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Author SHA1 Message Date
zack e8ffa28de3 Backdrop scope implementation (#25)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #25
2026-05-02 01:31:58 +00:00
zack 5317b8f142 Backdrop Path + Cybersteel (#23)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #23
2026-05-01 05:43:10 +00:00
zack e36229a3ef Improved consistency with naming of init / create / destroy and when to propagate allocation errors and (#18)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #18
2026-04-24 21:46:21 +00:00
zack bca19277b3 draw-improvements (#17)
Major rework to draw rendering system. We are making a SDF first rendering system with tesselated stuff only as a fallback strategy for specific situations where SDF is particularly poorly suited

Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #17
2026-04-24 07:57:44 +00:00
zack 37da2ea068 Tweaked general setup tracking allocator and added logger (#11)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #11
2026-04-22 06:03:10 +00:00
zack cfd9e504e1 vendor-cleanup (#10)
Major rework of libusb and lmdb bindings

Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #10
2026-04-22 04:47:59 +00:00
zack 0d424cbd6e Texture Rendering (#9)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #9
2026-04-22 00:05:08 +00:00
zack 64de816647 QR Code generation (#8)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #8
2026-04-21 02:09:03 +00:00
zack 274289bd47 Added draw package as renderer focused on mixed use layout / 2D / 3D scene applications (#7)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #7
2026-04-20 20:14:56 +00:00
zack 59c600d630 phased-executor (#4)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #4
2026-04-03 01:53:23 +00:00
Zachary Levy 25fca052f5 Switch from custom LN_2 constant to math.LN2 2026-03-29 20:29:24 -07:00
zack a8f98e893f Added fast_exp math (#3)
Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #3
2026-03-30 01:52:43 +00:00
86 changed files with 15404 additions and 1290 deletions
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@@ -5,30 +5,105 @@
{ {
"label": "Test many_bits", "label": "Test many_bits",
"command": "odin test many_bits -out=out/debug/test_many_bits", "command": "odin test many_bits -out=out/debug/test_many_bits",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
}, },
{ {
"label": "Test ring", "label": "Test ring",
"command": "odin test ring -out=out/debug/test_ring", "command": "odin test ring -out=out/debug/test_ring",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
}, },
{ {
"label": "Test levsort", "label": "Test levsort",
"command": "odin test levsort -out=out/debug/test_levsort", "command": "odin test levsort -out=out/debug/test_levsort",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
}, },
{ {
"label": "Test levsync", "label": "Test levsync",
"command": "odin test levsync -out=out/debug/test_levsync", "command": "odin test levsync -out=out/debug/test_levsync",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Test levmath",
"command": "odin test levmath -out=out/debug/test_levmath",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Test phased_executor",
"command": "odin test phased_executor -out=out/debug/test_phased_executor",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Test qrcode",
"command": "odin test qrcode -out=out/debug/test_qrcode",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Test all",
"command": "odin test many_bits -out=out/debug/test_many_bits && odin test ring -out=out/debug/test_ring && odin test levsort -out=out/debug/test_levsort && odin test levsync -out=out/debug/test_levsync && odin test levmath -out=out/debug/test_levmath && odin test phased_executor -out=out/debug/test_phased_executor && odin test qrcode -out=out/debug/test_qrcode",
"cwd": "$ZED_WORKTREE_ROOT",
}, },
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- LMDB Examples ------------------------ // ----- Examples ------------------------
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
{ {
"label": "Run lmdb example", "label": "Run lmdb example",
"command": "odin run vendor/lmdb/examples -debug -out=out/debug/lmdb-examples", "command": "odin run vendor/lmdb/examples -debug -out=out/debug/lmdb-examples",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw hellope-clay example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-clay",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw hellope-shapes example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-shapes",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw hellope-text example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-text",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw hellope-custom example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- hellope-custom",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw textures example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw gaussian-blur example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run draw gaussian-blur-debug example",
"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur-debug",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode basic example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode variety example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- variety",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode segment example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- segment",
"cwd": "$ZED_WORKTREE_ROOT",
},
{
"label": "Run qrcode mask example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- mask",
"cwd": "$ZED_WORKTREE_ROOT",
}, },
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- Other ------------------------ // ----- Other ------------------------
@@ -36,6 +111,6 @@
{ {
"label": "Run debug", "label": "Run debug",
"command": "odin run debug -debug -out=out/debug/debug", "command": "odin run debug -debug -out=out/debug/debug",
"cwd": "$ZED_WORKTREE_ROOT" "cwd": "$ZED_WORKTREE_ROOT",
} },
] ]
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# LevLib # LevLib
Narya + BFPOWER unified Odin library collection. Narya + BFPOWER unified Odin library collection.
## Meta Tools
The `meta/` package contains build tools that can be run from the project root:
```
odin run meta -- <command>
```
Running with no arguments prints available commands.
### Commands
| Command | Description |
| ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `gen-shaders` | Compile all GLSL shaders in `draw/shaders/source/` to SPIR-V and Metal Shading Language, writing results to `draw/shaders/generated/`. Requires `glslangValidator` and `spirv-cross` on PATH. |
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// CYBERSTEEL DESIGN SYSTEM — Odin theme constants
//
// Retrofuturist. Technical. Direct. Gruvbox-derived palette
// with Art Deco type system. Every visual token from the
// Cybersteel design system, transferred 1:1 to Odin constants.
//
// Conventions:
// - Colors are [4]u8 RGBA. Alpha 255 = fully opaque.
// Translucent tints carry their alpha in the 4th channel.
// - Times are time.Duration via core:time.
// - Pixel sizes, weights, line-heights, letter-spacings, and
// ratio-like values are plain (untyped) numeric literals so
// callers can use them with whatever numeric type they need.
// - Letter-spacing values are expressed in EMs (multiply by
// the resolved font size to get pixels).
// - Line-heights are unitless multipliers of the font size.
package cybersteel
import "core:time"
import draw ".."
