (!buf->gl.ext_buffers) { + glDeleteBuffers(1, &buf->gl.buf[slot]); + } + } + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE bool _sg_gl_supported_texture_format(sg_pixel_format fmt) { + const int fmt_index = (int) fmt; + SOKOL_ASSERT((fmt_index > SG_PIXELFORMAT_NONE) && (fmt_index < _SG_PIXELFORMAT_NUM)); + return _sg.formats[fmt_index].sample; +} + +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_image(_sg_image_t* img, const sg_image_desc* desc) { + SOKOL_ASSERT(img && desc); + _SG_GL_CHECK_ERROR(); + _sg_image_common_init(&img->cmn, desc); + img->gl.ext_textures = (0 != desc->gl_textures[0]); + + /* check if texture format is support */ + if (!_sg_gl_supported_texture_format(img->cmn.pixel_format)) { + SOKOL_LOG("texture format not supported by GL context\n"); + return SG_RESOURCESTATE_FAILED; + } + /* check for optional texture types */ + if ((img->cmn.type == SG_IMAGETYPE_3D) && !_sg.features.imagetype_3d) { + SOKOL_LOG("3D textures not supported by GL context\n"); + return SG_RESOURCESTATE_FAILED; + } + if ((img->cmn.type == SG_IMAGETYPE_ARRAY) && !_sg.features.imagetype_array) { + SOKOL_LOG("array textures not supported by GL context\n"); + return SG_RESOURCESTATE_FAILED; + } + + #if !defined(SOKOL_GLES2) + bool msaa = false; + if (!_sg.gl.gles2) { + msaa = (img->cmn.sample_count > 1) && (_sg.features.msaa_render_targets); + } + #endif + + if (_sg_is_valid_rendertarget_depth_format(img->cmn.pixel_format)) { + /* special case depth-stencil-buffer? */ + SOKOL_ASSERT((img->cmn.usage == SG_USAGE_IMMUTABLE) && (img->cmn.num_slots == 1)); + SOKOL_ASSERT(!img->gl.ext_textures); /* cannot provide external texture for depth images */ + glGenRenderbuffers(1, &img->gl.depth_render_buffer); + glBindRenderbuffer(GL_RENDERBUFFER, img->gl.depth_render_buffer); + GLenum gl_depth_format = _sg_gl_depth_attachment_format(img->cmn.pixel_format); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2 && msaa) { + glRenderbufferStorageMultisample(GL_RENDERBUFFER, img->cmn.sample_count, gl_depth_format, img->cmn.width, img->cmn.height); + } + else + #endif + { + glRenderbufferStorage(GL_RENDERBUFFER, gl_depth_format, img->cmn.width, img->cmn.height); + } + } + else { + /* regular color texture */ + img->gl.target = _sg_gl_texture_target(img->cmn.type); + const GLenum gl_internal_format = _sg_gl_teximage_internal_format(img->cmn.pixel_format); + + /* if this is a MSAA render target, need to create a separate render buffer */ + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2 && img->cmn.render_target && msaa) { + glGenRenderbuffers(1, &img->gl.msaa_render_buffer); + glBindRenderbuffer(GL_RENDERBUFFER, img->gl.msaa_render_buffer); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, img->cmn.sample_count, gl_internal_format, img->cmn.width, img->cmn.height); + } + #endif + + if (img->gl.ext_textures) { + /* inject externally GL textures */ + for (int slot = 0; slot < img->cmn.num_slots; slot++) { + SOKOL_ASSERT(desc->gl_textures[slot]); + img->gl.tex[slot] = desc->gl_textures[slot]; + } + if (desc->gl_texture_target) { + img->gl.target = (GLenum)desc->gl_texture_target; + } + } + else { + /* create our own GL texture(s) */ + const GLenum gl_format = _sg_gl_teximage_format(img->cmn.pixel_format); + const bool is_compressed = _sg_is_compressed_pixel_format(img->cmn.pixel_format); + for (int slot = 0; slot < img->cmn.num_slots; slot++) { + glGenTextures(1, &img->gl.tex[slot]); + SOKOL_ASSERT(img->gl.tex[slot]); + _sg_gl_cache_store_texture_binding(0); + _sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[slot]); + GLenum gl_min_filter = _sg_gl_filter(img->cmn.min_filter); + GLenum gl_mag_filter = _sg_gl_filter(img->cmn.mag_filter); + glTexParameteri(img->gl.target, GL_TEXTURE_MIN_FILTER, (GLint)gl_min_filter); + glTexParameteri(img->gl.target, GL_TEXTURE_MAG_FILTER, (GLint)gl_mag_filter); + if (_sg.gl.ext_anisotropic && (img->cmn.max_anisotropy > 1)) { + GLint max_aniso = (GLint) img->cmn.max_anisotropy; + if (max_aniso > _sg.gl.max_anisotropy) { + max_aniso = _sg.gl.max_anisotropy; + } + glTexParameteri(img->gl.target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso); + } + if (img->cmn.type == SG_IMAGETYPE_CUBE) { + glTexParameteri(img->gl.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(img->gl.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + else { + glTexParameteri(img->gl.target, GL_TEXTURE_WRAP_S, (GLint)_sg_gl_wrap(img->cmn.wrap_u)); + glTexParameteri(img->gl.target, GL_TEXTURE_WRAP_T, (GLint)_sg_gl_wrap(img->cmn.wrap_v)); + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2 && (img->cmn.type == SG_IMAGETYPE_3D)) { + glTexParameteri(img->gl.target, GL_TEXTURE_WRAP_R, (GLint)_sg_gl_wrap(img->cmn.wrap_w)); + } + #endif + #if defined(SOKOL_GLCORE33) + float border[4]; + switch (img->cmn.border_color) { + case SG_BORDERCOLOR_TRANSPARENT_BLACK: + border[0] = 0.0f; border[1] = 0.0f; border[2] = 0.0f; border[3] = 0.0f; + break; + case SG_BORDERCOLOR_OPAQUE_WHITE: + border[0] = 1.0f; border[1] = 1.0f; border[2] = 1.0f; border[3] = 1.0f; + break; + default: + border[0] = 0.0f; border[1] = 0.0f; border[2] = 0.0f; border[3] = 1.0f; + break; + } + glTexParameterfv(img->gl.target, GL_TEXTURE_BORDER_COLOR, border); + #endif + } + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + /* GL spec has strange defaults for mipmap min/max lod: -1000 to +1000 */ + const float min_lod = _sg_clamp(desc->min_lod, 0.0f, 1000.0f); + const float max_lod = _sg_clamp(desc->max_lod, 0.0f, 1000.0f); + glTexParameterf(img->gl.target, GL_TEXTURE_MIN_LOD, min_lod); + glTexParameterf(img->gl.target, GL_TEXTURE_MAX_LOD, max_lod); + } + #endif + const int num_faces = img->cmn.type == SG_IMAGETYPE_CUBE ? 6 : 1; + int data_index = 0; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int mip_index = 0; mip_index < img->cmn.num_mipmaps; mip_index++, data_index++) { + GLenum gl_img_target = img->gl.target; + if (SG_IMAGETYPE_CUBE == img->cmn.type) { + gl_img_target = _sg_gl_cubeface_target(face_index); + } + const GLvoid* data_ptr = desc->data.subimage[face_index][mip_index].ptr; + const GLsizei data_size = (GLsizei) desc->data.subimage[face_index][mip_index].size; + int mip_width = img->cmn.width >> mip_index; + if (mip_width == 0) { + mip_width = 1; + } + int mip_height = img->cmn.height >> mip_index; + if (mip_height == 0) { + mip_height = 1; + } + if ((SG_IMAGETYPE_2D == img->cmn.type) || (SG_IMAGETYPE_CUBE == img->cmn.type)) { + if (is_compressed) { + glCompressedTexImage2D(gl_img_target, mip_index, gl_internal_format, + mip_width, mip_height, 0, data_size, data_ptr); + } + else { + const GLenum gl_type = _sg_gl_teximage_type(img->cmn.pixel_format); + glTexImage2D(gl_img_target, mip_index, (GLint)gl_internal_format, + mip_width, mip_height, 0, gl_format, gl_type, data_ptr); + } + } + #if !defined(SOKOL_GLES2) + else if (!_sg.gl.gles2 && ((SG_IMAGETYPE_3D == img->cmn.type) || (SG_IMAGETYPE_ARRAY == img->cmn.type))) { + int mip_depth = img->cmn.num_slices; + if (SG_IMAGETYPE_3D == img->cmn.type) { + mip_depth >>= mip_index; + } + if (mip_depth == 0) { + mip_depth = 1; + } + if (is_compressed) { + glCompressedTexImage3D(gl_img_target, mip_index, gl_internal_format, + mip_width, mip_height, mip_depth, 0, data_size, data_ptr); + } + else { + const GLenum gl_type = _sg_gl_teximage_type(img->cmn.pixel_format); + glTexImage3D(gl_img_target, mip_index, (GLint)gl_internal_format, + mip_width, mip_height, mip_depth, 0, gl_format, gl_type, data_ptr); + } + } + #endif + } + } + _sg_gl_cache_restore_texture_binding(0); + } + } + } + _SG_GL_CHECK_ERROR(); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + _SG_GL_CHECK_ERROR(); + for (int slot = 0; slot < img->cmn.num_slots; slot++) { + if (img->gl.tex[slot]) { + _sg_gl_cache_invalidate_texture(img->gl.tex[slot]); + if (!img->gl.ext_textures) { + glDeleteTextures(1, &img->gl.tex[slot]); + } + } + } + if (img->gl.depth_render_buffer) { + glDeleteRenderbuffers(1, &img->gl.depth_render_buffer); + } + if (img->gl.msaa_render_buffer) { + glDeleteRenderbuffers(1, &img->gl.msaa_render_buffer); + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE GLuint _sg_gl_compile_shader(sg_shader_stage stage, const char* src) { + SOKOL_ASSERT(src); + _SG_GL_CHECK_ERROR(); + GLuint gl_shd = glCreateShader(_sg_gl_shader_stage(stage)); + glShaderSource(gl_shd, 1, &src, 0); + glCompileShader(gl_shd); + GLint compile_status = 0; + glGetShaderiv(gl_shd, GL_COMPILE_STATUS, &compile_status); + if (!compile_status) { + /* compilation failed, log error and delete shader */ + GLint log_len = 0; + glGetShaderiv(gl_shd, GL_INFO_LOG_LENGTH, &log_len); + if (log_len > 0) { + GLchar* log_buf = (GLchar*) SOKOL_MALLOC((size_t)log_len); + glGetShaderInfoLog(gl_shd, log_len, &log_len, log_buf); + SOKOL_LOG(log_buf); + SOKOL_FREE(log_buf); + } + glDeleteShader(gl_shd); + gl_shd = 0; + } + _SG_GL_CHECK_ERROR(); + return gl_shd; +} + +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd && desc); + SOKOL_ASSERT(!shd->gl.prog); + _SG_GL_CHECK_ERROR(); + + _sg_shader_common_init(&shd->cmn, desc); + + /* copy vertex attribute names over, these are required for GLES2, and optional for GLES3 and GL3.x */ + for (int i = 0; i < SG_MAX_VERTEX_ATTRIBUTES; i++) { + _sg_strcpy(&shd->gl.attrs[i].name, desc->attrs[i].name); + } + + GLuint gl_vs = _sg_gl_compile_shader(SG_SHADERSTAGE_VS, desc->vs.source); + GLuint gl_fs = _sg_gl_compile_shader(SG_SHADERSTAGE_FS, desc->fs.source); + if (!(gl_vs && gl_fs)) { + return SG_RESOURCESTATE_FAILED; + } + GLuint gl_prog = glCreateProgram(); + glAttachShader(gl_prog, gl_vs); + glAttachShader(gl_prog, gl_fs); + glLinkProgram(gl_prog); + glDeleteShader(gl_vs); + glDeleteShader(gl_fs); + _SG_GL_CHECK_ERROR(); + + GLint link_status; + glGetProgramiv(gl_prog, GL_LINK_STATUS, &link_status); + if (!link_status) { + GLint log_len = 0; + glGetProgramiv(gl_prog, GL_INFO_LOG_LENGTH, &log_len); + if (log_len > 0) { + GLchar* log_buf = (GLchar*) SOKOL_MALLOC((size_t)log_len); + glGetProgramInfoLog(gl_prog, log_len, &log_len, log_buf); + SOKOL_LOG(log_buf); + SOKOL_FREE(log_buf); + } + glDeleteProgram(gl_prog); + return SG_RESOURCESTATE_FAILED; + } + shd->gl.prog = gl_prog; + + /* resolve uniforms */ + _SG_GL_CHECK_ERROR(); + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS)? &desc->vs : &desc->fs; + _sg_gl_shader_stage_t* gl_stage = &shd->gl.stage[stage_index]; + for (int ub_index = 0; ub_index < shd->cmn.stage[stage_index].num_uniform_blocks; ub_index++) { + const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index]; + SOKOL_ASSERT(ub_desc->size > 0); + _sg_gl_uniform_block_t* ub = &gl_stage->uniform_blocks[ub_index]; + SOKOL_ASSERT(ub->num_uniforms == 0); + int cur_uniform_offset = 0; + for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) { + const sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index]; + if (u_desc->type == SG_UNIFORMTYPE_INVALID) { + break; + } + _sg_gl_uniform_t* u = &ub->uniforms[u_index]; + u->type = u_desc->type; + u->count = (uint8_t) u_desc->array_count; + u->offset = (uint16_t) cur_uniform_offset; + cur_uniform_offset += _sg_uniform_size(u->type, u->count); + if (u_desc->name) { + u->gl_loc = glGetUniformLocation(gl_prog, u_desc->name); + } + else { + u->gl_loc = u_index; + } + ub->num_uniforms++; + } + SOKOL_ASSERT(ub_desc->size == (size_t)cur_uniform_offset); + } + } + + /* resolve image locations */ + _SG_GL_CHECK_ERROR(); + GLuint cur_prog = 0; + glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&cur_prog); + glUseProgram(gl_prog); + int gl_tex_slot = 0; + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS)? &desc->vs : &desc->fs; + _sg_gl_shader_stage_t* gl_stage = &shd->gl.stage[stage_index]; + for (int img_index = 0; img_index < shd->cmn.stage[stage_index].num_images; img_index++) { + const sg_shader_image_desc* img_desc = &stage_desc->images[img_index]; + SOKOL_ASSERT(img_desc->image_type != _SG_IMAGETYPE_DEFAULT); + _sg_gl_shader_image_t* gl_img = &gl_stage->images[img_index]; + GLint gl_loc = img_index; + if (img_desc->name) { + gl_loc = glGetUniformLocation(gl_prog, img_desc->name); + } + if (gl_loc != -1) { + gl_img->gl_tex_slot = gl_tex_slot++; + glUniform1i(gl_loc, gl_img->gl_tex_slot); + } + else { + gl_img->gl_tex_slot = -1; + } + } + } + /* it's legal to call glUseProgram with 0 */ + glUseProgram(cur_prog); + _SG_GL_CHECK_ERROR(); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + _SG_GL_CHECK_ERROR(); + if (shd->gl.prog) { + _sg_gl_cache_invalidate_program(shd->gl.prog); + glDeleteProgram(shd->gl.prog); + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip && shd && desc); + SOKOL_ASSERT(!pip->shader && pip->cmn.shader_id.id == SG_INVALID_ID); + SOKOL_ASSERT(desc->shader.id == shd->slot.id); + SOKOL_ASSERT(shd->gl.prog); + pip->shader = shd; + _sg_pipeline_common_init(&pip->cmn, desc); + pip->gl.primitive_type = desc->primitive_type; + pip->gl.depth = desc->depth; + pip->gl.stencil = desc->stencil; + // FIXME: blend color and write mask per draw-buffer-attachment (requires GL4) + pip->gl.blend = desc->colors[0].blend; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + pip->gl.color_write_mask[i] = desc->colors[i].write_mask; + } + pip->gl.cull_mode = desc->cull_mode; + pip->gl.face_winding = desc->face_winding; + pip->gl.sample_count = desc->sample_count; + pip->gl.alpha_to_coverage_enabled = desc->alpha_to_coverage_enabled; + + /* resolve vertex attributes */ + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + pip->gl.attrs[attr_index].vb_index = -1; + } + for (int attr_index = 0; attr_index < _sg.limits.max_vertex_attrs; attr_index++) { + const sg_vertex_attr_desc* a_desc = &desc->layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + const sg_buffer_layout_desc* l_desc = &desc->layout.buffers[a_desc->buffer_index]; + const sg_vertex_step step_func = l_desc->step_func; + const int step_rate = l_desc->step_rate; + GLint attr_loc = attr_index; + if (!_sg_strempty(&shd->gl.attrs[attr_index].name)) { + attr_loc = glGetAttribLocation(pip->shader->gl.prog, _sg_strptr(&shd->gl.attrs[attr_index].name)); + } + SOKOL_ASSERT(attr_loc < (GLint)_sg.limits.max_vertex_attrs); + if (attr_loc != -1) { + _sg_gl_attr_t* gl_attr = &pip->gl.attrs[attr_loc]; + SOKOL_ASSERT(gl_attr->vb_index == -1); + gl_attr->vb_index = (int8_t) a_desc->buffer_index; + if (step_func == SG_VERTEXSTEP_PER_VERTEX) { + gl_attr->divisor = 0; + } + else { + gl_attr->divisor = (int8_t) step_rate; + } + SOKOL_ASSERT(l_desc->stride > 0); + gl_attr->stride = (uint8_t) l_desc->stride; + gl_attr->offset = a_desc->offset; + gl_attr->size = (uint8_t) _sg_gl_vertexformat_size(a_desc->format); + gl_attr->type = _sg_gl_vertexformat_type(a_desc->format); + gl_attr->normalized = _sg_gl_vertexformat_normalized(a_desc->format); + pip->cmn.vertex_layout_valid[a_desc->buffer_index] = true; + } + else { + SOKOL_LOG("Vertex attribute not found in shader: "); + SOKOL_LOG(_sg_strptr(&shd->gl.attrs[attr_index].name)); + } + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + _SOKOL_UNUSED(pip); + /* empty */ +} + +/* + _sg_create_pass + + att_imgs must point to a _sg_image* att_imgs[SG_MAX_COLOR_ATTACHMENTS+1] array, + first entries are the color attachment images (or nullptr), last entry + is the depth-stencil image (or nullptr). +*/ +_SOKOL_PRIVATE sg_resource_state _sg_gl_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass && att_images && desc); + SOKOL_ASSERT(att_images && att_images[0]); + _SG_GL_CHECK_ERROR(); + + _sg_pass_common_init(&pass->cmn, desc); + + /* copy image pointers */ + const sg_pass_attachment_desc* att_desc; + for (int i = 0; i < pass->cmn.num_color_atts; i++) { + att_desc = &desc->color_attachments[i]; + SOKOL_ASSERT(att_desc->image.id != SG_INVALID_ID); + SOKOL_ASSERT(0 == pass->gl.color_atts[i].image); + SOKOL_ASSERT(att_images[i] && (att_images[i]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_color_format(att_images[i]->cmn.pixel_format)); + pass->gl.color_atts[i].image = att_images[i]; + } + SOKOL_ASSERT(0 == pass->gl.ds_att.image); + att_desc = &desc->depth_stencil_attachment; + if (att_desc->image.id != SG_INVALID_ID) { + const int ds_img_index = SG_MAX_COLOR_ATTACHMENTS; + SOKOL_ASSERT(att_images[ds_img_index] && (att_images[ds_img_index]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_depth_format(att_images[ds_img_index]->cmn.pixel_format)); + pass->gl.ds_att.image = att_images[ds_img_index]; + } + + /* store current framebuffer binding (restored at end of function) */ + GLuint gl_orig_fb; + glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&gl_orig_fb); + + /* create a framebuffer object */ + glGenFramebuffers(1, &pass->gl.fb); + glBindFramebuffer(GL_FRAMEBUFFER, pass->gl.fb); + + /* attach msaa render buffer or textures */ + const bool is_msaa = (0 != att_images[0]->gl.msaa_render_buffer); + if (is_msaa) { + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + const _sg_image_t* att_img = pass->gl.color_atts[i].image; + if (att_img) { + const GLuint gl_render_buffer = att_img->gl.msaa_render_buffer; + SOKOL_ASSERT(gl_render_buffer); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, (GLenum)(GL_COLOR_ATTACHMENT0+i), GL_RENDERBUFFER, gl_render_buffer); + } + } + } + else { + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + const _sg_image_t* att_img = pass->gl.color_atts[i].image; + const int mip_level = pass->cmn.color_atts[i].mip_level; + const int slice = pass->cmn.color_atts[i].slice; + if (att_img) { + const GLuint gl_tex = att_img->gl.tex[0]; + SOKOL_ASSERT(gl_tex); + const GLenum gl_att = (GLenum)(GL_COLOR_ATTACHMENT0 + i); + switch (att_img->cmn.type) { + case SG_IMAGETYPE_2D: + glFramebufferTexture2D(GL_FRAMEBUFFER, gl_att, GL_TEXTURE_2D, gl_tex, mip_level); + break; + case SG_IMAGETYPE_CUBE: + glFramebufferTexture2D(GL_FRAMEBUFFER, gl_att, _sg_gl_cubeface_target(slice), gl_tex, mip_level); + break; + default: + /* 3D- or array-texture */ + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_att, gl_tex, mip_level, slice); + } + #endif + break; + } + } + } + } + + /* attach depth-stencil buffer to framebuffer */ + if (pass->gl.ds_att.image) { + const GLuint gl_render_buffer = pass->gl.ds_att.image->gl.depth_render_buffer; + SOKOL_ASSERT(gl_render_buffer); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl_render_buffer); + if (_sg_is_depth_stencil_format(pass->gl.ds_att.image->cmn.pixel_format)) { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl_render_buffer); + } + } + + /* check if framebuffer is complete */ + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + SOKOL_LOG("Framebuffer completeness check failed!\n"); + return SG_RESOURCESTATE_FAILED; + } + + /* setup color attachments for the framebuffer */ + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + GLenum att[SG_MAX_COLOR_ATTACHMENTS] = { + GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1, + GL_COLOR_ATTACHMENT2, + GL_COLOR_ATTACHMENT3 + }; + glDrawBuffers(pass->cmn.num_color_atts, att); + } + #endif + + /* create MSAA resolve framebuffers if necessary */ + if (is_msaa) { + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + _sg_gl_attachment_t* gl_att = &pass->gl.color_atts[i]; + _sg_pass_attachment_t* cmn_att = &pass->cmn.color_atts[i]; + if (gl_att->image) { + SOKOL_ASSERT(0 == gl_att->gl_msaa_resolve_buffer); + glGenFramebuffers(1, &gl_att->gl_msaa_resolve_buffer); + glBindFramebuffer(GL_FRAMEBUFFER, gl_att->gl_msaa_resolve_buffer); + const GLuint gl_tex = gl_att->image->gl.tex[0]; + SOKOL_ASSERT(gl_tex); + switch (gl_att->image->cmn.type) { + case SG_IMAGETYPE_2D: + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, gl_tex, cmn_att->mip_level); + break; + case SG_IMAGETYPE_CUBE: + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + _sg_gl_cubeface_target(cmn_att->slice), gl_tex, cmn_att->mip_level); + break; + default: + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, gl_tex, cmn_att->mip_level, cmn_att->slice); + } + #endif + break; + } + /* check if framebuffer is complete */ + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + SOKOL_LOG("Framebuffer completeness check failed (msaa resolve buffer)!\n"); + return SG_RESOURCESTATE_FAILED; + } + /* setup color attachments for the framebuffer */ + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2) { + const GLenum gl_draw_bufs = GL_COLOR_ATTACHMENT0; + glDrawBuffers(1, &gl_draw_bufs); + } + #endif + } + } + } + + /* restore original framebuffer binding */ + glBindFramebuffer(GL_FRAMEBUFFER, gl_orig_fb); + _SG_GL_CHECK_ERROR(); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_gl_destroy_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + _SG_GL_CHECK_ERROR(); + if (0 != pass->gl.fb) { + glDeleteFramebuffers(1, &pass->gl.fb); + } + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + if (pass->gl.color_atts[i].gl_msaa_resolve_buffer) { + glDeleteFramebuffers(1, &pass->gl.color_atts[i].gl_msaa_resolve_buffer); + } + } + if (pass->gl.ds_att.gl_msaa_resolve_buffer) { + glDeleteFramebuffers(1, &pass->gl.ds_att.gl_msaa_resolve_buffer); + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE _sg_image_t* _sg_gl_pass_color_image(const _sg_pass_t* pass, int index) { + SOKOL_ASSERT(pass && (index >= 0) && (index < SG_MAX_COLOR_ATTACHMENTS)); + /* NOTE: may return null */ + return pass->gl.color_atts[index].image; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_gl_pass_ds_image(const _sg_pass_t* pass) { + /* NOTE: may return null */ + SOKOL_ASSERT(pass); + return pass->gl.ds_att.image; +} + +_SOKOL_PRIVATE void _sg_gl_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + /* FIXME: what if a texture used as render target is still bound, should we + unbind all currently bound textures in begin pass? */ + SOKOL_ASSERT(action); + SOKOL_ASSERT(!_sg.gl.in_pass); + _SG_GL_CHECK_ERROR(); + _sg.gl.in_pass = true; + _sg.gl.cur_pass = pass; /* can be 0 */ + if (pass) { + _sg.gl.cur_pass_id.id = pass->slot.id; + } + else { + _sg.gl.cur_pass_id.id = SG_INVALID_ID; + } + _sg.gl.cur_pass_width = w; + _sg.gl.cur_pass_height = h; + + /* number of color attachments */ + const int num_color_atts = pass ? pass->cmn.num_color_atts : 1; + + /* bind the render pass framebuffer */ + if (pass) { + /* offscreen pass */ + SOKOL_ASSERT(pass->gl.fb); + glBindFramebuffer(GL_FRAMEBUFFER, pass->gl.fb); + } + else { + /* default pass */ + SOKOL_ASSERT(_sg.gl.cur_context); + glBindFramebuffer(GL_FRAMEBUFFER, _sg.gl.cur_context->default_framebuffer); + } + glViewport(0, 0, w, h); + glScissor(0, 0, w, h); + + /* clear color and depth-stencil attachments if needed */ + bool clear_color = false; + for (int i = 0; i < num_color_atts; i++) { + if (SG_ACTION_CLEAR == action->colors[i].action) { + clear_color = true; + break; + } + } + const bool clear_depth = (action->depth.action == SG_ACTION_CLEAR); + const bool clear_stencil = (action->stencil.action == SG_ACTION_CLEAR); + + bool need_pip_cache_flush = false; + if (clear_color) { + bool need_color_mask_flush = false; + // NOTE: not a bug to iterate over all possible color attachments + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + if (SG_COLORMASK_RGBA != _sg.gl.cache.color_write_mask[i]) { + need_pip_cache_flush = true; + need_color_mask_flush = true; + _sg.gl.cache.color_write_mask[i] = SG_COLORMASK_RGBA; + } + } + if (need_color_mask_flush) { + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + } + } + if (clear_depth) { + if (!_sg.gl.cache.depth.write_enabled) { + need_pip_cache_flush = true; + _sg.gl.cache.depth.write_enabled = true; + glDepthMask(GL_TRUE); + } + if (_sg.gl.cache.depth.compare != SG_COMPAREFUNC_ALWAYS) { + need_pip_cache_flush = true; + _sg.gl.cache.depth.compare = SG_COMPAREFUNC_ALWAYS; + glDepthFunc(GL_ALWAYS); + } + } + if (clear_stencil) { + if (_sg.gl.cache.stencil.write_mask != 0xFF) { + need_pip_cache_flush = true; + _sg.gl.cache.stencil.write_mask = 0xFF; + glStencilMask(0xFF); + } + } + if (need_pip_cache_flush) { + /* we messed with the state cache directly, need to clear cached + pipeline to force re-evaluation in next sg_apply_pipeline() */ + _sg.gl.cache.cur_pipeline = 0; + _sg.gl.cache.cur_pipeline_id.id = SG_INVALID_ID; + } + bool use_mrt_clear = (0 != pass); + #if defined(SOKOL_GLES2) + use_mrt_clear = false; + #else + if (_sg.gl.gles2) { + use_mrt_clear = false; + } + #endif + if (!use_mrt_clear) { + GLbitfield clear_mask = 0; + if (clear_color) { + clear_mask |= GL_COLOR_BUFFER_BIT; + const sg_color c = action->colors[0].value; + glClearColor(c.r, c.g, c.b, c.a); + } + if (clear_depth) { + clear_mask |= GL_DEPTH_BUFFER_BIT; + #ifdef SOKOL_GLCORE33 + glClearDepth(action->depth.value); + #else + glClearDepthf(action->depth.value); + #endif + } + if (clear_stencil) { + clear_mask |= GL_STENCIL_BUFFER_BIT; + glClearStencil(action->stencil.value); + } + if (0 != clear_mask) { + glClear(clear_mask); + } + } + #if !defined SOKOL_GLES2 + else { + SOKOL_ASSERT(pass); + for (int i = 0; i < num_color_atts; i++) { + if (action->colors[i].action == SG_ACTION_CLEAR) { + glClearBufferfv(GL_COLOR, i, &action->colors[i].value.r); + } + } + if (pass->gl.ds_att.image) { + if (clear_depth && clear_stencil) { + glClearBufferfi(GL_DEPTH_STENCIL, 0, action->depth.value, action->stencil.value); + } + else if (clear_depth) { + glClearBufferfv(GL_DEPTH, 0, &action->depth.value); + } + else if (clear_stencil) { + GLint val = (GLint) action->stencil.value; + glClearBufferiv(GL_STENCIL, 0, &val); + } + } + } + #endif + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE void _sg_gl_end_pass(void) { + SOKOL_ASSERT(_sg.gl.in_pass); + _SG_GL_CHECK_ERROR(); + + /* if this was an offscreen pass, and MSAA rendering was used, need + to resolve into the pass images */ + #if !defined(SOKOL_GLES2) + if (!_sg.gl.gles2 && _sg.gl.cur_pass) { + /* check if the pass object is still valid */ + const _sg_pass_t* pass = _sg.gl.cur_pass; + SOKOL_ASSERT(pass->slot.id == _sg.gl.cur_pass_id.id); + bool is_msaa = (0 != _sg.gl.cur_pass->gl.color_atts[0].gl_msaa_resolve_buffer); + if (is_msaa) { + SOKOL_ASSERT(pass->gl.fb); + glBindFramebuffer(GL_READ_FRAMEBUFFER, pass->gl.fb); + SOKOL_ASSERT(pass->gl.color_atts[0].image); + const int w = pass->gl.color_atts[0].image->cmn.width; + const int h = pass->gl.color_atts[0].image->cmn.height; + for (int att_index = 0; att_index < SG_MAX_COLOR_ATTACHMENTS; att_index++) { + const _sg_gl_attachment_t* gl_att = &pass->gl.color_atts[att_index]; + if (gl_att->image) { + SOKOL_ASSERT(gl_att->gl_msaa_resolve_buffer); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gl_att->gl_msaa_resolve_buffer); + glReadBuffer((GLenum)(GL_COLOR_ATTACHMENT0 + att_index)); + glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else { + break; + } + } + } + } + #endif + _sg.gl.cur_pass = 0; + _sg.gl.cur_pass_id.id = SG_INVALID_ID; + _sg.gl.cur_pass_width = 0; + _sg.gl.cur_pass_height = 0; + + SOKOL_ASSERT(_sg.gl.cur_context); + glBindFramebuffer(GL_FRAMEBUFFER, _sg.gl.cur_context->default_framebuffer); + _sg.gl.in_pass = false; + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE void _sg_gl_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.gl.in_pass); + y = origin_top_left ? (_sg.gl.cur_pass_height - (y+h)) : y; + glViewport(x, y, w, h); +} + +_SOKOL_PRIVATE void _sg_gl_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.gl.in_pass); + y = origin_top_left ? (_sg.gl.cur_pass_height - (y+h)) : y; + glScissor(x, y, w, h); +} + +_SOKOL_PRIVATE void _sg_gl_apply_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + SOKOL_ASSERT(pip->shader && (pip->cmn.shader_id.id == pip->shader->slot.id)); + _SG_GL_CHECK_ERROR(); + if ((_sg.gl.cache.cur_pipeline != pip) || (_sg.gl.cache.cur_pipeline_id.id != pip->slot.id)) { + _sg.gl.cache.cur_pipeline = pip; + _sg.gl.cache.cur_pipeline_id.id = pip->slot.id; + _sg.gl.cache.cur_primitive_type = _sg_gl_primitive_type(pip->gl.primitive_type); + _sg.gl.cache.cur_index_type = _sg_gl_index_type(pip->cmn.index_type); + + /* update depth state */ + { + const sg_depth_state* state_ds = &pip->gl.depth; + sg_depth_state* cache_ds = &_sg.gl.cache.depth; + if (state_ds->compare != cache_ds->compare) { + cache_ds->compare = state_ds->compare; + glDepthFunc(_sg_gl_compare_func(state_ds->compare)); + } + if (state_ds->write_enabled != cache_ds->write_enabled) { + cache_ds->write_enabled = state_ds->write_enabled; + glDepthMask(state_ds->write_enabled); + } + if (!_sg_fequal(state_ds->bias, cache_ds->bias, 0.000001f) || + !_sg_fequal(state_ds->bias_slope_scale, cache_ds->bias_slope_scale, 0.000001f)) + { + /* according to ANGLE's D3D11 backend: + D3D11 SlopeScaledDepthBias ==> GL polygonOffsetFactor + D3D11 DepthBias ==> GL polygonOffsetUnits + DepthBiasClamp has no meaning on GL + */ + cache_ds->bias = state_ds->bias; + cache_ds->bias_slope_scale = state_ds->bias_slope_scale; + glPolygonOffset(state_ds->bias_slope_scale, state_ds->bias); + bool po_enabled = true; + if (_sg_fequal(state_ds->bias, 0.0f, 0.000001f) && + _sg_fequal(state_ds->bias_slope_scale, 0.0f, 0.000001f)) + { + po_enabled = false; + } + if (po_enabled != _sg.gl.cache.polygon_offset_enabled) { + _sg.gl.cache.polygon_offset_enabled = po_enabled; + if (po_enabled) { + glEnable(GL_POLYGON_OFFSET_FILL); + } + else { + glDisable(GL_POLYGON_OFFSET_FILL); + } + } + } + } + + /* update stencil state */ + { + const sg_stencil_state* state_ss = &pip->gl.stencil; + sg_stencil_state* cache_ss = &_sg.gl.cache.stencil; + if (state_ss->enabled != cache_ss->enabled) { + cache_ss->enabled = state_ss->enabled; + if (state_ss->enabled) { + glEnable(GL_STENCIL_TEST); + } + else { + glDisable(GL_STENCIL_TEST); + } + } + if (state_ss->write_mask != cache_ss->write_mask) { + cache_ss->write_mask = state_ss->write_mask; + glStencilMask(state_ss->write_mask); + } + for (int i = 0; i < 2; i++) { + const sg_stencil_face_state* state_sfs = (i==0)? &state_ss->front : &state_ss->back; + sg_stencil_face_state* cache_sfs = (i==0)? &cache_ss->front : &cache_ss->back; + GLenum gl_face = (i==0)? GL_FRONT : GL_BACK; + if ((state_sfs->compare != cache_sfs->compare) || + (state_ss->read_mask != cache_ss->read_mask) || + (state_ss->ref != cache_ss->ref)) + { + cache_sfs->compare = state_sfs->compare; + glStencilFuncSeparate(gl_face, + _sg_gl_compare_func(state_sfs->compare), + state_ss->ref, + state_ss->read_mask); + } + if ((state_sfs->fail_op != cache_sfs->fail_op) || + (state_sfs->depth_fail_op != cache_sfs->depth_fail_op) || + (state_sfs->pass_op != cache_sfs->pass_op)) + { + cache_sfs->fail_op = state_sfs->fail_op; + cache_sfs->depth_fail_op = state_sfs->depth_fail_op; + cache_sfs->pass_op = state_sfs->pass_op; + glStencilOpSeparate(gl_face, + _sg_gl_stencil_op(state_sfs->fail_op), + _sg_gl_stencil_op(state_sfs->depth_fail_op), + _sg_gl_stencil_op(state_sfs->pass_op)); + } + } + cache_ss->read_mask = state_ss->read_mask; + cache_ss->ref = state_ss->ref; + } + + /* update blend state + FIXME: separate blend state per color attachment not support, needs GL4 + */ + { + const sg_blend_state* state_bs = &pip->gl.blend; + sg_blend_state* cache_bs = &_sg.gl.cache.blend; + if (state_bs->enabled != cache_bs->enabled) { + cache_bs->enabled = state_bs->enabled; + if (state_bs->enabled) { + glEnable(GL_BLEND); + } + else { + glDisable(GL_BLEND); + } + } + if ((state_bs->src_factor_rgb != cache_bs->src_factor_rgb) || + (state_bs->dst_factor_rgb != cache_bs->dst_factor_rgb) || + (state_bs->src_factor_alpha != cache_bs->src_factor_alpha) || + (state_bs->dst_factor_alpha != cache_bs->dst_factor_alpha)) + { + cache_bs->src_factor_rgb = state_bs->src_factor_rgb; + cache_bs->dst_factor_rgb = state_bs->dst_factor_rgb; + cache_bs->src_factor_alpha = state_bs->src_factor_alpha; + cache_bs->dst_factor_alpha = state_bs->dst_factor_alpha; + glBlendFuncSeparate(_sg_gl_blend_factor(state_bs->src_factor_rgb), + _sg_gl_blend_factor(state_bs->dst_factor_rgb), + _sg_gl_blend_factor(state_bs->src_factor_alpha), + _sg_gl_blend_factor(state_bs->dst_factor_alpha)); + } + if ((state_bs->op_rgb != cache_bs->op_rgb) || (state_bs->op_alpha != cache_bs->op_alpha)) { + cache_bs->op_rgb = state_bs->op_rgb; + cache_bs->op_alpha = state_bs->op_alpha; + glBlendEquationSeparate(_sg_gl_blend_op(state_bs->op_rgb), _sg_gl_blend_op(state_bs->op_alpha)); + } + } + + /* standalone state */ + for (GLuint i = 0; i < (GLuint)pip->cmn.color_attachment_count; i++) { + if (pip->gl.color_write_mask[i] != _sg.gl.cache.color_write_mask[i]) { + const sg_color_mask cm = pip->gl.color_write_mask[i]; + _sg.gl.cache.color_write_mask[i] = cm; + #ifdef SOKOL_GLCORE33 + glColorMaski(i, + (cm & SG_COLORMASK_R) != 0, + (cm & SG_COLORMASK_G) != 0, + (cm & SG_COLORMASK_B) != 0, + (cm & SG_COLORMASK_A) != 0); + #else + if (0 == i) { + glColorMask((cm & SG_COLORMASK_R) != 0, + (cm & SG_COLORMASK_G) != 0, + (cm & SG_COLORMASK_B) != 0, + (cm & SG_COLORMASK_A) != 0); + } + #endif + } + } + + if (!_sg_fequal(pip->cmn.blend_color.r, _sg.gl.cache.blend_color.r, 0.0001f) || + !_sg_fequal(pip->cmn.blend_color.g, _sg.gl.cache.blend_color.g, 0.0001f) || + !_sg_fequal(pip->cmn.blend_color.b, _sg.gl.cache.blend_color.b, 0.0001f) || + !_sg_fequal(pip->cmn.blend_color.a, _sg.gl.cache.blend_color.a, 0.0001f)) + { + sg_color c = pip->cmn.blend_color; + _sg.gl.cache.blend_color = c; + glBlendColor(c.r, c.g, c.b, c.a); + } + if (pip->gl.cull_mode != _sg.gl.cache.cull_mode) { + _sg.gl.cache.cull_mode = pip->gl.cull_mode; + if (SG_CULLMODE_NONE == pip->gl.cull_mode) { + glDisable(GL_CULL_FACE); + } + else { + glEnable(GL_CULL_FACE); + GLenum gl_mode = (SG_CULLMODE_FRONT == pip->gl.cull_mode) ? GL_FRONT : GL_BACK; + glCullFace(gl_mode); + } + } + if (pip->gl.face_winding != _sg.gl.cache.face_winding) { + _sg.gl.cache.face_winding = pip->gl.face_winding; + GLenum gl_winding = (SG_FACEWINDING_CW == pip->gl.face_winding) ? GL_CW : GL_CCW; + glFrontFace(gl_winding); + } + if (pip->gl.alpha_to_coverage_enabled != _sg.gl.cache.alpha_to_coverage_enabled) { + _sg.gl.cache.alpha_to_coverage_enabled = pip->gl.alpha_to_coverage_enabled; + if (pip->gl.alpha_to_coverage_enabled) { + glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); + } + else { + glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); + } + } + #ifdef SOKOL_GLCORE33 + if (pip->gl.sample_count != _sg.gl.cache.sample_count) { + _sg.gl.cache.sample_count = pip->gl.sample_count; + if (pip->gl.sample_count > 1) { + glEnable(GL_MULTISAMPLE); + } + else { + glDisable(GL_MULTISAMPLE); + } + } + #endif + + /* bind shader program */ + if (pip->shader->gl.prog != _sg.gl.cache.prog) { + _sg.gl.cache.prog = pip->shader->gl.prog; + glUseProgram(pip->shader->gl.prog); + } + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE void _sg_gl_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + SOKOL_ASSERT(pip); + _SOKOL_UNUSED(num_fs_imgs); + _SOKOL_UNUSED(num_vs_imgs); + _SOKOL_UNUSED(num_vbs); + _SG_GL_CHECK_ERROR(); + + /* bind textures */ + _SG_GL_CHECK_ERROR(); + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const _sg_shader_stage_t* stage = &pip->shader->cmn.stage[stage_index]; + const _sg_gl_shader_stage_t* gl_stage = &pip->shader->gl.stage[stage_index]; + _sg_image_t** imgs = (stage_index == SG_SHADERSTAGE_VS)? vs_imgs : fs_imgs; + SOKOL_ASSERT(((stage_index == SG_SHADERSTAGE_VS)? num_vs_imgs : num_fs_imgs) == stage->num_images); + for (int img_index = 0; img_index < stage->num_images; img_index++) { + const _sg_gl_shader_image_t* gl_shd_img = &gl_stage->images[img_index]; + if (gl_shd_img->gl_tex_slot != -1) { + _sg_image_t* img = imgs[img_index]; + const GLuint gl_tex = img->gl.tex[img->cmn.active_slot]; + SOKOL_ASSERT(img && img->gl.target); + SOKOL_ASSERT((gl_shd_img->gl_tex_slot != -1) && gl_tex); + _sg_gl_cache_bind_texture(gl_shd_img->gl_tex_slot, img->gl.target, gl_tex); + } + } + } + _SG_GL_CHECK_ERROR(); + + /* index buffer (can be 0) */ + const GLuint gl_ib = ib ? ib->gl.buf[ib->cmn.active_slot] : 0; + _sg_gl_cache_bind_buffer(GL_ELEMENT_ARRAY_BUFFER, gl_ib); + _sg.gl.cache.cur_ib_offset = ib_offset; + + /* vertex attributes */ + for (GLuint attr_index = 0; attr_index < (GLuint)_sg.limits.max_vertex_attrs; attr_index++) { + _sg_gl_attr_t* attr = &pip->gl.attrs[attr_index]; + _sg_gl_cache_attr_t* cache_attr = &_sg.gl.cache.attrs[attr_index]; + bool cache_attr_dirty = false; + int vb_offset = 0; + GLuint gl_vb = 0; + if (attr->vb_index >= 0) { + /* attribute is enabled */ + SOKOL_ASSERT(attr->vb_index < num_vbs); + _sg_buffer_t* vb = vbs[attr->vb_index]; + SOKOL_ASSERT(vb); + gl_vb = vb->gl.buf[vb->cmn.active_slot]; + vb_offset = vb_offsets[attr->vb_index] + attr->offset; + if ((gl_vb != cache_attr->gl_vbuf) || + (attr->size != cache_attr->gl_attr.size) || + (attr->type != cache_attr->gl_attr.type) || + (attr->normalized != cache_attr->gl_attr.normalized) || + (attr->stride != cache_attr->gl_attr.stride) || + (vb_offset != cache_attr->gl_attr.offset) || + (cache_attr->gl_attr.divisor != attr->divisor)) + { + _sg_gl_cache_bind_buffer(GL_ARRAY_BUFFER, gl_vb); + glVertexAttribPointer(attr_index, attr->size, attr->type, + attr->normalized, attr->stride, + (const GLvoid*)(GLintptr)vb_offset); + #if defined(_SOKOL_GL_INSTANCING_ENABLED) + if (_sg.features.instancing) { + glVertexAttribDivisor(attr_index, (GLuint)attr->divisor); + } + #endif + cache_attr_dirty = true; + } + if (cache_attr->gl_attr.vb_index == -1) { + glEnableVertexAttribArray(attr_index); + cache_attr_dirty = true; + } + } + else { + /* attribute is disabled */ + if (cache_attr->gl_attr.vb_index != -1) { + glDisableVertexAttribArray(attr_index); + cache_attr_dirty = true; + } + } + if (cache_attr_dirty) { + cache_attr->gl_attr = *attr; + cache_attr->gl_attr.offset = vb_offset; + cache_attr->gl_vbuf = gl_vb; + } + } + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE void _sg_gl_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + SOKOL_ASSERT(_sg.gl.cache.cur_pipeline); + SOKOL_ASSERT(_sg.gl.cache.cur_pipeline->slot.id == _sg.gl.cache.cur_pipeline_id.id); + SOKOL_ASSERT(_sg.gl.cache.cur_pipeline->shader->slot.id == _sg.gl.cache.cur_pipeline->cmn.shader_id.id); + SOKOL_ASSERT(_sg.gl.cache.cur_pipeline->shader->cmn.stage[stage_index].num_uniform_blocks > ub_index); + SOKOL_ASSERT(_sg.gl.cache.cur_pipeline->shader->cmn.stage[stage_index].uniform_blocks[ub_index].size == data->size); + const _sg_gl_shader_stage_t* gl_stage = &_sg.gl.cache.cur_pipeline->shader->gl.stage[stage_index]; + const _sg_gl_uniform_block_t* gl_ub = &gl_stage->uniform_blocks[ub_index]; + for (int u_index = 0; u_index < gl_ub->num_uniforms; u_index++) { + const _sg_gl_uniform_t* u = &gl_ub->uniforms[u_index]; + SOKOL_ASSERT(u->type != SG_UNIFORMTYPE_INVALID); + if (u->gl_loc == -1) { + continue; + } + GLfloat* ptr = (GLfloat*) (((uint8_t*)data->ptr) + u->offset); + switch (u->type) { + case SG_UNIFORMTYPE_INVALID: + break; + case SG_UNIFORMTYPE_FLOAT: + glUniform1fv(u->gl_loc, u->count, ptr); + break; + case SG_UNIFORMTYPE_FLOAT2: + glUniform2fv(u->gl_loc, u->count, ptr); + break; + case SG_UNIFORMTYPE_FLOAT3: + glUniform3fv(u->gl_loc, u->count, ptr); + break; + case SG_UNIFORMTYPE_FLOAT4: + glUniform4fv(u->gl_loc, u->count, ptr); + break; + case SG_UNIFORMTYPE_MAT4: + glUniformMatrix4fv(u->gl_loc, u->count, GL_FALSE, ptr); + break; + default: + SOKOL_UNREACHABLE; + break; + } + } +} + +_SOKOL_PRIVATE void _sg_gl_draw(int base_element, int num_elements, int num_instances) { + const GLenum i_type = _sg.gl.cache.cur_index_type; + const GLenum p_type = _sg.gl.cache.cur_primitive_type; + if (0 != i_type) { + /* indexed rendering */ + const int i_size = (i_type == GL_UNSIGNED_SHORT) ? 2 : 4; + const int ib_offset = _sg.gl.cache.cur_ib_offset; + const GLvoid* indices = (const GLvoid*)(GLintptr)(base_element*i_size+ib_offset); + if (num_instances == 1) { + glDrawElements(p_type, num_elements, i_type, indices); + } + else { + if (_sg.features.instancing) { + glDrawElementsInstanced(p_type, num_elements, i_type, indices, num_instances); + } + } + } + else { + /* non-indexed rendering */ + if (num_instances == 1) { + glDrawArrays(p_type, base_element, num_elements); + } + else { + if (_sg.features.instancing) { + glDrawArraysInstanced(p_type, base_element, num_elements, num_instances); + } + } + } +} + +_SOKOL_PRIVATE void _sg_gl_commit(void) { + SOKOL_ASSERT(!_sg.gl.in_pass); + /* "soft" clear bindings (only those that are actually bound) */ + _sg_gl_cache_clear_buffer_bindings(false); + _sg_gl_cache_clear_texture_bindings(false); +} + +_SOKOL_PRIVATE void _sg_gl_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + /* only one update per buffer per frame allowed */ + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } + GLenum gl_tgt = _sg_gl_buffer_target(buf->cmn.type); + SOKOL_ASSERT(buf->cmn.active_slot < SG_NUM_INFLIGHT_FRAMES); + GLuint gl_buf = buf->gl.buf[buf->cmn.active_slot]; + SOKOL_ASSERT(gl_buf); + _SG_GL_CHECK_ERROR(); + _sg_gl_cache_store_buffer_binding(gl_tgt); + _sg_gl_cache_bind_buffer(gl_tgt, gl_buf); + glBufferSubData(gl_tgt, 0, (GLsizeiptr)data->size, data->ptr); + _sg_gl_cache_restore_buffer_binding(gl_tgt); + _SG_GL_CHECK_ERROR(); +} + +_SOKOL_PRIVATE int _sg_gl_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + if (new_frame) { + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } + } + GLenum gl_tgt = _sg_gl_buffer_target(buf->cmn.type); + SOKOL_ASSERT(buf->cmn.active_slot < SG_NUM_INFLIGHT_FRAMES); + GLuint gl_buf = buf->gl.buf[buf->cmn.active_slot]; + SOKOL_ASSERT(gl_buf); + _SG_GL_CHECK_ERROR(); + _sg_gl_cache_store_buffer_binding(gl_tgt); + _sg_gl_cache_bind_buffer(gl_tgt, gl_buf); + glBufferSubData(gl_tgt, buf->cmn.append_pos, (GLsizeiptr)data->size, data->ptr); + _sg_gl_cache_restore_buffer_binding(gl_tgt); + _SG_GL_CHECK_ERROR(); + /* NOTE: this is a requirement from WebGPU, but we want identical behaviour across all backend */ + return _sg_roundup((int)data->size, 4); +} + +_SOKOL_PRIVATE void _sg_gl_update_image(_sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(img && data); + /* only one update per image per frame allowed */ + if (++img->cmn.active_slot >= img->cmn.num_slots) { + img->cmn.active_slot = 0; + } + SOKOL_ASSERT(img->cmn.active_slot < SG_NUM_INFLIGHT_FRAMES); + SOKOL_ASSERT(0 != img->gl.tex[img->cmn.active_slot]); + _sg_gl_cache_store_texture_binding(0); + _sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[img->cmn.active_slot]); + const GLenum gl_img_format = _sg_gl_teximage_format(img->cmn.pixel_format); + const GLenum gl_img_type = _sg_gl_teximage_type(img->cmn.pixel_format); + const int num_faces = img->cmn.type == SG_IMAGETYPE_CUBE ? 6 : 1; + const int num_mips = img->cmn.num_mipmaps; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int mip_index = 0; mip_index < num_mips; mip_index++) { + GLenum gl_img_target = img->gl.target; + if (SG_IMAGETYPE_CUBE == img->cmn.type) { + gl_img_target = _sg_gl_cubeface_target(face_index); + } + const GLvoid* data_ptr = data->subimage[face_index][mip_index].ptr; + int mip_width = img->cmn.width >> mip_index; + if (mip_width == 0) { + mip_width = 1; + } + int mip_height = img->cmn.height >> mip_index; + if (mip_height == 0) { + mip_height = 1; + } + if ((SG_IMAGETYPE_2D == img->cmn.type) || (SG_IMAGETYPE_CUBE == img->cmn.type)) { + glTexSubImage2D(gl_img_target, mip_index, + 0, 0, + mip_width, mip_height, + gl_img_format, gl_img_type, + data_ptr); + } + #if !defined(SOKOL_GLES2) + else if (!_sg.gl.gles2 && ((SG_IMAGETYPE_3D == img->cmn.type) || (SG_IMAGETYPE_ARRAY == img->cmn.type))) { + int mip_depth = img->cmn.num_slices >> mip_index; + if (mip_depth == 0) { + mip_depth = 1; + } + glTexSubImage3D(gl_img_target, mip_index, + 0, 0, 0, + mip_width, mip_height, mip_depth, + gl_img_format, gl_img_type, + data_ptr); + + } + #endif + } + } + _sg_gl_cache_restore_texture_binding(0); +} + +/*== D3D11 BACKEND IMPLEMENTATION ============================================*/ +#elif defined(SOKOL_D3D11) + +#if defined(__cplusplus) +#define _sg_d3d11_AddRef(self) (self)->AddRef() +#else +#define _sg_d3d11_AddRef(self) (self)->lpVtbl->AddRef(self) +#endif + +#if defined(__cplusplus) +#define _sg_d3d11_Release(self) (self)->Release() +#else +#define _sg_d3d11_Release(self) (self)->lpVtbl->Release(self) +#endif + +/*-- D3D11 C/C++ wrappers ----------------------------------------------------*/ +static inline HRESULT _sg_d3d11_CheckFormatSupport(ID3D11Device* self, DXGI_FORMAT Format, UINT* pFormatSupport) { + #if defined(__cplusplus) + return self->CheckFormatSupport(Format, pFormatSupport); + #else + return self->lpVtbl->CheckFormatSupport(self, Format, pFormatSupport); + #endif +} + +static inline void _sg_d3d11_OMSetRenderTargets(ID3D11DeviceContext* self, UINT NumViews, ID3D11RenderTargetView* const* ppRenderTargetViews, ID3D11DepthStencilView *pDepthStencilView) { + #if defined(__cplusplus) + self->OMSetRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView); + #else + self->lpVtbl->OMSetRenderTargets(self, NumViews, ppRenderTargetViews, pDepthStencilView); + #endif +} + +static inline void _sg_d3d11_RSSetState(ID3D11DeviceContext* self, ID3D11RasterizerState* pRasterizerState) { + #if defined(__cplusplus) + self->RSSetState(pRasterizerState); + #else + self->lpVtbl->RSSetState(self, pRasterizerState); + #endif +} + +static inline void _sg_d3d11_OMSetDepthStencilState(ID3D11DeviceContext* self, ID3D11DepthStencilState* pDepthStencilState, UINT StencilRef) { + #if defined(__cplusplus) + self->OMSetDepthStencilState(pDepthStencilState, StencilRef); + #else + self->lpVtbl->OMSetDepthStencilState(self, pDepthStencilState, StencilRef); + #endif +} + +static inline void _sg_d3d11_OMSetBlendState(ID3D11DeviceContext* self, ID3D11BlendState* pBlendState, const FLOAT BlendFactor[4], UINT SampleMask) { + #if defined(__cplusplus) + self->OMSetBlendState(pBlendState, BlendFactor, SampleMask); + #else + self->lpVtbl->OMSetBlendState(self, pBlendState, BlendFactor, SampleMask); + #endif +} + +static inline void _sg_d3d11_IASetVertexBuffers(ID3D11DeviceContext* self, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, const UINT* pOffsets) { + #if defined(__cplusplus) + self->IASetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets); + #else + self->lpVtbl->IASetVertexBuffers(self, StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets); + #endif +} + +static inline void _sg_d3d11_IASetIndexBuffer(ID3D11DeviceContext* self, ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, UINT Offset) { + #if defined(__cplusplus) + self->IASetIndexBuffer(pIndexBuffer, Format, Offset); + #else + self->lpVtbl->IASetIndexBuffer(self, pIndexBuffer, Format, Offset); + #endif +} + +static inline void _sg_d3d11_IASetInputLayout(ID3D11DeviceContext* self, ID3D11InputLayout* pInputLayout) { + #if defined(__cplusplus) + self->IASetInputLayout(pInputLayout); + #else + self->lpVtbl->IASetInputLayout(self, pInputLayout); + #endif +} + +static inline void _sg_d3d11_VSSetShader(ID3D11DeviceContext* self, ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { + #if defined(__cplusplus) + self->VSSetShader(pVertexShader, ppClassInstances, NumClassInstances); + #else + self->lpVtbl->VSSetShader(self, pVertexShader, ppClassInstances, NumClassInstances); + #endif +} + +static inline void _sg_d3d11_PSSetShader(ID3D11DeviceContext* self, ID3D11PixelShader* pPixelShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) { + #if defined(__cplusplus) + self->PSSetShader(pPixelShader, ppClassInstances, NumClassInstances); + #else + self->lpVtbl->PSSetShader(self, pPixelShader, ppClassInstances, NumClassInstances); + #endif +} + +static inline void _sg_d3d11_VSSetConstantBuffers(ID3D11DeviceContext* self, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { + #if defined(__cplusplus) + self->VSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); + #else + self->lpVtbl->VSSetConstantBuffers(self, StartSlot, NumBuffers, ppConstantBuffers); + #endif +} + +static inline void _sg_d3d11_PSSetConstantBuffers(ID3D11DeviceContext* self, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) { + #if defined(__cplusplus) + self->PSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); + #else + self->lpVtbl->PSSetConstantBuffers(self, StartSlot, NumBuffers, ppConstantBuffers); + #endif +} + +static inline void _sg_d3d11_VSSetShaderResources(ID3D11DeviceContext* self, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { + #if defined(__cplusplus) + self->VSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); + #else + self->lpVtbl->VSSetShaderResources(self, StartSlot, NumViews, ppShaderResourceViews); + #endif +} + +static inline void _sg_d3d11_PSSetShaderResources(ID3D11DeviceContext* self, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) { + #if defined(__cplusplus) + self->PSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); + #else + self->lpVtbl->PSSetShaderResources(self, StartSlot, NumViews, ppShaderResourceViews); + #endif +} + +static inline void _sg_d3d11_VSSetSamplers(ID3D11DeviceContext* self, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { + #if defined(__cplusplus) + self->VSSetSamplers(StartSlot, NumSamplers, ppSamplers); + #else + self->lpVtbl->VSSetSamplers(self, StartSlot, NumSamplers, ppSamplers); + #endif +} + +static inline void _sg_d3d11_PSSetSamplers(ID3D11DeviceContext* self, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) { + #if defined(__cplusplus) + self->PSSetSamplers(StartSlot, NumSamplers, ppSamplers); + #else + self->lpVtbl->PSSetSamplers(self, StartSlot, NumSamplers, ppSamplers); + #endif +} + +static inline HRESULT _sg_d3d11_CreateBuffer(ID3D11Device* self, const D3D11_BUFFER_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Buffer** ppBuffer) { + #if defined(__cplusplus) + return self->CreateBuffer(pDesc, pInitialData, ppBuffer); + #else + return self->lpVtbl->CreateBuffer(self, pDesc, pInitialData, ppBuffer); + #endif +} + +static inline HRESULT _sg_d3d11_CreateTexture2D(ID3D11Device* self, const D3D11_TEXTURE2D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Texture2D** ppTexture2D) { + #if defined(__cplusplus) + return self->CreateTexture2D(pDesc, pInitialData, ppTexture2D); + #else + return self->lpVtbl->CreateTexture2D(self, pDesc, pInitialData, ppTexture2D); + #endif +} + +static inline HRESULT _sg_d3d11_CreateShaderResourceView(ID3D11Device* self, ID3D11Resource* pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc, ID3D11ShaderResourceView** ppSRView) { + #if defined(__cplusplus) + return self->CreateShaderResourceView(pResource, pDesc, ppSRView); + #else + return self->lpVtbl->CreateShaderResourceView(self, pResource, pDesc, ppSRView); + #endif +} + +static inline void _sg_d3d11_GetResource(ID3D11View* self, ID3D11Resource** ppResource) { + #if defined(__cplusplus) + self->GetResource(ppResource); + #else + self->lpVtbl->GetResource(self, ppResource); + #endif +} + +static inline HRESULT _sg_d3d11_CreateTexture3D(ID3D11Device* self, const D3D11_TEXTURE3D_DESC* pDesc, const D3D11_SUBRESOURCE_DATA* pInitialData, ID3D11Texture3D** ppTexture3D) { + #if defined(__cplusplus) + return self->CreateTexture3D(pDesc, pInitialData, ppTexture3D); + #else + return self->lpVtbl->CreateTexture3D(self, pDesc, pInitialData, ppTexture3D); + #endif +} + +static inline HRESULT _sg_d3d11_CreateSamplerState(ID3D11Device* self, const D3D11_SAMPLER_DESC* pSamplerDesc, ID3D11SamplerState** ppSamplerState) { + #if defined(__cplusplus) + return self->CreateSamplerState(pSamplerDesc, ppSamplerState); + #else + return self->lpVtbl->CreateSamplerState(self, pSamplerDesc, ppSamplerState); + #endif +} + +static inline LPVOID _sg_d3d11_GetBufferPointer(ID3D10Blob* self) { + #if defined(__cplusplus) + return self->GetBufferPointer(); + #else + return self->lpVtbl->GetBufferPointer(self); + #endif +} + +static inline SIZE_T _sg_d3d11_GetBufferSize(ID3D10Blob* self) { + #if defined(__cplusplus) + return self->GetBufferSize(); + #else + return self->lpVtbl->GetBufferSize(self); + #endif +} + +static inline HRESULT _sg_d3d11_CreateVertexShader(ID3D11Device* self, const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11VertexShader** ppVertexShader) { + #if defined(__cplusplus) + return self->CreateVertexShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader); + #else + return self->lpVtbl->CreateVertexShader(self, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader); + #endif +} + +static inline HRESULT _sg_d3d11_CreatePixelShader(ID3D11Device* self, const void* pShaderBytecode, SIZE_T BytecodeLength, ID3D11ClassLinkage* pClassLinkage, ID3D11PixelShader** ppPixelShader) { + #if defined(__cplusplus) + return self->CreatePixelShader(pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader); + #else + return self->lpVtbl->CreatePixelShader(self, pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader); + #endif +} + +static inline HRESULT _sg_d3d11_CreateInputLayout(ID3D11Device* self, const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs, UINT NumElements, const void* pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, ID3D11InputLayout **ppInputLayout) { + #if defined(__cplusplus) + return self->CreateInputLayout(pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout); + #else + return self->lpVtbl->CreateInputLayout(self, pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, ppInputLayout); + #endif +} + +static inline HRESULT _sg_d3d11_CreateRasterizerState(ID3D11Device* self, const D3D11_RASTERIZER_DESC* pRasterizerDesc, ID3D11RasterizerState** ppRasterizerState) { + #if defined(__cplusplus) + return self->CreateRasterizerState(pRasterizerDesc, ppRasterizerState); + #else + return self->lpVtbl->CreateRasterizerState(self, pRasterizerDesc, ppRasterizerState); + #endif +} + +static inline HRESULT _sg_d3d11_CreateDepthStencilState(ID3D11Device* self, const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc, ID3D11DepthStencilState** ppDepthStencilState) { + #if defined(__cplusplus) + return self->CreateDepthStencilState(pDepthStencilDesc, ppDepthStencilState); + #else + return self->lpVtbl->CreateDepthStencilState(self, pDepthStencilDesc, ppDepthStencilState); + #endif +} + +static inline HRESULT _sg_d3d11_CreateBlendState(ID3D11Device* self, const D3D11_BLEND_DESC* pBlendStateDesc, ID3D11BlendState** ppBlendState) { + #if defined(__cplusplus) + return self->CreateBlendState(pBlendStateDesc, ppBlendState); + #else + return self->lpVtbl->CreateBlendState(self, pBlendStateDesc, ppBlendState); + #endif +} + +static inline HRESULT _sg_d3d11_CreateRenderTargetView(ID3D11Device* self, ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC* pDesc, ID3D11RenderTargetView** ppRTView) { + #if defined(__cplusplus) + return self->CreateRenderTargetView(pResource, pDesc, ppRTView); + #else + return self->lpVtbl->CreateRenderTargetView(self, pResource, pDesc, ppRTView); + #endif +} + +static inline HRESULT _sg_d3d11_CreateDepthStencilView(ID3D11Device* self, ID3D11Resource* pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc, ID3D11DepthStencilView** ppDepthStencilView) { + #if defined(__cplusplus) + return self->CreateDepthStencilView(pResource, pDesc, ppDepthStencilView); + #else + return self->lpVtbl->CreateDepthStencilView(self, pResource, pDesc, ppDepthStencilView); + #endif +} + +static inline void _sg_d3d11_RSSetViewports(ID3D11DeviceContext* self, UINT NumViewports, const D3D11_VIEWPORT* pViewports) { + #if defined(__cplusplus) + self->RSSetViewports(NumViewports, pViewports); + #else + self->lpVtbl->RSSetViewports(self, NumViewports, pViewports); + #endif +} + +static inline void _sg_d3d11_RSSetScissorRects(ID3D11DeviceContext* self, UINT NumRects, const D3D11_RECT* pRects) { + #if defined(__cplusplus) + self->RSSetScissorRects(NumRects, pRects); + #else + self->lpVtbl->RSSetScissorRects(self, NumRects, pRects); + #endif +} + +static inline void _sg_d3d11_ClearRenderTargetView(ID3D11DeviceContext* self, ID3D11RenderTargetView* pRenderTargetView, const FLOAT ColorRGBA[4]) { + #if defined(__cplusplus) + self->ClearRenderTargetView(pRenderTargetView, ColorRGBA); + #else + self->lpVtbl->ClearRenderTargetView(self, pRenderTargetView, ColorRGBA); + #endif +} + +static inline void _sg_d3d11_ClearDepthStencilView(ID3D11DeviceContext* self, ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) { + #if defined(__cplusplus) + self->ClearDepthStencilView(pDepthStencilView, ClearFlags, Depth, Stencil); + #else + self->lpVtbl->ClearDepthStencilView(self, pDepthStencilView, ClearFlags, Depth, Stencil); + #endif +} + +static inline void _sg_d3d11_ResolveSubresource(ID3D11DeviceContext* self, ID3D11Resource* pDstResource, UINT DstSubresource, ID3D11Resource* pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format) { + #if defined(__cplusplus) + self->ResolveSubresource(pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format); + #else + self->lpVtbl->ResolveSubresource(self, pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format); + #endif +} + +static inline void _sg_d3d11_IASetPrimitiveTopology(ID3D11DeviceContext* self, D3D11_PRIMITIVE_TOPOLOGY Topology) { + #if defined(__cplusplus) + self->IASetPrimitiveTopology(Topology); + #else + self->lpVtbl->IASetPrimitiveTopology(self, Topology); + #endif +} + +static inline void _sg_d3d11_UpdateSubresource(ID3D11DeviceContext* self, ID3D11Resource* pDstResource, UINT DstSubresource, const D3D11_BOX* pDstBox, const void* pSrcData, UINT SrcRowPitch, UINT SrcDepthPitch) { + #if defined(__cplusplus) + self->UpdateSubresource(pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch); + #else + self->lpVtbl->UpdateSubresource(self, pDstResource, DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch); + #endif +} + +static inline void _sg_d3d11_DrawIndexed(ID3D11DeviceContext* self, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) { + #if defined(__cplusplus) + self->DrawIndexed(IndexCount, StartIndexLocation, BaseVertexLocation); + #else + self->lpVtbl->DrawIndexed(self, IndexCount, StartIndexLocation, BaseVertexLocation); + #endif +} + +static inline void _sg_d3d11_DrawIndexedInstanced(ID3D11DeviceContext* self, UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) { + #if defined(__cplusplus) + self->DrawIndexedInstanced(IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation); + #else + self->lpVtbl->DrawIndexedInstanced(self, IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation); + #endif +} + +static inline void _sg_d3d11_Draw(ID3D11DeviceContext* self, UINT VertexCount, UINT StartVertexLocation) { + #if defined(__cplusplus) + self->Draw(VertexCount, StartVertexLocation); + #else + self->lpVtbl->Draw(self, VertexCount, StartVertexLocation); + #endif +} + +static inline void _sg_d3d11_DrawInstanced(ID3D11DeviceContext* self, UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) { + #if defined(__cplusplus) + self->DrawInstanced(VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation); + #else + self->lpVtbl->DrawInstanced(self, VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation); + #endif +} + +static inline HRESULT _sg_d3d11_Map(ID3D11DeviceContext* self, ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) { + #if defined(__cplusplus) + return self->Map(pResource, Subresource, MapType, MapFlags, pMappedResource); + #else + return self->lpVtbl->Map(self, pResource, Subresource, MapType, MapFlags, pMappedResource); + #endif +} + +static inline void _sg_d3d11_Unmap(ID3D11DeviceContext* self, ID3D11Resource* pResource, UINT Subresource) { + #if defined(__cplusplus) + self->Unmap(pResource, Subresource); + #else + self->lpVtbl->Unmap(self, pResource, Subresource); + #endif +} + +/*-- enum translation functions ----------------------------------------------*/ +_SOKOL_PRIVATE D3D11_USAGE _sg_d3d11_usage(sg_usage usg) { + switch (usg) { + case SG_USAGE_IMMUTABLE: + return D3D11_USAGE_IMMUTABLE; + case SG_USAGE_DYNAMIC: + case SG_USAGE_STREAM: + return D3D11_USAGE_DYNAMIC; + default: + SOKOL_UNREACHABLE; + return (D3D11_USAGE) 0; + } +} + +_SOKOL_PRIVATE UINT _sg_d3d11_cpu_access_flags(sg_usage usg) { + switch (usg) { + case SG_USAGE_IMMUTABLE: + return 0; + case SG_USAGE_DYNAMIC: + case SG_USAGE_STREAM: + return D3D11_CPU_ACCESS_WRITE; + default: + SOKOL_UNREACHABLE; + return 0; + } +} + +_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_pixel_format(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_R8: return DXGI_FORMAT_R8_UNORM; + case SG_PIXELFORMAT_R8SN: return DXGI_FORMAT_R8_SNORM; + case SG_PIXELFORMAT_R8UI: return DXGI_FORMAT_R8_UINT; + case SG_PIXELFORMAT_R8SI: return DXGI_FORMAT_R8_SINT; + case SG_PIXELFORMAT_R16: return DXGI_FORMAT_R16_UNORM; + case SG_PIXELFORMAT_R16SN: return DXGI_FORMAT_R16_SNORM; + case SG_PIXELFORMAT_R16UI: return DXGI_FORMAT_R16_UINT; + case SG_PIXELFORMAT_R16SI: return DXGI_FORMAT_R16_SINT; + case SG_PIXELFORMAT_R16F: return DXGI_FORMAT_R16_FLOAT; + case SG_PIXELFORMAT_RG8: return DXGI_FORMAT_R8G8_UNORM; + case SG_PIXELFORMAT_RG8SN: return DXGI_FORMAT_R8G8_SNORM; + case SG_PIXELFORMAT_RG8UI: return DXGI_FORMAT_R8G8_UINT; + case SG_PIXELFORMAT_RG8SI: return DXGI_FORMAT_R8G8_SINT; + case SG_PIXELFORMAT_R32UI: return DXGI_FORMAT_R32_UINT; + case SG_PIXELFORMAT_R32SI: return DXGI_FORMAT_R32_SINT; + case SG_PIXELFORMAT_R32F: return DXGI_FORMAT_R32_FLOAT; + case SG_PIXELFORMAT_RG16: return DXGI_FORMAT_R16G16_UNORM; + case SG_PIXELFORMAT_RG16SN: return DXGI_FORMAT_R16G16_SNORM; + case SG_PIXELFORMAT_RG16UI: return DXGI_FORMAT_R16G16_UINT; + case SG_PIXELFORMAT_RG16SI: return DXGI_FORMAT_R16G16_SINT; + case SG_PIXELFORMAT_RG16F: return DXGI_FORMAT_R16G16_FLOAT; + case SG_PIXELFORMAT_RGBA8: return DXGI_FORMAT_R8G8B8A8_UNORM; + case SG_PIXELFORMAT_RGBA8SN: return DXGI_FORMAT_R8G8B8A8_SNORM; + case SG_PIXELFORMAT_RGBA8UI: return DXGI_FORMAT_R8G8B8A8_UINT; + case SG_PIXELFORMAT_RGBA8SI: return DXGI_FORMAT_R8G8B8A8_SINT; + case SG_PIXELFORMAT_BGRA8: return DXGI_FORMAT_B8G8R8A8_UNORM; + case SG_PIXELFORMAT_RGB10A2: return DXGI_FORMAT_R10G10B10A2_UNORM; + case SG_PIXELFORMAT_RG11B10F: return DXGI_FORMAT_R11G11B10_FLOAT; + case SG_PIXELFORMAT_RG32UI: return DXGI_FORMAT_R32G32_UINT; + case SG_PIXELFORMAT_RG32SI: return DXGI_FORMAT_R32G32_SINT; + case SG_PIXELFORMAT_RG32F: return DXGI_FORMAT_R32G32_FLOAT; + case SG_PIXELFORMAT_RGBA16: return DXGI_FORMAT_R16G16B16A16_UNORM; + case SG_PIXELFORMAT_RGBA16SN: return DXGI_FORMAT_R16G16B16A16_SNORM; + case SG_PIXELFORMAT_RGBA16UI: return DXGI_FORMAT_R16G16B16A16_UINT; + case SG_PIXELFORMAT_RGBA16SI: return DXGI_FORMAT_R16G16B16A16_SINT; + case SG_PIXELFORMAT_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT; + case SG_PIXELFORMAT_RGBA32UI: return DXGI_FORMAT_R32G32B32A32_UINT; + case SG_PIXELFORMAT_RGBA32SI: return DXGI_FORMAT_R32G32B32A32_SINT; + case SG_PIXELFORMAT_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT; + case SG_PIXELFORMAT_DEPTH: return DXGI_FORMAT_D32_FLOAT; + case SG_PIXELFORMAT_DEPTH_STENCIL: return DXGI_FORMAT_D24_UNORM_S8_UINT; + case SG_PIXELFORMAT_BC1_RGBA: return DXGI_FORMAT_BC1_UNORM; + case SG_PIXELFORMAT_BC2_RGBA: return DXGI_FORMAT_BC2_UNORM; + case SG_PIXELFORMAT_BC3_RGBA: return DXGI_FORMAT_BC3_UNORM; + case SG_PIXELFORMAT_BC4_R: return DXGI_FORMAT_BC4_UNORM; + case SG_PIXELFORMAT_BC4_RSN: return DXGI_FORMAT_BC4_SNORM; + case SG_PIXELFORMAT_BC5_RG: return DXGI_FORMAT_BC5_UNORM; + case SG_PIXELFORMAT_BC5_RGSN: return DXGI_FORMAT_BC5_SNORM; + case SG_PIXELFORMAT_BC6H_RGBF: return DXGI_FORMAT_BC6H_SF16; + case SG_PIXELFORMAT_BC6H_RGBUF: return DXGI_FORMAT_BC6H_UF16; + case SG_PIXELFORMAT_BC7_RGBA: return DXGI_FORMAT_BC7_UNORM; + default: return DXGI_FORMAT_UNKNOWN; + }; +} + +_SOKOL_PRIVATE D3D11_PRIMITIVE_TOPOLOGY _sg_d3d11_primitive_topology(sg_primitive_type prim_type) { + switch (prim_type) { + case SG_PRIMITIVETYPE_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; + case SG_PRIMITIVETYPE_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST; + case SG_PRIMITIVETYPE_LINE_STRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP; + case SG_PRIMITIVETYPE_TRIANGLES: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; + case SG_PRIMITIVETYPE_TRIANGLE_STRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; + default: SOKOL_UNREACHABLE; return (D3D11_PRIMITIVE_TOPOLOGY) 0; + } +} + +_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_index_format(sg_index_type index_type) { + switch (index_type) { + case SG_INDEXTYPE_NONE: return DXGI_FORMAT_UNKNOWN; + case SG_INDEXTYPE_UINT16: return DXGI_FORMAT_R16_UINT; + case SG_INDEXTYPE_UINT32: return DXGI_FORMAT_R32_UINT; + default: SOKOL_UNREACHABLE; return (DXGI_FORMAT) 0; + } +} + +_SOKOL_PRIVATE D3D11_FILTER _sg_d3d11_filter(sg_filter min_f, sg_filter mag_f, uint32_t max_anisotropy) { + if (max_anisotropy > 1) { + return D3D11_FILTER_ANISOTROPIC; + } + else if (mag_f == SG_FILTER_NEAREST) { + switch (min_f) { + case SG_FILTER_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + return D3D11_FILTER_MIN_MAG_MIP_POINT; + case SG_FILTER_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; + default: + SOKOL_UNREACHABLE; break; + } + } + else if (mag_f == SG_FILTER_LINEAR) { + switch (min_f) { + case SG_FILTER_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; + case SG_FILTER_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return D3D11_FILTER_MIN_MAG_MIP_LINEAR; + default: + SOKOL_UNREACHABLE; break; + } + } + /* invalid value for mag filter */ + SOKOL_UNREACHABLE; + return D3D11_FILTER_MIN_MAG_MIP_POINT; +} + +_SOKOL_PRIVATE D3D11_TEXTURE_ADDRESS_MODE _sg_d3d11_address_mode(sg_wrap m) { + switch (m) { + case SG_WRAP_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; + case SG_WRAP_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; + case SG_WRAP_CLAMP_TO_BORDER: return D3D11_TEXTURE_ADDRESS_BORDER; + case SG_WRAP_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; + default: SOKOL_UNREACHABLE; return (D3D11_TEXTURE_ADDRESS_MODE) 0; + } +} + +_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_vertex_format(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_FLOAT: return DXGI_FORMAT_R32_FLOAT; + case SG_VERTEXFORMAT_FLOAT2: return DXGI_FORMAT_R32G32_FLOAT; + case SG_VERTEXFORMAT_FLOAT3: return DXGI_FORMAT_R32G32B32_FLOAT; + case SG_VERTEXFORMAT_FLOAT4: return DXGI_FORMAT_R32G32B32A32_FLOAT; + case SG_VERTEXFORMAT_BYTE4: return DXGI_FORMAT_R8G8B8A8_SINT; + case SG_VERTEXFORMAT_BYTE4N: return DXGI_FORMAT_R8G8B8A8_SNORM; + case SG_VERTEXFORMAT_UBYTE4: return DXGI_FORMAT_R8G8B8A8_UINT; + case SG_VERTEXFORMAT_UBYTE4N: return DXGI_FORMAT_R8G8B8A8_UNORM; + case SG_VERTEXFORMAT_SHORT2: return DXGI_FORMAT_R16G16_SINT; + case SG_VERTEXFORMAT_SHORT2N: return DXGI_FORMAT_R16G16_SNORM; + case SG_VERTEXFORMAT_USHORT2N: return DXGI_FORMAT_R16G16_UNORM; + case SG_VERTEXFORMAT_SHORT4: return DXGI_FORMAT_R16G16B16A16_SINT; + case SG_VERTEXFORMAT_SHORT4N: return DXGI_FORMAT_R16G16B16A16_SNORM; + case SG_VERTEXFORMAT_USHORT4N: return DXGI_FORMAT_R16G16B16A16_UNORM; + case SG_VERTEXFORMAT_UINT10_N2: return DXGI_FORMAT_R10G10B10A2_UNORM; + default: SOKOL_UNREACHABLE; return (DXGI_FORMAT) 0; + } +} + +_SOKOL_PRIVATE D3D11_INPUT_CLASSIFICATION _sg_d3d11_input_classification(sg_vertex_step step) { + switch (step) { + case SG_VERTEXSTEP_PER_VERTEX: return D3D11_INPUT_PER_VERTEX_DATA; + case SG_VERTEXSTEP_PER_INSTANCE: return D3D11_INPUT_PER_INSTANCE_DATA; + default: SOKOL_UNREACHABLE; return (D3D11_INPUT_CLASSIFICATION) 0; + } +} + +_SOKOL_PRIVATE D3D11_CULL_MODE _sg_d3d11_cull_mode(sg_cull_mode m) { + switch (m) { + case SG_CULLMODE_NONE: return D3D11_CULL_NONE; + case SG_CULLMODE_FRONT: return D3D11_CULL_FRONT; + case SG_CULLMODE_BACK: return D3D11_CULL_BACK; + default: SOKOL_UNREACHABLE; return (D3D11_CULL_MODE) 0; + } +} + +_SOKOL_PRIVATE D3D11_COMPARISON_FUNC _sg_d3d11_compare_func(sg_compare_func f) { + switch (f) { + case SG_COMPAREFUNC_NEVER: return D3D11_COMPARISON_NEVER; + case SG_COMPAREFUNC_LESS: return D3D11_COMPARISON_LESS; + case SG_COMPAREFUNC_EQUAL: return D3D11_COMPARISON_EQUAL; + case SG_COMPAREFUNC_LESS_EQUAL: return D3D11_COMPARISON_LESS_EQUAL; + case SG_COMPAREFUNC_GREATER: return D3D11_COMPARISON_GREATER; + case SG_COMPAREFUNC_NOT_EQUAL: return D3D11_COMPARISON_NOT_EQUAL; + case SG_COMPAREFUNC_GREATER_EQUAL: return D3D11_COMPARISON_GREATER_EQUAL; + case SG_COMPAREFUNC_ALWAYS: return D3D11_COMPARISON_ALWAYS; + default: SOKOL_UNREACHABLE; return (D3D11_COMPARISON_FUNC) 0; + } +} + +_SOKOL_PRIVATE D3D11_STENCIL_OP _sg_d3d11_stencil_op(sg_stencil_op op) { + switch (op) { + case SG_STENCILOP_KEEP: return D3D11_STENCIL_OP_KEEP; + case SG_STENCILOP_ZERO: return D3D11_STENCIL_OP_ZERO; + case SG_STENCILOP_REPLACE: return D3D11_STENCIL_OP_REPLACE; + case SG_STENCILOP_INCR_CLAMP: return D3D11_STENCIL_OP_INCR_SAT; + case SG_STENCILOP_DECR_CLAMP: return D3D11_STENCIL_OP_DECR_SAT; + case SG_STENCILOP_INVERT: return D3D11_STENCIL_OP_INVERT; + case SG_STENCILOP_INCR_WRAP: return D3D11_STENCIL_OP_INCR; + case SG_STENCILOP_DECR_WRAP: return D3D11_STENCIL_OP_DECR; + default: SOKOL_UNREACHABLE; return (D3D11_STENCIL_OP) 0; + } +} + +_SOKOL_PRIVATE D3D11_BLEND _sg_d3d11_blend_factor(sg_blend_factor f) { + switch (f) { + case SG_BLENDFACTOR_ZERO: return D3D11_BLEND_ZERO; + case SG_BLENDFACTOR_ONE: return D3D11_BLEND_ONE; + case SG_BLENDFACTOR_SRC_COLOR: return D3D11_BLEND_SRC_COLOR; + case SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return D3D11_BLEND_INV_SRC_COLOR; + case SG_BLENDFACTOR_SRC_ALPHA: return D3D11_BLEND_SRC_ALPHA; + case SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return D3D11_BLEND_INV_SRC_ALPHA; + case SG_BLENDFACTOR_DST_COLOR: return D3D11_BLEND_DEST_COLOR; + case SG_BLENDFACTOR_ONE_MINUS_DST_COLOR: return D3D11_BLEND_INV_DEST_COLOR; + case SG_BLENDFACTOR_DST_ALPHA: return D3D11_BLEND_DEST_ALPHA; + case SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return D3D11_BLEND_INV_DEST_ALPHA; + case SG_BLENDFACTOR_SRC_ALPHA_SATURATED: return D3D11_BLEND_SRC_ALPHA_SAT; + case SG_BLENDFACTOR_BLEND_COLOR: return D3D11_BLEND_BLEND_FACTOR; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR: return D3D11_BLEND_INV_BLEND_FACTOR; + case SG_BLENDFACTOR_BLEND_ALPHA: return D3D11_BLEND_BLEND_FACTOR; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA: return D3D11_BLEND_INV_BLEND_FACTOR; + default: SOKOL_UNREACHABLE; return (D3D11_BLEND) 0; + } +} + +_SOKOL_PRIVATE D3D11_BLEND_OP _sg_d3d11_blend_op(sg_blend_op op) { + switch (op) { + case SG_BLENDOP_ADD: return D3D11_BLEND_OP_ADD; + case SG_BLENDOP_SUBTRACT: return D3D11_BLEND_OP_SUBTRACT; + case SG_BLENDOP_REVERSE_SUBTRACT: return D3D11_BLEND_OP_REV_SUBTRACT; + default: SOKOL_UNREACHABLE; return (D3D11_BLEND_OP) 0; + } +} + +_SOKOL_PRIVATE UINT8 _sg_d3d11_color_write_mask(sg_color_mask m) { + UINT8 res = 0; + if (m & SG_COLORMASK_R) { + res |= D3D11_COLOR_WRITE_ENABLE_RED; + } + if (m & SG_COLORMASK_G) { + res |= D3D11_COLOR_WRITE_ENABLE_GREEN; + } + if (m & SG_COLORMASK_B) { + res |= D3D11_COLOR_WRITE_ENABLE_BLUE; + } + if (m & SG_COLORMASK_A) { + res |= D3D11_COLOR_WRITE_ENABLE_ALPHA; + } + return res; +} + +/* see: https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-limits#resource-limits-for-feature-level-11-hardware */ +_SOKOL_PRIVATE void _sg_d3d11_init_caps(void) { + _sg.backend = SG_BACKEND_D3D11; + + _sg.features.instancing = true; + _sg.features.origin_top_left = true; + _sg.features.multiple_render_targets = true; + _sg.features.msaa_render_targets = true; + _sg.features.imagetype_3d = true; + _sg.features.imagetype_array = true; + _sg.features.image_clamp_to_border = true; + _sg.features.mrt_independent_blend_state = true; + _sg.features.mrt_independent_write_mask = true; + + _sg.limits.max_image_size_2d = 16 * 1024; + _sg.limits.max_image_size_cube = 16 * 1024; + _sg.limits.max_image_size_3d = 2 * 1024; + _sg.limits.max_image_size_array = 16 * 1024; + _sg.limits.max_image_array_layers = 2 * 1024; + _sg.limits.max_vertex_attrs = SG_MAX_VERTEX_ATTRIBUTES; + + /* see: https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_format_support */ + for (int fmt = (SG_PIXELFORMAT_NONE+1); fmt < _SG_PIXELFORMAT_NUM; fmt++) { + UINT dxgi_fmt_caps = 0; + const DXGI_FORMAT dxgi_fmt = _sg_d3d11_pixel_format((sg_pixel_format)fmt); + if (dxgi_fmt != DXGI_FORMAT_UNKNOWN) { + HRESULT hr = _sg_d3d11_CheckFormatSupport(_sg.d3d11.dev, dxgi_fmt, &dxgi_fmt_caps); + SOKOL_ASSERT(SUCCEEDED(hr) || (E_FAIL == hr)); + if (!SUCCEEDED(hr)) { + dxgi_fmt_caps = 0; + } + } + sg_pixelformat_info* info = &_sg.formats[fmt]; + info->sample = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_TEXTURE2D); + info->filter = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); + info->render = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_RENDER_TARGET); + info->blend = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_BLENDABLE); + info->msaa = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET); + info->depth = 0 != (dxgi_fmt_caps & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); + if (info->depth) { + info->render = true; + } + } +} + +_SOKOL_PRIVATE void _sg_d3d11_setup_backend(const sg_desc* desc) { + /* assume _sg.d3d11 already is zero-initialized */ + SOKOL_ASSERT(desc); + SOKOL_ASSERT(desc->context.d3d11.device); + SOKOL_ASSERT(desc->context.d3d11.device_context); + SOKOL_ASSERT(desc->context.d3d11.render_target_view_cb || desc->context.d3d11.render_target_view_userdata_cb); + SOKOL_ASSERT(desc->context.d3d11.depth_stencil_view_cb || desc->context.d3d11.depth_stencil_view_userdata_cb); + _sg.d3d11.valid = true; + _sg.d3d11.dev = (ID3D11Device*) desc->context.d3d11.device; + _sg.d3d11.ctx = (ID3D11DeviceContext*) desc->context.d3d11.device_context; + _sg.d3d11.rtv_cb = desc->context.d3d11.render_target_view_cb; + _sg.d3d11.rtv_userdata_cb = desc->context.d3d11.render_target_view_userdata_cb; + _sg.d3d11.dsv_cb = desc->context.d3d11.depth_stencil_view_cb; + _sg.d3d11.dsv_userdata_cb = desc->context.d3d11.depth_stencil_view_userdata_cb; + _sg.d3d11.user_data = desc->context.d3d11.user_data; + _sg_d3d11_init_caps(); +} + +_SOKOL_PRIVATE void _sg_d3d11_discard_backend(void) { + SOKOL_ASSERT(_sg.d3d11.valid); + _sg.d3d11.valid = false; +} + +_SOKOL_PRIVATE void _sg_d3d11_clear_state(void) { + /* clear all the device context state, so that resource refs don't keep stuck in the d3d device context */ + _sg_d3d11_OMSetRenderTargets(_sg.d3d11.ctx, SG_MAX_COLOR_ATTACHMENTS, _sg.d3d11.zero_rtvs, NULL); + _sg_d3d11_RSSetState(_sg.d3d11.ctx, NULL); + _sg_d3d11_OMSetDepthStencilState(_sg.d3d11.ctx, NULL, 0); + _sg_d3d11_OMSetBlendState(_sg.d3d11.ctx, NULL, NULL, 0xFFFFFFFF); + _sg_d3d11_IASetVertexBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_BUFFERS, _sg.d3d11.zero_vbs, _sg.d3d11.zero_vb_strides, _sg.d3d11.zero_vb_offsets); + _sg_d3d11_IASetIndexBuffer(_sg.d3d11.ctx, NULL, DXGI_FORMAT_UNKNOWN, 0); + _sg_d3d11_IASetInputLayout(_sg.d3d11.ctx, NULL); + _sg_d3d11_VSSetShader(_sg.d3d11.ctx, NULL, NULL, 0); + _sg_d3d11_PSSetShader(_sg.d3d11.ctx, NULL, NULL, 0); + _sg_d3d11_VSSetConstantBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, _sg.d3d11.zero_cbs); + _sg_d3d11_PSSetConstantBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, _sg.d3d11.zero_cbs); + _sg_d3d11_VSSetShaderResources(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg.d3d11.zero_srvs); + _sg_d3d11_PSSetShaderResources(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg.d3d11.zero_srvs); + _sg_d3d11_VSSetSamplers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg.d3d11.zero_smps); + _sg_d3d11_PSSetSamplers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg.d3d11.zero_smps); +} + +_SOKOL_PRIVATE void _sg_d3d11_reset_state_cache(void) { + /* just clear the d3d11 device context state */ + _sg_d3d11_clear_state(); +} + +_SOKOL_PRIVATE void _sg_d3d11_activate_context(_sg_context_t* ctx) { + _SOKOL_UNUSED(ctx); + _sg_d3d11_clear_state(); +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + /* empty */ +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf && desc); + SOKOL_ASSERT(!buf->d3d11.buf); + _sg_buffer_common_init(&buf->cmn, desc); + const bool injected = (0 != desc->d3d11_buffer); + if (injected) { + buf->d3d11.buf = (ID3D11Buffer*) desc->d3d11_buffer; + _sg_d3d11_AddRef(buf->d3d11.buf); + } + else { + D3D11_BUFFER_DESC d3d11_desc; + memset(&d3d11_desc, 0, sizeof(d3d11_desc)); + d3d11_desc.ByteWidth = (UINT)buf->cmn.size; + d3d11_desc.Usage = _sg_d3d11_usage(buf->cmn.usage); + d3d11_desc.BindFlags = buf->cmn.type == SG_BUFFERTYPE_VERTEXBUFFER ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER; + d3d11_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(buf->cmn.usage); + D3D11_SUBRESOURCE_DATA* init_data_ptr = 0; + D3D11_SUBRESOURCE_DATA init_data; + memset(&init_data, 0, sizeof(init_data)); + if (buf->cmn.usage == SG_USAGE_IMMUTABLE) { + SOKOL_ASSERT(desc->data.ptr); + init_data.pSysMem = desc->data.ptr; + init_data_ptr = &init_data; + } + HRESULT hr = _sg_d3d11_CreateBuffer(_sg.d3d11.dev, &d3d11_desc, init_data_ptr, &buf->d3d11.buf); + _SOKOL_UNUSED(hr); + SOKOL_ASSERT(SUCCEEDED(hr) && buf->d3d11.buf); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + if (buf->d3d11.buf) { + _sg_d3d11_Release(buf->d3d11.buf); + } +} + +_SOKOL_PRIVATE void _sg_d3d11_fill_subres_data(const _sg_image_t* img, const sg_image_data* data) { + const int num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6:1; + const int num_slices = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? img->cmn.num_slices:1; + int subres_index = 0; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int slice_index = 0; slice_index < num_slices; slice_index++) { + for (int mip_index = 0; mip_index < img->cmn.num_mipmaps; mip_index++, subres_index++) { + SOKOL_ASSERT(subres_index < (SG_MAX_MIPMAPS * SG_MAX_TEXTUREARRAY_LAYERS)); + D3D11_SUBRESOURCE_DATA* subres_data = &_sg.d3d11.subres_data[subres_index]; + const int mip_width = ((img->cmn.width>>mip_index)>0) ? img->cmn.width>>mip_index : 1; + const int mip_height = ((img->cmn.height>>mip_index)>0) ? img->cmn.height>>mip_index : 1; + const sg_range* subimg_data = &(data->subimage[face_index][mip_index]); + const size_t slice_size = subimg_data->size / (size_t)num_slices; + const size_t slice_offset = slice_size * (size_t)slice_index; + const uint8_t* ptr = (const uint8_t*) subimg_data->ptr; + subres_data->pSysMem = ptr + slice_offset; + subres_data->SysMemPitch = (UINT)_sg_row_pitch(img->cmn.pixel_format, mip_width, 1); + if (img->cmn.type == SG_IMAGETYPE_3D) { + /* FIXME? const int mip_depth = ((img->depth>>mip_index)>0) ? img->depth>>mip_index : 1; */ + subres_data->SysMemSlicePitch = (UINT)_sg_surface_pitch(img->cmn.pixel_format, mip_width, mip_height, 1); + } + else { + subres_data->SysMemSlicePitch = 0; + } + } + } + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_image(_sg_image_t* img, const sg_image_desc* desc) { + SOKOL_ASSERT(img && desc); + SOKOL_ASSERT(!img->d3d11.tex2d && !img->d3d11.tex3d && !img->d3d11.texds && !img->d3d11.texmsaa); + SOKOL_ASSERT(!img->d3d11.srv && !img->d3d11.smp); + HRESULT hr; + _SOKOL_UNUSED(hr); + + _sg_image_common_init(&img->cmn, desc); + const bool injected = (0 != desc->d3d11_texture) || (0 != desc->d3d11_shader_resource_view); + const bool msaa = (img->cmn.sample_count > 1); + img->d3d11.format = _sg_d3d11_pixel_format(img->cmn.pixel_format); + + /* special case depth-stencil buffer? */ + if (_sg_is_valid_rendertarget_depth_format(img->cmn.pixel_format)) { + /* create only a depth-texture */ + SOKOL_ASSERT(!injected); + if (img->d3d11.format == DXGI_FORMAT_UNKNOWN) { + SOKOL_LOG("trying to create a D3D11 depth-texture with unsupported pixel format\n"); + return SG_RESOURCESTATE_FAILED; + } + D3D11_TEXTURE2D_DESC d3d11_desc; + memset(&d3d11_desc, 0, sizeof(d3d11_desc)); + d3d11_desc.Width = (UINT)img->cmn.width; + d3d11_desc.Height = (UINT)img->cmn.height; + d3d11_desc.MipLevels = 1; + d3d11_desc.ArraySize = 1; + d3d11_desc.Format = img->d3d11.format; + d3d11_desc.Usage = D3D11_USAGE_DEFAULT; + d3d11_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + d3d11_desc.SampleDesc.Count = (UINT)img->cmn.sample_count; + d3d11_desc.SampleDesc.Quality = (UINT) (msaa ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0); + hr = _sg_d3d11_CreateTexture2D(_sg.d3d11.dev, &d3d11_desc, NULL, &img->d3d11.texds); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.texds); + } + else { + /* create (or inject) color texture and shader-resource-view */ + + /* prepare initial content pointers */ + D3D11_SUBRESOURCE_DATA* init_data = 0; + if (!injected && (img->cmn.usage == SG_USAGE_IMMUTABLE) && !img->cmn.render_target) { + _sg_d3d11_fill_subres_data(img, &desc->data); + init_data = _sg.d3d11.subres_data; + } + if (img->cmn.type != SG_IMAGETYPE_3D) { + /* 2D-, cube- or array-texture */ + /* if this is an MSAA render target, the following texture will be the 'resolve-texture' */ + + /* first check for injected texture and/or resource view */ + if (injected) { + img->d3d11.tex2d = (ID3D11Texture2D*) desc->d3d11_texture; + img->d3d11.srv = (ID3D11ShaderResourceView*) desc->d3d11_shader_resource_view; + if (img->d3d11.tex2d) { + _sg_d3d11_AddRef(img->d3d11.tex2d); + } + else { + /* if only a shader-resource-view was provided, but no texture, lookup + the texture from the shader-resource-view, this also bumps the refcount + */ + SOKOL_ASSERT(img->d3d11.srv); + _sg_d3d11_GetResource((ID3D11View*)img->d3d11.srv, (ID3D11Resource**)&img->d3d11.tex2d); + SOKOL_ASSERT(img->d3d11.tex2d); + } + if (img->d3d11.srv) { + _sg_d3d11_AddRef(img->d3d11.srv); + } + } + + /* if not injected, create texture */ + if (0 == img->d3d11.tex2d) { + D3D11_TEXTURE2D_DESC d3d11_tex_desc; + memset(&d3d11_tex_desc, 0, sizeof(d3d11_tex_desc)); + d3d11_tex_desc.Width = (UINT)img->cmn.width; + d3d11_tex_desc.Height = (UINT)img->cmn.height; + d3d11_tex_desc.MipLevels = (UINT)img->cmn.num_mipmaps; + switch (img->cmn.type) { + case SG_IMAGETYPE_ARRAY: d3d11_tex_desc.ArraySize = (UINT)img->cmn.num_slices; break; + case SG_IMAGETYPE_CUBE: d3d11_tex_desc.ArraySize = 6; break; + default: d3d11_tex_desc.ArraySize = 1; break; + } + d3d11_tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + d3d11_tex_desc.Format = img->d3d11.format; + if (img->cmn.render_target) { + d3d11_tex_desc.Usage = D3D11_USAGE_DEFAULT; + if (!msaa) { + d3d11_tex_desc.BindFlags |= D3D11_BIND_RENDER_TARGET; + } + d3d11_tex_desc.CPUAccessFlags = 0; + } + else { + d3d11_tex_desc.Usage = _sg_d3d11_usage(img->cmn.usage); + d3d11_tex_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(img->cmn.usage); + } + if (img->d3d11.format == DXGI_FORMAT_UNKNOWN) { + /* trying to create a texture format that's not supported by D3D */ + SOKOL_LOG("trying to create a D3D11 texture with unsupported pixel format\n"); + return SG_RESOURCESTATE_FAILED; + } + d3d11_tex_desc.SampleDesc.Count = 1; + d3d11_tex_desc.SampleDesc.Quality = 0; + d3d11_tex_desc.MiscFlags = (img->cmn.type == SG_IMAGETYPE_CUBE) ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0; + + hr = _sg_d3d11_CreateTexture2D(_sg.d3d11.dev, &d3d11_tex_desc, init_data, &img->d3d11.tex2d); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.tex2d); + } + + /* ...and similar, if not injected, create shader-resource-view */ + if (0 == img->d3d11.srv) { + D3D11_SHADER_RESOURCE_VIEW_DESC d3d11_srv_desc; + memset(&d3d11_srv_desc, 0, sizeof(d3d11_srv_desc)); + d3d11_srv_desc.Format = img->d3d11.format; + switch (img->cmn.type) { + case SG_IMAGETYPE_2D: + d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + d3d11_srv_desc.Texture2D.MipLevels = (UINT)img->cmn.num_mipmaps; + break; + case SG_IMAGETYPE_CUBE: + d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; + d3d11_srv_desc.TextureCube.MipLevels = (UINT)img->cmn.num_mipmaps; + break; + case SG_IMAGETYPE_ARRAY: + d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; + d3d11_srv_desc.Texture2DArray.MipLevels = (UINT)img->cmn.num_mipmaps; + d3d11_srv_desc.Texture2DArray.ArraySize = (UINT)img->cmn.num_slices; + break; + default: + SOKOL_UNREACHABLE; break; + } + hr = _sg_d3d11_CreateShaderResourceView(_sg.d3d11.dev, (ID3D11Resource*)img->d3d11.tex2d, &d3d11_srv_desc, &img->d3d11.srv); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.srv); + } + } + else { + /* 3D texture - same procedure, first check if injected, than create non-injected */ + if (injected) { + img->d3d11.tex3d = (ID3D11Texture3D*) desc->d3d11_texture; + img->d3d11.srv = (ID3D11ShaderResourceView*) desc->d3d11_shader_resource_view; + if (img->d3d11.tex3d) { + _sg_d3d11_AddRef(img->d3d11.tex3d); + } + else { + SOKOL_ASSERT(img->d3d11.srv); + _sg_d3d11_GetResource((ID3D11View*)img->d3d11.srv, (ID3D11Resource**)&img->d3d11.tex3d); + SOKOL_ASSERT(img->d3d11.tex3d); + } + if (img->d3d11.srv) { + _sg_d3d11_AddRef(img->d3d11.srv); + } + } + + if (0 == img->d3d11.tex3d) { + D3D11_TEXTURE3D_DESC d3d11_tex_desc; + memset(&d3d11_tex_desc, 0, sizeof(d3d11_tex_desc)); + d3d11_tex_desc.Width = (UINT)img->cmn.width; + d3d11_tex_desc.Height = (UINT)img->cmn.height; + d3d11_tex_desc.Depth = (UINT)img->cmn.num_slices; + d3d11_tex_desc.MipLevels = (UINT)img->cmn.num_mipmaps; + d3d11_tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + d3d11_tex_desc.Format = img->d3d11.format; + if (img->cmn.render_target) { + d3d11_tex_desc.Usage = D3D11_USAGE_DEFAULT; + if (!msaa) { + d3d11_tex_desc.BindFlags |= D3D11_BIND_RENDER_TARGET; + } + d3d11_tex_desc.CPUAccessFlags = 0; + } + else { + d3d11_tex_desc.Usage = _sg_d3d11_usage(img->cmn.usage); + d3d11_tex_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(img->cmn.usage); + } + if (img->d3d11.format == DXGI_FORMAT_UNKNOWN) { + /* trying to create a texture format that's not supported by D3D */ + SOKOL_LOG("trying to create a D3D11 texture with unsupported pixel format\n"); + return SG_RESOURCESTATE_FAILED; + } + hr = _sg_d3d11_CreateTexture3D(_sg.d3d11.dev, &d3d11_tex_desc, init_data, &img->d3d11.tex3d); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.tex3d); + } + + if (0 == img->d3d11.srv) { + D3D11_SHADER_RESOURCE_VIEW_DESC d3d11_srv_desc; + memset(&d3d11_srv_desc, 0, sizeof(d3d11_srv_desc)); + d3d11_srv_desc.Format = img->d3d11.format; + d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; + d3d11_srv_desc.Texture3D.MipLevels = (UINT)img->cmn.num_mipmaps; + hr = _sg_d3d11_CreateShaderResourceView(_sg.d3d11.dev, (ID3D11Resource*)img->d3d11.tex3d, &d3d11_srv_desc, &img->d3d11.srv); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.srv); + } + } + + /* also need to create a separate MSAA render target texture? */ + if (msaa) { + D3D11_TEXTURE2D_DESC d3d11_tex_desc; + memset(&d3d11_tex_desc, 0, sizeof(d3d11_tex_desc)); + d3d11_tex_desc.Width = (UINT)img->cmn.width; + d3d11_tex_desc.Height = (UINT)img->cmn.height; + d3d11_tex_desc.MipLevels = 1; + d3d11_tex_desc.ArraySize = 1; + d3d11_tex_desc.Format = img->d3d11.format; + d3d11_tex_desc.Usage = D3D11_USAGE_DEFAULT; + d3d11_tex_desc.BindFlags = D3D11_BIND_RENDER_TARGET; + d3d11_tex_desc.CPUAccessFlags = 0; + d3d11_tex_desc.SampleDesc.Count = (UINT)img->cmn.sample_count; + d3d11_tex_desc.SampleDesc.Quality = (UINT)D3D11_STANDARD_MULTISAMPLE_PATTERN; + hr = _sg_d3d11_CreateTexture2D(_sg.d3d11.dev, &d3d11_tex_desc, NULL, &img->d3d11.texmsaa); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.texmsaa); + } + + /* sampler state object, note D3D11 implements an internal shared-pool for sampler objects */ + D3D11_SAMPLER_DESC d3d11_smp_desc; + memset(&d3d11_smp_desc, 0, sizeof(d3d11_smp_desc)); + d3d11_smp_desc.Filter = _sg_d3d11_filter(img->cmn.min_filter, img->cmn.mag_filter, img->cmn.max_anisotropy); + d3d11_smp_desc.AddressU = _sg_d3d11_address_mode(img->cmn.wrap_u); + d3d11_smp_desc.AddressV = _sg_d3d11_address_mode(img->cmn.wrap_v); + d3d11_smp_desc.AddressW = _sg_d3d11_address_mode(img->cmn.wrap_w); + switch (img->cmn.border_color) { + case SG_BORDERCOLOR_TRANSPARENT_BLACK: + /* all 0.0f */ + break; + case SG_BORDERCOLOR_OPAQUE_WHITE: + for (int i = 0; i < 4; i++) { + d3d11_smp_desc.BorderColor[i] = 1.0f; + } + break; + default: + /* opaque black */ + d3d11_smp_desc.BorderColor[3] = 1.0f; + break; + } + d3d11_smp_desc.MaxAnisotropy = img->cmn.max_anisotropy; + d3d11_smp_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; + d3d11_smp_desc.MinLOD = desc->min_lod; + d3d11_smp_desc.MaxLOD = desc->max_lod; + hr = _sg_d3d11_CreateSamplerState(_sg.d3d11.dev, &d3d11_smp_desc, &img->d3d11.smp); + SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.smp); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + if (img->d3d11.tex2d) { + _sg_d3d11_Release(img->d3d11.tex2d); + } + if (img->d3d11.tex3d) { + _sg_d3d11_Release(img->d3d11.tex3d); + } + if (img->d3d11.texds) { + _sg_d3d11_Release(img->d3d11.texds); + } + if (img->d3d11.texmsaa) { + _sg_d3d11_Release(img->d3d11.texmsaa); + } + if (img->d3d11.srv) { + _sg_d3d11_Release(img->d3d11.srv); + } + if (img->d3d11.smp) { + _sg_d3d11_Release(img->d3d11.smp); + } +} + +_SOKOL_PRIVATE bool _sg_d3d11_load_d3dcompiler_dll(void) { + /* on UWP, don't do anything (not tested) */ + #if (defined(WINAPI_FAMILY_PARTITION) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)) + return true; + #else + /* load DLL on demand */ + if ((0 == _sg.d3d11.d3dcompiler_dll) && !_sg.d3d11.d3dcompiler_dll_load_failed) { + _sg.d3d11.d3dcompiler_dll = LoadLibraryA("d3dcompiler_47.dll"); + if (0 == _sg.d3d11.d3dcompiler_dll) { + /* don't attempt to load missing DLL in the future */ + SOKOL_LOG("failed to load d3dcompiler_47.dll!\n"); + _sg.d3d11.d3dcompiler_dll_load_failed = true; + return false; + } + /* look up function pointers */ + _sg.d3d11.D3DCompile_func = (pD3DCompile)(void*) GetProcAddress(_sg.d3d11.d3dcompiler_dll, "D3DCompile"); + SOKOL_ASSERT(_sg.d3d11.D3DCompile_func); + } + return 0 != _sg.d3d11.d3dcompiler_dll; + #endif +} + +#if (defined(WINAPI_FAMILY_PARTITION) && !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)) +#define _sg_d3d11_D3DCompile D3DCompile +#else +#define _sg_d3d11_D3DCompile _sg.d3d11.D3DCompile_func +#endif + +_SOKOL_PRIVATE ID3DBlob* _sg_d3d11_compile_shader(const sg_shader_stage_desc* stage_desc) { + if (!