// ============================================================
// BASE BACKGROUNDS — warm dark, Gruvbox-derived
// Never pure black. The warmth is intentional: aged metal,
// amber phosphor, old paper. Order is: deepest chrome first
// (shell), then page, then progressively lighter surfaces.
// ============================================================
// Topbar, sidebar, nav chrome, modal backdrops. Deepest base.
BG_SHELL :: draw.Color{0x1d, 0x20, 0x21, 0xff}
// Default page canvas / main content area. One step up from shell.
BG_PAGE :: draw.Color{0x31, 0x31, 0x31, 0xff}
// Cards, panels, drawers, input fields, code blocks, table rows.
// Slightly lighter than the page so raised surfaces read clearly
// without shadows.
BG_SURFACE :: draw.Color{0x3c, 0x38, 0x36, 0xff}
// Selected rows, active nav items, hover states. One step lighter
// than BG_SURFACE.
BG_ACTIVE :: draw.Color{0x50, 0x49, 0x45, 0xff}
// Disabled buttons / inputs background. Pairs with FG_MUTED text
// only — the contrast is intentionally low.
BG_DISABLED :: draw.Color{0x66, 0x5c, 0x54, 0xff}
// Borders, dividers, rules, input outlines. Never use as a text
// surface — it has no fg-pair guarantee.
BG_BORDER :: draw.Color{0x7c, 0x6f, 0x64, 0xff}
// ============================================================
// BASE FOREGROUNDS — warm cream / ivory, never pure white
// Five-step ramp from brightest (heading) to most muted.
// ============================================================
// Hero text, page headings, display titles. Brightest fg.
FG_HEADING :: draw.Color{0xfb, 0xf1, 0xc7, 0xff}
// Primary body text, default readable content.
FG_BODY :: draw.Color{0xf2, 0xe2, 0xba, 0xff}
// Labels, secondary descriptions, table data.
FG_SECONDARY :: draw.Color{0xe0, 0xd0, 0xa8, 0xff}
// Captions, metadata, timestamps, placeholders.
FG_CAPTION :: draw.Color{0xce, 0xbd, 0x9e, 0xff}
// Disabled text, token labels, subtle UI annotations.
FG_MUTED :: draw.Color{0xb8, 0xa9, 0x8e, 0xff}
// ============================================================
// ACCENT — GOLD (signature color, Art Deco)
// The defining accent of the system. Use sparingly: borders,
// highlights, focus rings, primary interactive states.
// ============================================================
// Primary interactive, focus rings, headline interactive accent.
GOLD_BRIGHT :: draw.Color{0xfa, 0xbd, 0x2f, 0xff}
// Borders, decorative rules, default Art Deco ornament color.
GOLD_DIM :: draw.Color{0xd7, 0x99, 0x21, 0xff}
// Hover states, pressed accents, dimmer gold contexts.
GOLD_MUTED :: draw.Color{0xb5, 0x76, 0x14, 0xff}
// Pure CRT amber. Reserved for terminal-style glow / phosphor
// references — distinct from gold ramp.
AMBER :: draw.Color{0xff, 0xb0, 0x00, 0xff}
// ============================================================
// ACCENT — RED (danger, errors, critical alerts)
// ============================================================
RED_BRIGHT :: draw.Color{0xfb, 0x49, 0x34, 0xff}
RED_DIM :: draw.Color{0xcc, 0x24, 0x1d, 0xff}
RED_MUTED :: draw.Color{0x9d, 0x00, 0x06, 0xff}
// ============================================================
// ACCENT — GREEN (success, safe, complete)
// ============================================================
GREEN_BRIGHT :: draw.Color{0xb8, 0xbb, 0x26, 0xff}
GREEN_DIM :: draw.Color{0x98, 0x97, 0x1a, 0xff}
GREEN_MUTED :: draw.Color{0x79, 0x74, 0x0e, 0xff}
// ============================================================
// ACCENT — BLUE / TEAL (info, links, cool technical elements)
// ============================================================
BLUE_BRIGHT :: draw.Color{0x83, 0xa5, 0x98, 0xff}
BLUE_DIM :: draw.Color{0x45, 0x85, 0x88, 0xff}
BLUE_MUTED :: draw.Color{0x07, 0x66, 0x78, 0xff}
// ============================================================
// ACCENT — ORANGE (warnings, in-progress, hot paths)
// ============================================================
ORANGE_BRIGHT :: draw.Color{0xfe, 0x80, 0x19, 0xff}
ORANGE_DIM :: draw.Color{0xd6, 0x5d, 0x0e, 0xff}
ORANGE_MUTED :: draw.Color{0xaf, 0x3a, 0x03, 0xff}
// ============================================================
// ACCENT — AQUA (cool secondary accent, fresh/active states)
// ============================================================
AQUA_BRIGHT :: draw.Color{0x8e, 0xc0, 0x7c, 0xff}
AQUA_DIM :: draw.Color{0x68, 0x9d, 0x6a, 0xff}
AQUA_MUTED :: draw.Color{0x42, 0x7b, 0x58, 0xff}
// ============================================================
// ACCENT — PURPLE (rare, for categorical / data-vis variety)
// ============================================================
PURPLE_BRIGHT :: draw.Color{0xd3, 0x86, 0x9b, 0xff}
PURPLE_DIM :: draw.Color{0xb1, 0x62, 0x86, 0xff}
PURPLE_MUTED :: draw.Color{0x8f, 0x3f, 0x71, 0xff}
// ============================================================
// SEMANTIC COLOR ROLES
// Aliases to accent ramps, named by intent. Prefer these in
// product code so meaning travels with the value.
// ============================================================
// Primary brand interactive — buttons, key links, focus ring.
COLOR_PRIMARY :: GOLD_BRIGHT
COLOR_PRIMARY_DIM :: GOLD_DIM
// Destructive / error / critical states.
COLOR_DANGER :: RED_BRIGHT
COLOR_DANGER_DIM :: RED_DIM
// Successful operation / safe state / completion.
COLOR_SUCCESS :: GREEN_BRIGHT
COLOR_SUCCESS_DIM :: GREEN_DIM
// Caution / in-progress / non-fatal anomaly.
COLOR_WARNING :: ORANGE_BRIGHT
COLOR_WARNING_DIM :: ORANGE_DIM
// Informational / neutral status / passive notice.
COLOR_INFO :: BLUE_BRIGHT
COLOR_INFO_DIM :: BLUE_DIM
// Hyperlinks at rest and on hover (links flip to gold on hover).
COLOR_LINK :: BLUE_BRIGHT
COLOR_LINK_HOVER :: GOLD_BRIGHT
// Keyboard / programmatic focus ring color.
COLOR_FOCUS :: GOLD_BRIGHT
// ============================================================
// SURFACE ROLES
// Semantic aliases for the bg ramp by usage role.
// ============================================================
SURFACE_PAGE :: BG_PAGE // root canvas
SURFACE_RAISED :: BG_SURFACE // cards, panels, inputs
SURFACE_OVERLAY :: BG_SHELL // modals, popovers, deep chrome
SURFACE_HOVER :: BG_ACTIVE // hovered raised surfaces
SURFACE_ACTIVE :: BG_SURFACE // pressed/active raised surfaces
// ============================================================
// BORDER ROLES
// Cybersteel borders are 1px solid, always crisp, always visible.
// Color carries the meaning; weight rarely changes.
// ============================================================
BORDER :: BG_BORDER // structural borders, default
BORDER_SUBTLE :: BG_DISABLED // very faint separators
BORDER_ACCENT :: GOLD_DIM // decorative / active edge
BORDER_FOCUS :: GOLD_BRIGHT // focus rings
BORDER_DANGER :: RED_DIM // destructive states
BORDER_SUCCESS :: GREEN_DIM // success states
// ============================================================
// TRANSLUCENT ACCENT TINTS
// Used for hover fills behind ghost buttons and for warm
// gradient overlays. Alpha encodes the tint strength.
// ============================================================
// 20% gold tint behind a hovered secondary button.
TINT_GOLD_HOVER :: draw.Color{0xd7, 0x99, 0x21, 0x33} // ~20% alpha
// 20% red tint behind a hovered danger ghost button.
TINT_DANGER_HOVER :: draw.Color{0xcc, 0x24, 0x1d, 0x33}
// 20% green tint behind a hovered success ghost button.
TINT_SUCCESS_HOVER :: draw.Color{0x98, 0x97, 0x1a, 0x33}
// 8% gold tint — top of the diagonal "gold fade" feature
// section overlay.
TINT_GOLD_FADE :: draw.Color{0xfa, 0xbd, 0x2f, 0x14} // ~8% alpha
// 6% amber tint — top of the vertical "amber fade" overlay.
TINT_AMBER_FADE :: draw.Color{0xff, 0xb0, 0x00, 0x0f} // ~6% alpha
// 4% gold tint — corner of card gradient.
TINT_GOLD_CARD :: draw.Color{0xfa, 0xbd, 0x2f, 0x0a} // ~4% alpha
// 3% black tint — scanline overlay stripe color.
TINT_SCANLINE :: draw.Color{0x00, 0x00, 0x00, 0x08} // ~3% alpha
// ============================================================
// SHADOWS
// Cybersteel is FLAT — no drop shadows. Elevation is expressed
// through bg + border only. The single permitted shadow use is
// a 1px gold ring as a focus / active indicator. Constants are
// kept here so callers don't reach for ad-hoc shadow values.
// ============================================================
// 1px inset gold ring — only permitted shadow, used as focus
// or selected-state outline. Width is 1px; color follows.
SHADOW_GOLD_RING_WIDTH :: 1
SHADOW_GOLD_RING_COLOR :: GOLD_DIM
// ============================================================
// SPACING SCALE (8px base grid)
// All spacing values are multiples of 4px, with the main scale
// in multiples of 8px. Names describe the scope of the gap, not
// the raw size — pick by intent, not by pixel count.
// ============================================================
// Badge/tag inner padding, icon-label gap, border offsets, micro nudges.
SPACE_CHIP :: 4
// Inline element gaps, chip/pill padding, icon inset, tight row spacing.
SPACE_ELEMENT :: 8
// Button vertical padding, input inset, list row gap, label-to-field gap.
SPACE_COMPONENT :: 12
// Card inset, input horizontal padding, form field gap, default gap.
SPACE_GROUP :: 16
// Grouped nav items, related form section spacing, compact panel inset.
SPACE_CLUSTER :: 20
// Sidebar / panel inset, modal body padding, drawer inset, section
// subheader gap.
SPACE_PANEL :: 24
// Between distinct content blocks, card grid gutter, toolbar height.
SPACE_BLOCK :: 32
// Major content group spacing, dialog padding, page sub-section gap.
SPACE_CONTENT :: 40
// Page section breaks, feature group dividers, hero subheading gap.
SPACE_SECTION :: 48
// Hero vertical padding, layout area spacing, large feature gaps.
SPACE_REGION :: 64
// Page-scale layout spacing, full-width section vertical rhythm.
SPACE_ZONE :: 80
// Page margins, full-bleed hero top padding, maximum layout gutter.
SPACE_CANVAS :: 96
// ============================================================
// CORNER RADIUS
// Cybersteel does not round its corners like a toy. 04px is the
// preferred range; larger radii exist only for chips/pills.
// ============================================================
RADIUS_NONE :: 0 // sharp corners — preferred default for chrome
RADIUS_SM :: 4 // micro-rounding for inline code, small badges
RADIUS_MD :: 6 // default for cards, buttons, inputs
RADIUS_LG :: 10 // rare — used only for prominent containers
RADIUS_PILL :: 999 // fully-rounded chips, status pills, tags
// ============================================================
// BORDER WIDTH
// 1px solid is the standard. Heavier weights are only used for
// the Art Deco hairline accent on pre/code blocks.
// ============================================================
// Standard border weight everywhere — always crisp, always visible.