_sg_d3d11_load_d3dcompiler_dll()) { + return NULL; + } + SOKOL_ASSERT(stage_desc->d3d11_target); + ID3DBlob* output = NULL; + ID3DBlob* errors_or_warnings = NULL; + HRESULT hr = _sg_d3d11_D3DCompile( + stage_desc->source, /* pSrcData */ + strlen(stage_desc->source), /* SrcDataSize */ + NULL, /* pSourceName */ + NULL, /* pDefines */ + NULL, /* pInclude */ + stage_desc->entry ? stage_desc->entry : "main", /* pEntryPoint */ + stage_desc->d3d11_target, /* pTarget (vs_5_0 or ps_5_0) */ + D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_OPTIMIZATION_LEVEL3, /* Flags1 */ + 0, /* Flags2 */ + &output, /* ppCode */ + &errors_or_warnings); /* ppErrorMsgs */ + if (errors_or_warnings) { + SOKOL_LOG((LPCSTR)_sg_d3d11_GetBufferPointer(errors_or_warnings)); + _sg_d3d11_Release(errors_or_warnings); errors_or_warnings = NULL; + } + if (FAILED(hr)) { + /* just in case, usually output is NULL here */ + if (output) { + _sg_d3d11_Release(output); + output = NULL; + } + } + return output; +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd && desc); + SOKOL_ASSERT(!shd->d3d11.vs && !shd->d3d11.fs && !shd->d3d11.vs_blob); + HRESULT hr; + _SOKOL_UNUSED(hr); + + _sg_shader_common_init(&shd->cmn, desc); + + /* copy vertex attribute semantic names and indices */ + for (int i = 0; i < SG_MAX_VERTEX_ATTRIBUTES; i++) { + _sg_strcpy(&shd->d3d11.attrs[i].sem_name, desc->attrs[i].sem_name); + shd->d3d11.attrs[i].sem_index = desc->attrs[i].sem_index; + } + + /* shader stage uniform blocks and image slots */ + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + _sg_shader_stage_t* cmn_stage = &shd->cmn.stage[stage_index]; + _sg_d3d11_shader_stage_t* d3d11_stage = &shd->d3d11.stage[stage_index]; + for (int ub_index = 0; ub_index < cmn_stage->num_uniform_blocks; ub_index++) { + const _sg_uniform_block_t* ub = &cmn_stage->uniform_blocks[ub_index]; + + /* create a D3D constant buffer for each uniform block */ + SOKOL_ASSERT(0 == d3d11_stage->cbufs[ub_index]); + D3D11_BUFFER_DESC cb_desc; + memset(&cb_desc, 0, sizeof(cb_desc)); + cb_desc.ByteWidth = (UINT)_sg_roundup((int)ub->size, 16); + cb_desc.Usage = D3D11_USAGE_DEFAULT; + cb_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + hr = _sg_d3d11_CreateBuffer(_sg.d3d11.dev, &cb_desc, NULL, &d3d11_stage->cbufs[ub_index]); + SOKOL_ASSERT(SUCCEEDED(hr) && d3d11_stage->cbufs[ub_index]); + } + } + + const void* vs_ptr = 0, *fs_ptr = 0; + SIZE_T vs_length = 0, fs_length = 0; + ID3DBlob* vs_blob = 0, *fs_blob = 0; + if (desc->vs.bytecode.ptr && desc->fs.bytecode.ptr) { + /* create from shader byte code */ + vs_ptr = desc->vs.bytecode.ptr; + fs_ptr = desc->fs.bytecode.ptr; + vs_length = desc->vs.bytecode.size; + fs_length = desc->fs.bytecode.size; + } + else { + /* compile from shader source code */ + vs_blob = _sg_d3d11_compile_shader(&desc->vs); + fs_blob = _sg_d3d11_compile_shader(&desc->fs); + if (vs_blob && fs_blob) { + vs_ptr = _sg_d3d11_GetBufferPointer(vs_blob); + vs_length = _sg_d3d11_GetBufferSize(vs_blob); + fs_ptr = _sg_d3d11_GetBufferPointer(fs_blob); + fs_length = _sg_d3d11_GetBufferSize(fs_blob); + } + } + sg_resource_state result = SG_RESOURCESTATE_FAILED; + if (vs_ptr && fs_ptr && (vs_length > 0) && (fs_length > 0)) { + /* create the D3D vertex- and pixel-shader objects */ + hr = _sg_d3d11_CreateVertexShader(_sg.d3d11.dev, vs_ptr, vs_length, NULL, &shd->d3d11.vs); + bool vs_succeeded = SUCCEEDED(hr) && shd->d3d11.vs; + hr = _sg_d3d11_CreatePixelShader(_sg.d3d11.dev, fs_ptr, fs_length, NULL, &shd->d3d11.fs); + bool fs_succeeded = SUCCEEDED(hr) && shd->d3d11.fs; + + /* need to store the vertex shader byte code, this is needed later in sg_create_pipeline */ + if (vs_succeeded && fs_succeeded) { + shd->d3d11.vs_blob_length = vs_length; + shd->d3d11.vs_blob = SOKOL_MALLOC((size_t)vs_length); + SOKOL_ASSERT(shd->d3d11.vs_blob); + memcpy(shd->d3d11.vs_blob, vs_ptr, vs_length); + result = SG_RESOURCESTATE_VALID; + } + } + if (vs_blob) { + _sg_d3d11_Release(vs_blob); vs_blob = 0; + } + if (fs_blob) { + _sg_d3d11_Release(fs_blob); fs_blob = 0; + } + return result; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + if (shd->d3d11.vs) { + _sg_d3d11_Release(shd->d3d11.vs); + } + if (shd->d3d11.fs) { + _sg_d3d11_Release(shd->d3d11.fs); + } + if (shd->d3d11.vs_blob) { + SOKOL_FREE(shd->d3d11.vs_blob); + } + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + _sg_shader_stage_t* cmn_stage = &shd->cmn.stage[stage_index]; + _sg_d3d11_shader_stage_t* d3d11_stage = &shd->d3d11.stage[stage_index]; + for (int ub_index = 0; ub_index < cmn_stage->num_uniform_blocks; ub_index++) { + if (d3d11_stage->cbufs[ub_index]) { + _sg_d3d11_Release(d3d11_stage->cbufs[ub_index]); + } + } + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip && shd && desc); + SOKOL_ASSERT(desc->shader.id == shd->slot.id); + SOKOL_ASSERT(shd->slot.state == SG_RESOURCESTATE_VALID); + SOKOL_ASSERT(shd->d3d11.vs_blob && shd->d3d11.vs_blob_length > 0); + SOKOL_ASSERT(!pip->d3d11.il && !pip->d3d11.rs && !pip->d3d11.dss && !pip->d3d11.bs); + + pip->shader = shd; + _sg_pipeline_common_init(&pip->cmn, desc); + pip->d3d11.index_format = _sg_d3d11_index_format(pip->cmn.index_type); + pip->d3d11.topology = _sg_d3d11_primitive_topology(desc->primitive_type); + pip->d3d11.stencil_ref = desc->stencil.ref; + + /* create input layout object */ + HRESULT hr; + _SOKOL_UNUSED(hr); + D3D11_INPUT_ELEMENT_DESC d3d11_comps[SG_MAX_VERTEX_ATTRIBUTES]; + memset(d3d11_comps, 0, sizeof(d3d11_comps)); + int attr_index = 0; + for (; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + const sg_vertex_attr_desc* a_desc = &desc->layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + const sg_buffer_layout_desc* l_desc = &desc->layout.buffers[a_desc->buffer_index]; + const sg_vertex_step step_func = l_desc->step_func; + const int step_rate = l_desc->step_rate; + D3D11_INPUT_ELEMENT_DESC* d3d11_comp = &d3d11_comps[attr_index]; + d3d11_comp->SemanticName = _sg_strptr(&shd->d3d11.attrs[attr_index].sem_name); + d3d11_comp->SemanticIndex = (UINT)shd->d3d11.attrs[attr_index].sem_index; + d3d11_comp->Format = _sg_d3d11_vertex_format(a_desc->format); + d3d11_comp->InputSlot = (UINT)a_desc->buffer_index; + d3d11_comp->AlignedByteOffset = (UINT)a_desc->offset; + d3d11_comp->InputSlotClass = _sg_d3d11_input_classification(step_func); + if (SG_VERTEXSTEP_PER_INSTANCE == step_func) { + d3d11_comp->InstanceDataStepRate = (UINT)step_rate; + } + pip->cmn.vertex_layout_valid[a_desc->buffer_index] = true; + } + for (int layout_index = 0; layout_index < SG_MAX_SHADERSTAGE_BUFFERS; layout_index++) { + if (pip->cmn.vertex_layout_valid[layout_index]) { + const sg_buffer_layout_desc* l_desc = &desc->layout.buffers[layout_index]; + SOKOL_ASSERT(l_desc->stride > 0); + pip->d3d11.vb_strides[layout_index] = (UINT)l_desc->stride; + } + else { + pip->d3d11.vb_strides[layout_index] = 0; + } + } + hr = _sg_d3d11_CreateInputLayout(_sg.d3d11.dev, + d3d11_comps, /* pInputElementDesc */ + (UINT)attr_index, /* NumElements */ + shd->d3d11.vs_blob, /* pShaderByteCodeWithInputSignature */ + shd->d3d11.vs_blob_length, /* BytecodeLength */ + &pip->d3d11.il); + SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11.il); + + /* create rasterizer state */ + D3D11_RASTERIZER_DESC rs_desc; + memset(&rs_desc, 0, sizeof(rs_desc)); + rs_desc.FillMode = D3D11_FILL_SOLID; + rs_desc.CullMode = _sg_d3d11_cull_mode(desc->cull_mode); + rs_desc.FrontCounterClockwise = desc->face_winding == SG_FACEWINDING_CCW; + rs_desc.DepthBias = (INT) pip->cmn.depth_bias; + rs_desc.DepthBiasClamp = pip->cmn.depth_bias_clamp; + rs_desc.SlopeScaledDepthBias = pip->cmn.depth_bias_slope_scale; + rs_desc.DepthClipEnable = TRUE; + rs_desc.ScissorEnable = TRUE; + rs_desc.MultisampleEnable = desc->sample_count > 1; + rs_desc.AntialiasedLineEnable = FALSE; + hr = _sg_d3d11_CreateRasterizerState(_sg.d3d11.dev, &rs_desc, &pip->d3d11.rs); + SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11.rs); + + /* create depth-stencil state */ + D3D11_DEPTH_STENCIL_DESC dss_desc; + memset(&dss_desc, 0, sizeof(dss_desc)); + dss_desc.DepthEnable = TRUE; + dss_desc.DepthWriteMask = desc->depth.write_enabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; + dss_desc.DepthFunc = _sg_d3d11_compare_func(desc->depth.compare); + dss_desc.StencilEnable = desc->stencil.enabled; + dss_desc.StencilReadMask = desc->stencil.read_mask; + dss_desc.StencilWriteMask = desc->stencil.write_mask; + const sg_stencil_face_state* sf = &desc->stencil.front; + dss_desc.FrontFace.StencilFailOp = _sg_d3d11_stencil_op(sf->fail_op); + dss_desc.FrontFace.StencilDepthFailOp = _sg_d3d11_stencil_op(sf->depth_fail_op); + dss_desc.FrontFace.StencilPassOp = _sg_d3d11_stencil_op(sf->pass_op); + dss_desc.FrontFace.StencilFunc = _sg_d3d11_compare_func(sf->compare); + const sg_stencil_face_state* sb = &desc->stencil.back; + dss_desc.BackFace.StencilFailOp = _sg_d3d11_stencil_op(sb->fail_op); + dss_desc.BackFace.StencilDepthFailOp = _sg_d3d11_stencil_op(sb->depth_fail_op); + dss_desc.BackFace.StencilPassOp = _sg_d3d11_stencil_op(sb->pass_op); + dss_desc.BackFace.StencilFunc = _sg_d3d11_compare_func(sb->compare); + hr = _sg_d3d11_CreateDepthStencilState(_sg.d3d11.dev, &dss_desc, &pip->d3d11.dss); + SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11.dss); + + /* create blend state */ + D3D11_BLEND_DESC bs_desc; + memset(&bs_desc, 0, sizeof(bs_desc)); + bs_desc.AlphaToCoverageEnable = desc->alpha_to_coverage_enabled; + bs_desc.IndependentBlendEnable = TRUE; + { + int i = 0; + for (i = 0; i < desc->color_count; i++) { + const sg_blend_state* src = &desc->colors[i].blend; + D3D11_RENDER_TARGET_BLEND_DESC* dst = &bs_desc.RenderTarget[i]; + dst->BlendEnable = src->enabled; + dst->SrcBlend = _sg_d3d11_blend_factor(src->src_factor_rgb); + dst->DestBlend = _sg_d3d11_blend_factor(src->dst_factor_rgb); + dst->BlendOp = _sg_d3d11_blend_op(src->op_rgb); + dst->SrcBlendAlpha = _sg_d3d11_blend_factor(src->src_factor_alpha); + dst->DestBlendAlpha = _sg_d3d11_blend_factor(src->dst_factor_alpha); + dst->BlendOpAlpha = _sg_d3d11_blend_op(src->op_alpha); + dst->RenderTargetWriteMask = _sg_d3d11_color_write_mask(desc->colors[i].write_mask); + } + for (; i < 8; i++) { + D3D11_RENDER_TARGET_BLEND_DESC* dst = &bs_desc.RenderTarget[i]; + dst->BlendEnable = FALSE; + dst->SrcBlend = dst->SrcBlendAlpha = D3D11_BLEND_ONE; + dst->DestBlend = dst->DestBlendAlpha = D3D11_BLEND_ZERO; + dst->BlendOp = dst->BlendOpAlpha = D3D11_BLEND_OP_ADD; + dst->RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + } + } + hr = _sg_d3d11_CreateBlendState(_sg.d3d11.dev, &bs_desc, &pip->d3d11.bs); + SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11.bs); + + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + if (pip->d3d11.il) { + _sg_d3d11_Release(pip->d3d11.il); + } + if (pip->d3d11.rs) { + _sg_d3d11_Release(pip->d3d11.rs); + } + if (pip->d3d11.dss) { + _sg_d3d11_Release(pip->d3d11.dss); + } + if (pip->d3d11.bs) { + _sg_d3d11_Release(pip->d3d11.bs); + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_d3d11_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass && desc); + SOKOL_ASSERT(att_images && att_images[0]); + SOKOL_ASSERT(_sg.d3d11.dev); + + _sg_pass_common_init(&pass->cmn, desc); + + for (int i = 0; i < pass->cmn.num_color_atts; i++) { + const sg_pass_attachment_desc* att_desc = &desc->color_attachments[i]; + _SOKOL_UNUSED(att_desc); + SOKOL_ASSERT(att_desc->image.id != SG_INVALID_ID); + _sg_image_t* att_img = att_images[i]; + SOKOL_ASSERT(att_img && (att_img->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_color_format(att_img->cmn.pixel_format)); + SOKOL_ASSERT(0 == pass->d3d11.color_atts[i].image); + pass->d3d11.color_atts[i].image = att_img; + + /* create D3D11 render-target-view */ + const _sg_pass_attachment_t* cmn_att = &pass->cmn.color_atts[i]; + SOKOL_ASSERT(0 == pass->d3d11.color_atts[i].rtv); + ID3D11Resource* d3d11_res = 0; + const bool is_msaa = att_img->cmn.sample_count > 1; + D3D11_RENDER_TARGET_VIEW_DESC d3d11_rtv_desc; + memset(&d3d11_rtv_desc, 0, sizeof(d3d11_rtv_desc)); + d3d11_rtv_desc.Format = att_img->d3d11.format; + if ((att_img->cmn.type == SG_IMAGETYPE_2D) || is_msaa) { + if (is_msaa) { + d3d11_res = (ID3D11Resource*) att_img->d3d11.texmsaa; + d3d11_rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS; + } + else { + d3d11_res = (ID3D11Resource*) att_img->d3d11.tex2d; + d3d11_rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + d3d11_rtv_desc.Texture2D.MipSlice = (UINT)cmn_att->mip_level; + } + } + else if ((att_img->cmn.type == SG_IMAGETYPE_CUBE) || (att_img->cmn.type == SG_IMAGETYPE_ARRAY)) { + d3d11_res = (ID3D11Resource*) att_img->d3d11.tex2d; + d3d11_rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; + d3d11_rtv_desc.Texture2DArray.MipSlice = (UINT)cmn_att->mip_level; + d3d11_rtv_desc.Texture2DArray.FirstArraySlice = (UINT)cmn_att->slice; + d3d11_rtv_desc.Texture2DArray.ArraySize = 1; + } + else { + SOKOL_ASSERT(att_img->cmn.type == SG_IMAGETYPE_3D); + d3d11_res = (ID3D11Resource*) att_img->d3d11.tex3d; + d3d11_rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D; + d3d11_rtv_desc.Texture3D.MipSlice = (UINT)cmn_att->mip_level; + d3d11_rtv_desc.Texture3D.FirstWSlice = (UINT)cmn_att->slice; + d3d11_rtv_desc.Texture3D.WSize = 1; + } + SOKOL_ASSERT(d3d11_res); + HRESULT hr = _sg_d3d11_CreateRenderTargetView(_sg.d3d11.dev, d3d11_res, &d3d11_rtv_desc, &pass->d3d11.color_atts[i].rtv); + _SOKOL_UNUSED(hr); + SOKOL_ASSERT(SUCCEEDED(hr) && pass->d3d11.color_atts[i].rtv); + } + + /* optional depth-stencil image */ + SOKOL_ASSERT(0 == pass->d3d11.ds_att.image); + SOKOL_ASSERT(0 == pass->d3d11.ds_att.dsv); + if (desc->depth_stencil_attachment.image.id != SG_INVALID_ID) { + const int ds_img_index = SG_MAX_COLOR_ATTACHMENTS; + const sg_pass_attachment_desc* att_desc = &desc->depth_stencil_attachment; + _SOKOL_UNUSED(att_desc); + _sg_image_t* att_img = att_images[ds_img_index]; + SOKOL_ASSERT(att_img && (att_img->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_depth_format(att_img->cmn.pixel_format)); + SOKOL_ASSERT(0 == pass->d3d11.ds_att.image); + pass->d3d11.ds_att.image = att_img; + + /* create D3D11 depth-stencil-view */ + D3D11_DEPTH_STENCIL_VIEW_DESC d3d11_dsv_desc; + memset(&d3d11_dsv_desc, 0, sizeof(d3d11_dsv_desc)); + d3d11_dsv_desc.Format = att_img->d3d11.format; + const bool is_msaa = att_img->cmn.sample_count > 1; + if (is_msaa) { + d3d11_dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS; + } + else { + d3d11_dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + } + ID3D11Resource* d3d11_res = (ID3D11Resource*) att_img->d3d11.texds; + SOKOL_ASSERT(d3d11_res); + HRESULT hr = _sg_d3d11_CreateDepthStencilView(_sg.d3d11.dev, d3d11_res, &d3d11_dsv_desc, &pass->d3d11.ds_att.dsv); + _SOKOL_UNUSED(hr); + SOKOL_ASSERT(SUCCEEDED(hr) && pass->d3d11.ds_att.dsv); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_d3d11_destroy_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + if (pass->d3d11.color_atts[i].rtv) { + _sg_d3d11_Release(pass->d3d11.color_atts[i].rtv); + } + } + if (pass->d3d11.ds_att.dsv) { + _sg_d3d11_Release(pass->d3d11.ds_att.dsv); + } +} + +_SOKOL_PRIVATE _sg_image_t* _sg_d3d11_pass_color_image(const _sg_pass_t* pass, int index) { + SOKOL_ASSERT(pass && (index >= 0) && (index < SG_MAX_COLOR_ATTACHMENTS)); + /* NOTE: may return null */ + return pass->d3d11.color_atts[index].image; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_d3d11_pass_ds_image(const _sg_pass_t* pass) { + /* NOTE: may return null */ + SOKOL_ASSERT(pass); + return pass->d3d11.ds_att.image; +} + +_SOKOL_PRIVATE void _sg_d3d11_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + SOKOL_ASSERT(action); + SOKOL_ASSERT(!_sg.d3d11.in_pass); + SOKOL_ASSERT(_sg.d3d11.rtv_cb || _sg.d3d11.rtv_userdata_cb); + SOKOL_ASSERT(_sg.d3d11.dsv_cb || _sg.d3d11.dsv_userdata_cb); + _sg.d3d11.in_pass = true; + _sg.d3d11.cur_width = w; + _sg.d3d11.cur_height = h; + if (pass) { + _sg.d3d11.cur_pass = pass; + _sg.d3d11.cur_pass_id.id = pass->slot.id; + _sg.d3d11.num_rtvs = 0; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + _sg.d3d11.cur_rtvs[i] = pass->d3d11.color_atts[i].rtv; + if (_sg.d3d11.cur_rtvs[i]) { + _sg.d3d11.num_rtvs++; + } + } + _sg.d3d11.cur_dsv = pass->d3d11.ds_att.dsv; + } + else { + /* render to default frame buffer */ + _sg.d3d11.cur_pass = 0; + _sg.d3d11.cur_pass_id.id = SG_INVALID_ID; + _sg.d3d11.num_rtvs = 1; + if (_sg.d3d11.rtv_cb) { + _sg.d3d11.cur_rtvs[0] = (ID3D11RenderTargetView*) _sg.d3d11.rtv_cb(); + } + else { + _sg.d3d11.cur_rtvs[0] = (ID3D11RenderTargetView*) _sg.d3d11.rtv_userdata_cb(_sg.d3d11.user_data); + } + for (int i = 1; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + _sg.d3d11.cur_rtvs[i] = 0; + } + if (_sg.d3d11.dsv_cb) { + _sg.d3d11.cur_dsv = (ID3D11DepthStencilView*) _sg.d3d11.dsv_cb(); + } + else { + _sg.d3d11.cur_dsv = (ID3D11DepthStencilView*) _sg.d3d11.dsv_userdata_cb(_sg.d3d11.user_data); + } + SOKOL_ASSERT(_sg.d3d11.cur_rtvs[0] && _sg.d3d11.cur_dsv); + } + /* apply the render-target- and depth-stencil-views */ + _sg_d3d11_OMSetRenderTargets(_sg.d3d11.ctx, SG_MAX_COLOR_ATTACHMENTS, _sg.d3d11.cur_rtvs, _sg.d3d11.cur_dsv); + + /* set viewport and scissor rect to cover whole screen */ + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(vp)); + vp.Width = (FLOAT) w; + vp.Height = (FLOAT) h; + vp.MaxDepth = 1.0f; + _sg_d3d11_RSSetViewports(_sg.d3d11.ctx, 1, &vp); + D3D11_RECT rect; + rect.left = 0; + rect.top = 0; + rect.right = w; + rect.bottom = h; + _sg_d3d11_RSSetScissorRects(_sg.d3d11.ctx, 1, &rect); + + /* perform clear action */ + for (int i = 0; i < _sg.d3d11.num_rtvs; i++) { + if (action->colors[i].action == SG_ACTION_CLEAR) { + _sg_d3d11_ClearRenderTargetView(_sg.d3d11.ctx, _sg.d3d11.cur_rtvs[i], &action->colors[i].value.r); + } + } + UINT ds_flags = 0; + if (action->depth.action == SG_ACTION_CLEAR) { + ds_flags |= D3D11_CLEAR_DEPTH; + } + if (action->stencil.action == SG_ACTION_CLEAR) { + ds_flags |= D3D11_CLEAR_STENCIL; + } + if ((0 != ds_flags) && _sg.d3d11.cur_dsv) { + _sg_d3d11_ClearDepthStencilView(_sg.d3d11.ctx, _sg.d3d11.cur_dsv, ds_flags, action->depth.value, action->stencil.value); + } +} + +/* D3D11CalcSubresource only exists for C++ */ +_SOKOL_PRIVATE UINT _sg_d3d11_calcsubresource(UINT mip_slice, UINT array_slice, UINT mip_levels) { + return mip_slice + array_slice * mip_levels; +} + +_SOKOL_PRIVATE void _sg_d3d11_end_pass(void) { + SOKOL_ASSERT(_sg.d3d11.in_pass && _sg.d3d11.ctx); + _sg.d3d11.in_pass = false; + + /* need to resolve MSAA render target into texture? */ + if (_sg.d3d11.cur_pass) { + SOKOL_ASSERT(_sg.d3d11.cur_pass->slot.id == _sg.d3d11.cur_pass_id.id); + for (int i = 0; i < _sg.d3d11.num_rtvs; i++) { + _sg_pass_attachment_t* cmn_att = &_sg.d3d11.cur_pass->cmn.color_atts[i]; + _sg_image_t* att_img = _sg.d3d11.cur_pass->d3d11.color_atts[i].image; + SOKOL_ASSERT(att_img && (att_img->slot.id == cmn_att->image_id.id)); + if (att_img->cmn.sample_count > 1) { + /* FIXME: support MSAA resolve into 3D texture */ + SOKOL_ASSERT(att_img->d3d11.tex2d && att_img->d3d11.texmsaa && !att_img->d3d11.tex3d); + SOKOL_ASSERT(DXGI_FORMAT_UNKNOWN != att_img->d3d11.format); + UINT dst_subres = _sg_d3d11_calcsubresource((UINT)cmn_att->mip_level, (UINT)cmn_att->slice, (UINT)att_img->cmn.num_mipmaps); + _sg_d3d11_ResolveSubresource(_sg.d3d11.ctx, + (ID3D11Resource*) att_img->d3d11.tex2d, /* pDstResource */ + dst_subres, /* DstSubresource */ + (ID3D11Resource*) att_img->d3d11.texmsaa, /* pSrcResource */ + 0, /* SrcSubresource */ + att_img->d3d11.format); + } + } + } + _sg.d3d11.cur_pass = 0; + _sg.d3d11.cur_pass_id.id = SG_INVALID_ID; + _sg.d3d11.cur_pipeline = 0; + _sg.d3d11.cur_pipeline_id.id = SG_INVALID_ID; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + _sg.d3d11.cur_rtvs[i] = 0; + } + _sg.d3d11.cur_dsv = 0; + _sg_d3d11_clear_state(); +} + +_SOKOL_PRIVATE void _sg_d3d11_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(_sg.d3d11.in_pass); + D3D11_VIEWPORT vp; + vp.TopLeftX = (FLOAT) x; + vp.TopLeftY = (FLOAT) (origin_top_left ? y : (_sg.d3d11.cur_height - (y + h))); + vp.Width = (FLOAT) w; + vp.Height = (FLOAT) h; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + _sg_d3d11_RSSetViewports(_sg.d3d11.ctx, 1, &vp); +} + +_SOKOL_PRIVATE void _sg_d3d11_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(_sg.d3d11.in_pass); + D3D11_RECT rect; + rect.left = x; + rect.top = (origin_top_left ? y : (_sg.d3d11.cur_height - (y + h))); + rect.right = x + w; + rect.bottom = origin_top_left ? (y + h) : (_sg.d3d11.cur_height - y); + _sg_d3d11_RSSetScissorRects(_sg.d3d11.ctx, 1, &rect); +} + +_SOKOL_PRIVATE void _sg_d3d11_apply_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + SOKOL_ASSERT(pip->shader && (pip->cmn.shader_id.id == pip->shader->slot.id)); + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(_sg.d3d11.in_pass); + SOKOL_ASSERT(pip->d3d11.rs && pip->d3d11.bs && pip->d3d11.dss && pip->d3d11.il); + + _sg.d3d11.cur_pipeline = pip; + _sg.d3d11.cur_pipeline_id.id = pip->slot.id; + _sg.d3d11.use_indexed_draw = (pip->d3d11.index_format != DXGI_FORMAT_UNKNOWN); + + _sg_d3d11_RSSetState(_sg.d3d11.ctx, pip->d3d11.rs); + _sg_d3d11_OMSetDepthStencilState(_sg.d3d11.ctx, pip->d3d11.dss, pip->d3d11.stencil_ref); + _sg_d3d11_OMSetBlendState(_sg.d3d11.ctx, pip->d3d11.bs, &pip->cmn.blend_color.r, 0xFFFFFFFF); + _sg_d3d11_IASetPrimitiveTopology(_sg.d3d11.ctx, pip->d3d11.topology); + _sg_d3d11_IASetInputLayout(_sg.d3d11.ctx, pip->d3d11.il); + _sg_d3d11_VSSetShader(_sg.d3d11.ctx, pip->shader->d3d11.vs, NULL, 0); + _sg_d3d11_VSSetConstantBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, pip->shader->d3d11.stage[SG_SHADERSTAGE_VS].cbufs); + _sg_d3d11_PSSetShader(_sg.d3d11.ctx, pip->shader->d3d11.fs, NULL, 0); + _sg_d3d11_PSSetConstantBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, pip->shader->d3d11.stage[SG_SHADERSTAGE_FS].cbufs); +} + +_SOKOL_PRIVATE void _sg_d3d11_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + SOKOL_ASSERT(pip); + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(_sg.d3d11.in_pass); + + /* gather all the D3D11 resources into arrays */ + ID3D11Buffer* d3d11_ib = ib ? ib->d3d11.buf : 0; + ID3D11Buffer* d3d11_vbs[SG_MAX_SHADERSTAGE_BUFFERS]; + UINT d3d11_vb_offsets[SG_MAX_SHADERSTAGE_BUFFERS]; + ID3D11ShaderResourceView* d3d11_vs_srvs[SG_MAX_SHADERSTAGE_IMAGES]; + ID3D11SamplerState* d3d11_vs_smps[SG_MAX_SHADERSTAGE_IMAGES]; + ID3D11ShaderResourceView* d3d11_fs_srvs[SG_MAX_SHADERSTAGE_IMAGES]; + ID3D11SamplerState* d3d11_fs_smps[SG_MAX_SHADERSTAGE_IMAGES]; + int i; + for (i = 0; i < num_vbs; i++) { + SOKOL_ASSERT(vbs[i]->d3d11.buf); + d3d11_vbs[i] = vbs[i]->d3d11.buf; + d3d11_vb_offsets[i] = (UINT)vb_offsets[i]; + } + for (; i < SG_MAX_SHADERSTAGE_BUFFERS; i++) { + d3d11_vbs[i] = 0; + d3d11_vb_offsets[i] = 0; + } + for (i = 0; i < num_vs_imgs; i++) { + SOKOL_ASSERT(vs_imgs[i]->d3d11.srv); + SOKOL_ASSERT(vs_imgs[i]->d3d11.smp); + d3d11_vs_srvs[i] = vs_imgs[i]->d3d11.srv; + d3d11_vs_smps[i] = vs_imgs[i]->d3d11.smp; + } + for (; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + d3d11_vs_srvs[i] = 0; + d3d11_vs_smps[i] = 0; + } + for (i = 0; i < num_fs_imgs; i++) { + SOKOL_ASSERT(fs_imgs[i]->d3d11.srv); + SOKOL_ASSERT(fs_imgs[i]->d3d11.smp); + d3d11_fs_srvs[i] = fs_imgs[i]->d3d11.srv; + d3d11_fs_smps[i] = fs_imgs[i]->d3d11.smp; + } + for (; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + d3d11_fs_srvs[i] = 0; + d3d11_fs_smps[i] = 0; + } + + _sg_d3d11_IASetVertexBuffers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_BUFFERS, d3d11_vbs, pip->d3d11.vb_strides, d3d11_vb_offsets); + _sg_d3d11_IASetIndexBuffer(_sg.d3d11.ctx, d3d11_ib, pip->d3d11.index_format, (UINT)ib_offset); + _sg_d3d11_VSSetShaderResources(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, d3d11_vs_srvs); + _sg_d3d11_VSSetSamplers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, d3d11_vs_smps); + _sg_d3d11_PSSetShaderResources(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, d3d11_fs_srvs); + _sg_d3d11_PSSetSamplers(_sg.d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, d3d11_fs_smps); +} + +_SOKOL_PRIVATE void _sg_d3d11_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + SOKOL_ASSERT(_sg.d3d11.ctx && _sg.d3d11.in_pass); + SOKOL_ASSERT(_sg.d3d11.cur_pipeline && _sg.d3d11.cur_pipeline->slot.id == _sg.d3d11.cur_pipeline_id.id); + SOKOL_ASSERT(_sg.d3d11.cur_pipeline->shader && _sg.d3d11.cur_pipeline->shader->slot.id == _sg.d3d11.cur_pipeline->cmn.shader_id.id); + SOKOL_ASSERT(ub_index < _sg.d3d11.cur_pipeline->shader->cmn.stage[stage_index].num_uniform_blocks); + SOKOL_ASSERT(data->size == _sg.d3d11.cur_pipeline->shader->cmn.stage[stage_index].uniform_blocks[ub_index].size); + ID3D11Buffer* cb = _sg.d3d11.cur_pipeline->shader->d3d11.stage[stage_index].cbufs[ub_index]; + SOKOL_ASSERT(cb); + _sg_d3d11_UpdateSubresource(_sg.d3d11.ctx, (ID3D11Resource*)cb, 0, NULL, data->ptr, 0, 0); +} + +_SOKOL_PRIVATE void _sg_d3d11_draw(int base_element, int num_elements, int num_instances) { + SOKOL_ASSERT(_sg.d3d11.in_pass); + if (_sg.d3d11.use_indexed_draw) { + if (1 == num_instances) { + _sg_d3d11_DrawIndexed(_sg.d3d11.ctx, (UINT)num_elements, (UINT)base_element, 0); + } + else { + _sg_d3d11_DrawIndexedInstanced(_sg.d3d11.ctx, (UINT)num_elements, (UINT)num_instances, (UINT)base_element, 0, 0); + } + } + else { + if (1 == num_instances) { + _sg_d3d11_Draw(_sg.d3d11.ctx, (UINT)num_elements, (UINT)base_element); + } + else { + _sg_d3d11_DrawInstanced(_sg.d3d11.ctx, (UINT)num_elements, (UINT)num_instances, (UINT)base_element, 0); + } + } +} + +_SOKOL_PRIVATE void _sg_d3d11_commit(void) { + SOKOL_ASSERT(!_sg.d3d11.in_pass); +} + +_SOKOL_PRIVATE void _sg_d3d11_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(buf->d3d11.buf); + D3D11_MAPPED_SUBRESOURCE d3d11_msr; + HRESULT hr = _sg_d3d11_Map(_sg.d3d11.ctx, (ID3D11Resource*)buf->d3d11.buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &d3d11_msr); + _SOKOL_UNUSED(hr); + SOKOL_ASSERT(SUCCEEDED(hr)); + memcpy(d3d11_msr.pData, data->ptr, data->size); + _sg_d3d11_Unmap(_sg.d3d11.ctx, (ID3D11Resource*)buf->d3d11.buf, 0); +} + +_SOKOL_PRIVATE int _sg_d3d11_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(buf->d3d11.buf); + D3D11_MAP map_type = new_frame ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE; + D3D11_MAPPED_SUBRESOURCE d3d11_msr; + HRESULT hr = _sg_d3d11_Map(_sg.d3d11.ctx, (ID3D11Resource*)buf->d3d11.buf, 0, map_type, 0, &d3d11_msr); + _SOKOL_UNUSED(hr); + SOKOL_ASSERT(SUCCEEDED(hr)); + uint8_t* dst_ptr = (uint8_t*)d3d11_msr.pData + buf->cmn.append_pos; + memcpy(dst_ptr, data->ptr, data->size); + _sg_d3d11_Unmap(_sg.d3d11.ctx, (ID3D11Resource*)buf->d3d11.buf, 0); + /* NOTE: this is a requirement from WebGPU, but we want identical behaviour across all backend */ + return _sg_roundup((int)data->size, 4); +} + +_SOKOL_PRIVATE void _sg_d3d11_update_image(_sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(img && data); + SOKOL_ASSERT(_sg.d3d11.ctx); + SOKOL_ASSERT(img->d3d11.tex2d || img->d3d11.tex3d); + ID3D11Resource* d3d11_res = 0; + if (img->d3d11.tex3d) { + d3d11_res = (ID3D11Resource*) img->d3d11.tex3d; + } + else { + d3d11_res = (ID3D11Resource*) img->d3d11.tex2d; + } + SOKOL_ASSERT(d3d11_res); + const int num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6:1; + const int num_slices = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? img->cmn.num_slices:1; + UINT subres_index = 0; + HRESULT hr; + _SOKOL_UNUSED(hr); + D3D11_MAPPED_SUBRESOURCE d3d11_msr; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int slice_index = 0; slice_index < num_slices; slice_index++) { + for (int mip_index = 0; mip_index < img->cmn.num_mipmaps; mip_index++, subres_index++) { + SOKOL_ASSERT(subres_index < (SG_MAX_MIPMAPS * SG_MAX_TEXTUREARRAY_LAYERS)); + const int mip_width = ((img->cmn.width>>mip_index)>0) ? img->cmn.width>>mip_index : 1; + const int mip_height = ((img->cmn.height>>mip_index)>0) ? img->cmn.height>>mip_index : 1; + const int src_pitch = _sg_row_pitch(img->cmn.pixel_format, mip_width, 1); + const sg_range* subimg_data = &(data->subimage[face_index][mip_index]); + const size_t slice_size = subimg_data->size / (size_t)num_slices; + const size_t slice_offset = slice_size * (size_t)slice_index; + const uint8_t* slice_ptr = ((const uint8_t*)subimg_data->ptr) + slice_offset; + hr = _sg_d3d11_Map(_sg.d3d11.ctx, d3d11_res, subres_index, D3D11_MAP_WRITE_DISCARD, 0, &d3d11_msr); + SOKOL_ASSERT(SUCCEEDED(hr)); + /* FIXME: need to handle difference in depth-pitch for 3D textures as well! */ + if (src_pitch == (int)d3d11_msr.RowPitch) { + memcpy(d3d11_msr.pData, slice_ptr, slice_size); + } + else { + SOKOL_ASSERT(src_pitch < (int)d3d11_msr.RowPitch); + const uint8_t* src_ptr = slice_ptr; + uint8_t* dst_ptr = (uint8_t*) d3d11_msr.pData; + for (int row_index = 0; row_index < mip_height; row_index++) { + memcpy(dst_ptr, src_ptr, (size_t)src_pitch); + src_ptr += src_pitch; + dst_ptr += d3d11_msr.RowPitch; + } + } + _sg_d3d11_Unmap(_sg.d3d11.ctx, d3d11_res, subres_index); + } + } + } +} + +/*== METAL BACKEND IMPLEMENTATION ============================================*/ +#elif defined(SOKOL_METAL) + +#if __has_feature(objc_arc) +#define _SG_OBJC_RETAIN(obj) { } +#define _SG_OBJC_RELEASE(obj) { obj = nil; } +#define _SG_OBJC_RELEASE_WITH_NULL(obj) { obj = [NSNull null]; } +#else +#define _SG_OBJC_RETAIN(obj) { [obj retain]; } +#define _SG_OBJC_RELEASE(obj) { [obj release]; obj = nil; } +#define _SG_OBJC_RELEASE_WITH_NULL(obj) { [obj release]; obj = [NSNull null]; } +#endif + +/*-- enum translation functions ----------------------------------------------*/ +_SOKOL_PRIVATE MTLLoadAction _sg_mtl_load_action(sg_action a) { + switch (a) { + case SG_ACTION_CLEAR: return MTLLoadActionClear; + case SG_ACTION_LOAD: return MTLLoadActionLoad; + case SG_ACTION_DONTCARE: return MTLLoadActionDontCare; + default: SOKOL_UNREACHABLE; return (MTLLoadAction)0; + } +} + +_SOKOL_PRIVATE MTLResourceOptions _sg_mtl_buffer_resource_options(sg_usage usg) { + switch (usg) { + case SG_USAGE_IMMUTABLE: + return MTLResourceStorageModeShared; + case SG_USAGE_DYNAMIC: + case SG_USAGE_STREAM: + #if defined(_SG_TARGET_MACOS) + return MTLCPUCacheModeWriteCombined|MTLResourceStorageModeManaged; + #else + return MTLCPUCacheModeWriteCombined; + #endif + default: + SOKOL_UNREACHABLE; + return 0; + } +} + +_SOKOL_PRIVATE MTLVertexStepFunction _sg_mtl_step_function(sg_vertex_step step) { + switch (step) { + case SG_VERTEXSTEP_PER_VERTEX: return MTLVertexStepFunctionPerVertex; + case SG_VERTEXSTEP_PER_INSTANCE: return MTLVertexStepFunctionPerInstance; + default: SOKOL_UNREACHABLE; return (MTLVertexStepFunction)0; + } +} + +_SOKOL_PRIVATE MTLVertexFormat _sg_mtl_vertex_format(sg_vertex_format fmt) { + switch (fmt) { + case SG_VERTEXFORMAT_FLOAT: return MTLVertexFormatFloat; + case SG_VERTEXFORMAT_FLOAT2: return MTLVertexFormatFloat2; + case SG_VERTEXFORMAT_FLOAT3: return MTLVertexFormatFloat3; + case SG_VERTEXFORMAT_FLOAT4: return MTLVertexFormatFloat4; + case SG_VERTEXFORMAT_BYTE4: return MTLVertexFormatChar4; + case SG_VERTEXFORMAT_BYTE4N: return MTLVertexFormatChar4Normalized; + case SG_VERTEXFORMAT_UBYTE4: return MTLVertexFormatUChar4; + case SG_VERTEXFORMAT_UBYTE4N: return MTLVertexFormatUChar4Normalized; + case SG_VERTEXFORMAT_SHORT2: return MTLVertexFormatShort2; + case SG_VERTEXFORMAT_SHORT2N: return MTLVertexFormatShort2Normalized; + case SG_VERTEXFORMAT_USHORT2N: return MTLVertexFormatUShort2Normalized; + case SG_VERTEXFORMAT_SHORT4: return MTLVertexFormatShort4; + case SG_VERTEXFORMAT_SHORT4N: return MTLVertexFormatShort4Normalized; + case SG_VERTEXFORMAT_USHORT4N: return MTLVertexFormatUShort4Normalized; + case SG_VERTEXFORMAT_UINT10_N2: return MTLVertexFormatUInt1010102Normalized; + default: SOKOL_UNREACHABLE; return (MTLVertexFormat)0; + } +} + +_SOKOL_PRIVATE MTLPrimitiveType _sg_mtl_primitive_type(sg_primitive_type t) { + switch (t) { + case SG_PRIMITIVETYPE_POINTS: return MTLPrimitiveTypePoint; + case SG_PRIMITIVETYPE_LINES: return MTLPrimitiveTypeLine; + case SG_PRIMITIVETYPE_LINE_STRIP: return MTLPrimitiveTypeLineStrip; + case SG_PRIMITIVETYPE_TRIANGLES: return MTLPrimitiveTypeTriangle; + case SG_PRIMITIVETYPE_TRIANGLE_STRIP: return MTLPrimitiveTypeTriangleStrip; + default: SOKOL_UNREACHABLE; return (MTLPrimitiveType)0; + } +} + +_SOKOL_PRIVATE MTLPixelFormat _sg_mtl_pixel_format(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_R8: return MTLPixelFormatR8Unorm; + case SG_PIXELFORMAT_R8SN: return MTLPixelFormatR8Snorm; + case SG_PIXELFORMAT_R8UI: return MTLPixelFormatR8Uint; + case SG_PIXELFORMAT_R8SI: return MTLPixelFormatR8Sint; + case SG_PIXELFORMAT_R16: return MTLPixelFormatR16Unorm; + case SG_PIXELFORMAT_R16SN: return MTLPixelFormatR16Snorm; + case SG_PIXELFORMAT_R16UI: return MTLPixelFormatR16Uint; + case SG_PIXELFORMAT_R16SI: return MTLPixelFormatR16Sint; + case SG_PIXELFORMAT_R16F: return MTLPixelFormatR16Float; + case SG_PIXELFORMAT_RG8: return MTLPixelFormatRG8Unorm; + case SG_PIXELFORMAT_RG8SN: return MTLPixelFormatRG8Snorm; + case SG_PIXELFORMAT_RG8UI: return MTLPixelFormatRG8Uint; + case SG_PIXELFORMAT_RG8SI: return MTLPixelFormatRG8Sint; + case SG_PIXELFORMAT_R32UI: return MTLPixelFormatR32Uint; + case SG_PIXELFORMAT_R32SI: return MTLPixelFormatR32Sint; + case SG_PIXELFORMAT_R32F: return MTLPixelFormatR32Float; + case SG_PIXELFORMAT_RG16: return MTLPixelFormatRG16Unorm; + case SG_PIXELFORMAT_RG16SN: return MTLPixelFormatRG16Snorm; + case SG_PIXELFORMAT_RG16UI: return MTLPixelFormatRG16Uint; + case SG_PIXELFORMAT_RG16SI: return MTLPixelFormatRG16Sint; + case SG_PIXELFORMAT_RG16F: return MTLPixelFormatRG16Float; + case SG_PIXELFORMAT_RGBA8: return MTLPixelFormatRGBA8Unorm; + case SG_PIXELFORMAT_RGBA8SN: return MTLPixelFormatRGBA8Snorm; + case SG_PIXELFORMAT_RGBA8UI: return MTLPixelFormatRGBA8Uint; + case SG_PIXELFORMAT_RGBA8SI: return MTLPixelFormatRGBA8Sint; + case SG_PIXELFORMAT_BGRA8: return MTLPixelFormatBGRA8Unorm; + case SG_PIXELFORMAT_RGB10A2: return MTLPixelFormatRGB10A2Unorm; + case SG_PIXELFORMAT_RG11B10F: return MTLPixelFormatRG11B10Float; + case SG_PIXELFORMAT_RG32UI: return MTLPixelFormatRG32Uint; + case SG_PIXELFORMAT_RG32SI: return MTLPixelFormatRG32Sint; + case SG_PIXELFORMAT_RG32F: return MTLPixelFormatRG32Float; + case SG_PIXELFORMAT_RGBA16: return MTLPixelFormatRGBA16Unorm; + case SG_PIXELFORMAT_RGBA16SN: return MTLPixelFormatRGBA16Snorm; + case SG_PIXELFORMAT_RGBA16UI: return MTLPixelFormatRGBA16Uint; + case SG_PIXELFORMAT_RGBA16SI: return MTLPixelFormatRGBA16Sint; + case SG_PIXELFORMAT_RGBA16F: return MTLPixelFormatRGBA16Float; + case SG_PIXELFORMAT_RGBA32UI: return MTLPixelFormatRGBA32Uint; + case SG_PIXELFORMAT_RGBA32SI: return MTLPixelFormatRGBA32Sint; + case SG_PIXELFORMAT_RGBA32F: return MTLPixelFormatRGBA32Float; + case SG_PIXELFORMAT_DEPTH: return MTLPixelFormatDepth32Float; + case SG_PIXELFORMAT_DEPTH_STENCIL: return MTLPixelFormatDepth32Float_Stencil8; + #if defined(_SG_TARGET_MACOS) + case SG_PIXELFORMAT_BC1_RGBA: return MTLPixelFormatBC1_RGBA; + case SG_PIXELFORMAT_BC2_RGBA: return MTLPixelFormatBC2_RGBA; + case SG_PIXELFORMAT_BC3_RGBA: return MTLPixelFormatBC3_RGBA; + case SG_PIXELFORMAT_BC4_R: return MTLPixelFormatBC4_RUnorm; + case SG_PIXELFORMAT_BC4_RSN: return MTLPixelFormatBC4_RSnorm; + case SG_PIXELFORMAT_BC5_RG: return MTLPixelFormatBC5_RGUnorm; + case SG_PIXELFORMAT_BC5_RGSN: return MTLPixelFormatBC5_RGSnorm; + case SG_PIXELFORMAT_BC6H_RGBF: return MTLPixelFormatBC6H_RGBFloat; + case SG_PIXELFORMAT_BC6H_RGBUF: return MTLPixelFormatBC6H_RGBUfloat; + case SG_PIXELFORMAT_BC7_RGBA: return MTLPixelFormatBC7_RGBAUnorm; + #else + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: return MTLPixelFormatPVRTC_RGB_2BPP; + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: return MTLPixelFormatPVRTC_RGB_4BPP; + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: return MTLPixelFormatPVRTC_RGBA_2BPP; + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: return MTLPixelFormatPVRTC_RGBA_4BPP; + case SG_PIXELFORMAT_ETC2_RGB8: return MTLPixelFormatETC2_RGB8; + case SG_PIXELFORMAT_ETC2_RGB8A1: return MTLPixelFormatETC2_RGB8A1; + case SG_PIXELFORMAT_ETC2_RGBA8: return MTLPixelFormatEAC_RGBA8; + case SG_PIXELFORMAT_ETC2_RG11: return MTLPixelFormatEAC_RG11Unorm; + case SG_PIXELFORMAT_ETC2_RG11SN: return MTLPixelFormatEAC_RG11Snorm; + #endif + default: return MTLPixelFormatInvalid; + } +} + +_SOKOL_PRIVATE MTLColorWriteMask _sg_mtl_color_write_mask(sg_color_mask m) { + MTLColorWriteMask mtl_mask = MTLColorWriteMaskNone; + if (m & SG_COLORMASK_R) { + mtl_mask |= MTLColorWriteMaskRed; + } + if (m & SG_COLORMASK_G) { + mtl_mask |= MTLColorWriteMaskGreen; + } + if (m & SG_COLORMASK_B) { + mtl_mask |= MTLColorWriteMaskBlue; + } + if (m & SG_COLORMASK_A) { + mtl_mask |= MTLColorWriteMaskAlpha; + } + return mtl_mask; +} + +_SOKOL_PRIVATE MTLBlendOperation _sg_mtl_blend_op(sg_blend_op op) { + switch (op) { + case SG_BLENDOP_ADD: return MTLBlendOperationAdd; + case SG_BLENDOP_SUBTRACT: return MTLBlendOperationSubtract; + case SG_BLENDOP_REVERSE_SUBTRACT: return MTLBlendOperationReverseSubtract; + default: SOKOL_UNREACHABLE; return (MTLBlendOperation)0; + } +} + +_SOKOL_PRIVATE MTLBlendFactor _sg_mtl_blend_factor(sg_blend_factor f) { + switch (f) { + case SG_BLENDFACTOR_ZERO: return MTLBlendFactorZero; + case SG_BLENDFACTOR_ONE: return MTLBlendFactorOne; + case SG_BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor; + case SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor; + case SG_BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha; + case SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha; + case SG_BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor; + case SG_BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor; + case SG_BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha; + case SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha; + case SG_BLENDFACTOR_SRC_ALPHA_SATURATED: return MTLBlendFactorSourceAlphaSaturated; + case SG_BLENDFACTOR_BLEND_COLOR: return MTLBlendFactorBlendColor; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR: return MTLBlendFactorOneMinusBlendColor; + case SG_BLENDFACTOR_BLEND_ALPHA: return MTLBlendFactorBlendAlpha; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA: return MTLBlendFactorOneMinusBlendAlpha; + default: SOKOL_UNREACHABLE; return (MTLBlendFactor)0; + } +} + +_SOKOL_PRIVATE MTLCompareFunction _sg_mtl_compare_func(sg_compare_func f) { + switch (f) { + case SG_COMPAREFUNC_NEVER: return MTLCompareFunctionNever; + case SG_COMPAREFUNC_LESS: return MTLCompareFunctionLess; + case SG_COMPAREFUNC_EQUAL: return MTLCompareFunctionEqual; + case SG_COMPAREFUNC_LESS_EQUAL: return MTLCompareFunctionLessEqual; + case SG_COMPAREFUNC_GREATER: return MTLCompareFunctionGreater; + case SG_COMPAREFUNC_NOT_EQUAL: return MTLCompareFunctionNotEqual; + case SG_COMPAREFUNC_GREATER_EQUAL: return MTLCompareFunctionGreaterEqual; + case SG_COMPAREFUNC_ALWAYS: return MTLCompareFunctionAlways; + default: SOKOL_UNREACHABLE; return (MTLCompareFunction)0; + } +} + +_SOKOL_PRIVATE MTLStencilOperation _sg_mtl_stencil_op(sg_stencil_op op) { + switch (op) { + case SG_STENCILOP_KEEP: return MTLStencilOperationKeep; + case SG_STENCILOP_ZERO: return MTLStencilOperationZero; + case SG_STENCILOP_REPLACE: return MTLStencilOperationReplace; + case SG_STENCILOP_INCR_CLAMP: return MTLStencilOperationIncrementClamp; + case SG_STENCILOP_DECR_CLAMP: return MTLStencilOperationDecrementClamp; + case SG_STENCILOP_INVERT: return MTLStencilOperationInvert; + case SG_STENCILOP_INCR_WRAP: return MTLStencilOperationIncrementWrap; + case SG_STENCILOP_DECR_WRAP: return MTLStencilOperationDecrementWrap; + default: SOKOL_UNREACHABLE; return (MTLStencilOperation)0; + } +} + +_SOKOL_PRIVATE MTLCullMode _sg_mtl_cull_mode(sg_cull_mode m) { + switch (m) { + case SG_CULLMODE_NONE: return MTLCullModeNone; + case SG_CULLMODE_FRONT: return MTLCullModeFront; + case SG_CULLMODE_BACK: return MTLCullModeBack; + default: SOKOL_UNREACHABLE; return (MTLCullMode)0; + } +} + +_SOKOL_PRIVATE MTLWinding _sg_mtl_winding(sg_face_winding w) { + switch (w) { + case SG_FACEWINDING_CW: return MTLWindingClockwise; + case SG_FACEWINDING_CCW: return MTLWindingCounterClockwise; + default: SOKOL_UNREACHABLE; return (MTLWinding)0; + } +} + +_SOKOL_PRIVATE MTLIndexType _sg_mtl_index_type(sg_index_type t) { + switch (t) { + case SG_INDEXTYPE_UINT16: return MTLIndexTypeUInt16; + case SG_INDEXTYPE_UINT32: return MTLIndexTypeUInt32; + default: SOKOL_UNREACHABLE; return (MTLIndexType)0; + } +} + +_SOKOL_PRIVATE int _sg_mtl_index_size(sg_index_type t) { + switch (t) { + case SG_INDEXTYPE_NONE: return 0; + case SG_INDEXTYPE_UINT16: return 2; + case SG_INDEXTYPE_UINT32: return 4; + default: SOKOL_UNREACHABLE; return 0; + } +} + +_SOKOL_PRIVATE MTLTextureType _sg_mtl_texture_type(sg_image_type t) { + switch (t) { + case SG_IMAGETYPE_2D: return MTLTextureType2D; + case SG_IMAGETYPE_CUBE: return MTLTextureTypeCube; + case SG_IMAGETYPE_3D: return MTLTextureType3D; + case SG_IMAGETYPE_ARRAY: return MTLTextureType2DArray; + default: SOKOL_UNREACHABLE; return (MTLTextureType)0; + } +} + +_SOKOL_PRIVATE bool _sg_mtl_is_pvrtc(sg_pixel_format fmt) { + switch (fmt) { + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + return true; + default: + return false; + } +} + +_SOKOL_PRIVATE MTLSamplerAddressMode _sg_mtl_address_mode(sg_wrap w) { + switch (w) { + case SG_WRAP_REPEAT: return MTLSamplerAddressModeRepeat; + case SG_WRAP_CLAMP_TO_EDGE: return MTLSamplerAddressModeClampToEdge; + #if defined(_SG_TARGET_MACOS) + case SG_WRAP_CLAMP_TO_BORDER: return MTLSamplerAddressModeClampToBorderColor; + #else + /* clamp-to-border not supported on iOS, fall back to clamp-to-edge */ + case SG_WRAP_CLAMP_TO_BORDER: return MTLSamplerAddressModeClampToEdge; + #endif + case SG_WRAP_MIRRORED_REPEAT: return MTLSamplerAddressModeMirrorRepeat; + default: SOKOL_UNREACHABLE; return (MTLSamplerAddressMode)0; + } +} + +#if defined(_SG_TARGET_MACOS) +_SOKOL_PRIVATE MTLSamplerBorderColor _sg_mtl_border_color(sg_border_color c) { + switch (c) { + case SG_BORDERCOLOR_TRANSPARENT_BLACK: return MTLSamplerBorderColorTransparentBlack; + case SG_BORDERCOLOR_OPAQUE_BLACK: return MTLSamplerBorderColorOpaqueBlack; + case SG_BORDERCOLOR_OPAQUE_WHITE: return MTLSamplerBorderColorOpaqueWhite; + default: SOKOL_UNREACHABLE; return (MTLSamplerBorderColor)0; + } +} +#endif + +_SOKOL_PRIVATE MTLSamplerMinMagFilter _sg_mtl_minmag_filter(sg_filter f) { + switch (f) { + case SG_FILTER_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + return MTLSamplerMinMagFilterNearest; + case SG_FILTER_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return MTLSamplerMinMagFilterLinear; + default: + SOKOL_UNREACHABLE; return (MTLSamplerMinMagFilter)0; + } +} + +_SOKOL_PRIVATE MTLSamplerMipFilter _sg_mtl_mip_filter(sg_filter f) { + switch (f) { + case SG_FILTER_NEAREST: + case SG_FILTER_LINEAR: + return MTLSamplerMipFilterNotMipmapped; + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + return MTLSamplerMipFilterNearest; + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return MTLSamplerMipFilterLinear; + default: + SOKOL_UNREACHABLE; return (MTLSamplerMipFilter)0; + } +} + +/*-- a pool for all Metal resource objects, with deferred release queue -------*/ + +_SOKOL_PRIVATE void _sg_mtl_init_pool(const sg_desc* desc) { + _sg.mtl.idpool.num_slots = 2 * + ( + 2 * desc->buffer_pool_size + + 5 * desc->image_pool_size + + 4 * desc->shader_pool_size + + 2 * desc->pipeline_pool_size + + desc->pass_pool_size + ); + _sg.mtl.idpool.pool = [NSMutableArray arrayWithCapacity:(NSUInteger)_sg.mtl.idpool.num_slots]; + _SG_OBJC_RETAIN(_sg.mtl.idpool.pool); + NSNull* null = [NSNull null]; + for (int i = 0; i < _sg.mtl.idpool.num_slots; i++) { + [_sg.mtl.idpool.pool addObject:null]; + } + SOKOL_ASSERT([_sg.mtl.idpool.pool count] == (NSUInteger)_sg.mtl.idpool.num_slots); + /* a queue of currently free slot indices */ + _sg.mtl.idpool.free_queue_top = 0; + _sg.mtl.idpool.free_queue = (int*)SOKOL_MALLOC((size_t)_sg.mtl.idpool.num_slots * sizeof(int)); + /* pool slot 0 is reserved! */ + for (int i = _sg.mtl.idpool.num_slots-1; i >= 1; i--) { + _sg.mtl.idpool.free_queue[_sg.mtl.idpool.free_queue_top++] = i; + } + /* a circular queue which holds release items (frame index + when a resource is to be released, and the resource's + pool index + */ + _sg.mtl.idpool.release_queue_front = 0; + _sg.mtl.idpool.release_queue_back = 0; + _sg.mtl.idpool.release_queue = (_sg_mtl_release_item_t*)SOKOL_MALLOC((size_t)_sg.mtl.idpool.num_slots * sizeof(_sg_mtl_release_item_t)); + for (int i = 0; i < _sg.mtl.idpool.num_slots; i++) { + _sg.mtl.idpool.release_queue[i].frame_index = 0; + _sg.mtl.idpool.release_queue[i].slot_index = _SG_MTL_INVALID_SLOT_INDEX; + } +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_pool(void) { + SOKOL_FREE(_sg.mtl.idpool.release_queue); _sg.mtl.idpool.release_queue = 0; + SOKOL_FREE(_sg.mtl.idpool.free_queue); _sg.mtl.idpool.free_queue = 0; + _SG_OBJC_RELEASE(_sg.mtl.idpool.pool); +} + +/* get a new free resource pool slot */ +_SOKOL_PRIVATE int _sg_mtl_alloc_pool_slot(void) { + SOKOL_ASSERT(_sg.mtl.idpool.free_queue_top > 0); + const int slot_index = _sg.mtl.idpool.free_queue[--_sg.mtl.idpool.free_queue_top]; + SOKOL_ASSERT((slot_index > 0) && (slot_index < _sg.mtl.idpool.num_slots)); + return slot_index; +} + +/* put a free resource pool slot back into the free-queue */ +_SOKOL_PRIVATE void _sg_mtl_free_pool_slot(int slot_index) { + SOKOL_ASSERT(_sg.mtl.idpool.free_queue_top < _sg.mtl.idpool.num_slots); + SOKOL_ASSERT((slot_index > 0) && (slot_index < _sg.mtl.idpool.num_slots)); + _sg.mtl.idpool.free_queue[_sg.mtl.idpool.free_queue_top++] = slot_index; +} + +/* add an MTLResource to the pool, return pool index or 0 if input was 'nil' */ +_SOKOL_PRIVATE int _sg_mtl_add_resource(id res) { + if (nil == res) { + return _SG_MTL_INVALID_SLOT_INDEX; + } + const int slot_index = _sg_mtl_alloc_pool_slot(); + SOKOL_ASSERT([NSNull null] == _sg.mtl.idpool.pool[(NSUInteger)slot_index]); + _sg.mtl.idpool.pool[(NSUInteger)slot_index] = res; + return slot_index; +} + +/* mark an MTLResource for release, this will put the resource into the + deferred-release queue, and the resource will then be released N frames later, + the special pool index 0 will be ignored (this means that a nil + value was provided to _sg_mtl_add_resource() +*/ +_SOKOL_PRIVATE void _sg_mtl_release_resource(uint32_t frame_index, int slot_index) { + if (slot_index == _SG_MTL_INVALID_SLOT_INDEX) { + return; + } + SOKOL_ASSERT((slot_index > 0) && (slot_index < _sg.mtl.idpool.num_slots)); + SOKOL_ASSERT([NSNull null] != _sg.mtl.idpool.pool[(NSUInteger)slot_index]); + int release_index = _sg.mtl.idpool.release_queue_front++; + if (_sg.mtl.idpool.release_queue_front >= _sg.mtl.idpool.num_slots) { + /* wrap-around */ + _sg.mtl.idpool.release_queue_front = 0; + } + /* release queue full? */ + SOKOL_ASSERT(_sg.mtl.idpool.release_queue_front != _sg.mtl.idpool.release_queue_back); + SOKOL_ASSERT(0 == _sg.mtl.idpool.release_queue[release_index].frame_index); + const uint32_t safe_to_release_frame_index = frame_index + SG_NUM_INFLIGHT_FRAMES + 1; + _sg.mtl.idpool.release_queue[release_index].frame_index = safe_to_release_frame_index; + _sg.mtl.idpool.release_queue[release_index].slot_index = slot_index; +} + +/* run garbage-collection pass on all resources in the release-queue */ +_SOKOL_PRIVATE void _sg_mtl_garbage_collect(uint32_t frame_index) { + while (_sg.mtl.idpool.release_queue_back != _sg.mtl.idpool.release_queue_front) { + if (frame_index < _sg.mtl.idpool.release_queue[_sg.mtl.idpool.release_queue_back].frame_index) { + /* don't need to check further, release-items past this are too young */ + break; + } + /* safe to release this resource */ + const int slot_index = _sg.mtl.idpool.release_queue[_sg.mtl.idpool.release_queue_back].slot_index; + SOKOL_ASSERT((slot_index > 0) && (slot_index < _sg.mtl.idpool.num_slots)); + SOKOL_ASSERT(_sg.mtl.idpool.pool[(NSUInteger)slot_index] != [NSNull null]); + _SG_OBJC_RELEASE_WITH_NULL(_sg.mtl.idpool.pool[(NSUInteger)slot_index]); + /* put the now free pool index back on the free queue */ + _sg_mtl_free_pool_slot(slot_index); + /* reset the release queue slot and advance the back index */ + _sg.mtl.idpool.release_queue[_sg.mtl.idpool.release_queue_back].frame_index = 0; + _sg.mtl.idpool.release_queue[_sg.mtl.idpool.release_queue_back].slot_index = _SG_MTL_INVALID_SLOT_INDEX; + _sg.mtl.idpool.release_queue_back++; + if (_sg.mtl.idpool.release_queue_back >= _sg.mtl.idpool.num_slots) { + /* wrap-around */ + _sg.mtl.idpool.release_queue_back = 0; + } + } +} + +_SOKOL_PRIVATE id _sg_mtl_id(int slot_index) { + return _sg.mtl.idpool.pool[(NSUInteger)slot_index]; +} + +_SOKOL_PRIVATE void _sg_mtl_init_sampler_cache(const sg_desc* desc) { + SOKOL_ASSERT(desc->sampler_cache_size > 0); + _sg_smpcache_init(&_sg.mtl.sampler_cache, desc->sampler_cache_size); +} + +/* destroy the sampler cache, and release all sampler objects */ +_SOKOL_PRIVATE void _sg_mtl_destroy_sampler_cache(uint32_t frame_index) { + SOKOL_ASSERT(_sg.mtl.sampler_cache.items); + SOKOL_ASSERT(_sg.mtl.sampler_cache.num_items <= _sg.mtl.sampler_cache.capacity); + for (int i = 0; i < _sg.mtl.sampler_cache.num_items; i++) { + _sg_mtl_release_resource(frame_index, (int)_sg_smpcache_sampler(&_sg.mtl.sampler_cache, i)); + } + _sg_smpcache_discard(&_sg.mtl.sampler_cache); +} + +/* + create and add an MTLSamplerStateObject and return its resource pool index, + reuse identical sampler state if one exists +*/ +_SOKOL_PRIVATE int _sg_mtl_create_sampler(id mtl_device, const sg_image_desc* img_desc) { + SOKOL_ASSERT(img_desc); + int index = _sg_smpcache_find_item(&_sg.mtl.sampler_cache, img_desc); + if (index >= 0) { + /* reuse existing sampler */ + return (int)_sg_smpcache_sampler(&_sg.mtl.sampler_cache, index); + } + else { + /* create a new Metal sampler state object and add to sampler cache */ + MTLSamplerDescriptor* mtl_desc = [[MTLSamplerDescriptor alloc] init]; + mtl_desc.sAddressMode = _sg_mtl_address_mode(img_desc->wrap_u); + mtl_desc.tAddressMode = _sg_mtl_address_mode(img_desc->wrap_v); + if (SG_IMAGETYPE_3D == img_desc->type) { + mtl_desc.rAddressMode = _sg_mtl_address_mode(img_desc->wrap_w); + } + #if defined(_SG_TARGET_MACOS) + mtl_desc.borderColor = _sg_mtl_border_color(img_desc->border_color); + #endif + mtl_desc.minFilter = _sg_mtl_minmag_filter(img_desc->min_filter); + mtl_desc.magFilter = _sg_mtl_minmag_filter(img_desc->mag_filter); + mtl_desc.mipFilter = _sg_mtl_mip_filter(img_desc->min_filter); + mtl_desc.lodMinClamp = img_desc->min_lod; + mtl_desc.lodMaxClamp = img_desc->max_lod; + mtl_desc.maxAnisotropy = img_desc->max_anisotropy; + mtl_desc.normalizedCoordinates = YES; + id mtl_sampler = [mtl_device newSamplerStateWithDescriptor:mtl_desc]; + _SG_OBJC_RELEASE(mtl_desc); + int sampler_handle = _sg_mtl_add_resource(mtl_sampler); + _sg_smpcache_add_item(&_sg.mtl.sampler_cache, img_desc, (uintptr_t)sampler_handle); + return sampler_handle; + } +} + +_SOKOL_PRIVATE void _sg_mtl_clear_state_cache(void) { + memset(&_sg.mtl.state_cache, 0, sizeof(_sg.mtl.state_cache)); +} + +/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */ +_SOKOL_PRIVATE void _sg_mtl_init_caps(void) { + #if defined(_SG_TARGET_MACOS) + _sg.backend = SG_BACKEND_METAL_MACOS; + #elif defined(_SG_TARGET_IOS) + #if defined(_SG_TARGET_IOS_SIMULATOR) + _sg.backend = SG_BACKEND_METAL_SIMULATOR; + #else + _sg.backend = SG_BACKEND_METAL_IOS; + #endif + #endif + _sg.features.instancing = true; + _sg.features.origin_top_left = true; + _sg.features.multiple_render_targets = true; + _sg.features.msaa_render_targets = true; + _sg.features.imagetype_3d = true; + _sg.features.imagetype_array = true; + #if defined(_SG_TARGET_MACOS) + _sg.features.image_clamp_to_border = true; + #else + _sg.features.image_clamp_to_border = false; + #endif + _sg.features.mrt_independent_blend_state = true; + _sg.features.mrt_independent_write_mask = true; + + #if defined(_SG_TARGET_MACOS) + _sg.limits.max_image_size_2d = 16 * 1024; + _sg.limits.max_image_size_cube = 16 * 1024; + _sg.limits.max_image_size_3d = 2 * 1024; + _sg.limits.max_image_size_array = 16 * 1024; + _sg.limits.max_image_array_layers = 2 * 1024; + #else + /* newer iOS devices support 16k textures */ + _sg.limits.max_image_size_2d = 8 * 1024; + _sg.limits.max_image_size_cube = 8 * 1024; + _sg.limits.max_image_size_3d = 2 * 1024; + _sg.limits.max_image_size_array = 8 * 1024; + _sg.limits.max_image_array_layers = 2 * 1024; + #endif + _sg.limits.max_vertex_attrs = SG_MAX_VERTEX_ATTRIBUTES; + + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R8]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8SI]); + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16SN]); + #else + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_R16]); + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_R16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG8]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8SI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32SI]); + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R32F]); + #else + _sg_pixelformat_sbr(&_sg.formats[SG_PIXELFORMAT_R32F]); + #endif + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16SN]); + #else + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_RG16]); + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_RG16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA8]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_BGRA8]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGB10A2]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG11B10F]); + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG32UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG32SI]); + #else + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RG32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RG32SI]); + #endif + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG32F]); + #else + _sg_pixelformat_sbr(&_sg.formats[SG_PIXELFORMAT_RG32F]); + #endif + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16SN]); + #else + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_RGBA16]); + _sg_pixelformat_sfbr(&_sg.formats[SG_PIXELFORMAT_RGBA16SN]); + #endif + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA32UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA32SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + #else + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32SI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + #endif + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH]); + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH_STENCIL]); + #if defined(_SG_TARGET_MACOS) + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC1_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC2_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC3_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_R]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_RSN]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RG]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RGSN]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBUF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC7_RGBA]); + #else + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGB_2BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGB_4BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGBA_2BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_PVRTC_RGBA_4BPP]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGB8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGB8A1]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RGBA8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RG11]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_ETC2_RG11SN]); + #endif +} + +/*-- main Metal backend state and functions ----------------------------------*/ +_SOKOL_PRIVATE void _sg_mtl_setup_backend(const sg_desc* desc) { + /* assume already zero-initialized */ + SOKOL_ASSERT(desc); + SOKOL_ASSERT(desc->context.metal.device); + SOKOL_ASSERT(desc->context.metal.renderpass_descriptor_cb || desc->context.metal.renderpass_descriptor_userdata_cb); + SOKOL_ASSERT(desc->context.metal.drawable_cb || desc->context.metal.drawable_userdata_cb); + SOKOL_ASSERT(desc->uniform_buffer_size > 0); + _sg_mtl_init_pool(desc); + _sg_mtl_init_sampler_cache(desc); + _sg_mtl_clear_state_cache(); + _sg.mtl.valid = true; + _sg.mtl.renderpass_descriptor_cb = desc->context.metal.renderpass_descriptor_cb; + _sg.mtl.renderpass_descriptor_userdata_cb = desc->context.metal.renderpass_descriptor_userdata_cb; + _sg.mtl.drawable_cb = desc->context.metal.drawable_cb; + _sg.mtl.drawable_userdata_cb = desc->context.metal.drawable_userdata_cb; + _sg.mtl.user_data = desc->context.metal.user_data; + _sg.mtl.frame_index = 1; + _sg.mtl.ub_size = desc->uniform_buffer_size; + _sg.mtl.sem = dispatch_semaphore_create(SG_NUM_INFLIGHT_FRAMES); + _sg.mtl.device = (__bridge id) desc->context.metal.device; + _sg.mtl.cmd_queue = [_sg.mtl.device newCommandQueue]; + MTLResourceOptions res_opts = MTLResourceCPUCacheModeWriteCombined; + #if defined(_SG_TARGET_MACOS) + res_opts |= MTLResourceStorageModeManaged; + #endif + for (int i = 0; i < SG_NUM_INFLIGHT_FRAMES; i++) { + _sg.mtl.uniform_buffers[i] = [_sg.mtl.device + newBufferWithLength:(NSUInteger)_sg.mtl.ub_size + options:res_opts + ]; + } + _sg_mtl_init_caps(); +} + +_SOKOL_PRIVATE void _sg_mtl_discard_backend(void) { + SOKOL_ASSERT(_sg.mtl.valid); + /* wait for the last frame to finish */ + for (int i = 0; i < SG_NUM_INFLIGHT_FRAMES; i++) { + dispatch_semaphore_wait(_sg.mtl.sem, DISPATCH_TIME_FOREVER); + } + /* semaphore must be "relinquished" before destruction */ + for (int i = 0; i < SG_NUM_INFLIGHT_FRAMES; i++) { + dispatch_semaphore_signal(_sg.mtl.sem); + } + _sg_mtl_destroy_sampler_cache(_sg.mtl.frame_index); + _sg_mtl_garbage_collect(_sg.mtl.frame_index + SG_NUM_INFLIGHT_FRAMES + 2); + _sg_mtl_destroy_pool(); + _sg.mtl.valid = false; + + _SG_OBJC_RELEASE(_sg.mtl.sem); + _SG_OBJC_RELEASE(_sg.mtl.device); + _SG_OBJC_RELEASE(_sg.mtl.cmd_queue); + for (int i = 0; i < SG_NUM_INFLIGHT_FRAMES; i++) { + _SG_OBJC_RELEASE(_sg.mtl.uniform_buffers[i]); + } + /* NOTE: MTLCommandBuffer and MTLRenderCommandEncoder are auto-released */ + _sg.mtl.cmd_buffer = nil; + _sg.mtl.cmd_encoder = nil; +} + +_SOKOL_PRIVATE void _sg_mtl_bind_uniform_buffers(void) { + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + for (int slot = 0; slot < SG_MAX_SHADERSTAGE_UBS; slot++) { + [_sg.mtl.cmd_encoder + setVertexBuffer:_sg.mtl.uniform_buffers[_sg.mtl.cur_frame_rotate_index] + offset:0 + atIndex:(NSUInteger)slot]; + [_sg.mtl.cmd_encoder + setFragmentBuffer:_sg.mtl.uniform_buffers[_sg.mtl.cur_frame_rotate_index] + offset:0 + atIndex:(NSUInteger)slot]; + } +} + +_SOKOL_PRIVATE void _sg_mtl_reset_state_cache(void) { + _sg_mtl_clear_state_cache(); + + /* need to restore the uniform buffer binding (normally happens in + _sg_mtl_begin_pass() + */ + if (nil != _sg.mtl.cmd_encoder) { + _sg_mtl_bind_uniform_buffers(); + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + /* empty */ +} + +_SOKOL_PRIVATE void _sg_mtl_activate_context(_sg_context_t* ctx) { + _SOKOL_UNUSED(ctx); + _sg_mtl_clear_state_cache(); +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf && desc); + _sg_buffer_common_init(&buf->cmn, desc); + const bool injected = (0 != desc->mtl_buffers[0]); + MTLResourceOptions mtl_options = _sg_mtl_buffer_resource_options(buf->cmn.usage); + for (int slot = 0; slot < buf->cmn.num_slots; slot++) { + id mtl_buf; + if (injected) { + SOKOL_ASSERT(desc->mtl_buffers[slot]); + mtl_buf = (__bridge id) desc->mtl_buffers[slot]; + } + else { + if (buf->cmn.usage == SG_USAGE_IMMUTABLE) { + SOKOL_ASSERT(desc->data.ptr); + mtl_buf = [_sg.mtl.device newBufferWithBytes:desc->data.ptr length:(NSUInteger)buf->cmn.size options:mtl_options]; + } + else { + mtl_buf = [_sg.mtl.device newBufferWithLength:(NSUInteger)buf->cmn.size options:mtl_options]; + } + } + buf->mtl.buf[slot] = _sg_mtl_add_resource(mtl_buf); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + for (int slot = 0; slot < buf->cmn.num_slots; slot++) { + /* it's valid to call release resource with '0' */ + _sg_mtl_release_resource(_sg.mtl.frame_index, buf->mtl.buf[slot]); + } +} + +_SOKOL_PRIVATE void _sg_mtl_copy_image_data(const _sg_image_t* img, __unsafe_unretained id mtl_tex, const sg_image_data* data) { + const int num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6:1; + const int num_slices = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? img->cmn.num_slices : 1; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int mip_index = 0; mip_index < img->cmn.num_mipmaps; mip_index++) { + SOKOL_ASSERT(data->subimage[face_index][mip_index].ptr); + SOKOL_ASSERT(data->subimage[face_index][mip_index].size > 0); + const uint8_t* data_ptr = (const uint8_t*)data->subimage[face_index][mip_index].ptr; + const int mip_width = _sg_max(img->cmn.width >> mip_index, 1); + const int mip_height = _sg_max(img->cmn.height >> mip_index, 1); + /* special case PVRTC formats: bytePerRow must be 0 */ + int bytes_per_row = 0; + int bytes_per_slice = _sg_surface_pitch(img->cmn.pixel_format, mip_width, mip_height, 1); + if (!_sg_mtl_is_pvrtc(img->cmn.pixel_format)) { + bytes_per_row = _sg_row_pitch(img->cmn.pixel_format, mip_width, 1); + } + MTLRegion region; + if (img->cmn.type == SG_IMAGETYPE_3D) { + const int mip_depth = _sg_max(img->cmn.num_slices >> mip_index, 1); + region = MTLRegionMake3D(0, 0, 0, (NSUInteger)mip_width, (NSUInteger)mip_height, (NSUInteger)mip_depth); + /* FIXME: apparently the minimal bytes_per_image size for 3D texture + is 4 KByte... somehow need to handle this */ + } + else { + region = MTLRegionMake2D(0, 0, (NSUInteger)mip_width, (NSUInteger)mip_height); + } + for (int slice_index = 0; slice_index < num_slices; slice_index++) { + const int mtl_slice_index = (img->cmn.type == SG_IMAGETYPE_CUBE) ? face_index : slice_index; + const int slice_offset = slice_index * bytes_per_slice; + SOKOL_ASSERT((slice_offset + bytes_per_slice) <= (int)data->subimage[face_index][mip_index].size); + [mtl_tex replaceRegion:region + mipmapLevel:(NSUInteger)mip_index + slice:(NSUInteger)mtl_slice_index + withBytes:data_ptr + slice_offset + bytesPerRow:(NSUInteger)bytes_per_row + bytesPerImage:(NSUInteger)bytes_per_slice]; + } + } + } +} + +/* + FIXME: METAL RESOURCE STORAGE MODE FOR macOS AND iOS + + For immutable textures on macOS, the recommended procedure is to create + a MTLStorageModeManaged texture with the immutable content first, + and then use the GPU to blit the content into a MTLStorageModePrivate + texture before the first use. + + On iOS use the same one-time-blit procedure, but from a + MTLStorageModeShared to a MTLStorageModePrivate texture. + + It probably makes sense to handle this in a separate 'resource manager' + with a recycable pool of blit-source-textures? +*/ + +/* initialize MTLTextureDescritor with common attributes */ +_SOKOL_PRIVATE bool _sg_mtl_init_texdesc_common(MTLTextureDescriptor* mtl_desc, _sg_image_t* img) { + mtl_desc.textureType = _sg_mtl_texture_type(img->cmn.type); + mtl_desc.pixelFormat = _sg_mtl_pixel_format(img->cmn.pixel_format); + if (MTLPixelFormatInvalid == mtl_desc.pixelFormat) { + SOKOL_LOG("Unsupported texture pixel format!\n"); + return false; + } + mtl_desc.width = (NSUInteger)img->cmn.width; + mtl_desc.height = (NSUInteger)img->cmn.height; + if (SG_IMAGETYPE_3D == img->cmn.type) { + mtl_desc.depth = (NSUInteger)img->cmn.num_slices; + } + else { + mtl_desc.depth = 1; + } + mtl_desc.mipmapLevelCount = (NSUInteger)img->cmn.num_mipmaps; + if (SG_IMAGETYPE_ARRAY == img->cmn.type) { + mtl_desc.arrayLength = (NSUInteger)img->cmn.num_slices; + } + else { + mtl_desc.arrayLength = 1; + } + mtl_desc.usage = MTLTextureUsageShaderRead; + if (img->cmn.usage != SG_USAGE_IMMUTABLE) { + mtl_desc.cpuCacheMode = MTLCPUCacheModeWriteCombined; + } + #if defined(_SG_TARGET_MACOS) + /* macOS: use managed textures */ + mtl_desc.resourceOptions = MTLResourceStorageModeManaged; + mtl_desc.storageMode = MTLStorageModeManaged; + #else + /* iOS: use CPU/GPU shared memory */ + mtl_desc.resourceOptions = MTLResourceStorageModeShared; + mtl_desc.storageMode = MTLStorageModeShared; + #endif + return true; +} + +/* initialize MTLTextureDescritor with rendertarget attributes */ +_SOKOL_PRIVATE void _sg_mtl_init_texdesc_rt(MTLTextureDescriptor* mtl_desc, _sg_image_t* img) { + SOKOL_ASSERT(img->cmn.render_target); + _SOKOL_UNUSED(img); + /* reset the cpuCacheMode to 'default' */ + mtl_desc.cpuCacheMode = MTLCPUCacheModeDefaultCache; + /* render targets are only visible to the GPU */ + mtl_desc.resourceOptions = MTLResourceStorageModePrivate; + mtl_desc.storageMode = MTLStorageModePrivate; + /* non-MSAA render targets are shader-readable */ + mtl_desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget; +} + +/* initialize MTLTextureDescritor with MSAA attributes */ +_SOKOL_PRIVATE void _sg_mtl_init_texdesc_rt_msaa(MTLTextureDescriptor* mtl_desc, _sg_image_t* img) { + SOKOL_ASSERT(img->cmn.sample_count > 1); + /* reset the cpuCacheMode to 'default' */ + mtl_desc.cpuCacheMode = MTLCPUCacheModeDefaultCache; + /* render targets are only visible to the GPU */ + mtl_desc.resourceOptions = MTLResourceStorageModePrivate; + mtl_desc.storageMode = MTLStorageModePrivate; + /* MSAA render targets are not shader-readable (instead they are resolved) */ + mtl_desc.usage = MTLTextureUsageRenderTarget; + mtl_desc.textureType = MTLTextureType2DMultisample; + mtl_desc.depth = 1; + mtl_desc.arrayLength = 1; + mtl_desc.mipmapLevelCount = 1; + mtl_desc.sampleCount = (NSUInteger)img->cmn.sample_count; +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_image(_sg_image_t* img, const sg_image_desc* desc) { + SOKOL_ASSERT(img && desc); + _sg_image_common_init(&img->cmn, desc); + const bool injected = (0 != desc->mtl_textures[0]); + const bool msaa = (img->cmn.sample_count > 1); + + /* first initialize all Metal resource pool slots to 'empty' */ + for (int i = 0; i < SG_NUM_INFLIGHT_FRAMES; i++) { + img->mtl.tex[i] = _sg_mtl_add_resource(nil); + } + img->mtl.sampler_state = _sg_mtl_add_resource(nil); + img->mtl.depth_tex = _sg_mtl_add_resource(nil); + img->mtl.msaa_tex = _sg_mtl_add_resource(nil); + + /* initialize a Metal texture descriptor with common attributes */ + MTLTextureDescriptor* mtl_desc = [[MTLTextureDescriptor alloc] init]; + if (!_sg_mtl_init_texdesc_common(mtl_desc, img)) { + _SG_OBJC_RELEASE(mtl_desc); + return SG_RESOURCESTATE_FAILED; + } + + /* special case depth-stencil-buffer? */ + if (_sg_is_valid_rendertarget_depth_format(img->cmn.pixel_format)) { + /* depth-stencil buffer texture must always be a render target */ + SOKOL_ASSERT(img->cmn.render_target); + SOKOL_ASSERT(img->cmn.type == SG_IMAGETYPE_2D); + SOKOL_ASSERT(img->cmn.num_mipmaps == 1); + SOKOL_ASSERT(!injected); + if (msaa) { + _sg_mtl_init_texdesc_rt_msaa(mtl_desc, img); + } + else { + _sg_mtl_init_texdesc_rt(mtl_desc, img); + } + id tex = [_sg.mtl.device newTextureWithDescriptor:mtl_desc]; + SOKOL_ASSERT(nil != tex); + img->mtl.depth_tex = _sg_mtl_add_resource(tex); + } + else { + /* create the color texture + In case this is a render target without MSAA, add the relevant + render-target descriptor attributes. + In case this is a render target *with* MSAA, the color texture + will serve as MSAA-resolve target (not as render target), and rendering + will go into a separate render target texture of type + MTLTextureType2DMultisample. + */ + if (img->cmn.render_target && !msaa) { + _sg_mtl_init_texdesc_rt(mtl_desc, img); + } + for (int slot = 0; slot < img->cmn.num_slots; slot++) { + id tex; + if (injected) { + SOKOL_ASSERT(desc->mtl_textures[slot]); + tex = (__bridge id) desc->mtl_textures[slot]; + } + else { + tex = [_sg.mtl.device newTextureWithDescriptor:mtl_desc]; + if ((img->cmn.usage == SG_USAGE_IMMUTABLE) && !img->cmn.render_target) { + _sg_mtl_copy_image_data(img, tex, &desc->data); + } + } + img->mtl.tex[slot] = _sg_mtl_add_resource(tex); + } + + /* if MSAA color render target, create an additional MSAA render-surface texture */ + if (img->cmn.render_target && msaa) { + _sg_mtl_init_texdesc_rt_msaa(mtl_desc, img); + id tex = [_sg.mtl.device newTextureWithDescriptor:mtl_desc]; + img->mtl.msaa_tex = _sg_mtl_add_resource(tex); + } + + /* create (possibly shared) sampler state */ + img->mtl.sampler_state = _sg_mtl_create_sampler(_sg.mtl.device, desc); + } + _SG_OBJC_RELEASE(mtl_desc); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + /* it's valid to call release resource with a 'null resource' */ + for (int slot = 0; slot < img->cmn.num_slots; slot++) { + _sg_mtl_release_resource(_sg.mtl.frame_index, img->mtl.tex[slot]); + } + _sg_mtl_release_resource(_sg.mtl.frame_index, img->mtl.depth_tex); + _sg_mtl_release_resource(_sg.mtl.frame_index, img->mtl.msaa_tex); + /* NOTE: sampler state objects are shared and not released until shutdown */ +} + +_SOKOL_PRIVATE id _sg_mtl_compile_library(const char* src) { + NSError* err = NULL; + id lib = [_sg.mtl.device + newLibraryWithSource:[NSString stringWithUTF8String:src] + options:nil + error:&err + ]; + if (err) { + SOKOL_LOG([err.localizedDescription UTF8String]); + } + return lib; +} + +_SOKOL_PRIVATE id _sg_mtl_library_from_bytecode(const void* ptr, size_t num_bytes) { + NSError* err = NULL; + dispatch_data_t lib_data = dispatch_data_create(ptr, num_bytes, NULL, DISPATCH_DATA_DESTRUCTOR_DEFAULT); + id lib = [_sg.mtl.device newLibraryWithData:lib_data error:&err]; + if (err) { + SOKOL_LOG([err.localizedDescription UTF8String]); + } + _SG_OBJC_RELEASE(lib_data); + return lib; +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd && desc); + + _sg_shader_common_init(&shd->cmn, desc); + + /* create metal libray objects and lookup entry functions */ + id vs_lib; + id fs_lib; + id vs_func; + id fs_func; + const char* vs_entry = desc->vs.entry; + const char* fs_entry = desc->fs.entry; + if (desc->vs.bytecode.ptr && desc->fs.bytecode.ptr) { + /* separate byte code provided */ + vs_lib = _sg_mtl_library_from_bytecode(desc->vs.bytecode.ptr, desc->vs.bytecode.size); + fs_lib = _sg_mtl_library_from_bytecode(desc->fs.bytecode.ptr, desc->fs.bytecode.size); + if (nil == vs_lib || nil == fs_lib) { + return SG_RESOURCESTATE_FAILED; + } + vs_func = [vs_lib newFunctionWithName:[NSString stringWithUTF8String:vs_entry]]; + fs_func = [fs_lib newFunctionWithName:[NSString stringWithUTF8String:fs_entry]]; + } + else if (desc->vs.source && desc->fs.source) { + /* separate sources provided */ + vs_lib = _sg_mtl_compile_library(desc->vs.source); + fs_lib = _sg_mtl_compile_library(desc->fs.source); + if (nil == vs_lib || nil == fs_lib) { + return SG_RESOURCESTATE_FAILED; + } + vs_func = [vs_lib newFunctionWithName:[NSString stringWithUTF8String:vs_entry]]; + fs_func = [fs_lib newFunctionWithName:[NSString stringWithUTF8String:fs_entry]]; + } + else { + return SG_RESOURCESTATE_FAILED; + } + if (nil == vs_func) { + SOKOL_LOG("vertex shader entry function not found\n"); + return SG_RESOURCESTATE_FAILED; + } + if (nil == fs_func) { + SOKOL_LOG("fragment shader entry function not found\n"); + return SG_RESOURCESTATE_FAILED; + } + /* it is legal to call _sg_mtl_add_resource with a nil value, this will return a special 0xFFFFFFFF index */ + shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_lib = _sg_mtl_add_resource(vs_lib); + shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_lib = _sg_mtl_add_resource(fs_lib); + shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_func = _sg_mtl_add_resource(vs_func); + shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_func = _sg_mtl_add_resource(fs_func); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + /* it is valid to call _sg_mtl_release_resource with a 'null resource' */ + _sg_mtl_release_resource(_sg.mtl.frame_index, shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_func); + _sg_mtl_release_resource(_sg.mtl.frame_index, shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_lib); + _sg_mtl_release_resource(_sg.mtl.frame_index, shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_func); + _sg_mtl_release_resource(_sg.mtl.frame_index, shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_lib); +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip && shd && desc); + SOKOL_ASSERT(desc->shader.id == shd->slot.id); + + pip->shader = shd; + _sg_pipeline_common_init(&pip->cmn, desc); + + sg_primitive_type prim_type = desc->primitive_type; + pip->mtl.prim_type = _sg_mtl_primitive_type(prim_type); + pip->mtl.index_size = _sg_mtl_index_size(pip->cmn.index_type); + if (SG_INDEXTYPE_NONE != pip->cmn.index_type) { + pip->mtl.index_type = _sg_mtl_index_type(pip->cmn.index_type); + } + pip->mtl.cull_mode = _sg_mtl_cull_mode(desc->cull_mode); + pip->mtl.winding = _sg_mtl_winding(desc->face_winding); + pip->mtl.stencil_ref = desc->stencil.ref; + + /* create vertex-descriptor */ + MTLVertexDescriptor* vtx_desc = [MTLVertexDescriptor vertexDescriptor]; + for (NSUInteger attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + const sg_vertex_attr_desc* a_desc = &desc->layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + vtx_desc.attributes[attr_index].format = _sg_mtl_vertex_format(a_desc->format); + vtx_desc.attributes[attr_index].offset = (NSUInteger)a_desc->offset; + vtx_desc.attributes[attr_index].bufferIndex = (NSUInteger)(a_desc->buffer_index + SG_MAX_SHADERSTAGE_UBS); + pip->cmn.vertex_layout_valid[a_desc->buffer_index] = true; + } + for (NSUInteger layout_index = 0; layout_index < SG_MAX_SHADERSTAGE_BUFFERS; layout_index++) { + if (pip->cmn.vertex_layout_valid[layout_index]) { + const sg_buffer_layout_desc* l_desc = &desc->layout.buffers[layout_index]; + const NSUInteger mtl_vb_slot = layout_index + SG_MAX_SHADERSTAGE_UBS; + SOKOL_ASSERT(l_desc->stride > 0); + vtx_desc.layouts[mtl_vb_slot].stride = (NSUInteger)l_desc->stride; + vtx_desc.layouts[mtl_vb_slot].stepFunction = _sg_mtl_step_function(l_desc->step_func); + vtx_desc.layouts[mtl_vb_slot].stepRate = (NSUInteger)l_desc->step_rate; + } + } + + /* render-pipeline descriptor */ + MTLRenderPipelineDescriptor* rp_desc = [[MTLRenderPipelineDescriptor alloc] init]; + rp_desc.vertexDescriptor = vtx_desc; + SOKOL_ASSERT(shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_func != _SG_MTL_INVALID_SLOT_INDEX); + rp_desc.vertexFunction = _sg_mtl_id(shd->mtl.stage[SG_SHADERSTAGE_VS].mtl_func); + SOKOL_ASSERT(shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_func != _SG_MTL_INVALID_SLOT_INDEX); + rp_desc.fragmentFunction = _sg_mtl_id(shd->mtl.stage[SG_SHADERSTAGE_FS].mtl_func); + rp_desc.sampleCount = (NSUInteger)desc->sample_count; + rp_desc.alphaToCoverageEnabled = desc->alpha_to_coverage_enabled; + rp_desc.alphaToOneEnabled = NO; + rp_desc.rasterizationEnabled = YES; + rp_desc.depthAttachmentPixelFormat = _sg_mtl_pixel_format(desc->depth.pixel_format); + if (desc->depth.pixel_format == SG_PIXELFORMAT_DEPTH_STENCIL) { + rp_desc.stencilAttachmentPixelFormat = _sg_mtl_pixel_format(desc->depth.pixel_format); + } + /* FIXME: this only works on macOS 10.13! + for (int i = 0; i < (SG_MAX_SHADERSTAGE_UBS+SG_MAX_SHADERSTAGE_BUFFERS); i++) { + rp_desc.vertexBuffers[i].mutability = MTLMutabilityImmutable; + } + for (int i = 0; i < SG_MAX_SHADERSTAGE_UBS; i++) { + rp_desc.fragmentBuffers[i].mutability = MTLMutabilityImmutable; + } + */ + for (NSUInteger i = 0; i < (NSUInteger)desc->color_count; i++) { + SOKOL_ASSERT(i < SG_MAX_COLOR_ATTACHMENTS); + const sg_color_state* cs = &desc->colors[i]; + rp_desc.colorAttachments[i].pixelFormat = _sg_mtl_pixel_format(cs->pixel_format); + rp_desc.colorAttachments[i].writeMask = _sg_mtl_color_write_mask(cs->write_mask); + rp_desc.colorAttachments[i].blendingEnabled = cs->blend.enabled; + rp_desc.colorAttachments[i].alphaBlendOperation = _sg_mtl_blend_op(cs->blend.op_alpha); + rp_desc.colorAttachments[i].rgbBlendOperation = _sg_mtl_blend_op(cs->blend.op_rgb); + rp_desc.colorAttachments[i].destinationAlphaBlendFactor = _sg_mtl_blend_factor(cs->blend.dst_factor_alpha); + rp_desc.colorAttachments[i].destinationRGBBlendFactor = _sg_mtl_blend_factor(cs->blend.dst_factor_rgb); + rp_desc.colorAttachments[i].sourceAlphaBlendFactor = _sg_mtl_blend_factor(cs->blend.src_factor_alpha); + rp_desc.colorAttachments[i].sourceRGBBlendFactor = _sg_mtl_blend_factor(cs->blend.src_factor_rgb); + } + NSError* err = NULL; + id mtl_rps = [_sg.mtl.device newRenderPipelineStateWithDescriptor:rp_desc error:&err]; + _SG_OBJC_RELEASE(rp_desc); + if (nil == mtl_rps) { + SOKOL_ASSERT(err); + SOKOL_LOG([err.localizedDescription UTF8String]); + return SG_RESOURCESTATE_FAILED; + } + + /* depth-stencil-state */ + MTLDepthStencilDescriptor* ds_desc = [[MTLDepthStencilDescriptor alloc] init]; + ds_desc.depthCompareFunction = _sg_mtl_compare_func(desc->depth.compare); + ds_desc.depthWriteEnabled = desc->depth.write_enabled; + if (desc->stencil.enabled) { + const sg_stencil_face_state* sb = &desc->stencil.back; + ds_desc.backFaceStencil = [[MTLStencilDescriptor alloc] init]; + ds_desc.backFaceStencil.stencilFailureOperation = _sg_mtl_stencil_op(sb->fail_op); + ds_desc.backFaceStencil.depthFailureOperation = _sg_mtl_stencil_op(sb->depth_fail_op); + ds_desc.backFaceStencil.depthStencilPassOperation = _sg_mtl_stencil_op(sb->pass_op); + ds_desc.backFaceStencil.stencilCompareFunction = _sg_mtl_compare_func(sb->compare); + ds_desc.backFaceStencil.readMask = desc->stencil.read_mask; + ds_desc.backFaceStencil.writeMask = desc->stencil.write_mask; + const sg_stencil_face_state* sf = &desc->stencil.front; + ds_desc.frontFaceStencil = [[MTLStencilDescriptor alloc] init]; + ds_desc.frontFaceStencil.stencilFailureOperation = _sg_mtl_stencil_op(sf->fail_op); + ds_desc.frontFaceStencil.depthFailureOperation = _sg_mtl_stencil_op(sf->depth_fail_op); + ds_desc.frontFaceStencil.depthStencilPassOperation = _sg_mtl_stencil_op(sf->pass_op); + ds_desc.frontFaceStencil.stencilCompareFunction = _sg_mtl_compare_func(sf->compare); + ds_desc.frontFaceStencil.readMask = desc->stencil.read_mask; + ds_desc.frontFaceStencil.writeMask = desc->stencil.write_mask; + } + id mtl_dss = [_sg.mtl.device newDepthStencilStateWithDescriptor:ds_desc]; + _SG_OBJC_RELEASE(ds_desc); + pip->mtl.rps = _sg_mtl_add_resource(mtl_rps); + pip->mtl.dss = _sg_mtl_add_resource(mtl_dss); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + /* it's valid to call release resource with a 'null resource' */ + _sg_mtl_release_resource(_sg.mtl.frame_index, pip->mtl.rps); + _sg_mtl_release_resource(_sg.mtl.frame_index, pip->mtl.dss); +} + +_SOKOL_PRIVATE sg_resource_state _sg_mtl_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass && desc); + SOKOL_ASSERT(att_images && att_images[0]); + + _sg_pass_common_init(&pass->cmn, desc); + + /* copy image pointers */ + const sg_pass_attachment_desc* att_desc; + for (int i = 0; i < pass->cmn.num_color_atts; i++) { + att_desc = &desc->color_attachments[i]; + if (att_desc->image.id != SG_INVALID_ID) { + SOKOL_ASSERT(att_desc->image.id != SG_INVALID_ID); + SOKOL_ASSERT(0 == pass->mtl.color_atts[i].image); + SOKOL_ASSERT(att_images[i] && (att_images[i]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_color_format(att_images[i]->cmn.pixel_format)); + pass->mtl.color_atts[i].image = att_images[i]; + } + } + SOKOL_ASSERT(0 == pass->mtl.ds_att.image); + att_desc = &desc->depth_stencil_attachment; + if (att_desc->image.id != SG_INVALID_ID) { + const int ds_img_index = SG_MAX_COLOR_ATTACHMENTS; + SOKOL_ASSERT(att_images[ds_img_index] && (att_images[ds_img_index]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_depth_format(att_images[ds_img_index]->cmn.pixel_format)); + pass->mtl.ds_att.image = att_images[ds_img_index]; + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_mtl_destroy_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + _SOKOL_UNUSED(pass); +} + +_SOKOL_PRIVATE _sg_image_t* _sg_mtl_pass_color_image(const _sg_pass_t* pass, int index) { + SOKOL_ASSERT(pass && (index >= 0) && (index < SG_MAX_COLOR_ATTACHMENTS)); + /* NOTE: may return null */ + return pass->mtl.color_atts[index].image; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_mtl_pass_ds_image(const _sg_pass_t* pass) { + /* NOTE: may return null */ + SOKOL_ASSERT(pass); + return pass->mtl.ds_att.image; +} + +_SOKOL_PRIVATE void _sg_mtl_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + SOKOL_ASSERT(action); + SOKOL_ASSERT(!_sg.mtl.in_pass); + SOKOL_ASSERT(_sg.mtl.cmd_queue); + SOKOL_ASSERT(nil == _sg.mtl.cmd_encoder); + SOKOL_ASSERT(_sg.mtl.renderpass_descriptor_cb || _sg.mtl.renderpass_descriptor_userdata_cb); + _sg.mtl.in_pass = true; + _sg.mtl.cur_width = w; + _sg.mtl.cur_height = h; + _sg_mtl_clear_state_cache(); + + /* if this is the first pass in the frame, create a command buffer */ + if (nil == _sg.mtl.cmd_buffer) { + /* block until the oldest frame in flight has finished */ + dispatch_semaphore_wait(_sg.mtl.sem, DISPATCH_TIME_FOREVER); + _sg.mtl.cmd_buffer = [_sg.mtl.cmd_queue commandBufferWithUnretainedReferences]; + } + + /* if this is first pass in frame, get uniform buffer base pointer */ + if (0 == _sg.mtl.cur_ub_base_ptr) { + _sg.mtl.cur_ub_base_ptr = (uint8_t*)[_sg.mtl.uniform_buffers[_sg.mtl.cur_frame_rotate_index] contents]; + } + + /* initialize a render pass descriptor */ + MTLRenderPassDescriptor* pass_desc = nil; + if (pass) { + /* offscreen render pass */ + pass_desc = [MTLRenderPassDescriptor renderPassDescriptor]; + } + else { + /* default render pass, call user-provided callback to provide render pass descriptor */ + if (_sg.mtl.renderpass_descriptor_cb) { + pass_desc = (__bridge MTLRenderPassDescriptor*) _sg.mtl.renderpass_descriptor_cb(); + } + else { + pass_desc = (__bridge MTLRenderPassDescriptor*) _sg.mtl.renderpass_descriptor_userdata_cb(_sg.mtl.user_data); + } + + } + if (pass_desc) { + _sg.mtl.pass_valid = true; + } + else { + /* default pass descriptor will not be valid if window is minimized, + don't do any rendering in this case */ + _sg.mtl.pass_valid = false; + return; + } + if (pass) { + /* setup pass descriptor for offscreen rendering */ + SOKOL_ASSERT(pass->slot.state == SG_RESOURCESTATE_VALID); + for (NSUInteger i = 0; i < (NSUInteger)pass->cmn.num_color_atts; i++) { + const _sg_pass_attachment_t* cmn_att = &pass->cmn.color_atts[i]; + const _sg_mtl_attachment_t* mtl_att = &pass->mtl.color_atts[i]; + const _sg_image_t* att_img = mtl_att->image; + SOKOL_ASSERT(att_img->slot.state == SG_RESOURCESTATE_VALID); + SOKOL_ASSERT(att_img->slot.id == cmn_att->image_id.id); + const bool is_msaa = (att_img->cmn.sample_count > 1); + pass_desc.colorAttachments[i].loadAction = _sg_mtl_load_action(action->colors[i].action); + pass_desc.colorAttachments[i].storeAction = is_msaa ? MTLStoreActionMultisampleResolve : MTLStoreActionStore; + sg_color c = action->colors[i].value; + pass_desc.colorAttachments[i].clearColor = MTLClearColorMake(c.r, c.g, c.b, c.a); + if (is_msaa) { + SOKOL_ASSERT(att_img->mtl.msaa_tex != _SG_MTL_INVALID_SLOT_INDEX); + SOKOL_ASSERT(att_img->mtl.tex[mtl_att->image->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + pass_desc.colorAttachments[i].texture = _sg_mtl_id(att_img->mtl.msaa_tex); + pass_desc.colorAttachments[i].resolveTexture = _sg_mtl_id(att_img->mtl.tex[att_img->cmn.active_slot]); + pass_desc.colorAttachments[i].resolveLevel = (NSUInteger)cmn_att->mip_level; + switch (att_img->cmn.type) { + case SG_IMAGETYPE_CUBE: + case SG_IMAGETYPE_ARRAY: + pass_desc.colorAttachments[i].resolveSlice = (NSUInteger)cmn_att->slice; + break; + case SG_IMAGETYPE_3D: + pass_desc.colorAttachments[i].resolveDepthPlane = (NSUInteger)cmn_att->slice; + break; + default: break; + } + } + else { + SOKOL_ASSERT(att_img->mtl.tex[att_img->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + pass_desc.colorAttachments[i].texture = _sg_mtl_id(att_img->mtl.tex[att_img->cmn.active_slot]); + pass_desc.colorAttachments[i].level = (NSUInteger)cmn_att->mip_level; + switch (att_img->cmn.type) { + case SG_IMAGETYPE_CUBE: + case SG_IMAGETYPE_ARRAY: + pass_desc.colorAttachments[i].slice = (NSUInteger)cmn_att->slice; + break; + case SG_IMAGETYPE_3D: + pass_desc.colorAttachments[i].depthPlane = (NSUInteger)cmn_att->slice; + break; + default: break; + } + } + } + const _sg_image_t* ds_att_img = pass->mtl.ds_att.image; + if (0 != ds_att_img) { + SOKOL_ASSERT(ds_att_img->slot.state == SG_RESOURCESTATE_VALID); + SOKOL_ASSERT(ds_att_img->slot.id == pass->cmn.ds_att.image_id.id); + SOKOL_ASSERT(ds_att_img->mtl.depth_tex != _SG_MTL_INVALID_SLOT_INDEX); + pass_desc.depthAttachment.texture = _sg_mtl_id(ds_att_img->mtl.depth_tex); + pass_desc.depthAttachment.loadAction = _sg_mtl_load_action(action->depth.action); + pass_desc.depthAttachment.clearDepth = action->depth.value; + if (_sg_is_depth_stencil_format(ds_att_img->cmn.pixel_format)) { + pass_desc.stencilAttachment.texture = _sg_mtl_id(ds_att_img->mtl.depth_tex); + pass_desc.stencilAttachment.loadAction = _sg_mtl_load_action(action->stencil.action); + pass_desc.stencilAttachment.clearStencil = action->stencil.value; + } + } + } + else { + /* setup pass descriptor for default rendering */ + pass_desc.colorAttachments[0].loadAction = _sg_mtl_load_action(action->colors[0].action); + sg_color c = action->colors[0].value; + pass_desc.colorAttachments[0].clearColor = MTLClearColorMake(c.r, c.g, c.b, c.a); + pass_desc.depthAttachment.loadAction = _sg_mtl_load_action(action->depth.action); + pass_desc.depthAttachment.clearDepth = action->depth.value; + pass_desc.stencilAttachment.loadAction = _sg_mtl_load_action(action->stencil.action); + pass_desc.stencilAttachment.clearStencil = action->stencil.value; + } + + /* create a render command encoder, this might return nil if window is minimized */ + _sg.mtl.cmd_encoder = [_sg.mtl.cmd_buffer renderCommandEncoderWithDescriptor:pass_desc]; + if (nil == _sg.mtl.cmd_encoder) { + _sg.mtl.pass_valid = false; + return; + } + + /* bind the global uniform buffer, this only happens once per pass */ + _sg_mtl_bind_uniform_buffers(); +} + +_SOKOL_PRIVATE void _sg_mtl_end_pass(void) { + SOKOL_ASSERT(_sg.mtl.in_pass); + _sg.mtl.in_pass = false; + _sg.mtl.pass_valid = false; + if (nil != _sg.mtl.cmd_encoder) { + [_sg.mtl.cmd_encoder endEncoding]; + /* NOTE: MTLRenderCommandEncoder is autoreleased */ + _sg.mtl.cmd_encoder = nil; + } +} + +_SOKOL_PRIVATE void _sg_mtl_commit(void) { + SOKOL_ASSERT(!_sg.mtl.in_pass); + SOKOL_ASSERT(!_sg.mtl.pass_valid); + SOKOL_ASSERT(_sg.mtl.drawable_cb || _sg.mtl.drawable_userdata_cb); + SOKOL_ASSERT(nil == _sg.mtl.cmd_encoder); + SOKOL_ASSERT(nil != _sg.mtl.cmd_buffer); + + #if defined(_SG_TARGET_MACOS) + [_sg.mtl.uniform_buffers[_sg.mtl.cur_frame_rotate_index] didModifyRange:NSMakeRange(0, (NSUInteger)_sg.mtl.cur_ub_offset)]; + #endif + + /* present, commit and signal semaphore when done */ + id cur_drawable = nil; + if (_sg.mtl.drawable_cb) { + cur_drawable = (__bridge id) _sg.mtl.drawable_cb(); + } + else { + cur_drawable = (__bridge id) _sg.mtl.drawable_userdata_cb(_sg.mtl.user_data); + } + [_sg.mtl.cmd_buffer presentDrawable:cur_drawable]; + [_sg.mtl.cmd_buffer addCompletedHandler:^(id cmd_buffer) { + _SOKOL_UNUSED(cmd_buffer); + dispatch_semaphore_signal(_sg.mtl.sem); + }]; + [_sg.mtl.cmd_buffer commit]; + + /* garbage-collect resources pending for release */ + _sg_mtl_garbage_collect(_sg.mtl.frame_index); + + /* rotate uniform buffer slot */ + if (++_sg.mtl.cur_frame_rotate_index >= SG_NUM_INFLIGHT_FRAMES) { + _sg.mtl.cur_frame_rotate_index = 0; + } + _sg.mtl.frame_index++; + _sg.mtl.cur_ub_offset = 0; + _sg.mtl.cur_ub_base_ptr = 0; + /* NOTE: MTLCommandBuffer is autoreleased */ + _sg.mtl.cmd_buffer = nil; +} + +_SOKOL_PRIVATE void _sg_mtl_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + MTLViewport vp; + vp.originX = (double) x; + vp.originY = (double) (origin_top_left ? y : (_sg.mtl.cur_height - (y + h))); + vp.width = (double) w; + vp.height = (double) h; + vp.znear = 0.0; + vp.zfar = 1.0; + [_sg.mtl.cmd_encoder setViewport:vp]; +} + +_SOKOL_PRIVATE void _sg_mtl_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + /* clip against framebuffer rect */ + x = _sg_min(_sg_max(0, x), _sg.mtl.cur_width-1); + y = _sg_min(_sg_max(0, y), _sg.mtl.cur_height-1); + if ((x + w) > _sg.mtl.cur_width) { + w = _sg.mtl.cur_width - x; + } + if ((y + h) > _sg.mtl.cur_height) { + h = _sg.mtl.cur_height - y; + } + w = _sg_max(w, 1); + h = _sg_max(h, 1); + + MTLScissorRect r; + r.x = (NSUInteger)x; + r.y = (NSUInteger) (origin_top_left ? y : (_sg.mtl.cur_height - (y + h))); + r.width = (NSUInteger)w; + r.height = (NSUInteger)h; + [_sg.mtl.cmd_encoder setScissorRect:r]; +} + +_SOKOL_PRIVATE void _sg_mtl_apply_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + SOKOL_ASSERT(pip->shader && (pip->cmn.shader_id.id == pip->shader->slot.id)); + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + + if ((_sg.mtl.state_cache.cur_pipeline != pip) || (_sg.mtl.state_cache.cur_pipeline_id.id != pip->slot.id)) { + _sg.mtl.state_cache.cur_pipeline = pip; + _sg.mtl.state_cache.cur_pipeline_id.id = pip->slot.id; + sg_color c = pip->cmn.blend_color; + [_sg.mtl.cmd_encoder setBlendColorRed:c.r green:c.g blue:c.b alpha:c.a]; + [_sg.mtl.cmd_encoder setCullMode:pip->mtl.cull_mode]; + [_sg.mtl.cmd_encoder setFrontFacingWinding:pip->mtl.winding]; + [_sg.mtl.cmd_encoder setStencilReferenceValue:pip->mtl.stencil_ref]; + [_sg.mtl.cmd_encoder setDepthBias:pip->cmn.depth_bias slopeScale:pip->cmn.depth_bias_slope_scale clamp:pip->cmn.depth_bias_clamp]; + SOKOL_ASSERT(pip->mtl.rps != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setRenderPipelineState:_sg_mtl_id(pip->mtl.rps)]; + SOKOL_ASSERT(pip->mtl.dss != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setDepthStencilState:_sg_mtl_id(pip->mtl.dss)]; + } +} + +_SOKOL_PRIVATE void _sg_mtl_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + _SOKOL_UNUSED(pip); + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + + /* store index buffer binding, this will be needed later in sg_draw() */ + _sg.mtl.state_cache.cur_indexbuffer = ib; + _sg.mtl.state_cache.cur_indexbuffer_offset = ib_offset; + if (ib) { + SOKOL_ASSERT(pip->cmn.index_type != SG_INDEXTYPE_NONE); + _sg.mtl.state_cache.cur_indexbuffer_id.id = ib->slot.id; + } + else { + SOKOL_ASSERT(pip->cmn.index_type == SG_INDEXTYPE_NONE); + _sg.mtl.state_cache.cur_indexbuffer_id.id = SG_INVALID_ID; + } + + /* apply vertex buffers */ + NSUInteger slot; + for (slot = 0; slot < (NSUInteger)num_vbs; slot++) { + const _sg_buffer_t* vb = vbs[slot]; + if ((_sg.mtl.state_cache.cur_vertexbuffers[slot] != vb) || + (_sg.mtl.state_cache.cur_vertexbuffer_offsets[slot] != vb_offsets[slot]) || + (_sg.mtl.state_cache.cur_vertexbuffer_ids[slot].id != vb->slot.id)) + { + _sg.mtl.state_cache.cur_vertexbuffers[slot] = vb; + _sg.mtl.state_cache.cur_vertexbuffer_offsets[slot] = vb_offsets[slot]; + _sg.mtl.state_cache.cur_vertexbuffer_ids[slot].id = vb->slot.id; + const NSUInteger mtl_slot = SG_MAX_SHADERSTAGE_UBS + slot; + SOKOL_ASSERT(vb->mtl.buf[vb->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setVertexBuffer:_sg_mtl_id(vb->mtl.buf[vb->cmn.active_slot]) + offset:(NSUInteger)vb_offsets[slot] + atIndex:mtl_slot]; + } + } + + /* apply vertex shader images */ + for (slot = 0; slot < (NSUInteger)num_vs_imgs; slot++) { + const _sg_image_t* img = vs_imgs[slot]; + if ((_sg.mtl.state_cache.cur_vs_images[slot] != img) || (_sg.mtl.state_cache.cur_vs_image_ids[slot].id != img->slot.id)) { + _sg.mtl.state_cache.cur_vs_images[slot] = img; + _sg.mtl.state_cache.cur_vs_image_ids[slot].id = img->slot.id; + SOKOL_ASSERT(img->mtl.tex[img->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setVertexTexture:_sg_mtl_id(img->mtl.tex[img->cmn.active_slot]) atIndex:slot]; + SOKOL_ASSERT(img->mtl.sampler_state != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setVertexSamplerState:_sg_mtl_id(img->mtl.sampler_state) atIndex:slot]; + } + } + + /* apply fragment shader images */ + for (slot = 0; slot < (NSUInteger)num_fs_imgs; slot++) { + const _sg_image_t* img = fs_imgs[slot]; + if ((_sg.mtl.state_cache.cur_fs_images[slot] != img) || (_sg.mtl.state_cache.cur_fs_image_ids[slot].id != img->slot.id)) { + _sg.mtl.state_cache.cur_fs_images[slot] = img; + _sg.mtl.state_cache.cur_fs_image_ids[slot].id = img->slot.id; + SOKOL_ASSERT(img->mtl.tex[img->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setFragmentTexture:_sg_mtl_id(img->mtl.tex[img->cmn.active_slot]) atIndex:slot]; + SOKOL_ASSERT(img->mtl.sampler_state != _SG_MTL_INVALID_SLOT_INDEX); + [_sg.mtl.cmd_encoder setFragmentSamplerState:_sg_mtl_id(img->mtl.sampler_state) atIndex:slot]; + } + } +} + +_SOKOL_PRIVATE void _sg_mtl_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + SOKOL_ASSERT(((size_t)_sg.mtl.cur_ub_offset + data->size) <= (size_t)_sg.mtl.ub_size); + SOKOL_ASSERT((_sg.mtl.cur_ub_offset & (_SG_MTL_UB_ALIGN-1)) == 0); + SOKOL_ASSERT(_sg.mtl.state_cache.cur_pipeline && _sg.mtl.state_cache.cur_pipeline->shader); + SOKOL_ASSERT(_sg.mtl.state_cache.cur_pipeline->slot.id == _sg.mtl.state_cache.cur_pipeline_id.id); + SOKOL_ASSERT(_sg.mtl.state_cache.cur_pipeline->shader->slot.id == _sg.mtl.state_cache.cur_pipeline->cmn.shader_id.id); + SOKOL_ASSERT(ub_index < _sg.mtl.state_cache.cur_pipeline->shader->cmn.stage[stage_index].num_uniform_blocks); + SOKOL_ASSERT(data->size <= _sg.mtl.state_cache.cur_pipeline->shader->cmn.stage[stage_index].uniform_blocks[ub_index].size); + + /* copy to global uniform buffer, record offset into cmd encoder, and advance offset */ + uint8_t* dst = &_sg.mtl.cur_ub_base_ptr[_sg.mtl.cur_ub_offset]; + memcpy(dst, data->ptr, data->size); + if (stage_index == SG_SHADERSTAGE_VS) { + [_sg.mtl.cmd_encoder setVertexBufferOffset:(NSUInteger)_sg.mtl.cur_ub_offset atIndex:(NSUInteger)ub_index]; + } + else { + [_sg.mtl.cmd_encoder setFragmentBufferOffset:(NSUInteger)_sg.mtl.cur_ub_offset atIndex:(NSUInteger)ub_index]; + } + _sg.mtl.cur_ub_offset = _sg_roundup(_sg.mtl.cur_ub_offset + (int)data->size, _SG_MTL_UB_ALIGN); +} + +_SOKOL_PRIVATE void _sg_mtl_draw(int base_element, int num_elements, int num_instances) { + SOKOL_ASSERT(_sg.mtl.in_pass); + if (!_sg.mtl.pass_valid) { + return; + } + SOKOL_ASSERT(nil != _sg.mtl.cmd_encoder); + SOKOL_ASSERT(_sg.mtl.state_cache.cur_pipeline && (_sg.mtl.state_cache.cur_pipeline->slot.id == _sg.mtl.state_cache.cur_pipeline_id.id)); + if (SG_INDEXTYPE_NONE != _sg.mtl.state_cache.cur_pipeline->cmn.index_type) { + /* indexed rendering */ + SOKOL_ASSERT(_sg.mtl.state_cache.cur_indexbuffer && (_sg.mtl.state_cache.cur_indexbuffer->slot.id == _sg.mtl.state_cache.cur_indexbuffer_id.id)); + const _sg_buffer_t* ib = _sg.mtl.state_cache.cur_indexbuffer; + SOKOL_ASSERT(ib->mtl.buf[ib->cmn.active_slot] != _SG_MTL_INVALID_SLOT_INDEX); + const NSUInteger index_buffer_offset = (NSUInteger) (_sg.mtl.state_cache.cur_indexbuffer_offset + base_element * _sg.mtl.state_cache.cur_pipeline->mtl.index_size); + [_sg.mtl.cmd_encoder drawIndexedPrimitives:_sg.mtl.state_cache.cur_pipeline->mtl.prim_type + indexCount:(NSUInteger)num_elements + indexType:_sg.mtl.state_cache.cur_pipeline->mtl.index_type + indexBuffer:_sg_mtl_id(ib->mtl.buf[ib->cmn.active_slot]) + indexBufferOffset:index_buffer_offset + instanceCount:(NSUInteger)num_instances]; + } + else { + /* non-indexed rendering */ + [_sg.mtl.cmd_encoder drawPrimitives:_sg.mtl.state_cache.cur_pipeline->mtl.prim_type + vertexStart:(NSUInteger)base_element + vertexCount:(NSUInteger)num_elements + instanceCount:(NSUInteger)num_instances]; + } +} + +_SOKOL_PRIVATE void _sg_mtl_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } + __unsafe_unretained id mtl_buf = _sg_mtl_id(buf->mtl.buf[buf->cmn.active_slot]); + void* dst_ptr = [mtl_buf contents]; + memcpy(dst_ptr, data->ptr, data->size); + #if defined(_SG_TARGET_MACOS) + [mtl_buf didModifyRange:NSMakeRange(0, data->size)]; + #endif +} + +_SOKOL_PRIVATE int _sg_mtl_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + if (new_frame) { + if (++buf->cmn.active_slot >= buf->cmn.num_slots) { + buf->cmn.active_slot = 0; + } + } + __unsafe_unretained id mtl_buf = _sg_mtl_id(buf->mtl.buf[buf->cmn.active_slot]); + uint8_t* dst_ptr = (uint8_t*) [mtl_buf contents]; + dst_ptr += buf->cmn.append_pos; + memcpy(dst_ptr, data->ptr, data->size); + #if defined(_SG_TARGET_MACOS) + [mtl_buf didModifyRange:NSMakeRange((NSUInteger)buf->cmn.append_pos, (NSUInteger)data->size)]; + #endif + /* NOTE: this is a requirement from WebGPU, but we want identical behaviour across all backends */ + return _sg_roundup((int)data->size, 4); +} + +_SOKOL_PRIVATE void _sg_mtl_update_image(_sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(img && data); + if (++img->cmn.active_slot >= img->cmn.num_slots) { + img->cmn.active_slot = 0; + } + __unsafe_unretained id mtl_tex = _sg_mtl_id(img->mtl.tex[img->cmn.active_slot]); + _sg_mtl_copy_image_data(img, mtl_tex, data); +} + +/*== WEBGPU BACKEND IMPLEMENTATION ===========================================*/ +#elif defined(SOKOL_WGPU) + +_SOKOL_PRIVATE WGPUBufferUsageFlags _sg_wgpu_buffer_usage(sg_buffer_type t, sg_usage u) { + WGPUBufferUsageFlags res = 0; + if (SG_BUFFERTYPE_VERTEXBUFFER == t) { + res |= WGPUBufferUsage_Vertex; + } + else { + res |= WGPUBufferUsage_Index; + } + if (SG_USAGE_IMMUTABLE != u) { + res |= WGPUBufferUsage_CopyDst; + } + return res; +} + +_SOKOL_PRIVATE WGPULoadOp _sg_wgpu_load_op(sg_action a) { + switch (a) { + case SG_ACTION_CLEAR: + case SG_ACTION_DONTCARE: + return WGPULoadOp_Clear; + case SG_ACTION_LOAD: + return WGPULoadOp_Load; + default: + SOKOL_UNREACHABLE; + return (WGPULoadOp)0; + } +} + +_SOKOL_PRIVATE WGPUTextureViewDimension _sg_wgpu_tex_viewdim(sg_image_type t) { + switch (t) { + case SG_IMAGETYPE_2D: return WGPUTextureViewDimension_2D; + case SG_IMAGETYPE_CUBE: return WGPUTextureViewDimension_Cube; + case SG_IMAGETYPE_3D: return WGPUTextureViewDimension_3D; + case SG_IMAGETYPE_ARRAY: return WGPUTextureViewDimension_2DArray; + default: SOKOL_UNREACHABLE; return WGPUTextureViewDimension_Force32; + } +} + +_SOKOL_PRIVATE WGPUTextureComponentType _sg_wgpu_tex_comptype(sg_sampler_type t) { + switch (t) { + case SG_SAMPLERTYPE_FLOAT: return WGPUTextureComponentType_Float; + case SG_SAMPLERTYPE_SINT: return WGPUTextureComponentType_Sint; + case SG_SAMPLERTYPE_UINT: return WGPUTextureComponentType_Uint; + default: SOKOL_UNREACHABLE; return WGPUTextureComponentType_Force32; + } +} + +_SOKOL_PRIVATE WGPUTextureDimension _sg_wgpu_tex_dim(sg_image_type t) { + if (SG_IMAGETYPE_3D == t) { + return WGPUTextureDimension_3D; + } + else { + return WGPUTextureDimension_2D; + } +} + +_SOKOL_PRIVATE WGPUAddressMode _sg_wgpu_sampler_addrmode(sg_wrap m) { + switch (m) { + case SG_WRAP_REPEAT: + return WGPUAddressMode_Repeat; + case SG_WRAP_CLAMP_TO_EDGE: + case SG_WRAP_CLAMP_TO_BORDER: + return WGPUAddressMode_ClampToEdge; + case SG_WRAP_MIRRORED_REPEAT: + return WGPUAddressMode_MirrorRepeat; + default: + SOKOL_UNREACHABLE; + return WGPUAddressMode_Force32; + } +} + +_SOKOL_PRIVATE WGPUFilterMode _sg_wgpu_sampler_minmagfilter(sg_filter f) { + switch (f) { + case SG_FILTER_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + return WGPUFilterMode_Nearest; + case SG_FILTER_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return WGPUFilterMode_Linear; + default: + SOKOL_UNREACHABLE; + return WGPUFilterMode_Force32; + } +} + +_SOKOL_PRIVATE WGPUFilterMode _sg_wgpu_sampler_mipfilter(sg_filter f) { + switch (f) { + case SG_FILTER_NEAREST: + case SG_FILTER_LINEAR: + case SG_FILTER_NEAREST_MIPMAP_NEAREST: + case SG_FILTER_LINEAR_MIPMAP_NEAREST: + return WGPUFilterMode_Nearest; + case SG_FILTER_NEAREST_MIPMAP_LINEAR: + case SG_FILTER_LINEAR_MIPMAP_LINEAR: + return WGPUFilterMode_Linear; + default: + SOKOL_UNREACHABLE; + return WGPUFilterMode_Force32; + } +} + +_SOKOL_PRIVATE WGPUIndexFormat _sg_wgpu_indexformat(sg_index_type t) { + /* NOTE: there's no WGPUIndexFormat_None */ + return (t == SG_INDEXTYPE_UINT16) ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32; +} + +_SOKOL_PRIVATE WGPUInputStepMode _sg_wgpu_stepmode(sg_vertex_step s) { + return (s == SG_VERTEXSTEP_PER_VERTEX) ? WGPUInputStepMode_Vertex : WGPUInputStepMode_Instance; +} + +_SOKOL_PRIVATE WGPUVertexFormat _sg_wgpu_vertexformat(sg_vertex_format f) { + switch (f) { + case SG_VERTEXFORMAT_FLOAT: return WGPUVertexFormat_Float; + case SG_VERTEXFORMAT_FLOAT2: return WGPUVertexFormat_Float2; + case SG_VERTEXFORMAT_FLOAT3: return WGPUVertexFormat_Float3; + case SG_VERTEXFORMAT_FLOAT4: return WGPUVertexFormat_Float4; + case SG_VERTEXFORMAT_BYTE4: return WGPUVertexFormat_Char4; + case SG_VERTEXFORMAT_BYTE4N: return WGPUVertexFormat_Char4Norm; + case SG_VERTEXFORMAT_UBYTE4: return WGPUVertexFormat_UChar4; + case SG_VERTEXFORMAT_UBYTE4N: return WGPUVertexFormat_UChar4Norm; + case SG_VERTEXFORMAT_SHORT2: return WGPUVertexFormat_Short2; + case SG_VERTEXFORMAT_SHORT2N: return WGPUVertexFormat_Short2Norm; + case SG_VERTEXFORMAT_USHORT2N: return WGPUVertexFormat_UShort2Norm; + case SG_VERTEXFORMAT_SHORT4: return WGPUVertexFormat_Short4; + case SG_VERTEXFORMAT_SHORT4N: return WGPUVertexFormat_Short4Norm; + case SG_VERTEXFORMAT_USHORT4N: return WGPUVertexFormat_UShort4Norm; + /* FIXME! UINT10_N2 */ + case SG_VERTEXFORMAT_UINT10_N2: + default: + SOKOL_UNREACHABLE; + return WGPUVertexFormat_Force32; + } +} + +_SOKOL_PRIVATE WGPUPrimitiveTopology _sg_wgpu_topology(sg_primitive_type t) { + switch (t) { + case SG_PRIMITIVETYPE_POINTS: return WGPUPrimitiveTopology_PointList; + case SG_PRIMITIVETYPE_LINES: return WGPUPrimitiveTopology_LineList; + case SG_PRIMITIVETYPE_LINE_STRIP: return WGPUPrimitiveTopology_LineStrip; + case SG_PRIMITIVETYPE_TRIANGLES: return WGPUPrimitiveTopology_TriangleList; + case SG_PRIMITIVETYPE_TRIANGLE_STRIP: return WGPUPrimitiveTopology_TriangleStrip; + default: SOKOL_UNREACHABLE; return WGPUPrimitiveTopology_Force32; + } +} + +_SOKOL_PRIVATE WGPUFrontFace _sg_wgpu_frontface(sg_face_winding fw) { + return (fw == SG_FACEWINDING_CCW) ? WGPUFrontFace_CCW : WGPUFrontFace_CW; +} + +_SOKOL_PRIVATE WGPUCullMode _sg_wgpu_cullmode(sg_cull_mode cm) { + switch (cm) { + case SG_CULLMODE_NONE: return WGPUCullMode_None; + case SG_CULLMODE_FRONT: return WGPUCullMode_Front; + case SG_CULLMODE_BACK: return WGPUCullMode_Back; + default: SOKOL_UNREACHABLE; return WGPUCullMode_Force32; + } +} + +_SOKOL_PRIVATE WGPUTextureFormat _sg_wgpu_textureformat(sg_pixel_format p) { + switch (p) { + case SG_PIXELFORMAT_NONE: return WGPUTextureFormat_Undefined; + case SG_PIXELFORMAT_R8: return WGPUTextureFormat_R8Unorm; + case SG_PIXELFORMAT_R8SN: return WGPUTextureFormat_R8Snorm; + case SG_PIXELFORMAT_R8UI: return WGPUTextureFormat_R8Uint; + case SG_PIXELFORMAT_R8SI: return WGPUTextureFormat_R8Sint; + case SG_PIXELFORMAT_R16UI: return WGPUTextureFormat_R16Uint; + case SG_PIXELFORMAT_R16SI: return WGPUTextureFormat_R16Sint; + case SG_PIXELFORMAT_R16F: return WGPUTextureFormat_R16Float; + case SG_PIXELFORMAT_RG8: return WGPUTextureFormat_RG8Unorm; + case SG_PIXELFORMAT_RG8SN: return WGPUTextureFormat_RG8Snorm; + case SG_PIXELFORMAT_RG8UI: return WGPUTextureFormat_RG8Uint; + case SG_PIXELFORMAT_RG8SI: return WGPUTextureFormat_RG8Sint; + case SG_PIXELFORMAT_R32UI: return WGPUTextureFormat_R32Uint; + case SG_PIXELFORMAT_R32SI: return WGPUTextureFormat_R32Sint; + case SG_PIXELFORMAT_R32F: return WGPUTextureFormat_R32Float; + case SG_PIXELFORMAT_RG16UI: return WGPUTextureFormat_RG16Uint; + case SG_PIXELFORMAT_RG16SI: return WGPUTextureFormat_RG16Sint; + case SG_PIXELFORMAT_RG16F: return WGPUTextureFormat_RG16Float; + case SG_PIXELFORMAT_RGBA8: return WGPUTextureFormat_RGBA8Unorm; + case SG_PIXELFORMAT_RGBA8SN: return WGPUTextureFormat_RGBA8Snorm; + case SG_PIXELFORMAT_RGBA8UI: return WGPUTextureFormat_RGBA8Uint; + case SG_PIXELFORMAT_RGBA8SI: return WGPUTextureFormat_RGBA8Sint; + case SG_PIXELFORMAT_BGRA8: return WGPUTextureFormat_BGRA8Unorm; + case SG_PIXELFORMAT_RGB10A2: return WGPUTextureFormat_RGB10A2Unorm; + case SG_PIXELFORMAT_RG11B10F: return WGPUTextureFormat_RG11B10Float; + case SG_PIXELFORMAT_RG32UI: return WGPUTextureFormat_RG32Uint; + case SG_PIXELFORMAT_RG32SI: return WGPUTextureFormat_RG32Sint; + case SG_PIXELFORMAT_RG32F: return WGPUTextureFormat_RG32Float; + case SG_PIXELFORMAT_RGBA16UI: return WGPUTextureFormat_RGBA16Uint; + case SG_PIXELFORMAT_RGBA16SI: return WGPUTextureFormat_RGBA16Sint; + case SG_PIXELFORMAT_RGBA16F: return WGPUTextureFormat_RGBA16Float; + case SG_PIXELFORMAT_RGBA32UI: return WGPUTextureFormat_RGBA32Uint; + case SG_PIXELFORMAT_RGBA32SI: return WGPUTextureFormat_RGBA32Sint; + case SG_PIXELFORMAT_RGBA32F: return WGPUTextureFormat_RGBA32Float; + case SG_PIXELFORMAT_DEPTH: return WGPUTextureFormat_Depth24Plus; + case SG_PIXELFORMAT_DEPTH_STENCIL: return WGPUTextureFormat_Depth24PlusStencil8; + case SG_PIXELFORMAT_BC1_RGBA: return WGPUTextureFormat_BC1RGBAUnorm; + case SG_PIXELFORMAT_BC2_RGBA: return WGPUTextureFormat_BC2RGBAUnorm; + case SG_PIXELFORMAT_BC3_RGBA: return WGPUTextureFormat_BC3RGBAUnorm; + case SG_PIXELFORMAT_BC4_R: return WGPUTextureFormat_BC4RUnorm; + case SG_PIXELFORMAT_BC4_RSN: return WGPUTextureFormat_BC4RSnorm; + case SG_PIXELFORMAT_BC5_RG: return WGPUTextureFormat_BC5RGUnorm; + case SG_PIXELFORMAT_BC5_RGSN: return WGPUTextureFormat_BC5RGSnorm; + case SG_PIXELFORMAT_BC6H_RGBF: return WGPUTextureFormat_BC6HRGBSfloat; + case SG_PIXELFORMAT_BC6H_RGBUF: return WGPUTextureFormat_BC6HRGBUfloat; + case SG_PIXELFORMAT_BC7_RGBA: return WGPUTextureFormat_BC7RGBAUnorm; + + /* NOT SUPPORTED */ + case SG_PIXELFORMAT_R16: + case SG_PIXELFORMAT_R16SN: + case SG_PIXELFORMAT_RG16: + case SG_PIXELFORMAT_RG16SN: + case SG_PIXELFORMAT_RGBA16: + case SG_PIXELFORMAT_RGBA16SN: + case SG_PIXELFORMAT_PVRTC_RGB_2BPP: + case SG_PIXELFORMAT_PVRTC_RGB_4BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_2BPP: + case SG_PIXELFORMAT_PVRTC_RGBA_4BPP: + case SG_PIXELFORMAT_ETC2_RGB8: + case SG_PIXELFORMAT_ETC2_RGB8A1: + case SG_PIXELFORMAT_ETC2_RGBA8: + case SG_PIXELFORMAT_ETC2_RG11: + case SG_PIXELFORMAT_ETC2_RG11SN: + default: + SOKOL_UNREACHABLE; + return WGPUTextureFormat_Force32; + } +} + +/* +FIXME ??? this isn't needed anywhere? +_SOKOL_PRIVATE WGPUTextureAspect _sg_wgpu_texture_aspect(sg_pixel_format fmt) { + if (_sg_is_valid_rendertarget_depth_format(fmt)) { + if (!_sg_is_depth_stencil_format(fmt)) { + return WGPUTextureAspect_DepthOnly; + } + } + return WGPUTextureAspect_All; +} +*/ + +_SOKOL_PRIVATE WGPUCompareFunction _sg_wgpu_comparefunc(sg_compare_func f) { + switch (f) { + case SG_COMPAREFUNC_NEVER: return WGPUCompareFunction_Never; + case SG_COMPAREFUNC_LESS: return WGPUCompareFunction_Less; + case SG_COMPAREFUNC_EQUAL: return WGPUCompareFunction_Equal; + case SG_COMPAREFUNC_LESS_EQUAL: return WGPUCompareFunction_LessEqual; + case SG_COMPAREFUNC_GREATER: return WGPUCompareFunction_Greater; + case SG_COMPAREFUNC_NOT_EQUAL: return WGPUCompareFunction_NotEqual; + case SG_COMPAREFUNC_GREATER_EQUAL: return WGPUCompareFunction_GreaterEqual; + case SG_COMPAREFUNC_ALWAYS: return WGPUCompareFunction_Always; + default: SOKOL_UNREACHABLE; return WGPUCompareFunction_Force32; + } +} + +_SOKOL_PRIVATE WGPUStencilOperation _sg_wgpu_stencilop(sg_stencil_op op) { + switch (op) { + case SG_STENCILOP_KEEP: return WGPUStencilOperation_Keep; + case SG_STENCILOP_ZERO: return WGPUStencilOperation_Zero; + case SG_STENCILOP_REPLACE: return WGPUStencilOperation_Replace; + case SG_STENCILOP_INCR_CLAMP: return WGPUStencilOperation_IncrementClamp; + case SG_STENCILOP_DECR_CLAMP: return WGPUStencilOperation_DecrementClamp; + case SG_STENCILOP_INVERT: return WGPUStencilOperation_Invert; + case SG_STENCILOP_INCR_WRAP: return WGPUStencilOperation_IncrementWrap; + case SG_STENCILOP_DECR_WRAP: return WGPUStencilOperation_DecrementWrap; + default: SOKOL_UNREACHABLE; return WGPUStencilOperation_Force32; + } +} + +_SOKOL_PRIVATE WGPUBlendOperation _sg_wgpu_blendop(sg_blend_op op) { + switch (op) { + case SG_BLENDOP_ADD: return WGPUBlendOperation_Add; + case SG_BLENDOP_SUBTRACT: return WGPUBlendOperation_Subtract; + case SG_BLENDOP_REVERSE_SUBTRACT: return WGPUBlendOperation_ReverseSubtract; + default: SOKOL_UNREACHABLE; return WGPUBlendOperation_Force32; + } +} + +_SOKOL_PRIVATE WGPUBlendFactor _sg_wgpu_blendfactor(sg_blend_factor f) { + switch (f) { + case SG_BLENDFACTOR_ZERO: return WGPUBlendFactor_Zero; + case SG_BLENDFACTOR_ONE: return WGPUBlendFactor_One; + case SG_BLENDFACTOR_SRC_COLOR: return WGPUBlendFactor_SrcColor; + case SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return WGPUBlendFactor_OneMinusSrcColor; + case SG_BLENDFACTOR_SRC_ALPHA: return WGPUBlendFactor_SrcAlpha; + case SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return WGPUBlendFactor_OneMinusSrcAlpha; + case SG_BLENDFACTOR_DST_COLOR: return WGPUBlendFactor_DstColor; + case SG_BLENDFACTOR_ONE_MINUS_DST_COLOR: return WGPUBlendFactor_OneMinusDstColor; + case SG_BLENDFACTOR_DST_ALPHA: return WGPUBlendFactor_DstAlpha; + case SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return WGPUBlendFactor_OneMinusDstAlpha; + case SG_BLENDFACTOR_SRC_ALPHA_SATURATED: return WGPUBlendFactor_SrcAlphaSaturated; + case SG_BLENDFACTOR_BLEND_COLOR: return WGPUBlendFactor_BlendColor; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR: return WGPUBlendFactor_OneMinusBlendColor; + /* FIXME: separate blend alpha value not supported? */ + case SG_BLENDFACTOR_BLEND_ALPHA: return WGPUBlendFactor_BlendColor; + case SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA: return WGPUBlendFactor_OneMinusBlendColor; + default: + SOKOL_UNREACHABLE; return WGPUBlendFactor_Force32; + } +} + +_SOKOL_PRIVATE WGPUColorWriteMaskFlags _sg_wgpu_colorwritemask(uint8_t m) { + WGPUColorWriteMaskFlags res = 0; + if (0 != (m & SG_COLORMASK_R)) { + res |= WGPUColorWriteMask_Red; + } + if (0 != (m & SG_COLORMASK_G)) { + res |= WGPUColorWriteMask_Green; + } + if (0 != (m & SG_COLORMASK_B)) { + res |= WGPUColorWriteMask_Blue; + } + if (0 != (m & SG_COLORMASK_A)) { + res |= WGPUColorWriteMask_Alpha; + } + return res; +} + +_SOKOL_PRIVATE void _sg_wgpu_init_caps(void) { + _sg.backend = SG_BACKEND_WGPU; + _sg.features.instancing = true; + _sg.features.origin_top_left = true; + _sg.features.multiple_render_targets = true; + _sg.features.msaa_render_targets = true; + _sg.features.imagetype_3d = true; + _sg.features.imagetype_array = true; + _sg.features.image_clamp_to_border = false; + _sg.features.mrt_independent_blend_state = true; + _sg.features.mrt_independent_write_mask = true; + + /* FIXME: max images size??? */ + _sg.limits.max_image_size_2d = 8 * 1024; + _sg.limits.max_image_size_cube = 8 * 1024; + _sg.limits.max_image_size_3d = 2 * 1024; + _sg.limits.max_image_size_array = 8 * 1024; + _sg.limits.max_image_array_layers = 2 * 1024; + _sg.limits.max_vertex_attrs = SG_MAX_VERTEX_ATTRIBUTES; + + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_R8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R8SI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_R16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_R16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RG8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG8SI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_R32SI]); + _sg_pixelformat_sbr(&_sg.formats[SG_PIXELFORMAT_R32F]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RG16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RG16F]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA8]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_RGBA8SN]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA8SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_BGRA8]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGB10A2]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RG32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RG32SI]); + _sg_pixelformat_sbr(&_sg.formats[SG_PIXELFORMAT_RG32F]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16UI]); + _sg_pixelformat_srm(&_sg.formats[SG_PIXELFORMAT_RGBA16SI]); + _sg_pixelformat_all(&_sg.formats[SG_PIXELFORMAT_RGBA16F]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32UI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32SI]); + _sg_pixelformat_sr(&_sg.formats[SG_PIXELFORMAT_RGBA32F]); + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH]); + _sg_pixelformat_srmd(&_sg.formats[SG_PIXELFORMAT_DEPTH_STENCIL]); + + /* FIXME FIXME FIXME: need to check if BC texture compression is + actually supported, currently the WebGPU C-API doesn't allow this + */ + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC1_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC2_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC3_RGBA]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_R]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC4_RSN]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RG]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC5_RGSN]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC6H_RGBUF]); + _sg_pixelformat_sf(&_sg.formats[SG_PIXELFORMAT_BC7_RGBA]); +} + +/* + WGPU uniform buffer pool implementation: + + At start of frame, a mapped buffer is grabbed from the pool, + or a new buffer is created if there is no mapped buffer available. + + At end of frame, the current buffer is unmapped before queue submit, + and async-mapped immediately again. + + UNIFORM BUFFER FIXME: + + - As per WebGPU spec, it should be possible to create a Uniform|MapWrite + buffer, but this isn't currently allowed in Dawn. +*/ +_SOKOL_PRIVATE void _sg_wgpu_ubpool_init(const sg_desc* desc) { + + /* Add the max-uniform-update size (64 KB) to the requested buffer size, + this is to prevent validation errors in the WebGPU implementation + if the entire buffer size is used per frame. 64 KB is the allowed + max uniform update size on NVIDIA + */ + _sg.wgpu.ub.num_bytes = desc->uniform_buffer_size + _SG_WGPU_MAX_UNIFORM_UPDATE_SIZE; + + WGPUBufferDescriptor ub_desc; + memset(&ub_desc, 0, sizeof(ub_desc)); + ub_desc.size = _sg.wgpu.ub.num_bytes; + ub_desc.usage = WGPUBufferUsage_Uniform|WGPUBufferUsage_CopyDst; + _sg.wgpu.ub.buf = wgpuDeviceCreateBuffer(_sg.wgpu.dev, &ub_desc); + SOKOL_ASSERT(_sg.wgpu.ub.buf); + + WGPUBindGroupLayoutBinding ub_bglb_desc[SG_NUM_SHADER_STAGES][SG_MAX_SHADERSTAGE_UBS]; + memset(ub_bglb_desc, 0, sizeof(ub_bglb_desc)); + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + WGPUShaderStage vis = (stage_index == SG_SHADERSTAGE_VS) ? WGPUShaderStage_Vertex : WGPUShaderStage_Fragment; + for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) { + int bind_index = stage_index * SG_MAX_SHADERSTAGE_UBS + ub_index; + ub_bglb_desc[stage_index][ub_index].binding = bind_index; + ub_bglb_desc[stage_index][ub_index].visibility = vis; + ub_bglb_desc[stage_index][ub_index].type = WGPUBindingType_UniformBuffer; + ub_bglb_desc[stage_index][ub_index].hasDynamicOffset = true; + } + } + + WGPUBindGroupLayoutDescriptor ub_bgl_desc; + memset(&ub_bgl_desc, 0, sizeof(ub_bgl_desc)); + ub_bgl_desc.bindingCount = SG_NUM_SHADER_STAGES * SG_MAX_SHADERSTAGE_UBS; + ub_bgl_desc.bindings = &ub_bglb_desc[0][0]; + _sg.wgpu.ub.bindgroup_layout = wgpuDeviceCreateBindGroupLayout(_sg.wgpu.dev, &ub_bgl_desc); + SOKOL_ASSERT(_sg.wgpu.ub.bindgroup_layout); + + WGPUBindGroupBinding ub_bgb[SG_NUM_SHADER_STAGES][SG_MAX_SHADERSTAGE_UBS]; + memset(ub_bgb, 0, sizeof(ub_bgb)); + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) { + int bind_index = stage_index * SG_MAX_SHADERSTAGE_UBS + ub_index; + ub_bgb[stage_index][ub_index].binding = bind_index; + ub_bgb[stage_index][ub_index].buffer = _sg.wgpu.ub.buf; + // FIXME FIXME FIXME FIXME: HACK FOR VALIDATION BUG IN DAWN + ub_bgb[stage_index][ub_index].size = (1<<16); + } + } + WGPUBindGroupDescriptor bg_desc; + memset(&bg_desc, 0, sizeof(bg_desc)); + bg_desc.layout = _sg.wgpu.ub.bindgroup_layout; + bg_desc.bindingCount = SG_NUM_SHADER_STAGES * SG_MAX_SHADERSTAGE_UBS; + bg_desc.bindings = &ub_bgb[0][0]; + _sg.wgpu.ub.bindgroup = wgpuDeviceCreateBindGroup(_sg.wgpu.dev, &bg_desc); + SOKOL_ASSERT(_sg.wgpu.ub.bindgroup); +} + +_SOKOL_PRIVATE void _sg_wgpu_ubpool_discard(void) { + if (_sg.wgpu.ub.buf) { + wgpuBufferRelease(_sg.wgpu.ub.buf); + _sg.wgpu.ub.buf = 0; + } + if (_sg.wgpu.ub.bindgroup) { + wgpuBindGroupRelease(_sg.wgpu.ub.bindgroup); + _sg.wgpu.ub.bindgroup = 0; + } + if (_sg.wgpu.ub.bindgroup_layout) { + wgpuBindGroupLayoutRelease(_sg.wgpu.ub.bindgroup_layout); + _sg.wgpu.ub.bindgroup_layout = 0; + } + for (int i = 0; i < _sg.wgpu.ub.stage.num; i++) { + if (_sg.wgpu.ub.stage.buf[i]) { + wgpuBufferRelease(_sg.wgpu.ub.stage.buf[i]); + _sg.wgpu.ub.stage.buf[i] = 0; + _sg.wgpu.ub.stage.ptr[i] = 0; + } + } +} + +_SOKOL_PRIVATE void _sg_wgpu_ubpool_mapped_callback(WGPUBufferMapAsyncStatus status, void* data, uint64_t data_len, void* user_data) { + if (!_sg.wgpu.valid) { + return; + } + /* FIXME: better handling for this */ + if (WGPUBufferMapAsyncStatus_Success != status) { + SOKOL_LOG("Mapping uniform buffer failed!\n"); + SOKOL_ASSERT(false); + } + SOKOL_ASSERT(data && (data_len == _sg.wgpu.ub.num_bytes)); + int index = (int)(intptr_t) user_data; + SOKOL_ASSERT(index < _sg.wgpu.ub.stage.num); + SOKOL_ASSERT(0 == _sg.wgpu.ub.stage.ptr[index]); + _sg.wgpu.ub.stage.ptr[index] = (uint8_t*) data; +} + +_SOKOL_PRIVATE void _sg_wgpu_ubpool_next_frame(bool first_frame) { + + /* immediately request a new mapping for the last frame's current staging buffer */ + if (!first_frame) { + WGPUBuffer ub_src = _sg.wgpu.ub.stage.buf[_sg.wgpu.ub.stage.cur]; + wgpuBufferMapWriteAsync(ub_src, _sg_wgpu_ubpool_mapped_callback, (void*)(intptr_t)_sg.wgpu.ub.stage.cur); + } + + /* rewind per-frame offsets */ + _sg.wgpu.ub.offset = 0; + memset(&_sg.wgpu.ub.bind_offsets, 0, sizeof(_sg.wgpu.ub.bind_offsets)); + + /* check if a mapped staging buffer is available, otherwise create one */ + for (int i = 0; i < _sg.wgpu.ub.stage.num; i++) { + if (_sg.wgpu.ub.stage.ptr[i]) { + _sg.wgpu.ub.stage.cur = i; + return; + } + } + + /* no mapped uniform buffer available, create one */ + SOKOL_ASSERT(_sg.wgpu.ub.stage.num < _SG_WGPU_STAGING_PIPELINE_SIZE); + _sg.wgpu.ub.stage.cur = _sg.wgpu.ub.stage.num++; + const int cur = _sg.wgpu.ub.stage.cur; + + WGPUBufferDescriptor desc; + memset(&desc, 0, sizeof(desc)); + desc.size = _sg.wgpu.ub.num_bytes; + desc.usage = WGPUBufferUsage_CopySrc|WGPUBufferUsage_MapWrite; + WGPUCreateBufferMappedResult res = wgpuDeviceCreateBufferMapped(_sg.wgpu.dev, &desc); + _sg.wgpu.ub.stage.buf[cur] = res.buffer; + _sg.wgpu.ub.stage.ptr[cur] = (uint8_t*) res.data; + SOKOL_ASSERT(_sg.wgpu.ub.stage.buf[cur]); + SOKOL_ASSERT(_sg.wgpu.ub.stage.ptr[cur]); + SOKOL_ASSERT(res.dataLength == _sg.wgpu.ub.num_bytes); +} + +_SOKOL_PRIVATE void _sg_wgpu_ubpool_flush(void) { + /* unmap staging buffer and copy to uniform buffer */ + const int cur = _sg.wgpu.ub.stage.cur; + SOKOL_ASSERT(_sg.wgpu.ub.stage.ptr[cur]); + _sg.wgpu.ub.stage.ptr[cur] = 0; + WGPUBuffer src_buf = _sg.wgpu.ub.stage.buf[cur]; + wgpuBufferUnmap(src_buf); + if (_sg.wgpu.ub.offset > 0) { + WGPUBuffer dst_buf = _sg.wgpu.ub.buf; + wgpuCommandEncoderCopyBufferToBuffer(_sg.wgpu.render_cmd_enc, src_buf, 0, dst_buf, 0, _sg.wgpu.ub.offset); + } +} + +/* helper function to compute number of bytes needed in staging buffer to copy image data */ +_SOKOL_PRIVATE uint32_t _sg_wgpu_image_data_buffer_size(const _sg_image_t* img) { + uint32_t num_bytes = 0; + const uint32_t num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6:1; + const uint32_t num_slices = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? img->cmn.num_slices : 1; + for (int mip_index = 0; mip_index < img->cmn.num_mipmaps; mip_index++) { + const uint32_t mip_width = _sg_max(img->cmn.width >> mip_index, 1); + const uint32_t mip_height = _sg_max(img->cmn.height >> mip_index, 1); + /* row-pitch must be 256-aligend */ + const uint32_t bytes_per_slice = _sg_surface_pitch(img->cmn.pixel_format, mip_width, mip_height, _SG_WGPU_ROWPITCH_ALIGN); + num_bytes += bytes_per_slice * num_slices * num_faces; + } + return num_bytes; +} + +/* helper function to copy image data into a texture via a staging buffer, returns number of + bytes copied +*/ +_SOKOL_PRIVATE uint32_t _sg_wgpu_copy_image_data(WGPUBuffer stg_buf, uint8_t* stg_base_ptr, uint32_t stg_base_offset, _sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + SOKOL_ASSERT(stg_buf && stg_base_ptr); + SOKOL_ASSERT(img); + SOKOL_ASSERT(data); + uint32_t stg_offset = stg_base_offset; + const uint32_t num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6:1; + const uint32_t num_slices = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? img->cmn.num_slices : 1; + const sg_pixel_format fmt = img->cmn.pixel_format; + WGPUBufferCopyView src_view; + memset(&src_view, 0, sizeof(src_view)); + src_view.buffer = stg_buf; + WGPUTextureCopyView dst_view; + memset(&dst_view, 0, sizeof(dst_view)); + dst_view.texture = img->wgpu.tex; + WGPUExtent3D extent; + memset(&extent, 0, sizeof(extent)); + + for (uint32_t face_index = 0; face_index < num_faces; face_index++) { + for (uint32_t mip_index = 0; mip_index < (uint32_t)img->cmn.num_mipmaps; mip_index++) { + SOKOL_ASSERT(data->subimage[face_index][mip_index].ptr); + SOKOL_ASSERT(data->subimage[face_index][mip_index].size > 0); + const uint8_t* src_base_ptr = (const uint8_t*)data->subimage[face_index][mip_index].ptr; + SOKOL_ASSERT(src_base_ptr); + uint8_t* dst_base_ptr = stg_base_ptr + stg_offset; + + const uint32_t mip_width = _sg_max(img->cmn.width >> mip_index, 1); + const uint32_t mip_height = _sg_max(img->cmn.height >> mip_index, 1); + const uint32_t mip_depth = (img->cmn.type == SG_IMAGETYPE_3D) ? _sg_max(img->cmn.num_slices >> mip_index, 1) : 1; + const uint32_t num_rows = _sg_num_rows(fmt, mip_height); + const uint32_t src_bytes_per_row = _sg_row_pitch(fmt, mip_width, 1); + const uint32_t dst_bytes_per_row = _sg_row_pitch(fmt, mip_width, _SG_WGPU_ROWPITCH_ALIGN); + const uint32_t src_bytes_per_slice = _sg_surface_pitch(fmt, mip_width, mip_height, 1); + const uint32_t dst_bytes_per_slice = _sg_surface_pitch(fmt, mip_width, mip_height, _SG_WGPU_ROWPITCH_ALIGN); + SOKOL_ASSERT((uint32_t)data->subimage[face_index][mip_index].size == (src_bytes_per_slice * num_slices)); + SOKOL_ASSERT(src_bytes_per_row <= dst_bytes_per_row); + SOKOL_ASSERT(src_bytes_per_slice == (src_bytes_per_row * num_rows)); + SOKOL_ASSERT(dst_bytes_per_slice == (dst_bytes_per_row * num_rows)); + _SOKOL_UNUSED(src_bytes_per_slice); + + /* copy data into mapped staging buffer */ + if (src_bytes_per_row == dst_bytes_per_row) { + /* can do a single memcpy */ + uint32_t num_bytes = data->subimage[face_index][mip_index].size; + memcpy(dst_base_ptr, src_base_ptr, num_bytes); + } + else { + /* src/dst pitch doesn't match, need to copy row by row */ + uint8_t* dst_ptr = dst_base_ptr; + const uint8_t* src_ptr = src_base_ptr; + for (uint32_t slice_index = 0; slice_index < num_slices; slice_index++) { + SOKOL_ASSERT(dst_ptr == dst_base_ptr + slice_index * dst_bytes_per_slice); + for (uint32_t row_index = 0; row_index < num_rows; row_index++) { + memcpy(dst_ptr, src_ptr, src_bytes_per_row); + src_ptr += src_bytes_per_row; + dst_ptr += dst_bytes_per_row; + } + } + } + + /* record the staging copy operation into command encoder */ + src_view.imageHeight = mip_height; + src_view.rowPitch = dst_bytes_per_row; + dst_view.mipLevel = mip_index; + extent.width = mip_width; + extent.height = mip_height; + extent.depth = mip_depth; + SOKOL_ASSERT((img->cmn.type != SG_IMAGETYPE_CUBE) || (num_slices == 1)); + for (uint32_t slice_index = 0; slice_index < num_slices; slice_index++) { + const uint32_t layer_index = (img->cmn.type == SG_IMAGETYPE_ARRAY) ? slice_index : face_index; + src_view.offset = stg_offset; + dst_view.arrayLayer = layer_index; + wgpuCommandEncoderCopyBufferToTexture(_sg.wgpu.staging_cmd_enc, &src_view, &dst_view, &extent); + stg_offset += dst_bytes_per_slice; + SOKOL_ASSERT(stg_offset <= _sg.wgpu.staging.num_bytes); + } + } + } + SOKOL_ASSERT(stg_offset >= stg_base_offset); + return (stg_offset - stg_base_offset); +} + +/* + The WGPU staging buffer implementation: + + Very similar to the uniform buffer pool, there's a pool of big + per-frame staging buffers, each must be big enough to hold + all data uploaded to dynamic resources for one frame. + + Staging buffers are created on demand and reused, because the + 'frame pipeline depth' of WGPU isn't predictable. + + The difference to the uniform buffer system is that there isn't + a 1:1 relationship for source- and destination for the + data-copy operation. There's always one staging buffer as copy-source + per frame, but many copy-destinations (regular vertex/index buffers + or images). Instead of one big copy-operation at the end of the frame, + multiple copy-operations will be written throughout the frame. +*/ +_SOKOL_PRIVATE void _sg_wgpu_staging_init(const sg_desc* desc) { + SOKOL_ASSERT(desc && (desc->staging_buffer_size > 0)); + _sg.wgpu.staging.num_bytes = desc->staging_buffer_size; + /* there's actually nothing more to do here */ +} + +_SOKOL_PRIVATE void _sg_wgpu_staging_discard(void) { + for (int i = 0; i < _sg.wgpu.staging.num; i++) { + if (_sg.wgpu.staging.buf[i]) { + wgpuBufferRelease(_sg.wgpu.staging.buf[i]); + _sg.wgpu.staging.buf[i] = 0; + _sg.wgpu.staging.ptr[i] = 0; + } + } +} + +_SOKOL_PRIVATE void _sg_wgpu_staging_mapped_callback(WGPUBufferMapAsyncStatus status, void* data, uint64_t data_len, void* user_data) { + if (!_sg.wgpu.valid) { + return; + } + /* FIXME: better handling for this */ + if (WGPUBufferMapAsyncStatus_Success != status) { + SOKOL_ASSERT("Mapping staging buffer failed!\n"); + SOKOL_ASSERT(false); + } + SOKOL_ASSERT(data && (data_len == _sg.wgpu.staging.num_bytes)); + int index = (int)(intptr_t) user_data; + SOKOL_ASSERT(index < _sg.wgpu.staging.num); + SOKOL_ASSERT(0 == _sg.wgpu.staging.ptr[index]); + _sg.wgpu.staging.ptr[index] = (uint8_t*) data; +} + +_SOKOL_PRIVATE void _sg_wgpu_staging_next_frame(bool first_frame) { + + /* immediately request a new mapping for the last frame's current staging buffer */ + if (!first_frame) { + WGPUBuffer cur_buf = _sg.wgpu.staging.buf[_sg.wgpu.staging.cur]; + wgpuBufferMapWriteAsync(cur_buf, _sg_wgpu_staging_mapped_callback, (void*)(intptr_t)_sg.wgpu.staging.cur); + } + + /* rewind staging-buffer offset */ + _sg.wgpu.staging.offset = 0; + + /* check if mapped staging buffer is available, otherwise create one */ + for (int i = 0; i < _sg.wgpu.staging.num; i++) { + if (_sg.wgpu.staging.ptr[i]) { + _sg.wgpu.staging.cur = i; + return; + } + } + + /* no mapped buffer available, create one */ + SOKOL_ASSERT(_sg.wgpu.staging.num < _SG_WGPU_STAGING_PIPELINE_SIZE); + _sg.wgpu.staging.cur = _sg.wgpu.staging.num++; + const int cur = _sg.wgpu.staging.cur; + + WGPUBufferDescriptor desc; + memset(&desc, 0, sizeof(desc)); + desc.size = _sg.wgpu.staging.num_bytes; + desc.usage = WGPUBufferUsage_CopySrc|WGPUBufferUsage_MapWrite; + WGPUCreateBufferMappedResult res = wgpuDeviceCreateBufferMapped(_sg.wgpu.dev, &desc); + _sg.wgpu.staging.buf[cur] = res.buffer; + _sg.wgpu.staging.ptr[cur] = (uint8_t*) res.data; + SOKOL_ASSERT(_sg.wgpu.staging.buf[cur]); + SOKOL_ASSERT(_sg.wgpu.staging.ptr[cur]); + SOKOL_ASSERT(res.dataLength == _sg.wgpu.staging.num_bytes); +} + +_SOKOL_PRIVATE uint32_t _sg_wgpu_staging_copy_to_buffer(WGPUBuffer dst_buf, uint32_t dst_buf_offset, const void* data, uint32_t data_num_bytes) { + /* Copy a chunk of data into the staging buffer, and record a blit-operation into + the command encoder, bump the offset for the next data chunk, return 0 if there + was not enough room in the staging buffer, return the number of actually + copied bytes on success. + + NOTE: that the number of staging bytes to be copied must be a multiple of 4. + + */ + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + SOKOL_ASSERT((dst_buf_offset & 3) == 0); + SOKOL_ASSERT(data_num_bytes > 0); + uint32_t copy_num_bytes = _sg_roundup(data_num_bytes, 4); + if ((_sg.wgpu.staging.offset + copy_num_bytes) >= _sg.wgpu.staging.num_bytes) { + SOKOL_LOG("WGPU: Per frame staging buffer full (in _sg_wgpu_staging_copy_to_buffer())!\n"); + return false; + } + const int cur = _sg.wgpu.staging.cur; + SOKOL_ASSERT(_sg.wgpu.staging.ptr[cur]); + uint32_t stg_buf_offset = _sg.wgpu.staging.offset; + uint8_t* stg_ptr = _sg.wgpu.staging.ptr[cur] + stg_buf_offset; + memcpy(stg_ptr, data, data_num_bytes); + WGPUBuffer stg_buf = _sg.wgpu.staging.buf[cur]; + wgpuCommandEncoderCopyBufferToBuffer(_sg.wgpu.staging_cmd_enc, stg_buf, stg_buf_offset, dst_buf, dst_buf_offset, copy_num_bytes); + _sg.wgpu.staging.offset = stg_buf_offset + copy_num_bytes; + return copy_num_bytes; +} + +_SOKOL_PRIVATE bool _sg_wgpu_staging_copy_to_texture(_sg_image_t* img, const sg_image_data* data) { + /* similar to _sg_wgpu_staging_copy_to_buffer(), but with image data instead */ + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + uint32_t num_bytes = _sg_wgpu_image_data_buffer_size(img); + if ((_sg.wgpu.staging.offset + num_bytes) >= _sg.wgpu.staging.num_bytes) { + SOKOL_LOG("WGPU: Per frame staging buffer full (in _sg_wgpu_staging_copy_to_texture)!\n"); + return false; + } + const int cur = _sg.wgpu.staging.cur; + SOKOL_ASSERT(_sg.wgpu.staging.ptr[cur]); + uint32_t stg_offset = _sg.wgpu.staging.offset; + uint8_t* stg_ptr = _sg.wgpu.staging.ptr[cur]; + WGPUBuffer stg_buf = _sg.wgpu.staging.buf[cur]; + uint32_t bytes_copied = _sg_wgpu_copy_image_data(stg_buf, stg_ptr, stg_offset, img, data); + _SOKOL_UNUSED(bytes_copied); + SOKOL_ASSERT(bytes_copied == num_bytes); + _sg.wgpu.staging.offset = _sg_roundup(stg_offset + num_bytes, _SG_WGPU_STAGING_ALIGN); + return true; +} + +_SOKOL_PRIVATE void _sg_wgpu_staging_unmap(void) { + /* called at end of frame before queue-submit */ + const int cur = _sg.wgpu.staging.cur; + SOKOL_ASSERT(_sg.wgpu.staging.ptr[cur]); + _sg.wgpu.staging.ptr[cur] = 0; + wgpuBufferUnmap(_sg.wgpu.staging.buf[cur]); +} + +/*--- WGPU sampler cache functions ---*/ +_SOKOL_PRIVATE void _sg_wgpu_init_sampler_cache(const sg_desc* desc) { + SOKOL_ASSERT(desc->sampler_cache_size > 0); + _sg_smpcache_init(&_sg.wgpu.sampler_cache, desc->sampler_cache_size); +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_sampler_cache(void) { + SOKOL_ASSERT(_sg.wgpu.sampler_cache.items); + SOKOL_ASSERT(_sg.wgpu.sampler_cache.num_items <= _sg.wgpu.sampler_cache.capacity); + for (int i = 0; i < _sg.wgpu.sampler_cache.num_items; i++) { + wgpuSamplerRelease((WGPUSampler)_sg_smpcache_sampler(&_sg.wgpu.sampler_cache, i)); + } + _sg_smpcache_discard(&_sg.wgpu.sampler_cache); +} + +_SOKOL_PRIVATE WGPUSampler _sg_wgpu_create_sampler(const sg_image_desc* img_desc) { + SOKOL_ASSERT(img_desc); + int index = _sg_smpcache_find_item(&_sg.wgpu.sampler_cache, img_desc); + if (index >= 0) { + /* reuse existing sampler */ + return (WGPUSampler) _sg_smpcache_sampler(&_sg.wgpu.sampler_cache, index); + } + else { + /* create a new WGPU sampler and add to sampler cache */ + /* FIXME: anisotropic filtering not supported? */ + WGPUSamplerDescriptor smp_desc; + memset(&smp_desc, 0, sizeof(smp_desc)); + smp_desc.addressModeU = _sg_wgpu_sampler_addrmode(img_desc->wrap_u); + smp_desc.addressModeV = _sg_wgpu_sampler_addrmode(img_desc->wrap_v); + smp_desc.addressModeW = _sg_wgpu_sampler_addrmode(img_desc->wrap_w); + smp_desc.magFilter = _sg_wgpu_sampler_minmagfilter(img_desc->mag_filter); + smp_desc.minFilter = _sg_wgpu_sampler_minmagfilter(img_desc->min_filter); + smp_desc.mipmapFilter = _sg_wgpu_sampler_mipfilter(img_desc->min_filter); + smp_desc.lodMinClamp = img_desc->min_lod; + smp_desc.lodMaxClamp = img_desc->max_lod; + WGPUSampler smp = wgpuDeviceCreateSampler(_sg.wgpu.dev, &smp_desc); + SOKOL_ASSERT(smp); + _sg_smpcache_add_item(&_sg.wgpu.sampler_cache, img_desc, (uintptr_t)smp); + return smp; + } +} + +/*--- WGPU backend API functions ---*/ +_SOKOL_PRIVATE void _sg_wgpu_setup_backend(const sg_desc* desc) { + SOKOL_ASSERT(desc); + SOKOL_ASSERT(desc->context.wgpu.device); + SOKOL_ASSERT(desc->context.wgpu.render_view_cb || desc->context.wgpu.render_view_userdata_cb); + SOKOL_ASSERT(desc->context.wgpu.resolve_view_cb || desc->context.wgpu.resolve_view_userdata_cb); + SOKOL_ASSERT(desc->context.wgpu.depth_stencil_view_cb || desc->context.wgpu.depth_stencil_view_userdata_cb); + SOKOL_ASSERT(desc->uniform_buffer_size > 0); + SOKOL_ASSERT(desc->staging_buffer_size > 0); + _sg.backend = SG_BACKEND_WGPU; + _sg.wgpu.valid = true; + _sg.wgpu.dev = (WGPUDevice) desc->context.wgpu.device; + _sg.wgpu.render_view_cb = (WGPUTextureView(*)(void)) desc->context.wgpu.render_view_cb; + _sg.wgpu.render_view_userdata_cb = (WGPUTextureView(*)(void*)) desc->context.wgpu.render_view_userdata_cb; + _sg.wgpu.resolve_view_cb = (WGPUTextureView(*)(void)) desc->context.wgpu.resolve_view_cb; + _sg.wgpu.resolve_view_userdata_cb = (WGPUTextureView(*)(void*)) desc->context.wgpu.resolve_view_userdata_cb; + _sg.wgpu.depth_stencil_view_cb = (WGPUTextureView(*)(void)) desc->context.wgpu.depth_stencil_view_cb; + _sg.wgpu.depth_stencil_view_userdata_cb = (WGPUTextureView(*)(void*)) desc->context.wgpu.depth_stencil_view_userdata_cb; + _sg.wgpu.user_data = desc->context.wgpu.user_data; + _sg.wgpu.queue = wgpuDeviceCreateQueue(_sg.wgpu.dev); + SOKOL_ASSERT(_sg.wgpu.queue); + + /* setup WebGPU features and limits */ + _sg_wgpu_init_caps(); + + /* setup the sampler cache, uniform and staging buffer pools */ + _sg_wgpu_init_sampler_cache(&_sg.desc); + _sg_wgpu_ubpool_init(desc); + _sg_wgpu_ubpool_next_frame(true); + _sg_wgpu_staging_init(desc); + _sg_wgpu_staging_next_frame(true); + + /* create an empty bind group for shader stages without bound images */ + WGPUBindGroupLayoutDescriptor bgl_desc; + memset(&bgl_desc, 0, sizeof(bgl_desc)); + WGPUBindGroupLayout empty_bgl = wgpuDeviceCreateBindGroupLayout(_sg.wgpu.dev, &bgl_desc); + SOKOL_ASSERT(empty_bgl); + WGPUBindGroupDescriptor bg_desc; + memset(&bg_desc, 0, sizeof(bg_desc)); + bg_desc.layout = empty_bgl; + _sg.wgpu.empty_bind_group = wgpuDeviceCreateBindGroup(_sg.wgpu.dev, &bg_desc); + SOKOL_ASSERT(_sg.wgpu.empty_bind_group); + wgpuBindGroupLayoutRelease(empty_bgl); + + /* create initial per-frame command encoders */ + WGPUCommandEncoderDescriptor cmd_enc_desc; + memset(&cmd_enc_desc, 0, sizeof(cmd_enc_desc)); + _sg.wgpu.render_cmd_enc = wgpuDeviceCreateCommandEncoder(_sg.wgpu.dev, &cmd_enc_desc); + SOKOL_ASSERT(_sg.wgpu.render_cmd_enc); + _sg.wgpu.staging_cmd_enc = wgpuDeviceCreateCommandEncoder(_sg.wgpu.dev, &cmd_enc_desc); + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); +} + +_SOKOL_PRIVATE void _sg_wgpu_discard_backend(void) { + SOKOL_ASSERT(_sg.wgpu.valid); + SOKOL_ASSERT(_sg.wgpu.render_cmd_enc); + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + _sg.wgpu.valid = false; + _sg_wgpu_ubpool_discard(); + _sg_wgpu_staging_discard(); + _sg_wgpu_destroy_sampler_cache(); + wgpuBindGroupRelease(_sg.wgpu.empty_bind_group); + wgpuCommandEncoderRelease(_sg.wgpu.render_cmd_enc); + _sg.wgpu.render_cmd_enc = 0; + wgpuCommandEncoderRelease(_sg.wgpu.staging_cmd_enc); + _sg.wgpu.staging_cmd_enc = 0; + if (_sg.wgpu.queue) { + wgpuQueueRelease(_sg.wgpu.queue); + _sg.wgpu.queue = 0; + } +} + +_SOKOL_PRIVATE void _sg_wgpu_reset_state_cache(void) { + SOKOL_LOG("_sg_wgpu_reset_state_cache: FIXME\n"); +} + +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _SOKOL_UNUSED(ctx); +} + +_SOKOL_PRIVATE void _sg_wgpu_activate_context(_sg_context_t* ctx) { + (void)ctx; + SOKOL_LOG("_sg_wgpu_activate_context: FIXME\n"); +} + +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf && desc); + const bool injected = (0 != desc->wgpu_buffer); + _sg_buffer_common_init(&buf->cmn, desc); + if (injected) { + buf->wgpu.buf = (WGPUBuffer) desc->wgpu_buffer; + wgpuBufferReference(buf->wgpu.buf); + } + else { + WGPUBufferDescriptor wgpu_buf_desc; + memset(&wgpu_buf_desc, 0, sizeof(wgpu_buf_desc)); + wgpu_buf_desc.usage = _sg_wgpu_buffer_usage(buf->cmn.type, buf->cmn.usage); + wgpu_buf_desc.size = buf->cmn.size; + if (SG_USAGE_IMMUTABLE == buf->cmn.usage) { + SOKOL_ASSERT(desc->data.ptr); + WGPUCreateBufferMappedResult res = wgpuDeviceCreateBufferMapped(_sg.wgpu.dev, &wgpu_buf_desc); + buf->wgpu.buf = res.buffer; + SOKOL_ASSERT(res.data && (res.dataLength == buf->cmn.size)); + memcpy(res.data, desc->data.ptr, buf->cmn.size); + wgpuBufferUnmap(res.buffer); + } + else { + buf->wgpu.buf = wgpuDeviceCreateBuffer(_sg.wgpu.dev, &wgpu_buf_desc); + } + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + WGPUBuffer wgpu_buf = buf->wgpu.buf; + if (0 != wgpu_buf) { + wgpuBufferRelease(wgpu_buf); + } +} + +_SOKOL_PRIVATE void _sg_wgpu_init_texdesc_common(WGPUTextureDescriptor* wgpu_tex_desc, const sg_image_desc* desc) { + wgpu_tex_desc->usage = WGPUTextureUsage_Sampled|WGPUTextureUsage_CopyDst; + wgpu_tex_desc->dimension = _sg_wgpu_tex_dim(desc->type); + wgpu_tex_desc->size.width = desc->width; + wgpu_tex_desc->size.height = desc->height; + if (desc->type == SG_IMAGETYPE_3D) { + wgpu_tex_desc->size.depth = desc->num_slices; + wgpu_tex_desc->arrayLayerCount = 1; + } + else if (desc->type == SG_IMAGETYPE_CUBE) { + wgpu_tex_desc->size.depth = 1; + wgpu_tex_desc->arrayLayerCount = 6; + } + else { + wgpu_tex_desc->size.depth = 1; + wgpu_tex_desc->arrayLayerCount = desc->num_slices; + } + wgpu_tex_desc->format = _sg_wgpu_textureformat(desc->pixel_format); + wgpu_tex_desc->mipLevelCount = desc->num_mipmaps; + wgpu_tex_desc->sampleCount = 1; +} + +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_image(_sg_image_t* img, const sg_image_desc* desc) { + SOKOL_ASSERT(img && desc); + SOKOL_ASSERT(_sg.wgpu.dev); + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + + _sg_image_common_init(&img->cmn, desc); + + const bool injected = (0 != desc->wgpu_texture); + const bool is_msaa = desc->sample_count > 1; + WGPUTextureDescriptor wgpu_tex_desc; + memset(&wgpu_tex_desc, 0, sizeof(wgpu_tex_desc)); + _sg_wgpu_init_texdesc_common(&wgpu_tex_desc, desc); + if (_sg_is_valid_rendertarget_depth_format(img->cmn.pixel_format)) { + SOKOL_ASSERT(img->cmn.render_target); + SOKOL_ASSERT(img->cmn.type == SG_IMAGETYPE_2D); + SOKOL_ASSERT(img->cmn.num_mipmaps == 1); + SOKOL_ASSERT(!injected); + /* NOTE: a depth-stencil texture will never be MSAA-resolved, so there + won't be a separate