BORDER_WIDTH_DEFAULT :: 1
// Accent edge on <pre> blocks (left side, gold) and similar
// emphasized rule treatments.
BORDER_WIDTH_ACCENT :: 2
// ============================================================
// MOTION — TRANSITION DURATIONS
// Fast and purposeful. No bounce, no spring, no elastic. UI
// state changes in well under a quarter-second. Animations
// must explain causality; nothing is decorative.
// ============================================================
// Entering active/pressed state. Snap-down feel — must feel
// instant under the finger.
TRANSITION_PRESS :: 55 * time.Millisecond
// Releasing from a pressed state, and slower hover-out cases.
TRANSITION_UI :: 180 * time.Millisecond
// Hover enter / exit color shift on buttons, cards, links.
TRANSITION_HOVER :: 150 * time.Millisecond
// Overlay / modal / popover fade-in. Slightly longer to
// signal "a layer changed", not "a control changed".
TRANSITION_MODAL :: 200 * time.Millisecond
// Cursor / immediate-feedback transitions (caret moves,
// terminal output ticks).
TRANSITION_CURSOR :: 80 * time.Millisecond
// ============================================================
// MOTION — COMPONENT-LEVEL TIMINGS
// Specific named durations for known interactions. Prefer these
// over picking a raw transition for a given component.
// ============================================================
// Button press fade — primary/secondary/danger/success share this.
BUTTON_PRESS_FADE_DUR :: 55 * time.Millisecond
// Button release / hover-out fade.
BUTTON_RELEASE_FADE_DUR :: 180 * time.Millisecond
// Card hover (border + bg crossfade).
CARD_HOVER_FADE_DUR :: 150 * time.Millisecond
// Card press (border + bg snap to active).
CARD_PRESS_FADE_DUR :: 55 * time.Millisecond
// Modal / overlay enter.
MODAL_ENTER_DUR :: 200 * time.Millisecond
// Modal / overlay exit (mirror of enter for symmetry).
MODAL_EXIT_DUR :: 200 * time.Millisecond
// Link color crossfade on hover.
LINK_HOVER_FADE_DUR :: 180 * time.Millisecond
// Terminal scanline flicker tick — single frame of the loop.
SCANLINE_FLICKER_TICK :: 80 * time.Millisecond
// ============================================================
// TYPOGRAPHY — FONT FAMILY NAMES
// Sans: IBM Plex Sans
// Mono: Lilex — IBM Plex Mono with programming ligatures.
// Drop-in Plex Mono replacement; same skeleton, same
// proportions, plus =>, !=, >=, <=, etc. ligatures.
// Plex Sans covers display, body, and condensed roles by
// default. Lilex is for code, terminal output, data values,
// and full mono-mode surfaces.
// ============================================================
// Plain family names
FONT_FAMILY_SANS :: "IBM Plex Sans"
FONT_FAMILY_MONO :: "Lilex"
// IBM Plex Sans raw font data
SANS_THIN_RAW :: #load("fonts/IBMPlexSans-Thin.ttf") // IBM Plex Sans
SANS_THIN_ITALIC_RAW :: #load("fonts/IBMPlexSans-ThinItalic.ttf") // IBM Plex Sans
SANS_EXTRALIGHT_RAW :: #load("fonts/IBMPlexSans-ExtraLight.ttf") // IBM Plex Sans
SANS_EXTRALIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-ExtraLightItalic.ttf") // IBM Plex Sans
SANS_LIGHT_RAW :: #load("fonts/IBMPlexSans-Light.ttf") // IBM Plex Sans
SANS_LIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-LightItalic.ttf") // IBM Plex Sans
SANS_REGULAR_RAW :: #load("fonts/IBMPlexSans-Regular.ttf") // IBM Plex Sans
SANS_ITALIC_RAW :: #load("fonts/IBMPlexSans-Italic.ttf") // IBM Plex Sans
SANS_MEDIUM_RAW :: #load("fonts/IBMPlexSans-Medium.ttf") // IBM Plex Sans
SANS_MEDIUM_ITALIC_RAW :: #load("fonts/IBMPlexSans-MediumItalic.ttf") // IBM Plex Sans
SANS_SEMIBOLD_RAW :: #load("fonts/IBMPlexSans-SemiBold.ttf") // IBM Plex Sans
SANS_SEMIBOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-SemiBoldItalic.ttf") // IBM Plex Sans
SANS_BOLD_RAW :: #load("fonts/IBMPlexSans-Bold.ttf") // IBM Plex Sans
SANS_BOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-BoldItalic.ttf") // IBM Plex Sans
// Lilex raw font data
MONO_THIN_RAW :: #load("fonts/Lilex-Thin.ttf") // Lilex
MONO_THIN_ITALIC_RAW :: #load("fonts/Lilex-ThinItalic.ttf") // Lilex
MONO_EXTRALIGHT_RAW :: #load("fonts/Lilex-ExtraLight.ttf") // Lilex
MONO_EXTRALIGHT_ITALIC_RAW :: #load("fonts/Lilex-ExtraLightItalic.ttf") // Lilex
MONO_LIGHT_RAW :: #load("fonts/Lilex-Light.ttf") // Lilex
MONO_LIGHT_ITALIC_RAW :: #load("fonts/Lilex-LightItalic.ttf") // Lilex
MONO_REGULAR_RAW :: #load("fonts/Lilex-Regular.ttf") // Lilex
MONO_ITALIC_RAW :: #load("fonts/Lilex-Italic.ttf") // Lilex
MONO_MEDIUM_RAW :: #load("fonts/Lilex-Medium.ttf") // Lilex
MONO_MEDIUM_ITALIC_RAW :: #load("fonts/Lilex-MediumItalic.ttf") // Lilex
MONO_SEMIBOLD_RAW :: #load("fonts/Lilex-SemiBold.ttf") // Lilex
MONO_SEMIBOLD_ITALIC_RAW :: #load("fonts/Lilex-SemiBoldItalic.ttf") // Lilex
MONO_BOLD_RAW :: #load("fonts/Lilex-Bold.ttf") // Lilex
MONO_BOLD_ITALIC_RAW :: #load("fonts/Lilex-BoldItalic.ttf") // Lilex
// ============================================================
// TYPOGRAPHY — TYPE SCALE (1.25 modular ratio, base 16px)
// Minimum body size on web is 14px; print is 12pt.