MSAA- and resolve-texture + */ + wgpu_tex_desc.usage = WGPUTextureUsage_OutputAttachment; + wgpu_tex_desc.sampleCount = desc->sample_count; + img->wgpu.tex = wgpuDeviceCreateTexture(_sg.wgpu.dev, &wgpu_tex_desc); + SOKOL_ASSERT(img->wgpu.tex); + } + else { + if (injected) { + img->wgpu.tex = (WGPUTexture) desc->wgpu_texture; + wgpuTextureReference(img->wgpu.tex); + } + else { + /* NOTE: in the MSAA-rendertarget case, both the MSAA texture *and* + the resolve texture need OutputAttachment usage + */ + if (img->cmn.render_target) { + wgpu_tex_desc.usage = WGPUTextureUsage_Sampled|WGPUTextureUsage_OutputAttachment; + } + img->wgpu.tex = wgpuDeviceCreateTexture(_sg.wgpu.dev, &wgpu_tex_desc); + SOKOL_ASSERT(img->wgpu.tex); + + /* copy content into texture via a throw-away staging buffer */ + if (desc->usage == SG_USAGE_IMMUTABLE && !desc->render_target) { + WGPUBufferDescriptor wgpu_buf_desc; + memset(&wgpu_buf_desc, 0, sizeof(wgpu_buf_desc)); + wgpu_buf_desc.size = _sg_wgpu_image_data_buffer_size(img); + wgpu_buf_desc.usage = WGPUBufferUsage_CopySrc|WGPUBufferUsage_CopyDst; + WGPUCreateBufferMappedResult map = wgpuDeviceCreateBufferMapped(_sg.wgpu.dev, &wgpu_buf_desc); + SOKOL_ASSERT(map.buffer && map.data); + uint32_t num_bytes = _sg_wgpu_copy_image_data(map.buffer, (uint8_t*)map.data, 0, img, &desc->data); + _SOKOL_UNUSED(num_bytes); + SOKOL_ASSERT(num_bytes == wgpu_buf_desc.size); + wgpuBufferUnmap(map.buffer); + wgpuBufferRelease(map.buffer); + } + } + + /* create texture view object */ + WGPUTextureViewDescriptor wgpu_view_desc; + memset(&wgpu_view_desc, 0, sizeof(wgpu_view_desc)); + wgpu_view_desc.dimension = _sg_wgpu_tex_viewdim(desc->type); + img->wgpu.tex_view = wgpuTextureCreateView(img->wgpu.tex, &wgpu_view_desc); + + /* if render target and MSAA, then a separate texture in MSAA format is needed + which will be resolved into the regular texture at the end of the + offscreen-render pass + */ + if (desc->render_target && is_msaa) { + wgpu_tex_desc.dimension = WGPUTextureDimension_2D; + wgpu_tex_desc.size.depth = 1; + wgpu_tex_desc.arrayLayerCount = 1; + wgpu_tex_desc.mipLevelCount = 1; + wgpu_tex_desc.usage = WGPUTextureUsage_OutputAttachment; + wgpu_tex_desc.sampleCount = desc->sample_count; + img->wgpu.msaa_tex = wgpuDeviceCreateTexture(_sg.wgpu.dev, &wgpu_tex_desc); + SOKOL_ASSERT(img->wgpu.msaa_tex); + } + + /* create sampler via shared-sampler-cache */ + img->wgpu.sampler = _sg_wgpu_create_sampler(desc); + SOKOL_ASSERT(img->wgpu.sampler); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + if (img->wgpu.tex) { + wgpuTextureRelease(img->wgpu.tex); + img->wgpu.tex = 0; + } + if (img->wgpu.tex_view) { + wgpuTextureViewRelease(img->wgpu.tex_view); + img->wgpu.tex_view = 0; + } + if (img->wgpu.msaa_tex) { + wgpuTextureRelease(img->wgpu.msaa_tex); + img->wgpu.msaa_tex = 0; + } + /* NOTE: do *not* destroy the sampler from the shared-sampler-cache */ + img->wgpu.sampler = 0; +} + +/* + How BindGroups work in WebGPU: + + - up to 4 bind groups can be bound simultaneously + - up to 16 bindings per bind group + - 'binding' slots are local per bind group + - in the shader: + layout(set=0, binding=1) corresponds to bind group 0, binding 1 + + Now how to map this to sokol-gfx's bind model: + + Reduce SG_MAX_SHADERSTAGE_IMAGES to 8, then: + + 1 bind group for all 8 uniform buffers + 1 bind group for vertex shader textures + samplers + 1 bind group for fragment shader textures + samples + + Alternatively: + + 1 bind group for 8 uniform buffer slots + 1 bind group for 8 vs images + 8 vs samplers + 1 bind group for 12 fs images + 1 bind group for 12 fs samplers + + I guess this means that we need to create BindGroups on the + fly during sg_apply_bindings() :/ +*/ +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd && desc); + SOKOL_ASSERT(desc->vs.bytecode.ptr && desc->fs.bytecode.ptr); + _sg_shader_common_init(&shd->cmn, desc); + + bool success = true; + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS) ? &desc->vs : &desc->fs; + SOKOL_ASSERT((stage_desc->bytecode.size & 3) == 0); + + _sg_shader_stage_t* cmn_stage = &shd->cmn.stage[stage_index]; + _sg_wgpu_shader_stage_t* wgpu_stage = &shd->wgpu.stage[stage_index]; + + _sg_strcpy(&wgpu_stage->entry, stage_desc->entry); + WGPUShaderModuleDescriptor wgpu_shdmod_desc; + memset(&wgpu_shdmod_desc, 0, sizeof(wgpu_shdmod_desc)); + wgpu_shdmod_desc.codeSize = stage_desc->bytecode.size >> 2; + wgpu_shdmod_desc.code = (const uint32_t*) stage_desc->bytecode.ptr; + wgpu_stage->module = wgpuDeviceCreateShaderModule(_sg.wgpu.dev, &wgpu_shdmod_desc); + if (0 == wgpu_stage->module) { + success = false; + } + + /* create image/sampler bind group for the shader stage */ + WGPUShaderStage vis = (stage_index == SG_SHADERSTAGE_VS) ? WGPUShaderStage_Vertex : WGPUShaderStage_Fragment; + int num_imgs = cmn_stage->num_images; + if (num_imgs > _SG_WGPU_MAX_SHADERSTAGE_IMAGES) { + num_imgs = _SG_WGPU_MAX_SHADERSTAGE_IMAGES; + } + WGPUBindGroupLayoutBinding bglb_desc[_SG_WGPU_MAX_SHADERSTAGE_IMAGES * 2]; + memset(bglb_desc, 0, sizeof(bglb_desc)); + for (int img_index = 0; img_index < num_imgs; img_index++) { + /* texture- and sampler-bindings */ + WGPUBindGroupLayoutBinding* tex_desc = &bglb_desc[img_index*2 + 0]; + WGPUBindGroupLayoutBinding* smp_desc = &bglb_desc[img_index*2 + 1]; + + tex_desc->binding = img_index; + tex_desc->visibility = vis; + tex_desc->type = WGPUBindingType_SampledTexture; + tex_desc->textureDimension = _sg_wgpu_tex_viewdim(cmn_stage->images[img_index].image_type); + tex_desc->textureComponentType = _sg_wgpu_tex_comptype(cmn_stage->images[img_index].sampler_type); + + smp_desc->binding = img_index + _SG_WGPU_MAX_SHADERSTAGE_IMAGES; + smp_desc->visibility = vis; + smp_desc->type = WGPUBindingType_Sampler; + } + WGPUBindGroupLayoutDescriptor img_bgl_desc; + memset(&img_bgl_desc, 0, sizeof(img_bgl_desc)); + img_bgl_desc.bindingCount = num_imgs * 2; + img_bgl_desc.bindings = &bglb_desc[0]; + wgpu_stage->bind_group_layout = wgpuDeviceCreateBindGroupLayout(_sg.wgpu.dev, &img_bgl_desc); + SOKOL_ASSERT(wgpu_stage->bind_group_layout); + } + return success ? SG_RESOURCESTATE_VALID : SG_RESOURCESTATE_FAILED; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + _sg_wgpu_shader_stage_t* wgpu_stage = &shd->wgpu.stage[stage_index]; + if (wgpu_stage->module) { + wgpuShaderModuleRelease(wgpu_stage->module); + wgpu_stage->module = 0; + } + if (wgpu_stage->bind_group_layout) { + wgpuBindGroupLayoutRelease(wgpu_stage->bind_group_layout); + wgpu_stage->bind_group_layout = 0; + } + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip && shd && desc); + SOKOL_ASSERT(desc->shader.id == shd->slot.id); + SOKOL_ASSERT(shd->wgpu.stage[SG_SHADERSTAGE_VS].bind_group_layout); + SOKOL_ASSERT(shd->wgpu.stage[SG_SHADERSTAGE_FS].bind_group_layout); + pip->shader = shd; + _sg_pipeline_common_init(&pip->cmn, desc); + pip->wgpu.stencil_ref = (uint32_t) desc->stencil.ref; + + WGPUBindGroupLayout pip_bgl[3] = { + _sg.wgpu.ub.bindgroup_layout, + shd->wgpu.stage[SG_SHADERSTAGE_VS].bind_group_layout, + shd->wgpu.stage[SG_SHADERSTAGE_FS].bind_group_layout + }; + WGPUPipelineLayoutDescriptor pl_desc; + memset(&pl_desc, 0, sizeof(pl_desc)); + pl_desc.bindGroupLayoutCount = 3; + pl_desc.bindGroupLayouts = &pip_bgl[0]; + WGPUPipelineLayout pip_layout = wgpuDeviceCreatePipelineLayout(_sg.wgpu.dev, &pl_desc); + + WGPUVertexBufferLayoutDescriptor vb_desc[SG_MAX_SHADERSTAGE_BUFFERS]; + memset(&vb_desc, 0, sizeof(vb_desc)); + WGPUVertexAttributeDescriptor va_desc[SG_MAX_SHADERSTAGE_BUFFERS][SG_MAX_VERTEX_ATTRIBUTES]; + memset(&va_desc, 0, sizeof(va_desc)); + int vb_idx = 0; + for (; vb_idx < SG_MAX_SHADERSTAGE_BUFFERS; vb_idx++) { + const sg_buffer_layout_desc* src_vb_desc = &desc->layout.buffers[vb_idx]; + if (0 == src_vb_desc->stride) { + break; + } + vb_desc[vb_idx].arrayStride = src_vb_desc->stride; + vb_desc[vb_idx].stepMode = _sg_wgpu_stepmode(src_vb_desc->step_func); + /* NOTE: WebGPU has no support for vertex step rate (because that's + not supported by Core Vulkan + */ + int va_idx = 0; + for (int va_loc = 0; va_loc < SG_MAX_VERTEX_ATTRIBUTES; va_loc++) { + const sg_vertex_attr_desc* src_va_desc = &desc->layout.attrs[va_loc]; + if (SG_VERTEXFORMAT_INVALID == src_va_desc->format) { + break; + } + pip->cmn.vertex_layout_valid[src_va_desc->buffer_index] = true; + if (vb_idx == src_va_desc->buffer_index) { + va_desc[vb_idx][va_idx].format = _sg_wgpu_vertexformat(src_va_desc->format); + va_desc[vb_idx][va_idx].offset = src_va_desc->offset; + va_desc[vb_idx][va_idx].shaderLocation = va_loc; + va_idx++; + } + } + vb_desc[vb_idx].attributeCount = va_idx; + vb_desc[vb_idx].attributes = &va_desc[vb_idx][0]; + } + WGPUVertexStateDescriptor vx_state_desc; + memset(&vx_state_desc, 0, sizeof(vx_state_desc)); + vx_state_desc.indexFormat = _sg_wgpu_indexformat(desc->index_type); + vx_state_desc.vertexBufferCount = vb_idx; + vx_state_desc.vertexBuffers = vb_desc; + + WGPURasterizationStateDescriptor rs_desc; + memset(&rs_desc, 0, sizeof(rs_desc)); + rs_desc.frontFace = _sg_wgpu_frontface(desc->face_winding); + rs_desc.cullMode = _sg_wgpu_cullmode(desc->cull_mode); + rs_desc.depthBias = (int32_t) desc->depth.bias; + rs_desc.depthBiasClamp = desc->depth.bias_clamp; + rs_desc.depthBiasSlopeScale = desc->depth.bias_slope_scale; + + WGPUDepthStencilStateDescriptor ds_desc; + memset(&ds_desc, 0, sizeof(ds_desc)); + ds_desc.format = _sg_wgpu_textureformat(desc->depth.pixel_format); + ds_desc.depthWriteEnabled = desc->depth.write_enabled; + ds_desc.depthCompare = _sg_wgpu_comparefunc(desc->depth.compare); + ds_desc.stencilReadMask = desc->stencil.read_mask; + ds_desc.stencilWriteMask = desc->stencil.write_mask; + ds_desc.stencilFront.compare = _sg_wgpu_comparefunc(desc->stencil.front.compare); + ds_desc.stencilFront.failOp = _sg_wgpu_stencilop(desc->stencil.front.fail_op); + ds_desc.stencilFront.depthFailOp = _sg_wgpu_stencilop(desc->stencil.front.depth_fail_op); + ds_desc.stencilFront.passOp = _sg_wgpu_stencilop(desc->stencil.front.pass_op); + ds_desc.stencilBack.compare = _sg_wgpu_comparefunc(desc->stencil.back.compare); + ds_desc.stencilBack.failOp = _sg_wgpu_stencilop(desc->stencil.back.fail_op); + ds_desc.stencilBack.depthFailOp = _sg_wgpu_stencilop(desc->stencil.back.depth_fail_op); + ds_desc.stencilBack.passOp = _sg_wgpu_stencilop(desc->stencil.back.pass_op); + + WGPUProgrammableStageDescriptor fs_desc; + memset(&fs_desc, 0, sizeof(fs_desc)); + fs_desc.module = shd->wgpu.stage[SG_SHADERSTAGE_FS].module; + fs_desc.entryPoint = shd->wgpu.stage[SG_SHADERSTAGE_VS].entry.buf; + + WGPUColorStateDescriptor cs_desc[SG_MAX_COLOR_ATTACHMENTS]; + memset(cs_desc, 0, sizeof(cs_desc)); + for (uint32_t i = 0; i < desc->color_count; i++) { + SOKOL_ASSERT(i < SG_MAX_COLOR_ATTACHMENTS); + cs_desc[i].format = _sg_wgpu_textureformat(desc->colors[i].pixel_format); + cs_desc[i].colorBlend.operation = _sg_wgpu_blendop(desc->colors[i].blend.op_rgb); + cs_desc[i].colorBlend.srcFactor = _sg_wgpu_blendfactor(desc->colors[i].blend.src_factor_rgb); + cs_desc[i].colorBlend.dstFactor = _sg_wgpu_blendfactor(desc->colors[i].blend.dst_factor_rgb); + cs_desc[i].alphaBlend.operation = _sg_wgpu_blendop(desc->colors[i].blend.op_alpha); + cs_desc[i].alphaBlend.srcFactor = _sg_wgpu_blendfactor(desc->colors[i].blend.src_factor_alpha); + cs_desc[i].alphaBlend.dstFactor = _sg_wgpu_blendfactor(desc->colors[i].blend.dst_factor_alpha); + cs_desc[i].writeMask = _sg_wgpu_colorwritemask(desc->colors[i].write_mask); + } + + WGPURenderPipelineDescriptor pip_desc; + memset(&pip_desc, 0, sizeof(pip_desc)); + pip_desc.layout = pip_layout; + pip_desc.vertexStage.module = shd->wgpu.stage[SG_SHADERSTAGE_VS].module; + pip_desc.vertexStage.entryPoint = shd->wgpu.stage[SG_SHADERSTAGE_VS].entry.buf; + pip_desc.fragmentStage = &fs_desc; + pip_desc.vertexState = &vx_state_desc; + pip_desc.primitiveTopology = _sg_wgpu_topology(desc->primitive_type); + pip_desc.rasterizationState = &rs_desc; + pip_desc.sampleCount = desc->sample_count; + if (SG_PIXELFORMAT_NONE != desc->depth.pixel_format) { + pip_desc.depthStencilState = &ds_desc; + } + pip_desc.colorStateCount = desc->color_count; + pip_desc.colorStates = cs_desc; + pip_desc.sampleMask = 0xFFFFFFFF; /* FIXME: ??? */ + pip->wgpu.pip = wgpuDeviceCreateRenderPipeline(_sg.wgpu.dev, &pip_desc); + SOKOL_ASSERT(0 != pip->wgpu.pip); + wgpuPipelineLayoutRelease(pip_layout); + + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + if (pip->wgpu.pip) { + wgpuRenderPipelineRelease(pip->wgpu.pip); + pip->wgpu.pip = 0; + } +} + +_SOKOL_PRIVATE sg_resource_state _sg_wgpu_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass && desc); + SOKOL_ASSERT(att_images && att_images[0]); + _sg_pass_common_init(&pass->cmn, desc); + + /* copy image pointers and create render-texture views */ + const sg_pass_attachment_desc* att_desc; + for (uint32_t i = 0; i < pass->cmn.num_color_atts; i++) { + att_desc = &desc->color_attachments[i]; + if (att_desc->image.id != SG_INVALID_ID) { + SOKOL_ASSERT(att_desc->image.id != SG_INVALID_ID); + SOKOL_ASSERT(0 == pass->wgpu.color_atts[i].image); + _sg_image_t* img = att_images[i]; + SOKOL_ASSERT(img && (img->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_color_format(img->cmn.pixel_format)); + pass->wgpu.color_atts[i].image = img; + /* create a render-texture-view to render into the right sub-surface */ + const bool is_msaa = img->cmn.sample_count > 1; + WGPUTextureViewDescriptor view_desc; + memset(&view_desc, 0, sizeof(view_desc)); + view_desc.baseMipLevel = is_msaa ? 0 : att_desc->mip_level; + view_desc.mipLevelCount = 1; + view_desc.baseArrayLayer = is_msaa ? 0 : att_desc->slice; + view_desc.arrayLayerCount = 1; + WGPUTexture wgpu_tex = is_msaa ? img->wgpu.msaa_tex : img->wgpu.tex; + SOKOL_ASSERT(wgpu_tex); + pass->wgpu.color_atts[i].render_tex_view = wgpuTextureCreateView(wgpu_tex, &view_desc); + SOKOL_ASSERT(pass->wgpu.color_atts[i].render_tex_view); + /* ... and if needed a separate resolve texture view */ + if (is_msaa) { + view_desc.baseMipLevel = att_desc->mip_level; + view_desc.baseArrayLayer = att_desc->slice; + WGPUTexture wgpu_tex = img->wgpu.tex; + pass->wgpu.color_atts[i].resolve_tex_view = wgpuTextureCreateView(wgpu_tex, &view_desc); + SOKOL_ASSERT(pass->wgpu.color_atts[i].resolve_tex_view); + } + } + } + SOKOL_ASSERT(0 == pass->wgpu.ds_att.image); + att_desc = &desc->depth_stencil_attachment; + if (att_desc->image.id != SG_INVALID_ID) { + const int ds_img_index = SG_MAX_COLOR_ATTACHMENTS; + SOKOL_ASSERT(att_images[ds_img_index] && (att_images[ds_img_index]->slot.id == att_desc->image.id)); + SOKOL_ASSERT(_sg_is_valid_rendertarget_depth_format(att_images[ds_img_index]->cmn.pixel_format)); + _sg_image_t* ds_img = att_images[ds_img_index]; + pass->wgpu.ds_att.image = ds_img; + /* create a render-texture view */ + SOKOL_ASSERT(0 == att_desc->mip_level); + SOKOL_ASSERT(0 == att_desc->slice); + WGPUTextureViewDescriptor view_desc; + memset(&view_desc, 0, sizeof(view_desc)); + WGPUTexture wgpu_tex = ds_img->wgpu.tex; + SOKOL_ASSERT(wgpu_tex); + pass->wgpu.ds_att.render_tex_view = wgpuTextureCreateView(wgpu_tex, &view_desc); + SOKOL_ASSERT(pass->wgpu.ds_att.render_tex_view); + } + return SG_RESOURCESTATE_VALID; +} + +_SOKOL_PRIVATE void _sg_wgpu_destroy_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + for (uint32_t i = 0; i < pass->cmn.num_color_atts; i++) { + if (pass->wgpu.color_atts[i].render_tex_view) { + wgpuTextureViewRelease(pass->wgpu.color_atts[i].render_tex_view); + pass->wgpu.color_atts[i].render_tex_view = 0; + } + if (pass->wgpu.color_atts[i].resolve_tex_view) { + wgpuTextureViewRelease(pass->wgpu.color_atts[i].resolve_tex_view); + pass->wgpu.color_atts[i].resolve_tex_view = 0; + } + } + if (pass->wgpu.ds_att.render_tex_view) { + wgpuTextureViewRelease(pass->wgpu.ds_att.render_tex_view); + pass->wgpu.ds_att.render_tex_view = 0; + } +} + +_SOKOL_PRIVATE _sg_image_t* _sg_wgpu_pass_color_image(const _sg_pass_t* pass, int index) { + SOKOL_ASSERT(pass && (index >= 0) && (index < SG_MAX_COLOR_ATTACHMENTS)); + /* NOTE: may return null */ + return pass->wgpu.color_atts[index].image; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_wgpu_pass_ds_image(const _sg_pass_t* pass) { + /* NOTE: may return null */ + SOKOL_ASSERT(pass); + return pass->wgpu.ds_att.image; +} + +_SOKOL_PRIVATE void _sg_wgpu_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + SOKOL_ASSERT(action); + SOKOL_ASSERT(!_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.render_cmd_enc); + SOKOL_ASSERT(_sg.wgpu.dev); + SOKOL_ASSERT(_sg.wgpu.render_view_cb || _sg.wgpu.render_view_userdata_cb); + SOKOL_ASSERT(_sg.wgpu.resolve_view_cb || _sg.wgpu.resolve_view_userdata_cb); + SOKOL_ASSERT(_sg.wgpu.depth_stencil_view_cb || _sg.wgpu.depth_stencil_view_userdata_cb); + _sg.wgpu.in_pass = true; + _sg.wgpu.cur_width = w; + _sg.wgpu.cur_height = h; + _sg.wgpu.cur_pipeline = 0; + _sg.wgpu.cur_pipeline_id.id = SG_INVALID_ID; + + SOKOL_ASSERT(_sg.wgpu.render_cmd_enc); + if (pass) { + WGPURenderPassDescriptor wgpu_pass_desc; + memset(&wgpu_pass_desc, 0, sizeof(wgpu_pass_desc)); + WGPURenderPassColorAttachmentDescriptor wgpu_color_att_desc[SG_MAX_COLOR_ATTACHMENTS]; + memset(&wgpu_color_att_desc, 0, sizeof(wgpu_color_att_desc)); + SOKOL_ASSERT(pass->slot.state == SG_RESOURCESTATE_VALID); + for (uint32_t i = 0; i < pass->cmn.num_color_atts; i++) { + const _sg_wgpu_attachment_t* wgpu_att = &pass->wgpu.color_atts[i]; + wgpu_color_att_desc[i].loadOp = _sg_wgpu_load_op(action->colors[i].action); + wgpu_color_att_desc[i].storeOp = WGPUStoreOp_Store; + wgpu_color_att_desc[i].clearColor.r = action->colors[i].value.r; + wgpu_color_att_desc[i].clearColor.g = action->colors[i].value.g; + wgpu_color_att_desc[i].clearColor.b = action->colors[i].value.b; + wgpu_color_att_desc[i].clearColor.a = action->colors[i].value.a; + wgpu_color_att_desc[i].attachment = wgpu_att->render_tex_view; + if (wgpu_att->image->cmn.sample_count > 1) { + wgpu_color_att_desc[i].resolveTarget = wgpu_att->resolve_tex_view; + } + } + wgpu_pass_desc.colorAttachmentCount = pass->cmn.num_color_atts; + wgpu_pass_desc.colorAttachments = &wgpu_color_att_desc[0]; + if (pass->wgpu.ds_att.image) { + WGPURenderPassDepthStencilAttachmentDescriptor wgpu_ds_att_desc; + memset(&wgpu_ds_att_desc, 0, sizeof(wgpu_ds_att_desc)); + wgpu_ds_att_desc.depthLoadOp = _sg_wgpu_load_op(action->depth.action); + wgpu_ds_att_desc.clearDepth = action->depth.value; + wgpu_ds_att_desc.stencilLoadOp = _sg_wgpu_load_op(action->stencil.action); + wgpu_ds_att_desc.clearStencil = action->stencil.value; + wgpu_ds_att_desc.attachment = pass->wgpu.ds_att.render_tex_view; + wgpu_pass_desc.depthStencilAttachment = &wgpu_ds_att_desc; + _sg.wgpu.pass_enc = wgpuCommandEncoderBeginRenderPass(_sg.wgpu.render_cmd_enc, &wgpu_pass_desc); + } + } + else { + /* default render pass */ + WGPUTextureView wgpu_render_view = _sg.wgpu.render_view_cb ? _sg.wgpu.render_view_cb() : _sg.wgpu.render_view_userdata_cb(_sg.wgpu.user_data); + WGPUTextureView wgpu_resolve_view = _sg.wgpu.resolve_view_cb ? _sg.wgpu.resolve_view_cb() : _sg.wgpu.resolve_view_userdata_cb(_sg.wgpu.user_data); + WGPUTextureView wgpu_depth_stencil_view = _sg.wgpu.depth_stencil_view_cb ? _sg.wgpu.depth_stencil_view_cb() : _sg.wgpu.depth_stencil_view_userdata_cb(_sg.wgpu.user_data); + + WGPURenderPassDescriptor pass_desc; + memset(&pass_desc, 0, sizeof(pass_desc)); + WGPURenderPassColorAttachmentDescriptor color_att_desc; + memset(&color_att_desc, 0, sizeof(color_att_desc)); + color_att_desc.loadOp = _sg_wgpu_load_op(action->colors[0].action); + color_att_desc.clearColor.r = action->colors[0].value.r; + color_att_desc.clearColor.g = action->colors[0].value.g; + color_att_desc.clearColor.b = action->colors[0].value.b; + color_att_desc.clearColor.a = action->colors[0].value.a; + color_att_desc.attachment = wgpu_render_view; + color_att_desc.resolveTarget = wgpu_resolve_view; /* null if no MSAA rendering */ + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_att_desc; + WGPURenderPassDepthStencilAttachmentDescriptor ds_att_desc; + memset(&ds_att_desc, 0, sizeof(ds_att_desc)); + ds_att_desc.attachment = wgpu_depth_stencil_view; + SOKOL_ASSERT(0 != ds_att_desc.attachment); + ds_att_desc.depthLoadOp = _sg_wgpu_load_op(action->depth.action); + ds_att_desc.clearDepth = action->depth.value; + ds_att_desc.stencilLoadOp = _sg_wgpu_load_op(action->stencil.action); + ds_att_desc.clearStencil = action->stencil.value; + pass_desc.depthStencilAttachment = &ds_att_desc; + _sg.wgpu.pass_enc = wgpuCommandEncoderBeginRenderPass(_sg.wgpu.render_cmd_enc, &pass_desc); + } + SOKOL_ASSERT(_sg.wgpu.pass_enc); + + /* initial uniform buffer binding (required even if no uniforms are set in the frame) */ + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, + 0, /* groupIndex 0 is reserved for uniform buffers */ + _sg.wgpu.ub.bindgroup, + SG_NUM_SHADER_STAGES * SG_MAX_SHADERSTAGE_UBS, + &_sg.wgpu.ub.bind_offsets[0][0]); +} + +_SOKOL_PRIVATE void _sg_wgpu_end_pass(void) { + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + _sg.wgpu.in_pass = false; + wgpuRenderPassEncoderEndPass(_sg.wgpu.pass_enc); + wgpuRenderPassEncoderRelease(_sg.wgpu.pass_enc); + _sg.wgpu.pass_enc = 0; +} + +_SOKOL_PRIVATE void _sg_wgpu_commit(void) { + SOKOL_ASSERT(!_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.queue); + SOKOL_ASSERT(_sg.wgpu.render_cmd_enc); + SOKOL_ASSERT(_sg.wgpu.staging_cmd_enc); + + /* finish and submit this frame's work */ + _sg_wgpu_ubpool_flush(); + _sg_wgpu_staging_unmap(); + + WGPUCommandBuffer cmd_bufs[2]; + + WGPUCommandBufferDescriptor cmd_buf_desc; + memset(&cmd_buf_desc, 0, sizeof(cmd_buf_desc)); + cmd_bufs[0] = wgpuCommandEncoderFinish(_sg.wgpu.staging_cmd_enc, &cmd_buf_desc); + SOKOL_ASSERT(cmd_bufs[0]); + wgpuCommandEncoderRelease(_sg.wgpu.staging_cmd_enc); + _sg.wgpu.staging_cmd_enc = 0; + + cmd_bufs[1] = wgpuCommandEncoderFinish(_sg.wgpu.render_cmd_enc, &cmd_buf_desc); + SOKOL_ASSERT(cmd_bufs[1]); + wgpuCommandEncoderRelease(_sg.wgpu.render_cmd_enc); + _sg.wgpu.render_cmd_enc = 0; + + wgpuQueueSubmit(_sg.wgpu.queue, 2, &cmd_bufs[0]); + + wgpuCommandBufferRelease(cmd_bufs[0]); + wgpuCommandBufferRelease(cmd_bufs[1]); + + /* create a new render- and staging-command-encoders for next frame */ + WGPUCommandEncoderDescriptor cmd_enc_desc; + memset(&cmd_enc_desc, 0, sizeof(cmd_enc_desc)); + _sg.wgpu.staging_cmd_enc = wgpuDeviceCreateCommandEncoder(_sg.wgpu.dev, &cmd_enc_desc); + _sg.wgpu.render_cmd_enc = wgpuDeviceCreateCommandEncoder(_sg.wgpu.dev, &cmd_enc_desc); + + /* grab new staging buffers for uniform- and vertex/image-updates */ + _sg_wgpu_ubpool_next_frame(false); + _sg_wgpu_staging_next_frame(false); +} + +_SOKOL_PRIVATE void _sg_wgpu_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + float xf = (float) x; + float yf = (float) (origin_top_left ? y : (_sg.wgpu.cur_height - (y + h))); + float wf = (float) w; + float hf = (float) h; + wgpuRenderPassEncoderSetViewport(_sg.wgpu.pass_enc, xf, yf, wf, hf, 0.0f, 1.0f); +} + +_SOKOL_PRIVATE void _sg_wgpu_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + + /* clip against framebuffer rect */ + x = _sg_min(_sg_max(0, x), _sg.wgpu.cur_width-1); + y = _sg_min(_sg_max(0, y), _sg.wgpu.cur_height-1); + if ((x + w) > _sg.wgpu.cur_width) { + w = _sg.wgpu.cur_width - x; + } + if ((y + h) > _sg.wgpu.cur_height) { + h = _sg.wgpu.cur_height - y; + } + w = _sg_max(w, 1); + h = _sg_max(h, 1); + + uint32_t sx = (uint32_t) x; + uint32_t sy = origin_top_left ? y : (_sg.wgpu.cur_height - (y + h)); + uint32_t sw = w; + uint32_t sh = h; + wgpuRenderPassEncoderSetScissorRect(_sg.wgpu.pass_enc, sx, sy, sw, sh); +} + +_SOKOL_PRIVATE void _sg_wgpu_apply_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + SOKOL_ASSERT(pip->wgpu.pip); + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + _sg.wgpu.draw_indexed = (pip->cmn.index_type != SG_INDEXTYPE_NONE); + _sg.wgpu.cur_pipeline = pip; + _sg.wgpu.cur_pipeline_id.id = pip->slot.id; + wgpuRenderPassEncoderSetPipeline(_sg.wgpu.pass_enc, pip->wgpu.pip); + wgpuRenderPassEncoderSetBlendColor(_sg.wgpu.pass_enc, (WGPUColor*)&pip->cmn.blend_color); + wgpuRenderPassEncoderSetStencilReference(_sg.wgpu.pass_enc, pip->wgpu.stencil_ref); +} + +_SOKOL_PRIVATE WGPUBindGroup _sg_wgpu_create_images_bindgroup(WGPUBindGroupLayout bgl, _sg_image_t** imgs, int num_imgs) { + SOKOL_ASSERT(_sg.wgpu.dev); + SOKOL_ASSERT(num_imgs <= _SG_WGPU_MAX_SHADERSTAGE_IMAGES); + WGPUBindGroupBinding img_bgb[_SG_WGPU_MAX_SHADERSTAGE_IMAGES * 2]; + memset(&img_bgb, 0, sizeof(img_bgb)); + for (int img_index = 0; img_index < num_imgs; img_index++) { + WGPUBindGroupBinding* tex_bdg = &img_bgb[img_index*2 + 0]; + WGPUBindGroupBinding* smp_bdg = &img_bgb[img_index*2 + 1]; + tex_bdg->binding = img_index; + tex_bdg->textureView = imgs[img_index]->wgpu.tex_view; + smp_bdg->binding = img_index + _SG_WGPU_MAX_SHADERSTAGE_IMAGES; + smp_bdg->sampler = imgs[img_index]->wgpu.sampler; + } + WGPUBindGroupDescriptor bg_desc; + memset(&bg_desc, 0, sizeof(bg_desc)); + bg_desc.layout = bgl; + bg_desc.bindingCount = 2 * num_imgs; + bg_desc.bindings = &img_bgb[0]; + WGPUBindGroup bg = wgpuDeviceCreateBindGroup(_sg.wgpu.dev, &bg_desc); + SOKOL_ASSERT(bg); + return bg; +} + +_SOKOL_PRIVATE void _sg_wgpu_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + SOKOL_ASSERT(pip->shader && (pip->cmn.shader_id.id == pip->shader->slot.id)); + + /* index buffer */ + if (ib) { + wgpuRenderPassEncoderSetIndexBuffer(_sg.wgpu.pass_enc, ib->wgpu.buf, ib_offset); + } + + /* vertex buffers */ + for (uint32_t slot = 0; slot < (uint32_t)num_vbs; slot++) { + wgpuRenderPassEncoderSetVertexBuffer(_sg.wgpu.pass_enc, slot, vbs[slot]->wgpu.buf, (uint64_t)vb_offsets[slot]); + } + + /* need to create throw-away bind groups for images */ + if (num_vs_imgs > 0) { + if (num_vs_imgs > _SG_WGPU_MAX_SHADERSTAGE_IMAGES) { + num_vs_imgs = _SG_WGPU_MAX_SHADERSTAGE_IMAGES; + } + WGPUBindGroupLayout vs_bgl = pip->shader->wgpu.stage[SG_SHADERSTAGE_VS].bind_group_layout; + SOKOL_ASSERT(vs_bgl); + WGPUBindGroup vs_img_bg = _sg_wgpu_create_images_bindgroup(vs_bgl, vs_imgs, num_vs_imgs); + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, 1, vs_img_bg, 0, 0); + wgpuBindGroupRelease(vs_img_bg); + } + else { + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, 1, _sg.wgpu.empty_bind_group, 0, 0); + } + if (num_fs_imgs > 0) { + if (num_fs_imgs > _SG_WGPU_MAX_SHADERSTAGE_IMAGES) { + num_fs_imgs = _SG_WGPU_MAX_SHADERSTAGE_IMAGES; + } + WGPUBindGroupLayout fs_bgl = pip->shader->wgpu.stage[SG_SHADERSTAGE_FS].bind_group_layout; + SOKOL_ASSERT(fs_bgl); + WGPUBindGroup fs_img_bg = _sg_wgpu_create_images_bindgroup(fs_bgl, fs_imgs, num_fs_imgs); + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, 2, fs_img_bg, 0, 0); + wgpuBindGroupRelease(fs_img_bg); + } + else { + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, 2, _sg.wgpu.empty_bind_group, 0, 0); + } +} + +_SOKOL_PRIVATE void _sg_wgpu_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + SOKOL_ASSERT((_sg.wgpu.ub.offset + data->size) <= _sg.wgpu.ub.num_bytes); + SOKOL_ASSERT((_sg.wgpu.ub.offset & (_SG_WGPU_STAGING_ALIGN-1)) == 0); + SOKOL_ASSERT(_sg.wgpu.cur_pipeline && _sg.wgpu.cur_pipeline->shader); + SOKOL_ASSERT(_sg.wgpu.cur_pipeline->slot.id == _sg.wgpu.cur_pipeline_id.id); + SOKOL_ASSERT(_sg.wgpu.cur_pipeline->shader->slot.id == _sg.wgpu.cur_pipeline->cmn.shader_id.id); + SOKOL_ASSERT(ub_index < _sg.wgpu.cur_pipeline->shader->cmn.stage[stage_index].num_uniform_blocks); + SOKOL_ASSERT(data->size <= _sg.wgpu.cur_pipeline->shader->cmn.stage[stage_index].uniform_blocks[ub_index].size); + SOKOL_ASSERT(data->size <= _SG_WGPU_MAX_UNIFORM_UPDATE_SIZE); + SOKOL_ASSERT(0 != _sg.wgpu.ub.stage.ptr[_sg.wgpu.ub.stage.cur]); + + uint8_t* dst_ptr = _sg.wgpu.ub.stage.ptr[_sg.wgpu.ub.stage.cur] + _sg.wgpu.ub.offset; + memcpy(dst_ptr, data->ptr, data->size); + _sg.wgpu.ub.bind_offsets[stage_index][ub_index] = _sg.wgpu.ub.offset; + wgpuRenderPassEncoderSetBindGroup(_sg.wgpu.pass_enc, + 0, /* groupIndex 0 is reserved for uniform buffers */ + _sg.wgpu.ub.bindgroup, + SG_NUM_SHADER_STAGES * SG_MAX_SHADERSTAGE_UBS, + &_sg.wgpu.ub.bind_offsets[0][0]); + _sg.wgpu.ub.offset = _sg_roundup(_sg.wgpu.ub.offset + data->size, _SG_WGPU_STAGING_ALIGN); +} + +_SOKOL_PRIVATE void _sg_wgpu_draw(int base_element, int num_elements, int num_instances) { + SOKOL_ASSERT(_sg.wgpu.in_pass); + SOKOL_ASSERT(_sg.wgpu.pass_enc); + if (_sg.wgpu.draw_indexed) { + wgpuRenderPassEncoderDrawIndexed(_sg.wgpu.pass_enc, num_elements, num_instances, base_element, 0, 0); + } + else { + wgpuRenderPassEncoderDraw(_sg.wgpu.pass_enc, num_elements, num_instances, base_element, 0); + } +} + +_SOKOL_PRIVATE void _sg_wgpu_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + uint32_t copied_num_bytes = _sg_wgpu_staging_copy_to_buffer(buf->wgpu.buf, 0, data->ptr, data->size); + SOKOL_ASSERT(copied_num_bytes > 0); _SOKOL_UNUSED(copied_num_bytes); +} + +_SOKOL_PRIVATE int _sg_wgpu_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + SOKOL_ASSERT(buf && data && data->ptr && (data->size > 0)); + _SOKOL_UNUSED(new_frame); + uint32_t copied_num_bytes = _sg_wgpu_staging_copy_to_buffer(buf->wgpu.buf, buf->cmn.append_pos, data->ptr, data->size); + SOKOL_ASSERT(copied_num_bytes > 0); _SOKOL_UNUSED(copied_num_bytes); + return (int)copied_num_bytes; +} + +_SOKOL_PRIVATE void _sg_wgpu_update_image(_sg_image_t* img, const sg_image_data* data) { + SOKOL_ASSERT(img && data); + bool success = _sg_wgpu_staging_copy_to_texture(img, data); + SOKOL_ASSERT(success); + _SOKOL_UNUSED(success); +} +#endif + +/*== BACKEND API WRAPPERS ====================================================*/ +static inline void _sg_setup_backend(const sg_desc* desc) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_setup_backend(desc); + #elif defined(SOKOL_METAL) + _sg_mtl_setup_backend(desc); + #elif defined(SOKOL_D3D11) + _sg_d3d11_setup_backend(desc); + #elif defined(SOKOL_WGPU) + _sg_wgpu_setup_backend(desc); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_setup_backend(desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_discard_backend(void) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_discard_backend(); + #elif defined(SOKOL_METAL) + _sg_mtl_discard_backend(); + #elif defined(SOKOL_D3D11) + _sg_d3d11_discard_backend(); + #elif defined(SOKOL_WGPU) + _sg_wgpu_discard_backend(); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_discard_backend(); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_reset_state_cache(void) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_reset_state_cache(); + #elif defined(SOKOL_METAL) + _sg_mtl_reset_state_cache(); + #elif defined(SOKOL_D3D11) + _sg_d3d11_reset_state_cache(); + #elif defined(SOKOL_WGPU) + _sg_wgpu_reset_state_cache(); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_reset_state_cache(); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_activate_context(_sg_context_t* ctx) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_activate_context(ctx); + #elif defined(SOKOL_METAL) + _sg_mtl_activate_context(ctx); + #elif defined(SOKOL_D3D11) + _sg_d3d11_activate_context(ctx); + #elif defined(SOKOL_WGPU) + _sg_wgpu_activate_context(ctx); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_activate_context(ctx); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_context(_sg_context_t* ctx) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_context(ctx); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_context(ctx); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_context(ctx); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_context(ctx); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_context(ctx); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_context(_sg_context_t* ctx) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_context(ctx); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_context(ctx); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_context(ctx); + #elif defined(SOKOL_WGPU) + _sg_wgpu_destroy_context(ctx); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_context(ctx); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_buffer(_sg_buffer_t* buf, const sg_buffer_desc* desc) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_buffer(buf, desc); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_buffer(buf, desc); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_buffer(buf, desc); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_buffer(buf, desc); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_buffer(buf, desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_buffer(_sg_buffer_t* buf) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_buffer(buf); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_buffer(buf); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_buffer(buf); + #elif defined(SOKOL_WGPU) + _sg_wgpu_destroy_buffer(buf); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_buffer(buf); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_image(_sg_image_t* img, const sg_image_desc* desc) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_image(img, desc); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_image(img, desc); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_image(img, desc); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_image(img, desc); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_image(img, desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_image(_sg_image_t* img) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_image(img); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_image(img); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_image(img); + #elif defined(SOKOL_WGPU) + _sg_wgpu_destroy_image(img); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_image(img); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_shader(_sg_shader_t* shd, const sg_shader_desc* desc) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_shader(shd, desc); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_shader(shd, desc); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_shader(shd, desc); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_shader(shd, desc); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_shader(shd, desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_shader(_sg_shader_t* shd) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_shader(shd); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_shader(shd); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_shader(shd); + #elif defined(SOKOL_WGPU) + _sg_wgpu_destroy_shader(shd); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_shader(shd); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_pipeline(_sg_pipeline_t* pip, _sg_shader_t* shd, const sg_pipeline_desc* desc) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_pipeline(pip, shd, desc); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_pipeline(pip, shd, desc); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_pipeline(pip, shd, desc); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_pipeline(pip, shd, desc); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_pipeline(pip, shd, desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_pipeline(_sg_pipeline_t* pip) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_pipeline(pip); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_pipeline(pip); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_pipeline(pip); + #elif defined(SOKOL_WGPU) + _sg_wgpu_destroy_pipeline(pip); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_pipeline(pip); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline sg_resource_state _sg_create_pass(_sg_pass_t* pass, _sg_image_t** att_images, const sg_pass_desc* desc) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_create_pass(pass, att_images, desc); + #elif defined(SOKOL_METAL) + return _sg_mtl_create_pass(pass, att_images, desc); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_create_pass(pass, att_images, desc); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_create_pass(pass, att_images, desc); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_create_pass(pass, att_images, desc); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_destroy_pass(_sg_pass_t* pass) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_destroy_pass(pass); + #elif defined(SOKOL_METAL) + _sg_mtl_destroy_pass(pass); + #elif defined(SOKOL_D3D11) + _sg_d3d11_destroy_pass(pass); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_destroy_pass(pass); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_destroy_pass(pass); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline _sg_image_t* _sg_pass_color_image(const _sg_pass_t* pass, int index) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_pass_color_image(pass, index); + #elif defined(SOKOL_METAL) + return _sg_mtl_pass_color_image(pass, index); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_pass_color_image(pass, index); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_pass_color_image(pass, index); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_pass_color_image(pass, index); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline _sg_image_t* _sg_pass_ds_image(const _sg_pass_t* pass) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_pass_ds_image(pass); + #elif defined(SOKOL_METAL) + return _sg_mtl_pass_ds_image(pass); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_pass_ds_image(pass); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_pass_ds_image(pass); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_pass_ds_image(pass); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_begin_pass(_sg_pass_t* pass, const sg_pass_action* action, int w, int h) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_begin_pass(pass, action, w, h); + #elif defined(SOKOL_METAL) + _sg_mtl_begin_pass(pass, action, w, h); + #elif defined(SOKOL_D3D11) + _sg_d3d11_begin_pass(pass, action, w, h); + #elif defined(SOKOL_WGPU) + _sg_wgpu_begin_pass(pass, action, w, h); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_begin_pass(pass, action, w, h); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_end_pass(void) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_end_pass(); + #elif defined(SOKOL_METAL) + _sg_mtl_end_pass(); + #elif defined(SOKOL_D3D11) + _sg_d3d11_end_pass(); + #elif defined(SOKOL_WGPU) + _sg_wgpu_end_pass(); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_end_pass(); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_apply_viewport(int x, int y, int w, int h, bool origin_top_left) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_apply_viewport(x, y, w, h, origin_top_left); + #elif defined(SOKOL_METAL) + _sg_mtl_apply_viewport(x, y, w, h, origin_top_left); + #elif defined(SOKOL_D3D11) + _sg_d3d11_apply_viewport(x, y, w, h, origin_top_left); + #elif defined(SOKOL_WGPU) + _sg_wgpu_apply_viewport(x, y, w, h, origin_top_left); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_apply_viewport(x, y, w, h, origin_top_left); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_apply_scissor_rect(int x, int y, int w, int h, bool origin_top_left) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_apply_scissor_rect(x, y, w, h, origin_top_left); + #elif defined(SOKOL_METAL) + _sg_mtl_apply_scissor_rect(x, y, w, h, origin_top_left); + #elif defined(SOKOL_D3D11) + _sg_d3d11_apply_scissor_rect(x, y, w, h, origin_top_left); + #elif defined(SOKOL_WGPU) + _sg_wgpu_apply_scissor_rect(x, y, w, h, origin_top_left); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_apply_scissor_rect(x, y, w, h, origin_top_left); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_apply_pipeline(_sg_pipeline_t* pip) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_apply_pipeline(pip); + #elif defined(SOKOL_METAL) + _sg_mtl_apply_pipeline(pip); + #elif defined(SOKOL_D3D11) + _sg_d3d11_apply_pipeline(pip); + #elif defined(SOKOL_WGPU) + _sg_wgpu_apply_pipeline(pip); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_apply_pipeline(pip); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_apply_bindings( + _sg_pipeline_t* pip, + _sg_buffer_t** vbs, const int* vb_offsets, int num_vbs, + _sg_buffer_t* ib, int ib_offset, + _sg_image_t** vs_imgs, int num_vs_imgs, + _sg_image_t** fs_imgs, int num_fs_imgs) +{ + #if defined(_SOKOL_ANY_GL) + _sg_gl_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + #elif defined(SOKOL_METAL) + _sg_mtl_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + #elif defined(SOKOL_D3D11) + _sg_d3d11_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + #elif defined(SOKOL_WGPU) + _sg_wgpu_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_apply_uniforms(stage_index, ub_index, data); + #elif defined(SOKOL_METAL) + _sg_mtl_apply_uniforms(stage_index, ub_index, data); + #elif defined(SOKOL_D3D11) + _sg_d3d11_apply_uniforms(stage_index, ub_index, data); + #elif defined(SOKOL_WGPU) + _sg_wgpu_apply_uniforms(stage_index, ub_index, data); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_apply_uniforms(stage_index, ub_index, data); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_draw(int base_element, int num_elements, int num_instances) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_draw(base_element, num_elements, num_instances); + #elif defined(SOKOL_METAL) + _sg_mtl_draw(base_element, num_elements, num_instances); + #elif defined(SOKOL_D3D11) + _sg_d3d11_draw(base_element, num_elements, num_instances); + #elif defined(SOKOL_WGPU) + _sg_wgpu_draw(base_element, num_elements, num_instances); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_draw(base_element, num_elements, num_instances); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_commit(void) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_commit(); + #elif defined(SOKOL_METAL) + _sg_mtl_commit(); + #elif defined(SOKOL_D3D11) + _sg_d3d11_commit(); + #elif defined(SOKOL_WGPU) + _sg_wgpu_commit(); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_commit(); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_update_buffer(_sg_buffer_t* buf, const sg_range* data) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_update_buffer(buf, data); + #elif defined(SOKOL_METAL) + _sg_mtl_update_buffer(buf, data); + #elif defined(SOKOL_D3D11) + _sg_d3d11_update_buffer(buf, data); + #elif defined(SOKOL_WGPU) + _sg_wgpu_update_buffer(buf, data); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_update_buffer(buf, data); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline int _sg_append_buffer(_sg_buffer_t* buf, const sg_range* data, bool new_frame) { + #if defined(_SOKOL_ANY_GL) + return _sg_gl_append_buffer(buf, data, new_frame); + #elif defined(SOKOL_METAL) + return _sg_mtl_append_buffer(buf, data, new_frame); + #elif defined(SOKOL_D3D11) + return _sg_d3d11_append_buffer(buf, data, new_frame); + #elif defined(SOKOL_WGPU) + return _sg_wgpu_append_buffer(buf, data, new_frame); + #elif defined(SOKOL_DUMMY_BACKEND) + return _sg_dummy_append_buffer(buf, data, new_frame); + #else + #error("INVALID BACKEND"); + #endif +} + +static inline void _sg_update_image(_sg_image_t* img, const sg_image_data* data) { + #if defined(_SOKOL_ANY_GL) + _sg_gl_update_image(img, data); + #elif defined(SOKOL_METAL) + _sg_mtl_update_image(img, data); + #elif defined(SOKOL_D3D11) + _sg_d3d11_update_image(img, data); + #elif defined(SOKOL_WGPU) + _sg_wgpu_update_image(img, data); + #elif defined(SOKOL_DUMMY_BACKEND) + _sg_dummy_update_image(img, data); + #else + #error("INVALID BACKEND"); + #endif +} + +/*== RESOURCE POOLS ==========================================================*/ + +_SOKOL_PRIVATE void _sg_init_pool(_sg_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; + } +} + +_SOKOL_PRIVATE void _sg_discard_pool(_sg_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; +} + +_SOKOL_PRIVATE int _sg_pool_alloc_index(_sg_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 _SG_INVALID_SLOT_INDEX; + } +} + +_SOKOL_PRIVATE void _sg_pool_free_index(_sg_pool_t* pool, int slot_index) { + SOKOL_ASSERT((slot_index > _SG_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)); +} + +_SOKOL_PRIVATE void _sg_reset_slot(_sg_slot_t* slot) { + SOKOL_ASSERT(slot); + memset(slot, 0, sizeof(_sg_slot_t)); +} + +_SOKOL_PRIVATE void _sg_reset_buffer(_sg_buffer_t* buf) { + SOKOL_ASSERT(buf); + _sg_slot_t slot = buf->slot; + memset(buf, 0, sizeof(_sg_buffer_t)); + buf->slot = slot; + buf->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_reset_image(_sg_image_t* img) { + SOKOL_ASSERT(img); + _sg_slot_t slot = img->slot; + memset(img, 0, sizeof(_sg_image_t)); + img->slot = slot; + img->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_reset_shader(_sg_shader_t* shd) { + SOKOL_ASSERT(shd); + _sg_slot_t slot = shd->slot; + memset(shd, 0, sizeof(_sg_shader_t)); + shd->slot = slot; + shd->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_reset_pipeline(_sg_pipeline_t* pip) { + SOKOL_ASSERT(pip); + _sg_slot_t slot = pip->slot; + memset(pip, 0, sizeof(_sg_pipeline_t)); + pip->slot = slot; + pip->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_reset_pass(_sg_pass_t* pass) { + SOKOL_ASSERT(pass); + _sg_slot_t slot = pass->slot; + memset(pass, 0, sizeof(_sg_pass_t)); + pass->slot = slot; + pass->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_reset_context(_sg_context_t* ctx) { + SOKOL_ASSERT(ctx); + _sg_slot_t slot = ctx->slot; + memset(ctx, 0, sizeof(_sg_context_t)); + ctx->slot = slot; + ctx->slot.state = SG_RESOURCESTATE_ALLOC; +} + +_SOKOL_PRIVATE void _sg_setup_pools(_sg_pools_t* p, const sg_desc* desc) { + SOKOL_ASSERT(p); + SOKOL_ASSERT(desc); + /* note: the pools here will have an additional item, since slot 0 is reserved */ + SOKOL_ASSERT((desc->buffer_pool_size > 0) && (desc->buffer_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->buffer_pool, desc->buffer_pool_size); + size_t buffer_pool_byte_size = sizeof(_sg_buffer_t) * (size_t)p->buffer_pool.size; + p->buffers = (_sg_buffer_t*) SOKOL_MALLOC(buffer_pool_byte_size); + SOKOL_ASSERT(p->buffers); + memset(p->buffers, 0, buffer_pool_byte_size); + + SOKOL_ASSERT((desc->image_pool_size > 0) && (desc->image_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->image_pool, desc->image_pool_size); + size_t image_pool_byte_size = sizeof(_sg_image_t) * (size_t)p->image_pool.size; + p->images = (_sg_image_t*) SOKOL_MALLOC(image_pool_byte_size); + SOKOL_ASSERT(p->images); + memset(p->images, 0, image_pool_byte_size); + + SOKOL_ASSERT((desc->shader_pool_size > 0) && (desc->shader_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->shader_pool, desc->shader_pool_size); + size_t shader_pool_byte_size = sizeof(_sg_shader_t) * (size_t)p->shader_pool.size; + p->shaders = (_sg_shader_t*) SOKOL_MALLOC(shader_pool_byte_size); + SOKOL_ASSERT(p->shaders); + memset(p->shaders, 0, shader_pool_byte_size); + + SOKOL_ASSERT((desc->pipeline_pool_size > 0) && (desc->pipeline_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->pipeline_pool, desc->pipeline_pool_size); + size_t pipeline_pool_byte_size = sizeof(_sg_pipeline_t) * (size_t)p->pipeline_pool.size; + p->pipelines = (_sg_pipeline_t*) SOKOL_MALLOC(pipeline_pool_byte_size); + SOKOL_ASSERT(p->pipelines); + memset(p->pipelines, 0, pipeline_pool_byte_size); + + SOKOL_ASSERT((desc->pass_pool_size > 0) && (desc->pass_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->pass_pool, desc->pass_pool_size); + size_t pass_pool_byte_size = sizeof(_sg_pass_t) * (size_t)p->pass_pool.size; + p->passes = (_sg_pass_t*) SOKOL_MALLOC(pass_pool_byte_size); + SOKOL_ASSERT(p->passes); + memset(p->passes, 0, pass_pool_byte_size); + + SOKOL_ASSERT((desc->context_pool_size > 0) && (desc->context_pool_size < _SG_MAX_POOL_SIZE)); + _sg_init_pool(&p->context_pool, desc->context_pool_size); + size_t context_pool_byte_size = sizeof(_sg_context_t) * (size_t)p->context_pool.size; + p->contexts = (_sg_context_t*) SOKOL_MALLOC(context_pool_byte_size); + SOKOL_ASSERT(p->contexts); + memset(p->contexts, 0, context_pool_byte_size); +} + +_SOKOL_PRIVATE void _sg_discard_pools(_sg_pools_t* p) { + SOKOL_ASSERT(p); + SOKOL_FREE(p->contexts); p->contexts = 0; + SOKOL_FREE(p->passes); p->passes = 0; + SOKOL_FREE(p->pipelines); p->pipelines = 0; + SOKOL_FREE(p->shaders); p->shaders = 0; + SOKOL_FREE(p->images); p->images = 0; + SOKOL_FREE(p->buffers); p->buffers = 0; + _sg_discard_pool(&p->context_pool); + _sg_discard_pool(&p->pass_pool); + _sg_discard_pool(&p->pipeline_pool); + _sg_discard_pool(&p->shader_pool); + _sg_discard_pool(&p->image_pool); + _sg_discard_pool(&p->buffer_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 +*/ +_SOKOL_PRIVATE uint32_t _sg_slot_alloc(_sg_pool_t* pool, _sg_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 > _SG_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<<_SG_SLOT_SHIFT)|(slot_index & _SG_SLOT_MASK); + slot->state = SG_RESOURCESTATE_ALLOC; + return slot->id; +} + +/* extract slot index from id */ +_SOKOL_PRIVATE int _sg_slot_index(uint32_t id) { + int slot_index = (int) (id & _SG_SLOT_MASK); + SOKOL_ASSERT(_SG_INVALID_SLOT_INDEX != slot_index); + return slot_index; +} + +/* returns pointer to resource by id without matching id check */ +_SOKOL_PRIVATE _sg_buffer_t* _sg_buffer_at(const _sg_pools_t* p, uint32_t buf_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != buf_id)); + int slot_index = _sg_slot_index(buf_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->buffer_pool.size)); + return &p->buffers[slot_index]; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_image_at(const _sg_pools_t* p, uint32_t img_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != img_id)); + int slot_index = _sg_slot_index(img_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->image_pool.size)); + return &p->images[slot_index]; +} + +_SOKOL_PRIVATE _sg_shader_t* _sg_shader_at(const _sg_pools_t* p, uint32_t shd_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != shd_id)); + int slot_index = _sg_slot_index(shd_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->shader_pool.size)); + return &p->shaders[slot_index]; +} + +_SOKOL_PRIVATE _sg_pipeline_t* _sg_pipeline_at(const _sg_pools_t* p, uint32_t pip_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != pip_id)); + int slot_index = _sg_slot_index(pip_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->pipeline_pool.size)); + return &p->pipelines[slot_index]; +} + +_SOKOL_PRIVATE _sg_pass_t* _sg_pass_at(const _sg_pools_t* p, uint32_t pass_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != pass_id)); + int slot_index = _sg_slot_index(pass_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->pass_pool.size)); + return &p->passes[slot_index]; +} + +_SOKOL_PRIVATE _sg_context_t* _sg_context_at(const _sg_pools_t* p, uint32_t context_id) { + SOKOL_ASSERT(p && (SG_INVALID_ID != context_id)); + int slot_index = _sg_slot_index(context_id); + SOKOL_ASSERT((slot_index > _SG_INVALID_SLOT_INDEX) && (slot_index < p->context_pool.size)); + return &p->contexts[slot_index]; +} + +/* returns pointer to resource with matching id check, may return 0 */ +_SOKOL_PRIVATE _sg_buffer_t* _sg_lookup_buffer(const _sg_pools_t* p, uint32_t buf_id) { + if (SG_INVALID_ID != buf_id) { + _sg_buffer_t* buf = _sg_buffer_at(p, buf_id); + if (buf->slot.id == buf_id) { + return buf; + } + } + return 0; +} + +_SOKOL_PRIVATE _sg_image_t* _sg_lookup_image(const _sg_pools_t* p, uint32_t img_id) { + if (SG_INVALID_ID != img_id) { + _sg_image_t* img = _sg_image_at(p, img_id); + if (img->slot.id == img_id) { + return img; + } + } + return 0; +} + +_SOKOL_PRIVATE _sg_shader_t* _sg_lookup_shader(const _sg_pools_t* p, uint32_t shd_id) { + SOKOL_ASSERT(p); + if (SG_INVALID_ID != shd_id) { + _sg_shader_t* shd = _sg_shader_at(p, shd_id); + if (shd->slot.id == shd_id) { + return shd; + } + } + return 0; +} + +_SOKOL_PRIVATE _sg_pipeline_t* _sg_lookup_pipeline(const _sg_pools_t* p, uint32_t pip_id) { + SOKOL_ASSERT(p); + if (SG_INVALID_ID != pip_id) { + _sg_pipeline_t* pip = _sg_pipeline_at(p, pip_id); + if (pip->slot.id == pip_id) { + return pip; + } + } + return 0; +} + +_SOKOL_PRIVATE _sg_pass_t* _sg_lookup_pass(const _sg_pools_t* p, uint32_t pass_id) { + SOKOL_ASSERT(p); + if (SG_INVALID_ID != pass_id) { + _sg_pass_t* pass = _sg_pass_at(p, pass_id); + if (pass->slot.id == pass_id) { + return pass; + } + } + return 0; +} + +_SOKOL_PRIVATE _sg_context_t* _sg_lookup_context(const _sg_pools_t* p, uint32_t ctx_id) { + SOKOL_ASSERT(p); + if (SG_INVALID_ID != ctx_id) { + _sg_context_t* ctx = _sg_context_at(p, ctx_id); + if (ctx->slot.id == ctx_id) { + return ctx; + } + } + return 0; +} + +_SOKOL_PRIVATE void _sg_destroy_all_resources(_sg_pools_t* p, uint32_t ctx_id) { + /* this is a bit dumb since it loops over all pool slots to + find the occupied slots, on the other hand it is only ever + executed at shutdown + NOTE: ONLY EXECUTE THIS AT SHUTDOWN + ...because the free queues will not be reset + and the resource slots not be cleared! + */ + for (int i = 1; i < p->buffer_pool.size; i++) { + if (p->buffers[i].slot.ctx_id == ctx_id) { + sg_resource_state state = p->buffers[i].slot.state; + if ((state == SG_RESOURCESTATE_VALID) || (state == SG_RESOURCESTATE_FAILED)) { + _sg_destroy_buffer(&p->buffers[i]); + } + } + } + for (int i = 1; i < p->image_pool.size; i++) { + if (p->images[i].slot.ctx_id == ctx_id) { + sg_resource_state state = p->images[i].slot.state; + if ((state == SG_RESOURCESTATE_VALID) || (state == SG_RESOURCESTATE_FAILED)) { + _sg_destroy_image(&p->images[i]); + } + } + } + for (int i = 1; i < p->shader_pool.size; i++) { + if (p->shaders[i].slot.ctx_id == ctx_id) { + sg_resource_state state = p->shaders[i].slot.state; + if ((state == SG_RESOURCESTATE_VALID) || (state == SG_RESOURCESTATE_FAILED)) { + _sg_destroy_shader(&p->shaders[i]); + } + } + } + for (int i = 1; i < p->pipeline_pool.size; i++) { + if (p->pipelines[i].slot.ctx_id == ctx_id) { + sg_resource_state state = p->pipelines[i].slot.state; + if ((state == SG_RESOURCESTATE_VALID) || (state == SG_RESOURCESTATE_FAILED)) { + _sg_destroy_pipeline(&p->pipelines[i]); + } + } + } + for (int i = 1; i < p->pass_pool.size; i++) { + if (p->passes[i].slot.ctx_id == ctx_id) { + sg_resource_state state = p->passes[i].slot.state; + if ((state == SG_RESOURCESTATE_VALID) || (state == SG_RESOURCESTATE_FAILED)) { + _sg_destroy_pass(&p->passes[i]); + } + } + } +} + +/*== VALIDATION LAYER ========================================================*/ +#if defined(SOKOL_DEBUG) +/* return a human readable string for an _sg_validate_error */ +_SOKOL_PRIVATE const char* _sg_validate_string(_sg_validate_error_t err) { + switch (err) { + /* buffer creation validation errors */ + case _SG_VALIDATE_BUFFERDESC_CANARY: return "sg_buffer_desc not initialized"; + case _SG_VALIDATE_BUFFERDESC_SIZE: return "sg_buffer_desc.size cannot be 0"; + case _SG_VALIDATE_BUFFERDESC_DATA: return "immutable buffers must be initialized with data (sg_buffer_desc.data.ptr and sg_buffer_desc.data.size)"; + case _SG_VALIDATE_BUFFERDESC_DATA_SIZE: return "immutable buffer data size differs from buffer size"; + case _SG_VALIDATE_BUFFERDESC_NO_DATA: return "dynamic/stream usage buffers cannot be initialized with data"; + + /* image creation validation errros */ + case _SG_VALIDATE_IMAGEDESC_CANARY: return "sg_image_desc not initialized"; + case _SG_VALIDATE_IMAGEDESC_WIDTH: return "sg_image_desc.width must be > 0"; + case _SG_VALIDATE_IMAGEDESC_HEIGHT: return "sg_image_desc.height must be > 0"; + case _SG_VALIDATE_IMAGEDESC_RT_PIXELFORMAT: return "invalid pixel format for render-target image"; + case _SG_VALIDATE_IMAGEDESC_NONRT_PIXELFORMAT: return "invalid pixel format for non-render-target image"; + case _SG_VALIDATE_IMAGEDESC_MSAA_BUT_NO_RT: return "non-render-target images cannot be multisampled"; + case _SG_VALIDATE_IMAGEDESC_NO_MSAA_RT_SUPPORT: return "MSAA not supported for this pixel format"; + case _SG_VALIDATE_IMAGEDESC_RT_IMMUTABLE: return "render target images must be SG_USAGE_IMMUTABLE"; + case _SG_VALIDATE_IMAGEDESC_RT_NO_DATA: return "render target images cannot be initialized with data"; + case _SG_VALIDATE_IMAGEDESC_DATA: return "missing or invalid data for immutable image"; + case _SG_VALIDATE_IMAGEDESC_NO_DATA: return "dynamic/stream usage images cannot be initialized with data"; + + /* shader creation */ + case _SG_VALIDATE_SHADERDESC_CANARY: return "sg_shader_desc not initialized"; + case _SG_VALIDATE_SHADERDESC_SOURCE: return "shader source code required"; + case _SG_VALIDATE_SHADERDESC_BYTECODE: return "shader byte code required"; + case _SG_VALIDATE_SHADERDESC_SOURCE_OR_BYTECODE: return "shader source or byte code required"; + case _SG_VALIDATE_SHADERDESC_NO_BYTECODE_SIZE: return "shader byte code length (in bytes) required"; + case _SG_VALIDATE_SHADERDESC_NO_CONT_UBS: return "shader uniform blocks must occupy continuous slots"; + case _SG_VALIDATE_SHADERDESC_NO_CONT_UB_MEMBERS: return "uniform block members must occupy continuous slots"; + case _SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS: return "GL backend requires uniform block member declarations"; + case _SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME: return "uniform block member name missing"; + case _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH: return "size of uniform block members doesn't match uniform block size"; + case _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS: return "shader images must occupy continuous slots"; + case _SG_VALIDATE_SHADERDESC_IMG_NAME: return "GL backend requires uniform block member names"; + case _SG_VALIDATE_SHADERDESC_ATTR_NAMES: return "GLES2 backend requires vertex attribute names"; + case _SG_VALIDATE_SHADERDESC_ATTR_SEMANTICS: return "D3D11 backend requires vertex attribute semantics"; + case _SG_VALIDATE_SHADERDESC_ATTR_STRING_TOO_LONG: return "vertex attribute name/semantic string too long (max len 16)"; + + /* pipeline creation */ + case _SG_VALIDATE_PIPELINEDESC_CANARY: return "sg_pipeline_desc not initialized"; + case _SG_VALIDATE_PIPELINEDESC_SHADER: return "sg_pipeline_desc.shader missing or invalid"; + case _SG_VALIDATE_PIPELINEDESC_NO_ATTRS: return "sg_pipeline_desc.layout.attrs is empty or not continuous"; + case _SG_VALIDATE_PIPELINEDESC_LAYOUT_STRIDE4: return "sg_pipeline_desc.layout.buffers[].stride must be multiple of 4"; + case _SG_VALIDATE_PIPELINEDESC_ATTR_NAME: return "GLES2/WebGL missing vertex attribute name in shader"; + case _SG_VALIDATE_PIPELINEDESC_ATTR_SEMANTICS: return "D3D11 missing vertex attribute semantics in shader"; + + /* pass creation */ + case _SG_VALIDATE_PASSDESC_CANARY: return "sg_pass_desc not initialized"; + case _SG_VALIDATE_PASSDESC_NO_COLOR_ATTS: return "sg_pass_desc.color_attachments[0] must be valid"; + case _SG_VALIDATE_PASSDESC_NO_CONT_COLOR_ATTS: return "color attachments must occupy continuous slots"; + case _SG_VALIDATE_PASSDESC_IMAGE: return "pass attachment image is not valid"; + case _SG_VALIDATE_PASSDESC_MIPLEVEL: return "pass attachment mip level is bigger than image has mipmaps"; + case _SG_VALIDATE_PASSDESC_FACE: return "pass attachment image is cubemap, but face index is too big"; + case _SG_VALIDATE_PASSDESC_LAYER: return "pass attachment image is array texture, but layer index is too big"; + case _SG_VALIDATE_PASSDESC_SLICE: return "pass attachment image is 3d texture, but slice value is too big"; + case _SG_VALIDATE_PASSDESC_IMAGE_NO_RT: return "pass attachment image must be render targets"; + case _SG_VALIDATE_PASSDESC_COLOR_INV_PIXELFORMAT: return "pass color-attachment images must have a renderable pixel format"; + case _SG_VALIDATE_PASSDESC_DEPTH_INV_PIXELFORMAT: return "pass depth-attachment image must have depth pixel format"; + case _SG_VALIDATE_PASSDESC_IMAGE_SIZES: return "all pass attachments must have the same size"; + case _SG_VALIDATE_PASSDESC_IMAGE_SAMPLE_COUNTS: return "all pass attachments must have the same sample count"; + + /* sg_begin_pass */ + case _SG_VALIDATE_BEGINPASS_PASS: return "sg_begin_pass: pass must be valid"; + case _SG_VALIDATE_BEGINPASS_IMAGE: return "sg_begin_pass: one or more attachment images are not valid"; + + /* sg_apply_pipeline */ + case _SG_VALIDATE_APIP_PIPELINE_VALID_ID: return "sg_apply_pipeline: invalid pipeline id provided"; + case _SG_VALIDATE_APIP_PIPELINE_EXISTS: return "sg_apply_pipeline: pipeline object no longer alive"; + case _SG_VALIDATE_APIP_PIPELINE_VALID: return "sg_apply_pipeline: pipeline object not in valid state"; + case _SG_VALIDATE_APIP_SHADER_EXISTS: return "sg_apply_pipeline: shader object no longer alive"; + case _SG_VALIDATE_APIP_SHADER_VALID: return "sg_apply_pipeline: shader object not in valid state"; + case _SG_VALIDATE_APIP_ATT_COUNT: return "sg_apply_pipeline: number of pipeline color attachments doesn't match number of pass color attachments"; + case _SG_VALIDATE_APIP_COLOR_FORMAT: return "sg_apply_pipeline: pipeline color attachment pixel format doesn't match pass color attachment pixel format"; + case _SG_VALIDATE_APIP_DEPTH_FORMAT: return "sg_apply_pipeline: pipeline depth pixel_format doesn't match pass depth attachment pixel format"; + case _SG_VALIDATE_APIP_SAMPLE_COUNT: return "sg_apply_pipeline: pipeline MSAA sample count doesn't match render pass attachment sample count"; + + /* sg_apply_bindings */ + case _SG_VALIDATE_ABND_PIPELINE: return "sg_apply_bindings: must be called after sg_apply_pipeline"; + case _SG_VALIDATE_ABND_PIPELINE_EXISTS: return "sg_apply_bindings: currently applied pipeline object no longer alive"; + case _SG_VALIDATE_ABND_PIPELINE_VALID: return "sg_apply_bindings: currently applied pipeline object not in valid state"; + case _SG_VALIDATE_ABND_VBS: return "sg_apply_bindings: number of vertex buffers doesn't match number of pipeline vertex layouts"; + case _SG_VALIDATE_ABND_VB_EXISTS: return "sg_apply_bindings: vertex buffer no longer alive"; + case _SG_VALIDATE_ABND_VB_TYPE: return "sg_apply_bindings: buffer in vertex buffer slot is not a SG_BUFFERTYPE_VERTEXBUFFER"; + case _SG_VALIDATE_ABND_VB_OVERFLOW: return "sg_apply_bindings: buffer in vertex buffer slot is overflown"; + case _SG_VALIDATE_ABND_NO_IB: return "sg_apply_bindings: pipeline object defines indexed rendering, but no index buffer provided"; + case _SG_VALIDATE_ABND_IB: return "sg_apply_bindings: pipeline object defines non-indexed rendering, but index buffer provided"; + case _SG_VALIDATE_ABND_IB_EXISTS: return "sg_apply_bindings: index buffer no longer alive"; + case _SG_VALIDATE_ABND_IB_TYPE: return "sg_apply_bindings: buffer in index buffer slot is not a SG_BUFFERTYPE_INDEXBUFFER"; + case _SG_VALIDATE_ABND_IB_OVERFLOW: return "sg_apply_bindings: buffer in index buffer slot is overflown"; + case _SG_VALIDATE_ABND_VS_IMGS: return "sg_apply_bindings: vertex shader image count doesn't match sg_shader_desc"; + case _SG_VALIDATE_ABND_VS_IMG_EXISTS: return "sg_apply_bindings: vertex shader image no longer alive"; + case _SG_VALIDATE_ABND_VS_IMG_TYPES: return "sg_apply_bindings: one or more vertex shader image types don't match sg_shader_desc"; + case _SG_VALIDATE_ABND_FS_IMGS: return "sg_apply_bindings: fragment shader image count doesn't match sg_shader_desc"; + case _SG_VALIDATE_ABND_FS_IMG_EXISTS: return "sg_apply_bindings: fragment shader image no longer alive"; + case _SG_VALIDATE_ABND_FS_IMG_TYPES: return "sg_apply_bindings: one or more fragment shader image types don't match sg_shader_desc"; + + /* sg_apply_uniforms */ + case _SG_VALIDATE_AUB_NO_PIPELINE: return "sg_apply_uniforms: must be called after sg_apply_pipeline()"; + case _SG_VALIDATE_AUB_NO_UB_AT_SLOT: return "sg_apply_uniforms: no uniform block declaration at this shader stage UB slot"; + case _SG_VALIDATE_AUB_SIZE: return "sg_apply_uniforms: data size exceeds declared uniform block size"; + + /* sg_update_buffer */ + case _SG_VALIDATE_UPDATEBUF_USAGE: return "sg_update_buffer: cannot update immutable buffer"; + case _SG_VALIDATE_UPDATEBUF_SIZE: return "sg_update_buffer: update size is bigger than buffer size"; + case _SG_VALIDATE_UPDATEBUF_ONCE: return "sg_update_buffer: only one update allowed per buffer and frame"; + case _SG_VALIDATE_UPDATEBUF_APPEND: return "sg_update_buffer: cannot call sg_update_buffer and sg_append_buffer in same frame"; + + /* sg_append_buffer */ + case _SG_VALIDATE_APPENDBUF_USAGE: return "sg_append_buffer: cannot append to immutable buffer"; + case _SG_VALIDATE_APPENDBUF_SIZE: return "sg_append_buffer: overall appended size is bigger than buffer size"; + case _SG_VALIDATE_APPENDBUF_UPDATE: return "sg_append_buffer: cannot call sg_append_buffer and sg_update_buffer in same frame"; + + /* sg_update_image */ + case _SG_VALIDATE_UPDIMG_USAGE: return "sg_update_image: cannot update immutable image"; + case _SG_VALIDATE_UPDIMG_NOTENOUGHDATA: return "sg_update_image: not enough subimage data provided"; + case _SG_VALIDATE_UPDIMG_SIZE: return "sg_update_image: provided subimage data size too big"; + case _SG_VALIDATE_UPDIMG_COMPRESSED: return "sg_update_image: cannot update images with compressed format"; + case _SG_VALIDATE_UPDIMG_ONCE: return "sg_update_image: only one update allowed per image and frame"; + + default: return "unknown validation error"; + } +} +#endif /* defined(SOKOL_DEBUG) */ + +/*-- validation checks -------------------------------------------------------*/ +#if defined(SOKOL_DEBUG) +_SOKOL_PRIVATE void _sg_validate_begin(void) { + _sg.validate_error = _SG_VALIDATE_SUCCESS; +} + +_SOKOL_PRIVATE void _sg_validate(bool cond, _sg_validate_error_t err) { + if (!cond) { + _sg.validate_error = err; + SOKOL_LOG(_sg_validate_string(err)); + } +} + +_SOKOL_PRIVATE bool _sg_validate_end(void) { + if (_sg.validate_error != _SG_VALIDATE_SUCCESS) { + #if !defined(SOKOL_VALIDATE_NON_FATAL) + SOKOL_LOG("^^^^ VALIDATION FAILED, TERMINATING ^^^^"); + SOKOL_ASSERT(false); + #endif + return false; + } + else { + return true; + } +} +#endif + +_SOKOL_PRIVATE bool _sg_validate_buffer_desc(const sg_buffer_desc* desc) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(desc); + return true; + #else + SOKOL_ASSERT(desc); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(desc->_start_canary == 0, _SG_VALIDATE_BUFFERDESC_CANARY); + SOKOL_VALIDATE(desc->_end_canary == 0, _SG_VALIDATE_BUFFERDESC_CANARY); + SOKOL_VALIDATE(desc->size > 0, _SG_VALIDATE_BUFFERDESC_SIZE); + bool injected = (0 != desc->gl_buffers[0]) || + (0 != desc->mtl_buffers[0]) || + (0 != desc->d3d11_buffer) || + (0 != desc->wgpu_buffer); + if (!injected && (desc->usage == SG_USAGE_IMMUTABLE)) { + SOKOL_VALIDATE((0 != desc->data.ptr) && (desc->data.size > 0), _SG_VALIDATE_BUFFERDESC_DATA); + SOKOL_VALIDATE(desc->size == desc->data.size, _SG_VALIDATE_BUFFERDESC_DATA_SIZE); + } + else { + SOKOL_VALIDATE(0 == desc->data.ptr, _SG_VALIDATE_BUFFERDESC_NO_DATA); + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_image_desc(const sg_image_desc* desc) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(desc); + return true; + #else + SOKOL_ASSERT(desc); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(desc->_start_canary == 0, _SG_VALIDATE_IMAGEDESC_CANARY); + SOKOL_VALIDATE(desc->_end_canary == 0, _SG_VALIDATE_IMAGEDESC_CANARY); + SOKOL_VALIDATE(desc->width > 0, _SG_VALIDATE_IMAGEDESC_WIDTH); + SOKOL_VALIDATE(desc->height > 0, _SG_VALIDATE_IMAGEDESC_HEIGHT); + const sg_pixel_format fmt = desc->pixel_format; + const sg_usage usage = desc->usage; + const bool injected = (0 != desc->gl_textures[0]) || + (0 != desc->mtl_textures[0]) || + (0 != desc->d3d11_texture) || + (0 != desc->wgpu_texture); + if (desc->render_target) { + SOKOL_ASSERT(((int)fmt >= 0) && ((int)fmt < _SG_PIXELFORMAT_NUM)); + SOKOL_VALIDATE(_sg.formats[fmt].render, _SG_VALIDATE_IMAGEDESC_RT_PIXELFORMAT); + /* on GLES2, sample count for render targets is completely ignored */ + #if defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + if (!_sg.gl.gles2) { + #endif + if (desc->sample_count > 1) { + SOKOL_VALIDATE(_sg.features.msaa_render_targets && _sg.formats[fmt].msaa, _SG_VALIDATE_IMAGEDESC_NO_MSAA_RT_SUPPORT); + } + #if defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + } + #endif + SOKOL_VALIDATE(usage == SG_USAGE_IMMUTABLE, _SG_VALIDATE_IMAGEDESC_RT_IMMUTABLE); + SOKOL_VALIDATE(desc->data.subimage[0][0].ptr==0, _SG_VALIDATE_IMAGEDESC_RT_NO_DATA); + } + else { + SOKOL_VALIDATE(desc->sample_count <= 1, _SG_VALIDATE_IMAGEDESC_MSAA_BUT_NO_RT); + const bool valid_nonrt_fmt = !_sg_is_valid_rendertarget_depth_format(fmt); + SOKOL_VALIDATE(valid_nonrt_fmt, _SG_VALIDATE_IMAGEDESC_NONRT_PIXELFORMAT); + /* FIXME: should use the same "expected size" computation as in _sg_validate_update_image() here */ + if (!injected && (usage == SG_USAGE_IMMUTABLE)) { + const int num_faces = desc->type == SG_IMAGETYPE_CUBE ? 6:1; + const int num_mips = desc->num_mipmaps; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int mip_index = 0; mip_index < num_mips; mip_index++) { + const bool has_data = desc->data.subimage[face_index][mip_index].ptr != 0; + const bool has_size = desc->data.subimage[face_index][mip_index].size > 0; + SOKOL_VALIDATE(has_data && has_size, _SG_VALIDATE_IMAGEDESC_DATA); + } + } + } + else { + for (int face_index = 0; face_index < SG_CUBEFACE_NUM; face_index++) { + for (int mip_index = 0; mip_index < SG_MAX_MIPMAPS; mip_index++) { + const bool no_data = 0 == desc->data.subimage[face_index][mip_index].ptr; + const bool no_size = 0 == desc->data.subimage[face_index][mip_index].size; + SOKOL_VALIDATE(no_data && no_size, _SG_VALIDATE_IMAGEDESC_NO_DATA); + } + } + } + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(desc); + return true; + #else + SOKOL_ASSERT(desc); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(desc->_start_canary == 0, _SG_VALIDATE_SHADERDESC_CANARY); + SOKOL_VALIDATE(desc->_end_canary == 0, _SG_VALIDATE_SHADERDESC_CANARY); + #if defined(SOKOL_GLES2) + SOKOL_VALIDATE(0 != desc->attrs[0].name, _SG_VALIDATE_SHADERDESC_ATTR_NAMES); + #elif defined(SOKOL_D3D11) + SOKOL_VALIDATE(0 != desc->attrs[0].sem_name, _SG_VALIDATE_SHADERDESC_ATTR_SEMANTICS); + #endif + #if defined(SOKOL_GLCORE33) || defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + /* on GL, must provide shader source code */ + SOKOL_VALIDATE(0 != desc->vs.source, _SG_VALIDATE_SHADERDESC_SOURCE); + SOKOL_VALIDATE(0 != desc->fs.source, _SG_VALIDATE_SHADERDESC_SOURCE); + #elif defined(SOKOL_METAL) || defined(SOKOL_D3D11) + /* on Metal or D3D11, must provide shader source code or byte code */ + SOKOL_VALIDATE((0 != desc->vs.source)||(0 != desc->vs.bytecode.ptr), _SG_VALIDATE_SHADERDESC_SOURCE_OR_BYTECODE); + SOKOL_VALIDATE((0 != desc->fs.source)||(0 != desc->fs.bytecode.ptr), _SG_VALIDATE_SHADERDESC_SOURCE_OR_BYTECODE); + #elif defined(SOKOL_WGPU) + /* on WGPU byte code must be provided */ + SOKOL_VALIDATE((0 != desc->vs.bytecode.ptr), _SG_VALIDATE_SHADERDESC_BYTECODE); + SOKOL_VALIDATE((0 != desc->fs.bytecode.ptr), _SG_VALIDATE_SHADERDESC_BYTECODE); + #else + /* Dummy Backend, don't require source or bytecode */ + #endif + for (int i = 0; i < SG_MAX_VERTEX_ATTRIBUTES; i++) { + if (desc->attrs[i].name) { + SOKOL_VALIDATE(strlen(desc->attrs[i].name) < _SG_STRING_SIZE, _SG_VALIDATE_SHADERDESC_ATTR_STRING_TOO_LONG); + } + if (desc->attrs[i].sem_name) { + SOKOL_VALIDATE(strlen(desc->attrs[i].sem_name) < _SG_STRING_SIZE, _SG_VALIDATE_SHADERDESC_ATTR_STRING_TOO_LONG); + } + } + /* if shader byte code, the size must also be provided */ + if (0 != desc->vs.bytecode.ptr) { + SOKOL_VALIDATE(desc->vs.bytecode.size > 0, _SG_VALIDATE_SHADERDESC_NO_BYTECODE_SIZE); + } + if (0 != desc->fs.bytecode.ptr) { + SOKOL_VALIDATE(desc->fs.bytecode.size > 0, _SG_VALIDATE_SHADERDESC_NO_BYTECODE_SIZE); + } + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + const sg_shader_stage_desc* stage_desc = (stage_index == 0)? &desc->vs : &desc->fs; + bool uniform_blocks_continuous = true; + for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) { + const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index]; + if (ub_desc->size > 0) { + SOKOL_VALIDATE(uniform_blocks_continuous, _SG_VALIDATE_SHADERDESC_NO_CONT_UBS); + bool uniforms_continuous = true; + int uniform_offset = 0; + int num_uniforms = 0; + for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) { + const sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index]; + if (u_desc->type != SG_UNIFORMTYPE_INVALID) { + SOKOL_VALIDATE(uniforms_continuous, _SG_VALIDATE_SHADERDESC_NO_CONT_UB_MEMBERS); + #if defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + SOKOL_VALIDATE(0 != u_desc->name, _SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME); + #endif + const int array_count = u_desc->array_count; + uniform_offset += _sg_uniform_size(u_desc->type, array_count); + num_uniforms++; + } + else { + uniforms_continuous = false; + } + } + #if defined(SOKOL_GLCORE33) || defined(SOKOL_GLES2) || defined(SOKOL_GLES3) + SOKOL_VALIDATE((size_t)uniform_offset == ub_desc->size, _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH); + SOKOL_VALIDATE(num_uniforms > 0, _SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS); + #endif + } + else { + uniform_blocks_continuous = false; + } + } + bool images_continuous = true; + for (int img_index = 0; img_index < SG_MAX_SHADERSTAGE_IMAGES; img_index++) { + const sg_shader_image_desc* img_desc = &stage_desc->images[img_index]; + if (img_desc->image_type != _SG_IMAGETYPE_DEFAULT) { + SOKOL_VALIDATE(images_continuous, _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS); + #if defined(SOKOL_GLES2) + SOKOL_VALIDATE(0 != img_desc->name, _SG_VALIDATE_SHADERDESC_IMG_NAME); + #endif + } + else { + images_continuous = false; + } + } + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_pipeline_desc(const sg_pipeline_desc* desc) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(desc); + return true; + #else + SOKOL_ASSERT(desc); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(desc->_start_canary == 0, _SG_VALIDATE_PIPELINEDESC_CANARY); + SOKOL_VALIDATE(desc->_end_canary == 0, _SG_VALIDATE_PIPELINEDESC_CANARY); + SOKOL_VALIDATE(desc->shader.id != SG_INVALID_ID, _SG_VALIDATE_PIPELINEDESC_SHADER); + for (int buf_index = 0; buf_index < SG_MAX_SHADERSTAGE_BUFFERS; buf_index++) { + const sg_buffer_layout_desc* l_desc = &desc->layout.buffers[buf_index]; + if (l_desc->stride == 0) { + continue; + } + SOKOL_VALIDATE((l_desc->stride & 3) == 0, _SG_VALIDATE_PIPELINEDESC_LAYOUT_STRIDE4); + } + SOKOL_VALIDATE(desc->layout.attrs[0].format != SG_VERTEXFORMAT_INVALID, _SG_VALIDATE_PIPELINEDESC_NO_ATTRS); + const _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, desc->shader.id); + SOKOL_VALIDATE(0 != shd, _SG_VALIDATE_PIPELINEDESC_SHADER); + if (shd) { + SOKOL_VALIDATE(shd->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_PIPELINEDESC_SHADER); + bool attrs_cont = true; + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + const sg_vertex_attr_desc* a_desc = &desc->layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + attrs_cont = false; + continue; + } + SOKOL_VALIDATE(attrs_cont, _SG_VALIDATE_PIPELINEDESC_NO_ATTRS); + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + #if defined(SOKOL_GLES2) + /* on GLES2, vertex attribute names must be provided */ + SOKOL_VALIDATE(!_sg_strempty(&shd->gl.attrs[attr_index].name), _SG_VALIDATE_PIPELINEDESC_ATTR_NAME); + #elif defined(SOKOL_D3D11) + /* on D3D11, semantic names (and semantic indices) must be provided */ + SOKOL_VALIDATE(!_sg_strempty(&shd->d3d11.attrs[attr_index].sem_name), _SG_VALIDATE_PIPELINEDESC_ATTR_SEMANTICS); + #endif + } + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_pass_desc(const sg_pass_desc* desc) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(desc); + return true; + #else + SOKOL_ASSERT(desc); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(desc->_start_canary == 0, _SG_VALIDATE_PASSDESC_CANARY); + SOKOL_VALIDATE(desc->_end_canary == 0, _SG_VALIDATE_PASSDESC_CANARY); + bool atts_cont = true; + int width = -1, height = -1, sample_count = -1; + for (int att_index = 0; att_index < SG_MAX_COLOR_ATTACHMENTS; att_index++) { + const sg_pass_attachment_desc* att = &desc->color_attachments[att_index]; + if (att->image.id == SG_INVALID_ID) { + SOKOL_VALIDATE(att_index > 0, _SG_VALIDATE_PASSDESC_NO_COLOR_ATTS); + atts_cont = false; + continue; + } + SOKOL_VALIDATE(atts_cont, _SG_VALIDATE_PASSDESC_NO_CONT_COLOR_ATTS); + const _sg_image_t* img = _sg_lookup_image(&_sg.pools, att->image.id); + SOKOL_ASSERT(img); + SOKOL_VALIDATE(img->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_PASSDESC_IMAGE); + SOKOL_VALIDATE(att->mip_level < img->cmn.num_mipmaps, _SG_VALIDATE_PASSDESC_MIPLEVEL); + if (img->cmn.type == SG_IMAGETYPE_CUBE) { + SOKOL_VALIDATE(att->slice < 6, _SG_VALIDATE_PASSDESC_FACE); + } + else if (img->cmn.type == SG_IMAGETYPE_ARRAY) { + SOKOL_VALIDATE(att->slice < img->cmn.num_slices, _SG_VALIDATE_PASSDESC_LAYER); + } + else if (img->cmn.type == SG_IMAGETYPE_3D) { + SOKOL_VALIDATE(att->slice < img->cmn.num_slices, _SG_VALIDATE_PASSDESC_SLICE); + } + SOKOL_VALIDATE(img->cmn.render_target, _SG_VALIDATE_PASSDESC_IMAGE_NO_RT); + if (att_index == 0) { + width = img->cmn.width >> att->mip_level; + height = img->cmn.height >> att->mip_level; + sample_count = img->cmn.sample_count; + } + else { + SOKOL_VALIDATE(width == img->cmn.width >> att->mip_level, _SG_VALIDATE_PASSDESC_IMAGE_SIZES); + SOKOL_VALIDATE(height == img->cmn.height >> att->mip_level, _SG_VALIDATE_PASSDESC_IMAGE_SIZES); + SOKOL_VALIDATE(sample_count == img->cmn.sample_count, _SG_VALIDATE_PASSDESC_IMAGE_SAMPLE_COUNTS); + } + SOKOL_VALIDATE(_sg_is_valid_rendertarget_color_format(img->cmn.pixel_format), _SG_VALIDATE_PASSDESC_COLOR_INV_PIXELFORMAT); + } + if (desc->depth_stencil_attachment.image.id != SG_INVALID_ID) { + const sg_pass_attachment_desc* att = &desc->depth_stencil_attachment; + const _sg_image_t* img = _sg_lookup_image(&_sg.pools, att->image.id); + SOKOL_ASSERT(img); + SOKOL_VALIDATE(img->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_PASSDESC_IMAGE); + SOKOL_VALIDATE(att->mip_level < img->cmn.num_mipmaps, _SG_VALIDATE_PASSDESC_MIPLEVEL); + if (img->cmn.type == SG_IMAGETYPE_CUBE) { + SOKOL_VALIDATE(att->slice < 6, _SG_VALIDATE_PASSDESC_FACE); + } + else if (img->cmn.type == SG_IMAGETYPE_ARRAY) { + SOKOL_VALIDATE(att->slice < img->cmn.num_slices, _SG_VALIDATE_PASSDESC_LAYER); + } + else if (img->cmn.type == SG_IMAGETYPE_3D) { + SOKOL_VALIDATE(att->slice < img->cmn.num_slices, _SG_VALIDATE_PASSDESC_SLICE); + } + SOKOL_VALIDATE(img->cmn.render_target, _SG_VALIDATE_PASSDESC_IMAGE_NO_RT); + SOKOL_VALIDATE(width == img->cmn.width >> att->mip_level, _SG_VALIDATE_PASSDESC_IMAGE_SIZES); + SOKOL_VALIDATE(height == img->cmn.height >> att->mip_level, _SG_VALIDATE_PASSDESC_IMAGE_SIZES); + SOKOL_VALIDATE(sample_count == img->cmn.sample_count, _SG_VALIDATE_PASSDESC_IMAGE_SAMPLE_COUNTS); + SOKOL_VALIDATE(_sg_is_valid_rendertarget_depth_format(img->cmn.pixel_format), _SG_VALIDATE_PASSDESC_DEPTH_INV_PIXELFORMAT); + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_begin_pass(_sg_pass_t* pass) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(pass); + return true; + #else + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(pass->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_BEGINPASS_PASS); + + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + const _sg_pass_attachment_t* att = &pass->cmn.color_atts[i]; + const _sg_image_t* img = _sg_pass_color_image(pass, i); + if (img) { + SOKOL_VALIDATE(img->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_BEGINPASS_IMAGE); + SOKOL_VALIDATE(img->slot.id == att->image_id.id, _SG_VALIDATE_BEGINPASS_IMAGE); + } + } + const _sg_image_t* ds_img = _sg_pass_ds_image(pass); + if (ds_img) { + const _sg_pass_attachment_t* att = &pass->cmn.ds_att; + SOKOL_VALIDATE(ds_img->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_BEGINPASS_IMAGE); + SOKOL_VALIDATE(ds_img->slot.id == att->image_id.id, _SG_VALIDATE_BEGINPASS_IMAGE); + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_apply_pipeline(sg_pipeline pip_id) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(pip_id); + return true; + #else + SOKOL_VALIDATE_BEGIN(); + /* the pipeline object must be alive and valid */ + SOKOL_VALIDATE(pip_id.id != SG_INVALID_ID, _SG_VALIDATE_APIP_PIPELINE_VALID_ID); + const _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + SOKOL_VALIDATE(pip != 0, _SG_VALIDATE_APIP_PIPELINE_EXISTS); + if (!pip) { + return SOKOL_VALIDATE_END(); + } + SOKOL_VALIDATE(pip->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_APIP_PIPELINE_VALID); + /* the pipeline's shader must be alive and valid */ + SOKOL_ASSERT(pip->shader); + SOKOL_VALIDATE(pip->shader->slot.id == pip->cmn.shader_id.id, _SG_VALIDATE_APIP_SHADER_EXISTS); + SOKOL_VALIDATE(pip->shader->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_APIP_SHADER_VALID); + /* check that pipeline attributes match current pass attributes */ + const _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, _sg.cur_pass.id); + if (pass) { + /* an offscreen pass */ + SOKOL_VALIDATE(pip->cmn.color_attachment_count == pass->cmn.num_color_atts, _SG_VALIDATE_APIP_ATT_COUNT); + for (int i = 0; i < pip->cmn.color_attachment_count; i++) { + const _sg_image_t* att_img = _sg_pass_color_image(pass, i); + SOKOL_VALIDATE(pip->cmn.color_formats[i] == att_img->cmn.pixel_format, _SG_VALIDATE_APIP_COLOR_FORMAT); + SOKOL_VALIDATE(pip->cmn.sample_count == att_img->cmn.sample_count, _SG_VALIDATE_APIP_SAMPLE_COUNT); + } + const _sg_image_t* att_dsimg = _sg_pass_ds_image(pass); + if (att_dsimg) { + SOKOL_VALIDATE(pip->cmn.depth_format == att_dsimg->cmn.pixel_format, _SG_VALIDATE_APIP_DEPTH_FORMAT); + } + else { + SOKOL_VALIDATE(pip->cmn.depth_format == SG_PIXELFORMAT_NONE, _SG_VALIDATE_APIP_DEPTH_FORMAT); + } + } + else { + /* default pass */ + SOKOL_VALIDATE(pip->cmn.color_attachment_count == 1, _SG_VALIDATE_APIP_ATT_COUNT); + SOKOL_VALIDATE(pip->cmn.color_formats[0] == _sg.desc.context.color_format, _SG_VALIDATE_APIP_COLOR_FORMAT); + SOKOL_VALIDATE(pip->cmn.depth_format == _sg.desc.context.depth_format, _SG_VALIDATE_APIP_DEPTH_FORMAT); + SOKOL_VALIDATE(pip->cmn.sample_count == _sg.desc.context.sample_count, _SG_VALIDATE_APIP_SAMPLE_COUNT); + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_apply_bindings(const sg_bindings* bindings) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(bindings); + return true; + #else + SOKOL_VALIDATE_BEGIN(); + + /* a pipeline object must have been applied */ + SOKOL_VALIDATE(_sg.cur_pipeline.id != SG_INVALID_ID, _SG_VALIDATE_ABND_PIPELINE); + const _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, _sg.cur_pipeline.id); + SOKOL_VALIDATE(pip != 0, _SG_VALIDATE_ABND_PIPELINE_EXISTS); + if (!pip) { + return SOKOL_VALIDATE_END(); + } + SOKOL_VALIDATE(pip->slot.state == SG_RESOURCESTATE_VALID, _SG_VALIDATE_ABND_PIPELINE_VALID); + SOKOL_ASSERT(pip->shader && (pip->cmn.shader_id.id == pip->shader->slot.id)); + + /* has expected vertex buffers, and vertex buffers still exist */ + for (int i = 0; i < SG_MAX_SHADERSTAGE_BUFFERS; i++) { + if (bindings->vertex_buffers[i].id != SG_INVALID_ID) { + SOKOL_VALIDATE(pip->cmn.vertex_layout_valid[i], _SG_VALIDATE_ABND_VBS); + /* buffers in vertex-buffer-slots must be of type SG_BUFFERTYPE_VERTEXBUFFER */ + const _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, bindings->vertex_buffers[i].id); + SOKOL_VALIDATE(buf != 0, _SG_VALIDATE_ABND_VB_EXISTS); + if (buf && buf->slot.state == SG_RESOURCESTATE_VALID) { + SOKOL_VALIDATE(SG_BUFFERTYPE_VERTEXBUFFER == buf->cmn.type, _SG_VALIDATE_ABND_VB_TYPE); + SOKOL_VALIDATE(!buf->cmn.append_overflow, _SG_VALIDATE_ABND_VB_OVERFLOW); + } + } + else { + /* vertex buffer provided in a slot which has no vertex layout in pipeline */ + SOKOL_VALIDATE(!pip->cmn.vertex_layout_valid[i], _SG_VALIDATE_ABND_VBS); + } + } + + /* index buffer expected or not, and index buffer still exists */ + if (pip->cmn.index_type == SG_INDEXTYPE_NONE) { + /* pipeline defines non-indexed rendering, but index buffer provided */ + SOKOL_VALIDATE(bindings->index_buffer.id == SG_INVALID_ID, _SG_VALIDATE_ABND_IB); + } + else { + /* pipeline defines indexed rendering, but no index buffer provided */ + SOKOL_VALIDATE(bindings->index_buffer.id != SG_INVALID_ID, _SG_VALIDATE_ABND_NO_IB); + } + if (bindings->index_buffer.id != SG_INVALID_ID) { + /* buffer in index-buffer-slot must be of type SG_BUFFERTYPE_INDEXBUFFER */ + const _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, bindings->index_buffer.id); + SOKOL_VALIDATE(buf != 0, _SG_VALIDATE_ABND_IB_EXISTS); + if (buf && buf->slot.state == SG_RESOURCESTATE_VALID) { + SOKOL_VALIDATE(SG_BUFFERTYPE_INDEXBUFFER == buf->cmn.type, _SG_VALIDATE_ABND_IB_TYPE); + SOKOL_VALIDATE(!buf->cmn.append_overflow, _SG_VALIDATE_ABND_IB_OVERFLOW); + } + } + + /* has expected vertex shader images */ + for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + _sg_shader_stage_t* stage = &pip->shader->cmn.stage[SG_SHADERSTAGE_VS]; + if (bindings->vs_images[i].id != SG_INVALID_ID) { + SOKOL_VALIDATE(i < stage->num_images, _SG_VALIDATE_ABND_VS_IMGS); + const _sg_image_t* img = _sg_lookup_image(&_sg.pools, bindings->vs_images[i].id); + SOKOL_VALIDATE(img != 0, _SG_VALIDATE_ABND_VS_IMG_EXISTS); + if (img && img->slot.state == SG_RESOURCESTATE_VALID) { + SOKOL_VALIDATE(img->cmn.type == stage->images[i].image_type, _SG_VALIDATE_ABND_VS_IMG_TYPES); + } + } + else { + SOKOL_VALIDATE(i >= stage->num_images, _SG_VALIDATE_ABND_VS_IMGS); + } + } + + /* has expected fragment shader images */ + for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + _sg_shader_stage_t* stage = &pip->shader->cmn.stage[SG_SHADERSTAGE_FS]; + if (bindings->fs_images[i].id != SG_INVALID_ID) { + SOKOL_VALIDATE(i < stage->num_images, _SG_VALIDATE_ABND_FS_IMGS); + const _sg_image_t* img = _sg_lookup_image(&_sg.pools, bindings->fs_images[i].id); + SOKOL_VALIDATE(img != 0, _SG_VALIDATE_ABND_FS_IMG_EXISTS); + if (img && img->slot.state == SG_RESOURCESTATE_VALID) { + SOKOL_VALIDATE(img->cmn.type == stage->images[i].image_type, _SG_VALIDATE_ABND_FS_IMG_TYPES); + } + } + else { + SOKOL_VALIDATE(i >= stage->num_images, _SG_VALIDATE_ABND_FS_IMGS); + } + } + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_apply_uniforms(sg_shader_stage stage_index, int ub_index, const sg_range* data) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(stage_index); + _SOKOL_UNUSED(ub_index); + _SOKOL_UNUSED(data); + return true; + #else + SOKOL_ASSERT((stage_index == SG_SHADERSTAGE_VS) || (stage_index == SG_SHADERSTAGE_FS)); + SOKOL_ASSERT((ub_index >= 0) && (ub_index < SG_MAX_SHADERSTAGE_UBS)); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(_sg.cur_pipeline.id != SG_INVALID_ID, _SG_VALIDATE_AUB_NO_PIPELINE); + const _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, _sg.cur_pipeline.id); + SOKOL_ASSERT(pip && (pip->slot.id == _sg.cur_pipeline.id)); + SOKOL_ASSERT(pip->shader && (pip->shader->slot.id == pip->cmn.shader_id.id)); + + /* check that there is a uniform block at 'stage' and 'ub_index' */ + const _sg_shader_stage_t* stage = &pip->shader->cmn.stage[stage_index]; + SOKOL_VALIDATE(ub_index < stage->num_uniform_blocks, _SG_VALIDATE_AUB_NO_UB_AT_SLOT); + + /* check that the provided data size doesn't exceed the uniform block size */ + SOKOL_VALIDATE(data->size <= stage->uniform_blocks[ub_index].size, _SG_VALIDATE_AUB_SIZE); + + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_update_buffer(const _sg_buffer_t* buf, const sg_range* data) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(buf); + _SOKOL_UNUSED(data); + return true; + #else + SOKOL_ASSERT(buf && data && data->ptr); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(buf->cmn.usage != SG_USAGE_IMMUTABLE, _SG_VALIDATE_UPDATEBUF_USAGE); + SOKOL_VALIDATE(buf->cmn.size >= (int)data->size, _SG_VALIDATE_UPDATEBUF_SIZE); + SOKOL_VALIDATE(buf->cmn.update_frame_index != _sg.frame_index, _SG_VALIDATE_UPDATEBUF_ONCE); + SOKOL_VALIDATE(buf->cmn.append_frame_index != _sg.frame_index, _SG_VALIDATE_UPDATEBUF_APPEND); + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_append_buffer(const _sg_buffer_t* buf, const sg_range* data) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(buf); + _SOKOL_UNUSED(data); + return true; + #else + SOKOL_ASSERT(buf && data && data->ptr); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(buf->cmn.usage != SG_USAGE_IMMUTABLE, _SG_VALIDATE_APPENDBUF_USAGE); + SOKOL_VALIDATE(buf->cmn.size >= (buf->cmn.append_pos + (int)data->size), _SG_VALIDATE_APPENDBUF_SIZE); + SOKOL_VALIDATE(buf->cmn.update_frame_index != _sg.frame_index, _SG_VALIDATE_APPENDBUF_UPDATE); + return SOKOL_VALIDATE_END(); + #endif +} + +_SOKOL_PRIVATE bool _sg_validate_update_image(const _sg_image_t* img, const sg_image_data* data) { + #if !defined(SOKOL_DEBUG) + _SOKOL_UNUSED(img); + _SOKOL_UNUSED(data); + return true; + #else + SOKOL_ASSERT(img && data); + SOKOL_VALIDATE_BEGIN(); + SOKOL_VALIDATE(img->cmn.usage != SG_USAGE_IMMUTABLE, _SG_VALIDATE_UPDIMG_USAGE); + SOKOL_VALIDATE(img->cmn.upd_frame_index != _sg.frame_index, _SG_VALIDATE_UPDIMG_ONCE); + SOKOL_VALIDATE(!_sg_is_compressed_pixel_format(img->cmn.pixel_format), _SG_VALIDATE_UPDIMG_COMPRESSED); + const int num_faces = (img->cmn.type == SG_IMAGETYPE_CUBE) ? 