// ============================================================
TEXT_XS :: 11 // status badges, fine print
TEXT_SM :: 13 // secondary labels, captions
TEXT_BASE :: 15 // default body text
TEXT_MD :: 16 // slightly prominent body
TEXT_LG :: 18 // subheadings, emphasized labels
TEXT_XL :: 22 // H3 level
TEXT_2XL :: 28 // H2 level
TEXT_3XL :: 36 // H1 level
TEXT_4XL :: 48 // display / hero
TEXT_5XL :: 64 // hero display
TEXT_6XL :: 96 // max scale; masthead only
// ============================================================
// TYPOGRAPHY — FONT WEIGHTS
// Constrained to the STATIC weights that BOTH faces actually
// ship from Google Fonts — IBM Plex Sans and Lilex share the
// same seven static instances:
// 100 Thin · 200 ExtraLight · 300 Light · 400 Regular ·
// 500 Medium · 600 SemiBold · 700 Bold
// There is no 800 ExtraBold and no 900 Black for either face.
// Do not request a weight outside this set — Google's API
// will fail or substitute, and the design will drift.
// ============================================================
WEIGHT_THIN :: 100
WEIGHT_EXTRALIGHT :: 200
WEIGHT_LIGHT :: 300
WEIGHT_REGULAR :: 400
WEIGHT_MEDIUM :: 500
WEIGHT_SEMIBOLD :: 600
WEIGHT_BOLD :: 700
// ============================================================
// TYPOGRAPHY — LINE HEIGHTS (unitless multipliers)
// Multiply by font size to derive a leading in pixels.
// ============================================================
LEADING_TIGHT :: 1.15 // display headings
LEADING_SNUG :: 1.30 // subheadings
LEADING_NORMAL :: 1.50 // default body prose
LEADING_LOOSE :: 1.70 // long-form reading, sparse density
LEADING_MONO :: 1.40 // code / terminal output
// ============================================================
// TYPOGRAPHY — LETTER SPACING (in EM units)
// Multiply by the resolved font size to get pixel spacing.
// ============================================================
TRACKING_TIGHT :: -0.02 // large headings, tightened display
TRACKING_NORMAL :: 0.00 // body default
TRACKING_WIDE :: 0.05 // H1/H2 ALL CAPS, button labels
TRACKING_WIDER :: 0.10 // H5 caps, section headers
TRACKING_WIDEST :: 0.20 // .label / .label-mono — ALL CAPS chip text
// ============================================================
// HEADING ROLES — paired size + tracking + casing intent
// Casing is documentation only; these are the numbers a
// renderer actually consumes.
// ============================================================
// H1 — page title, masthead. Title Case, ALL CAPS at display.
H1_SIZE :: TEXT_3XL
H1_WEIGHT :: WEIGHT_BOLD
H1_TRACKING :: TRACKING_WIDE
H1_LEADING :: LEADING_TIGHT
// H2 — major section. ALL CAPS.
H2_SIZE :: TEXT_2XL
H2_WEIGHT :: WEIGHT_BOLD
H2_TRACKING :: TRACKING_WIDE
H2_LEADING :: LEADING_TIGHT
// H3 — subsection. Sentence case, condensed semibold.
H3_SIZE :: TEXT_XL
H3_WEIGHT :: WEIGHT_SEMIBOLD
H3_TRACKING :: TRACKING_NORMAL
H3_LEADING :: LEADING_TIGHT
// H4 — minor subsection.
H4_SIZE :: TEXT_LG
H4_WEIGHT :: WEIGHT_SEMIBOLD
H4_TRACKING :: TRACKING_NORMAL
H4_LEADING :: LEADING_SNUG
// H5 — small caps section header (uses FG_SECONDARY).
H5_SIZE :: TEXT_BASE
H5_WEIGHT :: WEIGHT_SEMIBOLD
H5_TRACKING :: TRACKING_WIDER
H5_LEADING :: LEADING_SNUG
// H6 — mono caps eyebrow / overline (uses FG_CAPTION).
H6_SIZE :: TEXT_SM
H6_WEIGHT :: WEIGHT_REGULAR
H6_TRACKING :: TRACKING_WIDEST
H6_LEADING :: LEADING_SNUG
// ============================================================
// LABEL ROLES — small caps annotation chips
// ============================================================
// .label — sans condensed, ALL CAPS, FG_CAPTION.
LABEL_SIZE :: TEXT_XS
LABEL_WEIGHT :: WEIGHT_SEMIBOLD
LABEL_TRACKING :: TRACKING_WIDEST
// .label-mono — mono ALL CAPS, FG_MUTED.
LABEL_MONO_SIZE :: TEXT_XS
LABEL_MONO_WEIGHT :: WEIGHT_REGULAR
LABEL_MONO_TRACKING :: TRACKING_WIDEST
// ============================================================
// FOCUS RING
// 1px solid gold outline at 2px offset. Crisp, never blurry.
// No glow, no box-shadow halo.
// ============================================================
FOCUS_RING_WIDTH :: 1
FOCUS_RING_OFFSET :: 2
FOCUS_RING_COLOR :: BORDER_FOCUS // GOLD_BRIGHT
// ============================================================
// COMPONENT — BUTTONS
// Cybersteel buttons are uppercase, semibold→bold, with wide
// tracking. Default size is "md"; sm/lg shift padding + size.
// ============================================================
// Default (md) padding: vertical / horizontal
BUTTON_PAD_Y :: 8
BUTTON_PAD_X :: 18
BUTTON_FONT_SIZE :: 12
BUTTON_FONT_WEIGHT :: WEIGHT_BOLD
BUTTON_TRACKING :: 0.07 // EM — ALL CAPS button label
BUTTON_RADIUS :: RADIUS_MD
BUTTON_BORDER :: BORDER_WIDTH_DEFAULT
// Small button
BUTTON_SM_PAD_Y :: 5
BUTTON_SM_PAD_X :: 12
BUTTON_SM_FONT_SIZE :: 10
// Large button
BUTTON_LG_PAD_Y :: 11
BUTTON_LG_PAD_X :: 24
BUTTON_LG_FONT_SIZE :: 14
// Primary — solid gold fill, dark text. Hover brightens, press
// flips to fg-heading (cream) fill.
BUTTON_PRIMARY_BG :: GOLD_DIM
BUTTON_PRIMARY_FG :: BG_SHELL
BUTTON_PRIMARY_BORDER :: GOLD_DIM
BUTTON_PRIMARY_BG_HOVER :: GOLD_BRIGHT
BUTTON_PRIMARY_BORDER_HOVER :: GOLD_BRIGHT
BUTTON_PRIMARY_BG_PRESS :: FG_HEADING
BUTTON_PRIMARY_FG_PRESS :: BG_SHELL
BUTTON_PRIMARY_BORDER_PRESS :: FG_HEADING
// Secondary — transparent bg, structural border, hover gains
// gold tint + gold-dim border, press fills with gold-bright.
BUTTON_SECONDARY_BG :: [4]u8{0, 0, 0, 0} // transparent
BUTTON_SECONDARY_FG :: FG_SECONDARY
BUTTON_SECONDARY_BORDER :: BG_BORDER
BUTTON_SECONDARY_BG_HOVER :: TINT_GOLD_HOVER
BUTTON_SECONDARY_BORDER_HOVER :: GOLD_DIM
BUTTON_SECONDARY_FG_HOVER :: FG_BODY
BUTTON_SECONDARY_BG_PRESS :: GOLD_BRIGHT
BUTTON_SECONDARY_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
BUTTON_SECONDARY_BORDER_PRESS :: GOLD_BRIGHT
// Ghost — fully transparent, no border. Hover lifts to BG_ACTIVE.
BUTTON_GHOST_BG :: [4]u8{0, 0, 0, 0}
BUTTON_GHOST_FG :: FG_CAPTION
BUTTON_GHOST_BORDER :: [4]u8{0, 0, 0, 0}
BUTTON_GHOST_BG_HOVER :: BG_ACTIVE
BUTTON_GHOST_FG_HOVER :: FG_BODY
BUTTON_GHOST_BG_PRESS :: GOLD_DIM
BUTTON_GHOST_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
// Danger — destructive ghost button.
BUTTON_DANGER_BG :: [4]u8{0, 0, 0, 0}
BUTTON_DANGER_FG :: RED_BRIGHT
BUTTON_DANGER_BORDER :: RED_DIM
BUTTON_DANGER_BG_HOVER :: TINT_DANGER_HOVER
BUTTON_DANGER_BORDER_HOVER :: RED_BRIGHT
BUTTON_DANGER_FG_HOVER :: FG_BODY
BUTTON_DANGER_BG_PRESS :: RED_BRIGHT
BUTTON_DANGER_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
BUTTON_DANGER_BORDER_PRESS :: RED_BRIGHT
// Success — confirming ghost button.
BUTTON_SUCCESS_BG :: [4]u8{0, 0, 0, 0}
BUTTON_SUCCESS_FG :: GREEN_BRIGHT
BUTTON_SUCCESS_BORDER :: GREEN_DIM
BUTTON_SUCCESS_BG_HOVER :: TINT_SUCCESS_HOVER
BUTTON_SUCCESS_BORDER_HOVER :: GREEN_BRIGHT
BUTTON_SUCCESS_FG_HOVER :: FG_BODY
BUTTON_SUCCESS_BG_PRESS :: GREEN_BRIGHT
BUTTON_SUCCESS_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
BUTTON_SUCCESS_BORDER_PRESS :: GREEN_BRIGHT
// Disabled — flat low-contrast surface, opacity-dimmed.
BUTTON_DISABLED_BG :: BG_ACTIVE
BUTTON_DISABLED_FG :: FG_MUTED
BUTTON_DISABLED_BORDER :: BG_BORDER
BUTTON_DISABLED_OPACITY :: 0.5
// ============================================================
// COMPONENT — CARDS
// Flat, structural, mechanical. Background sits one step above
// page; border is structural by default and shifts to gold-dim
// on hover/press. Corner radius is the default 6px (RADIUS_MD).
// ============================================================
CARD_BG :: BG_SURFACE
CARD_BORDER :: BG_BORDER
CARD_BORDER_HOVER :: GOLD_DIM
CARD_BG_PRESS :: BG_ACTIVE
CARD_BORDER_PRESS :: GOLD_DIM
CARD_RADIUS :: RADIUS_MD
CARD_BORDER_WIDTH :: BORDER_WIDTH_DEFAULT
CARD_PADDING :: SPACE_GROUP // 16px default inset
// ============================================================
// COMPONENT — INPUTS
// Inputs sit on BG_SURFACE with structural borders. Focus
// promotes the border to gold-bright; the focus ring follows.
// ============================================================
INPUT_BG :: BG_SURFACE
INPUT_FG :: FG_BODY
INPUT_PLACEHOLDER :: FG_CAPTION
INPUT_BORDER :: BG_BORDER
INPUT_BORDER_HOVER :: GOLD_DIM
INPUT_BORDER_FOCUS :: GOLD_BRIGHT
INPUT_BORDER_DANGER :: RED_DIM
INPUT_RADIUS :: RADIUS_MD
INPUT_PAD_Y :: SPACE_COMPONENT // 12
INPUT_PAD_X :: SPACE_GROUP // 16
// ============================================================
// COMPONENT — BADGES / STATUS PILLS
// ============================================================
BADGE_FONT_SIZE :: TEXT_XS
BADGE_WEIGHT :: WEIGHT_SEMIBOLD
BADGE_TRACKING :: TRACKING_WIDEST
BADGE_PAD_Y :: SPACE_CHIP // 4
BADGE_PAD_X :: SPACE_ELEMENT // 8
BADGE_RADIUS :: RADIUS_SM
// ============================================================
// COMPONENT — DECO RULE
// Hairline Art Deco horizontal rule: 1px gold-dim top + 1px
// structural drop, with panel-sized vertical margins.