6 : 1; + const int num_mips = img->cmn.num_mipmaps; + for (int face_index = 0; face_index < num_faces; face_index++) { + for (int mip_index = 0; mip_index < num_mips; mip_index++) { + SOKOL_VALIDATE(0 != data->subimage[face_index][mip_index].ptr, _SG_VALIDATE_UPDIMG_NOTENOUGHDATA); + const int mip_width = _sg_max(img->cmn.width >> mip_index, 1); + const int mip_height = _sg_max(img->cmn.height >> mip_index, 1); + const int bytes_per_slice = _sg_surface_pitch(img->cmn.pixel_format, mip_width, mip_height, 1); + const int expected_size = bytes_per_slice * img->cmn.num_slices; + SOKOL_VALIDATE(data->subimage[face_index][mip_index].size <= (size_t)expected_size, _SG_VALIDATE_UPDIMG_SIZE); + } + } + return SOKOL_VALIDATE_END(); + #endif +} + +/*== fill in desc default values =============================================*/ +_SOKOL_PRIVATE sg_buffer_desc _sg_buffer_desc_defaults(const sg_buffer_desc* desc) { + sg_buffer_desc def = *desc; + def.type = _sg_def(def.type, SG_BUFFERTYPE_VERTEXBUFFER); + def.usage = _sg_def(def.usage, SG_USAGE_IMMUTABLE); + if (def.size == 0) { + def.size = def.data.size; + } + else if (def.data.size == 0) { + def.data.size = def.size; + } + return def; +} + +_SOKOL_PRIVATE sg_image_desc _sg_image_desc_defaults(const sg_image_desc* desc) { + sg_image_desc def = *desc; + def.type = _sg_def(def.type, SG_IMAGETYPE_2D); + def.num_slices = _sg_def(def.num_slices, 1); + def.num_mipmaps = _sg_def(def.num_mipmaps, 1); + def.usage = _sg_def(def.usage, SG_USAGE_IMMUTABLE); + if (desc->render_target) { + def.pixel_format = _sg_def(def.pixel_format, _sg.desc.context.color_format); + def.sample_count = _sg_def(def.sample_count, _sg.desc.context.sample_count); + } + else { + def.pixel_format = _sg_def(def.pixel_format, SG_PIXELFORMAT_RGBA8); + def.sample_count = _sg_def(def.sample_count, 1); + } + def.min_filter = _sg_def(def.min_filter, SG_FILTER_NEAREST); + def.mag_filter = _sg_def(def.mag_filter, SG_FILTER_NEAREST); + def.wrap_u = _sg_def(def.wrap_u, SG_WRAP_REPEAT); + def.wrap_v = _sg_def(def.wrap_v, SG_WRAP_REPEAT); + def.wrap_w = _sg_def(def.wrap_w, SG_WRAP_REPEAT); + def.border_color = _sg_def(def.border_color, SG_BORDERCOLOR_OPAQUE_BLACK); + def.max_anisotropy = _sg_def(def.max_anisotropy, 1); + def.max_lod = _sg_def_flt(def.max_lod, FLT_MAX); + return def; +} + +_SOKOL_PRIVATE sg_shader_desc _sg_shader_desc_defaults(const sg_shader_desc* desc) { + sg_shader_desc def = *desc; + #if defined(SOKOL_METAL) + def.vs.entry = _sg_def(def.vs.entry, "_main"); + def.fs.entry = _sg_def(def.fs.entry, "_main"); + #else + def.vs.entry = _sg_def(def.vs.entry, "main"); + def.fs.entry = _sg_def(def.fs.entry, "main"); + #endif + #if defined(SOKOL_D3D11) + if (def.vs.source) { + def.vs.d3d11_target = _sg_def(def.vs.d3d11_target, "vs_4_0"); + } + if (def.fs.source) { + def.fs.d3d11_target = _sg_def(def.fs.d3d11_target, "ps_4_0"); + } + #endif + for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { + sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS)? &def.vs : &def.fs; + for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) { + sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index]; + if (0 == ub_desc->size) { + break; + } + for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) { + sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index]; + if (u_desc->type == SG_UNIFORMTYPE_INVALID) { + break; + } + u_desc->array_count = _sg_def(u_desc->array_count, 1); + } + } + for (int img_index = 0; img_index < SG_MAX_SHADERSTAGE_IMAGES; img_index++) { + sg_shader_image_desc* img_desc = &stage_desc->images[img_index]; + if (img_desc->image_type == _SG_IMAGETYPE_DEFAULT) { + break; + } + img_desc->sampler_type = _sg_def(img_desc->sampler_type, SG_SAMPLERTYPE_FLOAT); + } + } + return def; +} + +_SOKOL_PRIVATE sg_pipeline_desc _sg_pipeline_desc_defaults(const sg_pipeline_desc* desc) { + sg_pipeline_desc def = *desc; + + def.primitive_type = _sg_def(def.primitive_type, SG_PRIMITIVETYPE_TRIANGLES); + def.index_type = _sg_def(def.index_type, SG_INDEXTYPE_NONE); + def.cull_mode = _sg_def(def.cull_mode, SG_CULLMODE_NONE); + def.face_winding = _sg_def(def.face_winding, SG_FACEWINDING_CW); + def.sample_count = _sg_def(def.sample_count, _sg.desc.context.sample_count); + + def.stencil.front.compare = _sg_def(def.stencil.front.compare, SG_COMPAREFUNC_ALWAYS); + def.stencil.front.fail_op = _sg_def(def.stencil.front.fail_op, SG_STENCILOP_KEEP); + def.stencil.front.depth_fail_op = _sg_def(def.stencil.front.depth_fail_op, SG_STENCILOP_KEEP); + def.stencil.front.pass_op = _sg_def(def.stencil.front.pass_op, SG_STENCILOP_KEEP); + def.stencil.back.compare = _sg_def(def.stencil.back.compare, SG_COMPAREFUNC_ALWAYS); + def.stencil.back.fail_op = _sg_def(def.stencil.back.fail_op, SG_STENCILOP_KEEP); + def.stencil.back.depth_fail_op = _sg_def(def.stencil.back.depth_fail_op, SG_STENCILOP_KEEP); + def.stencil.back.pass_op = _sg_def(def.stencil.back.pass_op, SG_STENCILOP_KEEP); + + def.depth.compare = _sg_def(def.depth.compare, SG_COMPAREFUNC_ALWAYS); + def.depth.pixel_format = _sg_def(def.depth.pixel_format, _sg.desc.context.depth_format); + def.color_count = _sg_def(def.color_count, 1); + if (def.color_count > SG_MAX_COLOR_ATTACHMENTS) { + def.color_count = SG_MAX_COLOR_ATTACHMENTS; + } + for (int i = 0; i < def.color_count; i++) { + sg_color_state* cs = &def.colors[i]; + cs->pixel_format = _sg_def(cs->pixel_format, _sg.desc.context.color_format); + cs->write_mask = _sg_def(cs->write_mask, SG_COLORMASK_RGBA); + sg_blend_state* bs = &def.colors[i].blend; + bs->src_factor_rgb = _sg_def(bs->src_factor_rgb, SG_BLENDFACTOR_ONE); + bs->dst_factor_rgb = _sg_def(bs->dst_factor_rgb, SG_BLENDFACTOR_ZERO); + bs->op_rgb = _sg_def(bs->op_rgb, SG_BLENDOP_ADD); + bs->src_factor_alpha = _sg_def(bs->src_factor_alpha, SG_BLENDFACTOR_ONE); + bs->dst_factor_alpha = _sg_def(bs->dst_factor_alpha, SG_BLENDFACTOR_ZERO); + bs->op_alpha = _sg_def(bs->op_alpha, SG_BLENDOP_ADD); + } + + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + sg_vertex_attr_desc* a_desc = &def.layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + sg_buffer_layout_desc* b_desc = &def.layout.buffers[a_desc->buffer_index]; + b_desc->step_func = _sg_def(b_desc->step_func, SG_VERTEXSTEP_PER_VERTEX); + b_desc->step_rate = _sg_def(b_desc->step_rate, 1); + } + + /* resolve vertex layout strides and offsets */ + int auto_offset[SG_MAX_SHADERSTAGE_BUFFERS]; + memset(auto_offset, 0, sizeof(auto_offset)); + bool use_auto_offset = true; + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + /* to use computed offsets, *all* attr offsets must be 0 */ + if (def.layout.attrs[attr_index].offset != 0) { + use_auto_offset = false; + } + } + for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) { + sg_vertex_attr_desc* a_desc = &def.layout.attrs[attr_index]; + if (a_desc->format == SG_VERTEXFORMAT_INVALID) { + break; + } + SOKOL_ASSERT(a_desc->buffer_index < SG_MAX_SHADERSTAGE_BUFFERS); + if (use_auto_offset) { + a_desc->offset = auto_offset[a_desc->buffer_index]; + } + auto_offset[a_desc->buffer_index] += _sg_vertexformat_bytesize(a_desc->format); + } + /* compute vertex strides if needed */ + for (int buf_index = 0; buf_index < SG_MAX_SHADERSTAGE_BUFFERS; buf_index++) { + sg_buffer_layout_desc* l_desc = &def.layout.buffers[buf_index]; + if (l_desc->stride == 0) { + l_desc->stride = auto_offset[buf_index]; + } + } + + return def; +} + +_SOKOL_PRIVATE sg_pass_desc _sg_pass_desc_defaults(const sg_pass_desc* desc) { + /* FIXME: no values to replace in sg_pass_desc? */ + sg_pass_desc def = *desc; + return def; +} + +/*== allocate/initialize resource private functions ==========================*/ +_SOKOL_PRIVATE sg_buffer _sg_alloc_buffer(void) { + sg_buffer res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.buffer_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id = _sg_slot_alloc(&_sg.pools.buffer_pool, &_sg.pools.buffers[slot_index].slot, slot_index); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + return res; +} + +_SOKOL_PRIVATE sg_image _sg_alloc_image(void) { + sg_image res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.image_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id = _sg_slot_alloc(&_sg.pools.image_pool, &_sg.pools.images[slot_index].slot, slot_index); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + return res; +} + +_SOKOL_PRIVATE sg_shader _sg_alloc_shader(void) { + sg_shader res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.shader_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id = _sg_slot_alloc(&_sg.pools.shader_pool, &_sg.pools.shaders[slot_index].slot, slot_index); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + return res; +} + +_SOKOL_PRIVATE sg_pipeline _sg_alloc_pipeline(void) { + sg_pipeline res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.pipeline_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id =_sg_slot_alloc(&_sg.pools.pipeline_pool, &_sg.pools.pipelines[slot_index].slot, slot_index); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + return res; +} + +_SOKOL_PRIVATE sg_pass _sg_alloc_pass(void) { + sg_pass res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.pass_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id = _sg_slot_alloc(&_sg.pools.pass_pool, &_sg.pools.passes[slot_index].slot, slot_index); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + return res; +} + +_SOKOL_PRIVATE void _sg_dealloc_buffer(sg_buffer buf_id) { + SOKOL_ASSERT(buf_id.id != SG_INVALID_ID); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + SOKOL_ASSERT(buf && buf->slot.state == SG_RESOURCESTATE_ALLOC); + _sg_reset_slot(&buf->slot); + _sg_pool_free_index(&_sg.pools.buffer_pool, _sg_slot_index(buf_id.id)); +} + +_SOKOL_PRIVATE void _sg_dealloc_image(sg_image img_id) { + SOKOL_ASSERT(img_id.id != SG_INVALID_ID); + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + SOKOL_ASSERT(img && img->slot.state == SG_RESOURCESTATE_ALLOC); + _sg_reset_slot(&img->slot); + _sg_pool_free_index(&_sg.pools.image_pool, _sg_slot_index(img_id.id)); +} + +_SOKOL_PRIVATE void _sg_dealloc_shader(sg_shader shd_id) { + SOKOL_ASSERT(shd_id.id != SG_INVALID_ID); + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + SOKOL_ASSERT(shd && shd->slot.state == SG_RESOURCESTATE_ALLOC); + _sg_reset_slot(&shd->slot); + _sg_pool_free_index(&_sg.pools.shader_pool, _sg_slot_index(shd_id.id)); +} + +_SOKOL_PRIVATE void _sg_dealloc_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(pip_id.id != SG_INVALID_ID); + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + SOKOL_ASSERT(pip && pip->slot.state == SG_RESOURCESTATE_ALLOC); + _sg_reset_slot(&pip->slot); + _sg_pool_free_index(&_sg.pools.pipeline_pool, _sg_slot_index(pip_id.id)); +} + +_SOKOL_PRIVATE void _sg_dealloc_pass(sg_pass pass_id) { + SOKOL_ASSERT(pass_id.id != SG_INVALID_ID); + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + SOKOL_ASSERT(pass && pass->slot.state == SG_RESOURCESTATE_ALLOC); + _sg_reset_slot(&pass->slot); + _sg_pool_free_index(&_sg.pools.pass_pool, _sg_slot_index(pass_id.id)); +} + +_SOKOL_PRIVATE void _sg_init_buffer(sg_buffer buf_id, const sg_buffer_desc* desc) { + SOKOL_ASSERT(buf_id.id != SG_INVALID_ID && desc); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + SOKOL_ASSERT(buf && buf->slot.state == SG_RESOURCESTATE_ALLOC); + buf->slot.ctx_id = _sg.active_context.id; + if (_sg_validate_buffer_desc(desc)) { + buf->slot.state = _sg_create_buffer(buf, desc); + } + else { + buf->slot.state = SG_RESOURCESTATE_FAILED; + } + SOKOL_ASSERT((buf->slot.state == SG_RESOURCESTATE_VALID)||(buf->slot.state == SG_RESOURCESTATE_FAILED)); +} + +_SOKOL_PRIVATE void _sg_init_image(sg_image img_id, const sg_image_desc* desc) { + SOKOL_ASSERT(img_id.id != SG_INVALID_ID && desc); + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + SOKOL_ASSERT(img && img->slot.state == SG_RESOURCESTATE_ALLOC); + img->slot.ctx_id = _sg.active_context.id; + if (_sg_validate_image_desc(desc)) { + img->slot.state = _sg_create_image(img, desc); + } + else { + img->slot.state = SG_RESOURCESTATE_FAILED; + } + SOKOL_ASSERT((img->slot.state == SG_RESOURCESTATE_VALID)||(img->slot.state == SG_RESOURCESTATE_FAILED)); +} + +_SOKOL_PRIVATE void _sg_init_shader(sg_shader shd_id, const sg_shader_desc* desc) { + SOKOL_ASSERT(shd_id.id != SG_INVALID_ID && desc); + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + SOKOL_ASSERT(shd && shd->slot.state == SG_RESOURCESTATE_ALLOC); + shd->slot.ctx_id = _sg.active_context.id; + if (_sg_validate_shader_desc(desc)) { + shd->slot.state = _sg_create_shader(shd, desc); + } + else { + shd->slot.state = SG_RESOURCESTATE_FAILED; + } + SOKOL_ASSERT((shd->slot.state == SG_RESOURCESTATE_VALID)||(shd->slot.state == SG_RESOURCESTATE_FAILED)); +} + +_SOKOL_PRIVATE void _sg_init_pipeline(sg_pipeline pip_id, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(pip_id.id != SG_INVALID_ID && desc); + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + SOKOL_ASSERT(pip && pip->slot.state == SG_RESOURCESTATE_ALLOC); + pip->slot.ctx_id = _sg.active_context.id; + if (_sg_validate_pipeline_desc(desc)) { + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, desc->shader.id); + if (shd && (shd->slot.state == SG_RESOURCESTATE_VALID)) { + pip->slot.state = _sg_create_pipeline(pip, shd, desc); + } + else { + pip->slot.state = SG_RESOURCESTATE_FAILED; + } + } + else { + pip->slot.state = SG_RESOURCESTATE_FAILED; + } + SOKOL_ASSERT((pip->slot.state == SG_RESOURCESTATE_VALID)||(pip->slot.state == SG_RESOURCESTATE_FAILED)); +} + +_SOKOL_PRIVATE void _sg_init_pass(sg_pass pass_id, const sg_pass_desc* desc) { + SOKOL_ASSERT(pass_id.id != SG_INVALID_ID && desc); + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + SOKOL_ASSERT(pass && pass->slot.state == SG_RESOURCESTATE_ALLOC); + pass->slot.ctx_id = _sg.active_context.id; + if (_sg_validate_pass_desc(desc)) { + /* lookup pass attachment image pointers */ + _sg_image_t* att_imgs[SG_MAX_COLOR_ATTACHMENTS + 1]; + for (int i = 0; i < SG_MAX_COLOR_ATTACHMENTS; i++) { + if (desc->color_attachments[i].image.id) { + att_imgs[i] = _sg_lookup_image(&_sg.pools, desc->color_attachments[i].image.id); + /* FIXME: this shouldn't be an assertion, but result in a SG_RESOURCESTATE_FAILED pass */ + SOKOL_ASSERT(att_imgs[i] && att_imgs[i]->slot.state == SG_RESOURCESTATE_VALID); + } + else { + att_imgs[i] = 0; + } + } + const int ds_att_index = SG_MAX_COLOR_ATTACHMENTS; + if (desc->depth_stencil_attachment.image.id) { + att_imgs[ds_att_index] = _sg_lookup_image(&_sg.pools, desc->depth_stencil_attachment.image.id); + /* FIXME: this shouldn't be an assertion, but result in a SG_RESOURCESTATE_FAILED pass */ + SOKOL_ASSERT(att_imgs[ds_att_index] && att_imgs[ds_att_index]->slot.state == SG_RESOURCESTATE_VALID); + } + else { + att_imgs[ds_att_index] = 0; + } + pass->slot.state = _sg_create_pass(pass, att_imgs, desc); + } + else { + pass->slot.state = SG_RESOURCESTATE_FAILED; + } + SOKOL_ASSERT((pass->slot.state == SG_RESOURCESTATE_VALID)||(pass->slot.state == SG_RESOURCESTATE_FAILED)); +} + +_SOKOL_PRIVATE bool _sg_uninit_buffer(sg_buffer buf_id) { + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + if (buf) { + if (buf->slot.ctx_id == _sg.active_context.id) { + _sg_destroy_buffer(buf); + _sg_reset_buffer(buf); + return true; + } + else { + SOKOL_LOG("_sg_uninit_buffer: active context mismatch (must be same as for creation)"); + _SG_TRACE_NOARGS(err_context_mismatch); + } + } + return false; +} + +_SOKOL_PRIVATE bool _sg_uninit_image(sg_image img_id) { + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + if (img) { + if (img->slot.ctx_id == _sg.active_context.id) { + _sg_destroy_image(img); + _sg_reset_image(img); + return true; + } + else { + SOKOL_LOG("_sg_uninit_image: active context mismatch (must be same as for creation)"); + _SG_TRACE_NOARGS(err_context_mismatch); + } + } + return false; +} + +_SOKOL_PRIVATE bool _sg_uninit_shader(sg_shader shd_id) { + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + if (shd) { + if (shd->slot.ctx_id == _sg.active_context.id) { + _sg_destroy_shader(shd); + _sg_reset_shader(shd); + return true; + } + else { + SOKOL_LOG("_sg_uninit_shader: active context mismatch (must be same as for creation)"); + _SG_TRACE_NOARGS(err_context_mismatch); + } + } + return false; +} + +_SOKOL_PRIVATE bool _sg_uninit_pipeline(sg_pipeline pip_id) { + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + if (pip) { + if (pip->slot.ctx_id == _sg.active_context.id) { + _sg_destroy_pipeline(pip); + _sg_reset_pipeline(pip); + return true; + } + else { + SOKOL_LOG("_sg_uninit_pipeline: active context mismatch (must be same as for creation)"); + _SG_TRACE_NOARGS(err_context_mismatch); + } + } + return false; +} + +_SOKOL_PRIVATE bool _sg_uninit_pass(sg_pass pass_id) { + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + if (pass) { + if (pass->slot.ctx_id == _sg.active_context.id) { + _sg_destroy_pass(pass); + _sg_reset_pass(pass); + return true; + } + else { + SOKOL_LOG("_sg_uninit_pass: active context mismatch (must be same as for creation)"); + _SG_TRACE_NOARGS(err_context_mismatch); + } + } + return false; +} + +/*== PUBLIC API FUNCTIONS ====================================================*/ + +#if defined(SOKOL_METAL) + // this is ARC compatible + #if defined(__cplusplus) + #define _SG_CLEAR(type, item) { item = (type) { }; } + #else + #define _SG_CLEAR(type, item) { item = (type) { 0 }; } + #endif +#else + #define _SG_CLEAR(type, item) { memset(&item, 0, sizeof(item)); } +#endif + +SOKOL_API_IMPL void sg_setup(const sg_desc* desc) { + SOKOL_ASSERT(desc); + SOKOL_ASSERT((desc->_start_canary == 0) && (desc->_end_canary == 0)); + _SG_CLEAR(_sg_state_t, _sg); + _sg.desc = *desc; + + /* replace zero-init items with their default values + NOTE: on WebGPU, the default color pixel format MUST be provided, + cannot be a default compile-time constant. + */ + #if defined(SOKOL_WGPU) + SOKOL_ASSERT(SG_PIXELFORMAT_NONE != _sg.desc.context.color_format); + #elif defined(SOKOL_METAL) || defined(SOKOL_D3D11) + _sg.desc.context.color_format = _sg_def(_sg.desc.context.color_format, SG_PIXELFORMAT_BGRA8); + #else + _sg.desc.context.color_format = _sg_def(_sg.desc.context.color_format, SG_PIXELFORMAT_RGBA8); + #endif + _sg.desc.context.depth_format = _sg_def(_sg.desc.context.depth_format, SG_PIXELFORMAT_DEPTH_STENCIL); + _sg.desc.context.sample_count = _sg_def(_sg.desc.context.sample_count, 1); + _sg.desc.buffer_pool_size = _sg_def(_sg.desc.buffer_pool_size, _SG_DEFAULT_BUFFER_POOL_SIZE); + _sg.desc.image_pool_size = _sg_def(_sg.desc.image_pool_size, _SG_DEFAULT_IMAGE_POOL_SIZE); + _sg.desc.shader_pool_size = _sg_def(_sg.desc.shader_pool_size, _SG_DEFAULT_SHADER_POOL_SIZE); + _sg.desc.pipeline_pool_size = _sg_def(_sg.desc.pipeline_pool_size, _SG_DEFAULT_PIPELINE_POOL_SIZE); + _sg.desc.pass_pool_size = _sg_def(_sg.desc.pass_pool_size, _SG_DEFAULT_PASS_POOL_SIZE); + _sg.desc.context_pool_size = _sg_def(_sg.desc.context_pool_size, _SG_DEFAULT_CONTEXT_POOL_SIZE); + _sg.desc.uniform_buffer_size = _sg_def(_sg.desc.uniform_buffer_size, _SG_DEFAULT_UB_SIZE); + _sg.desc.staging_buffer_size = _sg_def(_sg.desc.staging_buffer_size, _SG_DEFAULT_STAGING_SIZE); + _sg.desc.sampler_cache_size = _sg_def(_sg.desc.sampler_cache_size, _SG_DEFAULT_SAMPLER_CACHE_CAPACITY); + + _sg_setup_pools(&_sg.pools, &_sg.desc); + _sg.frame_index = 1; + _sg_setup_backend(&_sg.desc); + _sg.valid = true; + sg_setup_context(); +} + +SOKOL_API_IMPL void sg_shutdown(void) { + /* can only delete resources for the currently set context here, if multiple + contexts are used, the app code must take care of properly releasing them + (since only the app code can switch between 3D-API contexts) + */ + if (_sg.active_context.id != SG_INVALID_ID) { + _sg_context_t* ctx = _sg_lookup_context(&_sg.pools, _sg.active_context.id); + if (ctx) { + _sg_destroy_all_resources(&_sg.pools, _sg.active_context.id); + _sg_destroy_context(ctx); + } + } + _sg_discard_backend(); + _sg_discard_pools(&_sg.pools); + _sg.valid = false; +} + +SOKOL_API_IMPL bool sg_isvalid(void) { + return _sg.valid; +} + +SOKOL_API_IMPL sg_desc sg_query_desc(void) { + SOKOL_ASSERT(_sg.valid); + return _sg.desc; +} + +SOKOL_API_IMPL sg_backend sg_query_backend(void) { + SOKOL_ASSERT(_sg.valid); + return _sg.backend; +} + +SOKOL_API_IMPL sg_features sg_query_features(void) { + SOKOL_ASSERT(_sg.valid); + return _sg.features; +} + +SOKOL_API_IMPL sg_limits sg_query_limits(void) { + SOKOL_ASSERT(_sg.valid); + return _sg.limits; +} + +SOKOL_API_IMPL sg_pixelformat_info sg_query_pixelformat(sg_pixel_format fmt) { + SOKOL_ASSERT(_sg.valid); + int fmt_index = (int) fmt; + SOKOL_ASSERT((fmt_index > SG_PIXELFORMAT_NONE) && (fmt_index < _SG_PIXELFORMAT_NUM)); + return _sg.formats[fmt_index]; +} + +SOKOL_API_IMPL sg_context sg_setup_context(void) { + SOKOL_ASSERT(_sg.valid); + sg_context res; + int slot_index = _sg_pool_alloc_index(&_sg.pools.context_pool); + if (_SG_INVALID_SLOT_INDEX != slot_index) { + res.id = _sg_slot_alloc(&_sg.pools.context_pool, &_sg.pools.contexts[slot_index].slot, slot_index); + _sg_context_t* ctx = _sg_context_at(&_sg.pools, res.id); + ctx->slot.state = _sg_create_context(ctx); + SOKOL_ASSERT(ctx->slot.state == SG_RESOURCESTATE_VALID); + _sg_activate_context(ctx); + } + else { + /* pool is exhausted */ + res.id = SG_INVALID_ID; + } + _sg.active_context = res; + return res; +} + +SOKOL_API_IMPL void sg_discard_context(sg_context ctx_id) { + SOKOL_ASSERT(_sg.valid); + _sg_destroy_all_resources(&_sg.pools, ctx_id.id); + _sg_context_t* ctx = _sg_lookup_context(&_sg.pools, ctx_id.id); + if (ctx) { + _sg_destroy_context(ctx); + _sg_reset_context(ctx); + _sg_reset_slot(&ctx->slot); + _sg_pool_free_index(&_sg.pools.context_pool, _sg_slot_index(ctx_id.id)); + } + _sg.active_context.id = SG_INVALID_ID; + _sg_activate_context(0); +} + +SOKOL_API_IMPL void sg_activate_context(sg_context ctx_id) { + SOKOL_ASSERT(_sg.valid); + _sg.active_context = ctx_id; + _sg_context_t* ctx = _sg_lookup_context(&_sg.pools, ctx_id.id); + /* NOTE: ctx can be 0 here if the context is no longer valid */ + _sg_activate_context(ctx); +} + +SOKOL_API_IMPL sg_trace_hooks sg_install_trace_hooks(const sg_trace_hooks* trace_hooks) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(trace_hooks); + _SOKOL_UNUSED(trace_hooks); + #if defined(SOKOL_TRACE_HOOKS) + sg_trace_hooks old_hooks = _sg.hooks; + _sg.hooks = *trace_hooks; + #else + static sg_trace_hooks old_hooks; + SOKOL_LOG("sg_install_trace_hooks() called, but SG_TRACE_HOOKS is not defined!"); + #endif + return old_hooks; +} + +SOKOL_API_IMPL sg_buffer sg_alloc_buffer(void) { + SOKOL_ASSERT(_sg.valid); + sg_buffer res = _sg_alloc_buffer(); + _SG_TRACE_ARGS(alloc_buffer, res); + return res; +} + +SOKOL_API_IMPL sg_image sg_alloc_image(void) { + SOKOL_ASSERT(_sg.valid); + sg_image res = _sg_alloc_image(); + _SG_TRACE_ARGS(alloc_image, res); + return res; +} + +SOKOL_API_IMPL sg_shader sg_alloc_shader(void) { + SOKOL_ASSERT(_sg.valid); + sg_shader res = _sg_alloc_shader(); + _SG_TRACE_ARGS(alloc_shader, res); + return res; +} + +SOKOL_API_IMPL sg_pipeline sg_alloc_pipeline(void) { + SOKOL_ASSERT(_sg.valid); + sg_pipeline res = _sg_alloc_pipeline(); + _SG_TRACE_ARGS(alloc_pipeline, res); + return res; +} + +SOKOL_API_IMPL sg_pass sg_alloc_pass(void) { + SOKOL_ASSERT(_sg.valid); + sg_pass res = _sg_alloc_pass(); + _SG_TRACE_ARGS(alloc_pass, res); + return res; +} + +SOKOL_API_IMPL void sg_dealloc_buffer(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + _sg_dealloc_buffer(buf_id); + _SG_TRACE_ARGS(dealloc_buffer, buf_id); +} + +SOKOL_API_IMPL void sg_dealloc_image(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + _sg_dealloc_image(img_id); + _SG_TRACE_ARGS(dealloc_image, img_id); +} + +SOKOL_API_IMPL void sg_dealloc_shader(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + _sg_dealloc_shader(shd_id); + _SG_TRACE_ARGS(dealloc_shader, shd_id); +} + +SOKOL_API_IMPL void sg_dealloc_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + _sg_dealloc_pipeline(pip_id); + _SG_TRACE_ARGS(dealloc_pipeline, pip_id); +} + +SOKOL_API_IMPL void sg_dealloc_pass(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + _sg_dealloc_pass(pass_id); + _SG_TRACE_ARGS(dealloc_pass, pass_id); +} + +SOKOL_API_IMPL void sg_init_buffer(sg_buffer buf_id, const sg_buffer_desc* desc) { + SOKOL_ASSERT(_sg.valid); + sg_buffer_desc desc_def = _sg_buffer_desc_defaults(desc); + _sg_init_buffer(buf_id, &desc_def); + _SG_TRACE_ARGS(init_buffer, buf_id, &desc_def); +} + +SOKOL_API_IMPL void sg_init_image(sg_image img_id, const sg_image_desc* desc) { + SOKOL_ASSERT(_sg.valid); + sg_image_desc desc_def = _sg_image_desc_defaults(desc); + _sg_init_image(img_id, &desc_def); + _SG_TRACE_ARGS(init_image, img_id, &desc_def); +} + +SOKOL_API_IMPL void sg_init_shader(sg_shader shd_id, const sg_shader_desc* desc) { + SOKOL_ASSERT(_sg.valid); + sg_shader_desc desc_def = _sg_shader_desc_defaults(desc); + _sg_init_shader(shd_id, &desc_def); + _SG_TRACE_ARGS(init_shader, shd_id, &desc_def); +} + +SOKOL_API_IMPL void sg_init_pipeline(sg_pipeline pip_id, const sg_pipeline_desc* desc) { + SOKOL_ASSERT(_sg.valid); + sg_pipeline_desc desc_def = _sg_pipeline_desc_defaults(desc); + _sg_init_pipeline(pip_id, &desc_def); + _SG_TRACE_ARGS(init_pipeline, pip_id, &desc_def); +} + +SOKOL_API_IMPL void sg_init_pass(sg_pass pass_id, const sg_pass_desc* desc) { + SOKOL_ASSERT(_sg.valid); + sg_pass_desc desc_def = _sg_pass_desc_defaults(desc); + _sg_init_pass(pass_id, &desc_def); + _SG_TRACE_ARGS(init_pass, pass_id, &desc_def); +} + +SOKOL_API_IMPL bool sg_uninit_buffer(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + bool res = _sg_uninit_buffer(buf_id); + _SG_TRACE_ARGS(uninit_buffer, buf_id); + return res; +} + +SOKOL_API_IMPL bool sg_uninit_image(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + bool res = _sg_uninit_image(img_id); + _SG_TRACE_ARGS(uninit_image, img_id); + return res; +} + +SOKOL_API_IMPL bool sg_uninit_shader(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + bool res = _sg_uninit_shader(shd_id); + _SG_TRACE_ARGS(uninit_shader, shd_id); + return res; +} + +SOKOL_API_IMPL bool sg_uninit_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + bool res = _sg_uninit_pipeline(pip_id); + _SG_TRACE_ARGS(uninit_pipeline, pip_id); + return res; +} + +SOKOL_API_IMPL bool sg_uninit_pass(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + bool res = _sg_uninit_pass(pass_id); + _SG_TRACE_ARGS(uninit_pass, pass_id); + return res; +} + +/*-- set allocated resource to failed state ----------------------------------*/ +SOKOL_API_IMPL void sg_fail_buffer(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(buf_id.id != SG_INVALID_ID); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + SOKOL_ASSERT(buf && buf->slot.state == SG_RESOURCESTATE_ALLOC); + buf->slot.ctx_id = _sg.active_context.id; + buf->slot.state = SG_RESOURCESTATE_FAILED; + _SG_TRACE_ARGS(fail_buffer, buf_id); +} + +SOKOL_API_IMPL void sg_fail_image(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(img_id.id != SG_INVALID_ID); + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + SOKOL_ASSERT(img && img->slot.state == SG_RESOURCESTATE_ALLOC); + img->slot.ctx_id = _sg.active_context.id; + img->slot.state = SG_RESOURCESTATE_FAILED; + _SG_TRACE_ARGS(fail_image, img_id); +} + +SOKOL_API_IMPL void sg_fail_shader(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(shd_id.id != SG_INVALID_ID); + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + SOKOL_ASSERT(shd && shd->slot.state == SG_RESOURCESTATE_ALLOC); + shd->slot.ctx_id = _sg.active_context.id; + shd->slot.state = SG_RESOURCESTATE_FAILED; + _SG_TRACE_ARGS(fail_shader, shd_id); +} + +SOKOL_API_IMPL void sg_fail_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(pip_id.id != SG_INVALID_ID); + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + SOKOL_ASSERT(pip && pip->slot.state == SG_RESOURCESTATE_ALLOC); + pip->slot.ctx_id = _sg.active_context.id; + pip->slot.state = SG_RESOURCESTATE_FAILED; + _SG_TRACE_ARGS(fail_pipeline, pip_id); +} + +SOKOL_API_IMPL void sg_fail_pass(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(pass_id.id != SG_INVALID_ID); + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + SOKOL_ASSERT(pass && pass->slot.state == SG_RESOURCESTATE_ALLOC); + pass->slot.ctx_id = _sg.active_context.id; + pass->slot.state = SG_RESOURCESTATE_FAILED; + _SG_TRACE_ARGS(fail_pass, pass_id); +} + +/*-- get resource state */ +SOKOL_API_IMPL sg_resource_state sg_query_buffer_state(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + sg_resource_state res = buf ? buf->slot.state : SG_RESOURCESTATE_INVALID; + return res; +} + +SOKOL_API_IMPL sg_resource_state sg_query_image_state(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + sg_resource_state res = img ? img->slot.state : SG_RESOURCESTATE_INVALID; + return res; +} + +SOKOL_API_IMPL sg_resource_state sg_query_shader_state(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + sg_resource_state res = shd ? shd->slot.state : SG_RESOURCESTATE_INVALID; + return res; +} + +SOKOL_API_IMPL sg_resource_state sg_query_pipeline_state(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + sg_resource_state res = pip ? pip->slot.state : SG_RESOURCESTATE_INVALID; + return res; +} + +SOKOL_API_IMPL sg_resource_state sg_query_pass_state(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + sg_resource_state res = pass ? pass->slot.state : SG_RESOURCESTATE_INVALID; + return res; +} + +/*-- allocate and initialize resource ----------------------------------------*/ +SOKOL_API_IMPL sg_buffer sg_make_buffer(const sg_buffer_desc* desc) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(desc); + sg_buffer_desc desc_def = _sg_buffer_desc_defaults(desc); + sg_buffer buf_id = _sg_alloc_buffer(); + if (buf_id.id != SG_INVALID_ID) { + _sg_init_buffer(buf_id, &desc_def); + } + else { + SOKOL_LOG("buffer pool exhausted!"); + _SG_TRACE_NOARGS(err_buffer_pool_exhausted); + } + _SG_TRACE_ARGS(make_buffer, &desc_def, buf_id); + return buf_id; +} + +SOKOL_API_IMPL sg_image sg_make_image(const sg_image_desc* desc) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(desc); + sg_image_desc desc_def = _sg_image_desc_defaults(desc); + sg_image img_id = _sg_alloc_image(); + if (img_id.id != SG_INVALID_ID) { + _sg_init_image(img_id, &desc_def); + } + else { + SOKOL_LOG("image pool exhausted!"); + _SG_TRACE_NOARGS(err_image_pool_exhausted); + } + _SG_TRACE_ARGS(make_image, &desc_def, img_id); + return img_id; +} + +SOKOL_API_IMPL sg_shader sg_make_shader(const sg_shader_desc* desc) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(desc); + sg_shader_desc desc_def = _sg_shader_desc_defaults(desc); + sg_shader shd_id = _sg_alloc_shader(); + if (shd_id.id != SG_INVALID_ID) { + _sg_init_shader(shd_id, &desc_def); + } + else { + SOKOL_LOG("shader pool exhausted!"); + _SG_TRACE_NOARGS(err_shader_pool_exhausted); + } + _SG_TRACE_ARGS(make_shader, &desc_def, shd_id); + return shd_id; +} + +SOKOL_API_IMPL sg_pipeline sg_make_pipeline(const sg_pipeline_desc* desc) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(desc); + sg_pipeline_desc desc_def = _sg_pipeline_desc_defaults(desc); + sg_pipeline pip_id = _sg_alloc_pipeline(); + if (pip_id.id != SG_INVALID_ID) { + _sg_init_pipeline(pip_id, &desc_def); + } + else { + SOKOL_LOG("pipeline pool exhausted!"); + _SG_TRACE_NOARGS(err_pipeline_pool_exhausted); + } + _SG_TRACE_ARGS(make_pipeline, &desc_def, pip_id); + return pip_id; +} + +SOKOL_API_IMPL sg_pass sg_make_pass(const sg_pass_desc* desc) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(desc); + sg_pass_desc desc_def = _sg_pass_desc_defaults(desc); + sg_pass pass_id = _sg_alloc_pass(); + if (pass_id.id != SG_INVALID_ID) { + _sg_init_pass(pass_id, &desc_def); + } + else { + SOKOL_LOG("pass pool exhausted!"); + _SG_TRACE_NOARGS(err_pass_pool_exhausted); + } + _SG_TRACE_ARGS(make_pass, &desc_def, pass_id); + return pass_id; +} + +/*-- destroy resource --------------------------------------------------------*/ +SOKOL_API_IMPL void sg_destroy_buffer(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_ARGS(destroy_buffer, buf_id); + if (_sg_uninit_buffer(buf_id)) { + _sg_dealloc_buffer(buf_id); + } +} + +SOKOL_API_IMPL void sg_destroy_image(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_ARGS(destroy_image, img_id); + if (_sg_uninit_image(img_id)) { + _sg_dealloc_image(img_id); + } +} + +SOKOL_API_IMPL void sg_destroy_shader(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_ARGS(destroy_shader, shd_id); + if (_sg_uninit_shader(shd_id)) { + _sg_dealloc_shader(shd_id); + } +} + +SOKOL_API_IMPL void sg_destroy_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_ARGS(destroy_pipeline, pip_id); + if (_sg_uninit_pipeline(pip_id)) { + _sg_dealloc_pipeline(pip_id); + } +} + +SOKOL_API_IMPL void sg_destroy_pass(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_ARGS(destroy_pass, pass_id); + if (_sg_uninit_pass(pass_id)) { + _sg_dealloc_pass(pass_id); + } +} + +SOKOL_API_IMPL void sg_begin_default_pass(const sg_pass_action* pass_action, int width, int height) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(pass_action); + SOKOL_ASSERT((pass_action->_start_canary == 0) && (pass_action->_end_canary == 0)); + sg_pass_action pa; + _sg_resolve_default_pass_action(pass_action, &pa); + _sg.cur_pass.id = SG_INVALID_ID; + _sg.pass_valid = true; + _sg_begin_pass(0, &pa, width, height); + _SG_TRACE_ARGS(begin_default_pass, pass_action, width, height); +} + +SOKOL_API_IMPL void sg_begin_default_passf(const sg_pass_action* pass_action, float width, float height) { + sg_begin_default_pass(pass_action, (int)width, (int)height); +} + +SOKOL_API_IMPL void sg_begin_pass(sg_pass pass_id, const sg_pass_action* pass_action) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(pass_action); + SOKOL_ASSERT((pass_action->_start_canary == 0) && (pass_action->_end_canary == 0)); + _sg.cur_pass = pass_id; + _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + if (pass && _sg_validate_begin_pass(pass)) { + _sg.pass_valid = true; + sg_pass_action pa; + _sg_resolve_default_pass_action(pass_action, &pa); + const _sg_image_t* img = _sg_pass_color_image(pass, 0); + SOKOL_ASSERT(img); + const int w = img->cmn.width; + const int h = img->cmn.height; + _sg_begin_pass(pass, &pa, w, h); + _SG_TRACE_ARGS(begin_pass, pass_id, pass_action); + } + else { + _sg.pass_valid = false; + _SG_TRACE_NOARGS(err_pass_invalid); + } +} + +SOKOL_API_IMPL void sg_apply_viewport(int x, int y, int width, int height, bool origin_top_left) { + SOKOL_ASSERT(_sg.valid); + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + _sg_apply_viewport(x, y, width, height, origin_top_left); + _SG_TRACE_ARGS(apply_viewport, x, y, width, height, origin_top_left); +} + +SOKOL_API_IMPL void sg_apply_viewportf(float x, float y, float width, float height, bool origin_top_left) { + sg_apply_viewport((int)x, (int)y, (int)width, (int)height, origin_top_left); +} + +SOKOL_API_IMPL void sg_apply_scissor_rect(int x, int y, int width, int height, bool origin_top_left) { + SOKOL_ASSERT(_sg.valid); + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + _sg_apply_scissor_rect(x, y, width, height, origin_top_left); + _SG_TRACE_ARGS(apply_scissor_rect, x, y, width, height, origin_top_left); +} + +SOKOL_API_IMPL void sg_apply_scissor_rectf(float x, float y, float width, float height, bool origin_top_left) { + sg_apply_scissor_rect((int)x, (int)y, (int)width, (int)height, origin_top_left); +} + +SOKOL_API_IMPL void sg_apply_pipeline(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + _sg.bindings_valid = false; + if (!_sg_validate_apply_pipeline(pip_id)) { + _sg.next_draw_valid = false; + _SG_TRACE_NOARGS(err_draw_invalid); + return; + } + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + _sg.cur_pipeline = pip_id; + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + SOKOL_ASSERT(pip); + _sg.next_draw_valid = (SG_RESOURCESTATE_VALID == pip->slot.state); + SOKOL_ASSERT(pip->shader && (pip->shader->slot.id == pip->cmn.shader_id.id)); + _sg_apply_pipeline(pip); + _SG_TRACE_ARGS(apply_pipeline, pip_id); +} + +SOKOL_API_IMPL void sg_apply_bindings(const sg_bindings* bindings) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(bindings); + SOKOL_ASSERT((bindings->_start_canary == 0) && (bindings->_end_canary==0)); + if (!_sg_validate_apply_bindings(bindings)) { + _sg.next_draw_valid = false; + _SG_TRACE_NOARGS(err_draw_invalid); + return; + } + _sg.bindings_valid = true; + + _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, _sg.cur_pipeline.id); + SOKOL_ASSERT(pip); + + _sg_buffer_t* vbs[SG_MAX_SHADERSTAGE_BUFFERS] = { 0 }; + int num_vbs = 0; + for (int i = 0; i < SG_MAX_SHADERSTAGE_BUFFERS; i++, num_vbs++) { + if (bindings->vertex_buffers[i].id) { + vbs[i] = _sg_lookup_buffer(&_sg.pools, bindings->vertex_buffers[i].id); + SOKOL_ASSERT(vbs[i]); + _sg.next_draw_valid &= (SG_RESOURCESTATE_VALID == vbs[i]->slot.state); + _sg.next_draw_valid &= !vbs[i]->cmn.append_overflow; + } + else { + break; + } + } + + _sg_buffer_t* ib = 0; + if (bindings->index_buffer.id) { + ib = _sg_lookup_buffer(&_sg.pools, bindings->index_buffer.id); + SOKOL_ASSERT(ib); + _sg.next_draw_valid &= (SG_RESOURCESTATE_VALID == ib->slot.state); + _sg.next_draw_valid &= !ib->cmn.append_overflow; + } + + _sg_image_t* vs_imgs[SG_MAX_SHADERSTAGE_IMAGES] = { 0 }; + int num_vs_imgs = 0; + for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++, num_vs_imgs++) { + if (bindings->vs_images[i].id) { + vs_imgs[i] = _sg_lookup_image(&_sg.pools, bindings->vs_images[i].id); + SOKOL_ASSERT(vs_imgs[i]); + _sg.next_draw_valid &= (SG_RESOURCESTATE_VALID == vs_imgs[i]->slot.state); + } + else { + break; + } + } + + _sg_image_t* fs_imgs[SG_MAX_SHADERSTAGE_IMAGES] = { 0 }; + int num_fs_imgs = 0; + for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++, num_fs_imgs++) { + if (bindings->fs_images[i].id) { + fs_imgs[i] = _sg_lookup_image(&_sg.pools, bindings->fs_images[i].id); + SOKOL_ASSERT(fs_imgs[i]); + _sg.next_draw_valid &= (SG_RESOURCESTATE_VALID == fs_imgs[i]->slot.state); + } + else { + break; + } + } + if (_sg.next_draw_valid) { + const int* vb_offsets = bindings->vertex_buffer_offsets; + int ib_offset = bindings->index_buffer_offset; + _sg_apply_bindings(pip, vbs, vb_offsets, num_vbs, ib, ib_offset, vs_imgs, num_vs_imgs, fs_imgs, num_fs_imgs); + _SG_TRACE_ARGS(apply_bindings, bindings); + } + else { + _SG_TRACE_NOARGS(err_draw_invalid); + } +} + +SOKOL_API_IMPL void sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT((stage == SG_SHADERSTAGE_VS) || (stage == SG_SHADERSTAGE_FS)); + SOKOL_ASSERT((ub_index >= 0) && (ub_index < SG_MAX_SHADERSTAGE_UBS)); + SOKOL_ASSERT(data && data->ptr && (data->size > 0)); + if (!_sg_validate_apply_uniforms(stage, ub_index, data)) { + _sg.next_draw_valid = false; + _SG_TRACE_NOARGS(err_draw_invalid); + return; + } + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + if (!_sg.next_draw_valid) { + _SG_TRACE_NOARGS(err_draw_invalid); + } + _sg_apply_uniforms(stage, ub_index, data); + _SG_TRACE_ARGS(apply_uniforms, stage, ub_index, data); +} + +SOKOL_API_IMPL void sg_draw(int base_element, int num_elements, int num_instances) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(base_element >= 0); + SOKOL_ASSERT(num_elements >= 0); + SOKOL_ASSERT(num_instances >= 0); + #if defined(SOKOL_DEBUG) + if (!_sg.bindings_valid) { + SOKOL_LOG("attempting to draw without resource bindings"); + } + #endif + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + if (!_sg.next_draw_valid) { + _SG_TRACE_NOARGS(err_draw_invalid); + return; + } + if (!_sg.bindings_valid) { + _SG_TRACE_NOARGS(err_bindings_invalid); + return; + } + /* attempting to draw with zero elements or instances is not technically an + error, but might be handled as an error in the backend API (e.g. on Metal) + */ + if ((0 == num_elements) || (0 == num_instances)) { + _SG_TRACE_NOARGS(err_draw_invalid); + return; + } + _sg_draw(base_element, num_elements, num_instances); + _SG_TRACE_ARGS(draw, base_element, num_elements, num_instances); +} + +SOKOL_API_IMPL void sg_end_pass(void) { + SOKOL_ASSERT(_sg.valid); + if (!_sg.pass_valid) { + _SG_TRACE_NOARGS(err_pass_invalid); + return; + } + _sg_end_pass(); + _sg.cur_pass.id = SG_INVALID_ID; + _sg.cur_pipeline.id = SG_INVALID_ID; + _sg.pass_valid = false; + _SG_TRACE_NOARGS(end_pass); +} + +SOKOL_API_IMPL void sg_commit(void) { + SOKOL_ASSERT(_sg.valid); + _sg_commit(); + _SG_TRACE_NOARGS(commit); + _sg.frame_index++; +} + +SOKOL_API_IMPL void sg_reset_state_cache(void) { + SOKOL_ASSERT(_sg.valid); + _sg_reset_state_cache(); + _SG_TRACE_NOARGS(reset_state_cache); +} + +SOKOL_API_IMPL void sg_update_buffer(sg_buffer buf_id, const sg_range* data) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(data && data->ptr && (data->size > 0)); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + if ((data->size > 0) && buf && (buf->slot.state == SG_RESOURCESTATE_VALID)) { + if (_sg_validate_update_buffer(buf, data)) { + SOKOL_ASSERT(data->size <= (size_t)buf->cmn.size); + /* only one update allowed per buffer and frame */ + SOKOL_ASSERT(buf->cmn.update_frame_index != _sg.frame_index); + /* update and append on same buffer in same frame not allowed */ + SOKOL_ASSERT(buf->cmn.append_frame_index != _sg.frame_index); + _sg_update_buffer(buf, data); + buf->cmn.update_frame_index = _sg.frame_index; + } + } + _SG_TRACE_ARGS(update_buffer, buf_id, data); +} + +SOKOL_API_IMPL int sg_append_buffer(sg_buffer buf_id, const sg_range* data) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(data && data->ptr); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + int result; + if (buf) { + /* rewind append cursor in a new frame */ + if (buf->cmn.append_frame_index != _sg.frame_index) { + buf->cmn.append_pos = 0; + buf->cmn.append_overflow = false; + } + if ((buf->cmn.append_pos + _sg_roundup((int)data->size, 4)) > buf->cmn.size) { + buf->cmn.append_overflow = true; + } + const int start_pos = buf->cmn.append_pos; + if (buf->slot.state == SG_RESOURCESTATE_VALID) { + if (_sg_validate_append_buffer(buf, data)) { + if (!buf->cmn.append_overflow && (data->size > 0)) { + /* update and append on same buffer in same frame not allowed */ + SOKOL_ASSERT(buf->cmn.update_frame_index != _sg.frame_index); + int copied_num_bytes = _sg_append_buffer(buf, data, buf->cmn.append_frame_index != _sg.frame_index); + buf->cmn.append_pos += copied_num_bytes; + buf->cmn.append_frame_index = _sg.frame_index; + } + } + } + result = start_pos; + } + else { + /* FIXME: should we return -1 here? */ + result = 0; + } + _SG_TRACE_ARGS(append_buffer, buf_id, data, result); + return result; +} + +SOKOL_API_IMPL bool sg_query_buffer_overflow(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + bool result = buf ? buf->cmn.append_overflow : false; + return result; +} + +SOKOL_API_IMPL void sg_update_image(sg_image img_id, const sg_image_data* data) { + SOKOL_ASSERT(_sg.valid); + _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + if (img && img->slot.state == SG_RESOURCESTATE_VALID) { + if (_sg_validate_update_image(img, data)) { + SOKOL_ASSERT(img->cmn.upd_frame_index != _sg.frame_index); + _sg_update_image(img, data); + img->cmn.upd_frame_index = _sg.frame_index; + } + } + _SG_TRACE_ARGS(update_image, img_id, data); +} + +SOKOL_API_IMPL void sg_push_debug_group(const char* name) { + SOKOL_ASSERT(_sg.valid); + SOKOL_ASSERT(name); + _SOKOL_UNUSED(name); + _SG_TRACE_ARGS(push_debug_group, name); +} + +SOKOL_API_IMPL void sg_pop_debug_group(void) { + SOKOL_ASSERT(_sg.valid); + _SG_TRACE_NOARGS(pop_debug_group); +} + +SOKOL_API_IMPL sg_buffer_info sg_query_buffer_info(sg_buffer buf_id) { + SOKOL_ASSERT(_sg.valid); + sg_buffer_info info; + memset(&info, 0, sizeof(info)); + const _sg_buffer_t* buf = _sg_lookup_buffer(&_sg.pools, buf_id.id); + if (buf) { + info.slot.state = buf->slot.state; + info.slot.res_id = buf->slot.id; + info.slot.ctx_id = buf->slot.ctx_id; + info.update_frame_index = buf->cmn.update_frame_index; + info.append_frame_index = buf->cmn.append_frame_index; + info.append_pos = buf->cmn.append_pos; + info.append_overflow = buf->cmn.append_overflow; + #if defined(SOKOL_D3D11) + info.num_slots = 1; + info.active_slot = 0; + #else + info.num_slots = buf->cmn.num_slots; + info.active_slot = buf->cmn.active_slot; + #endif + } + return info; +} + +SOKOL_API_IMPL sg_image_info sg_query_image_info(sg_image img_id) { + SOKOL_ASSERT(_sg.valid); + sg_image_info info; + memset(&info, 0, sizeof(info)); + const _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); + if (img) { + info.slot.state = img->slot.state; + info.slot.res_id = img->slot.id; + info.slot.ctx_id = img->slot.ctx_id; + #if defined(SOKOL_D3D11) + info.num_slots = 1; + info.active_slot = 0; + #else + info.num_slots = img->cmn.num_slots; + info.active_slot = img->cmn.active_slot; + #endif + info.width = img->cmn.width; + info.height = img->cmn.height; + } + return info; +} + +SOKOL_API_IMPL sg_shader_info sg_query_shader_info(sg_shader shd_id) { + SOKOL_ASSERT(_sg.valid); + sg_shader_info info; + memset(&info, 0, sizeof(info)); + const _sg_shader_t* shd = _sg_lookup_shader(&_sg.pools, shd_id.id); + if (shd) { + info.slot.state = shd->slot.state; + info.slot.res_id = shd->slot.id; + info.slot.ctx_id = shd->slot.ctx_id; + } + return info; +} + +SOKOL_API_IMPL sg_pipeline_info sg_query_pipeline_info(sg_pipeline pip_id) { + SOKOL_ASSERT(_sg.valid); + sg_pipeline_info info; + memset(&info, 0, sizeof(info)); + const _sg_pipeline_t* pip = _sg_lookup_pipeline(&_sg.pools, pip_id.id); + if (pip) { + info.slot.state = pip->slot.state; + info.slot.res_id = pip->slot.id; + info.slot.ctx_id = pip->slot.ctx_id; + } + return info; +} + +SOKOL_API_IMPL sg_pass_info sg_query_pass_info(sg_pass pass_id) { + SOKOL_ASSERT(_sg.valid); + sg_pass_info info; + memset(&info, 0, sizeof(info)); + const _sg_pass_t* pass = _sg_lookup_pass(&_sg.pools, pass_id.id); + if (pass) { + info.slot.state = pass->slot.state; + info.slot.res_id = pass->slot.id; + info.slot.ctx_id = pass->slot.ctx_id; + } + return info; +} + +SOKOL_API_IMPL sg_buffer_desc sg_query_buffer_defaults(const sg_buffer_desc* desc) { + SOKOL_ASSERT(_sg.valid && desc); + return _sg_buffer_desc_defaults(desc); +} + +SOKOL_API_IMPL sg_image_desc sg_query_image_defaults(const sg_image_desc* desc) { + SOKOL_ASSERT(_sg.valid && desc); + return _sg_image_desc_defaults(desc); +} + +SOKOL_API_IMPL sg_shader_desc sg_query_shader_defaults(const sg_shader_desc* desc) { + SOKOL_ASSERT(_sg.valid && desc); + return _sg_shader_desc_defaults(desc); +} + +SOKOL_API_IMPL sg_pipeline_desc sg_query_pipeline_defaults(const sg_pipeline_desc* desc) { + SOKOL_ASSERT(_sg.valid && desc); + return _sg_pipeline_desc_defaults(desc); +} + +SOKOL_API_IMPL sg_pass_desc sg_query_pass_defaults(const sg_pass_desc* desc) { + SOKOL_ASSERT(_sg.valid && desc); + return _sg_pass_desc_defaults(desc); +} + +SOKOL_API_IMPL const void* sg_d3d11_device(void) { +#if defined(SOKOL_D3D11) + return (const void*) _sg.d3d11.dev; +#else + return 0; +#endif +} + +SOKOL_API_IMPL const void* sg_mtl_device(void) { +#if defined(SOKOL_METAL) + if (nil != _sg.mtl.device) { + return (__bridge const void*) _sg.mtl.device; + } + else { + return 0; + } +#else + return 0; +#endif +} + +SOKOL_API_IMPL const void* sg_mtl_render_command_encoder(void) { + #if defined(SOKOL_METAL) + if (nil != _sg.mtl.cmd_encoder) { + return (__bridge const void*) _sg.mtl.cmd_encoder; + } + else { + return 0; + } + #else + return 0; + #endif +} + +#ifdef _MSC_VER +#pragma warning(pop) +#endif + +#endif /* SOKOL_GFX_IMPL */ -- cgit v1.2.3