// ============================================================
DECO_RULE_TOP_WIDTH :: 1
DECO_RULE_TOP_COLOR :: GOLD_DIM
DECO_RULE_DROP_WIDTH :: 1
DECO_RULE_DROP_COLOR :: BG_BORDER
DECO_RULE_MARGIN_Y :: SPACE_PANEL // 24
// ============================================================
// LAYOUT — FIXED CHROME WIDTHS
// Sidebar widths are fixed; content lives in 8 or 12 column
// grids. No responsive collapsing for chrome — Cybersteel UIs
// run on real workstations.
// ============================================================
SIDEBAR_WIDTH_NARROW :: 240
SIDEBAR_WIDTH_WIDE :: 280
GRID_COLUMNS_NARROW :: 8
GRID_COLUMNS_WIDE :: 12
// Toolbar height matches SPACE_BLOCK so vertical rhythm aligns.
TOOLBAR_HEIGHT :: SPACE_BLOCK // 32
// ============================================================
// CODE BLOCKS — <pre>
// Mono, BG_SHELL surface with a 1px structural border and a
// 2px gold-dim accent on the left edge.
// ============================================================
CODE_INLINE_BG :: BG_SURFACE
CODE_INLINE_FG :: GOLD_BRIGHT
CODE_INLINE_BORDER :: BG_BORDER
CODE_INLINE_PAD_Y :: 2
CODE_INLINE_PAD_X :: 6
CODE_INLINE_RADIUS :: RADIUS_SM
PRE_BG :: BG_SHELL
PRE_FG :: FG_BODY
PRE_BORDER :: BG_BORDER
PRE_BORDER_LEFT_COLOR :: GOLD_DIM
PRE_BORDER_LEFT_WIDTH :: BORDER_WIDTH_ACCENT // 2
PRE_PAD_Y :: SPACE_GROUP // 16
PRE_PAD_X :: SPACE_PANEL // 24
// ============================================================
// SCANLINE OVERLAY (opt-in, terminal surfaces only)
// Repeating-stripe pattern at very low opacity. Stripe is 2px
// transparent + 2px black-at-3% (TINT_SCANLINE).
// ============================================================
SCANLINE_STRIPE_PX :: 2
SCANLINE_GAP_PX :: 2
SCANLINE_COLOR :: TINT_SCANLINE
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package draw_qr
import draw ".."
import "../../qrcode"
DFT_QR_DARK :: draw.BLACK // Default QR code dark module color.
DFT_QR_LIGHT :: draw.WHITE // Default QR code light module color.
DFT_QR_BOOST_ECL :: true // Default QR error correction level boost.
// Returns the number of bytes to_texture will write for the given encoded
// QR buffer. Equivalent to size*size*4 where size = qrcode.get_size(qrcode_buf).
texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
size := qrcode.get_size(qrcode_buf)
return size * size * 4
}
// Decodes an encoded QR buffer into tightly-packed RGBA pixel data written to
// texture_buf. No allocations, no GPU calls. Returns the Texture_Desc the
// caller should pass to draw.register_texture alongside texture_buf.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - texture_buf is smaller than texture_size(qrcode_buf).
@(require_results)
to_texture :: proc(
qrcode_buf: []u8,
texture_buf: []u8,
dark: draw.Color = DFT_QR_DARK,
light: draw.Color = DFT_QR_LIGHT,
) -> (
desc: draw.Texture_Desc,
ok: bool,
) {
size := qrcode.get_size(qrcode_buf)
if size == 0 do return {}, false
if len(texture_buf) < size * size * 4 do return {}, false
for y in 0 ..< size {
for x in 0 ..< size {
i := (y * size + x) * 4
c := dark if qrcode.get_module(qrcode_buf, x, y) else light
texture_buf[i + 0] = c[0]
texture_buf[i + 1] = c[1]
texture_buf[i + 2] = c[2]
texture_buf[i + 3] = c[3]
}
}
return draw.Texture_Desc {
width = u32(size),
height = u32(size),
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
kind = .Static,
},
true
}
// Allocates pixel buffer via temp_allocator, decodes qrcode_buf into it, and
// registers with the GPU. The pixel allocation is freed before return.
//
// Returns ok=false when:
// - qrcode_buf is invalid (qrcode.get_size returns 0).
// - temp_allocator fails to allocate the pixel buffer.
// - GPU texture registration fails.
@(require_results)
register_texture_from_raw :: proc(
qrcode_buf: []u8,
dark: draw.Color = DFT_QR_DARK,
light: draw.Color = DFT_QR_LIGHT,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
tex_size := texture_size(qrcode_buf)
if tex_size == 0 do return draw.INVALID_TEXTURE, false
pixels, alloc_err := make([]u8, tex_size, temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(pixels, temp_allocator)
desc := to_texture(qrcode_buf, pixels, dark, light) or_return
return draw.register_texture(desc, pixels)
}
// Encodes text as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The text cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_text :: proc(
text: string,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = DFT_QR_BOOST_ECL,
dark: draw.Color = DFT_QR_DARK,
light: draw.Color = DFT_QR_LIGHT,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
text,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
// Encodes arbitrary binary data as a QR Code and registers the result as an RGBA texture.
//
// Returns ok=false when:
// - temp_allocator fails to allocate.
// - The payload cannot fit in any version within [min_version, max_version] at the given ECL.
// - GPU texture registration fails.
@(require_results)
register_texture_from_binary :: proc(
bin_data: []u8,
ecl: qrcode.Ecc = .Low,
min_version: int = qrcode.VERSION_MIN,
max_version: int = qrcode.VERSION_MAX,
mask: Maybe(qrcode.Mask) = nil,
boost_ecl: bool = DFT_QR_BOOST_ECL,
dark: draw.Color = DFT_QR_DARK,
light: draw.Color = DFT_QR_LIGHT,
temp_allocator := context.temp_allocator,
) -> (
texture: draw.Texture_Id,
ok: bool,
) {
qrcode_buf, alloc_err := make([]u8, qrcode.buffer_len_for_version(max_version), temp_allocator)
if alloc_err != nil do return draw.INVALID_TEXTURE, false
defer delete(qrcode_buf, temp_allocator)
qrcode.encode_auto(
bin_data,
qrcode_buf,
ecl,
min_version,
max_version,
mask,
boost_ecl,
temp_allocator,
) or_return
return register_texture_from_raw(qrcode_buf, dark, light, temp_allocator)
}
register_texture_from :: proc {
register_texture_from_text,
register_texture_from_binary,
}
// Default fit=.Fit preserves the QR's square aspect; override as needed.
clay_image :: #force_inline proc(
texture: draw.Texture_Id,
tint: draw.Color = draw.DFT_TINT,
) -> draw.Clay_Image_Data {
return draw.clay_image_data(texture, fit = .Fit, tint = tint)
}
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package examples
import "core:fmt"
import "core:math"
import "core:os"
import sdl "vendor:sdl3"
import "../../draw"
import cyber "../cybersteel"
// Backdrop example.
//
// Exercises the bracket scheduler end-to-end. The demo is structured as three zones in one
// window so we can stress-test the cases that matter:
//
// Zone 1 (top, base layer): animated colorful background + two side-by-side frosted panels
// with DIFFERENT sigmas and DIFFERENT tints. Tests sigma grouping
// and per-primitive tint.
//
// Zone 2 (bottom-left, second layer): a small frosted panel in a NEW layer; its bracket sees
// Zone 1's full content (base layer's bracket output is
// carried forward via source_texture). Tests multi-layer
// backdrop sampling.
//
// Zone 3 (bottom-right, base layer): edge cases. A sigma=0 "mirror" panel (no blur), two
// same-sigma panels stacked (tests sub-batch coalescing
// via append_or_extend_sub_batch), and text drawn ON TOP
// of a backdrop (tests Pass B post-bracket rendering).
//
// Animation: an orbiting gradient stripe plus a few orbiting circles in Zone 1. Motion is the
// only way to visually confirm the blur is Gaussian; a static panel can't tell you whether the
// kernel coefficients are right.
gaussian_blur :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Backdrop blur", 800, 600, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
WINDOW_W :: f32(800)
WINDOW_H :: f32(600)
FONT_SIZE :: u16(14)
t: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
t += 1
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
//----- Background fill ----------------------------------
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{20, 20, 28, 255})
//----- Zone 1: animated background for the top frosted panels ----------------------------------
// A wide rotating gradient stripe sweeps left-to-right across Zone 1. The angle changes
// over time so the gradient itself shifts visibly.
stripe_angle := t * 0.4
draw.rectangle(
base_layer,
{20, 20, WINDOW_W - 40, 240},
draw.Linear_Gradient {
start_color = {255, 80, 60, 255},
end_color = {60, 120, 255, 255},
angle = stripe_angle,
},
)
// Five orbiting circles inside Zone 1's strip. The blur should smooth their hard edges
// and the gradient behind them into a continuous wash.
for i in 0 ..< 5 {
phase := f32(i) * 1.2 + t * 0.04
cx := 100 + f32(i) * 140 + math.cos(phase) * 30
cy := 140 + math.sin(phase) * 50
circle_color := draw.Color {
u8(clamp(120 + math.cos(phase) * 100, 0, 255)),
u8(clamp(180 + math.sin(phase * 1.3) * 60, 0, 255)),
u8(clamp(220 - math.sin(phase) * 80, 0, 255)),
255,
}
draw.circle(base_layer, {cx, cy}, 22, circle_color)
}
// Bright accent rectangles to give the blur some sharp edges to munch on.
draw.rectangle(base_layer, {200, 60, 60, 12}, draw.Color{255, 255, 200, 255})
draw.rectangle(base_layer, {500, 200, 80, 16}, draw.Color{200, 255, 200, 255})
//----- Zone 1 frosted panels: different sigmas, different tints --------------------------------
// Panel A: heavy blur, cool blue-grey tint. sigma=14 in logical px.
// Both panels share rounded corners.
panel_radii := draw.Rectangle_Radii{16, 16, 16, 16}
// Both zone1 panels share one scope. Different sigmas still trigger separate blur
// passes (cost scales with unique sigmas, not with backdrop count); the scope just
// declares "these draws form one bracket." `backdrop_scope` is the RAII-style API:
// `end_backdrop` fires automatically when the block exits.
{
draw.backdrop_scope(base_layer)
draw.backdrop_blur(
base_layer,
{60, 80, 320, 140},
gaussian_sigma = 30,
tint = draw.Color{170, 200, 240, 200}, // cool blue, strong mix
radii = panel_radii,
)
// Panel B: lighter blur, warm amber tint. sigma=6.
draw.backdrop_blur(
base_layer,
{420, 80, 320, 140},
gaussian_sigma = 6,
tint = draw.Color{255, 220, 160, 200}, // warm amber, strong mix
radii = panel_radii,
)
}
// Text labels for the two panels. Drawn AFTER `end_backdrop` (which fires at the
// scope-block exit above), so they composite on top of both panels.
draw.text(
base_layer,
"sigma = 20, cool tint",
{72, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{30, 35, 50, 255},
)
draw.text(
base_layer,
"sigma = 6, warm tint",
{432, 90},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 40, 20, 255},
)
// Post-bracket verification: a white stripe drawn AFTER `end_backdrop` in the same
// layer. Should render ON TOP of both panels because the backdrop scope (and its
// composite output) is now closed; any non-backdrop draw on this layer composites
// with LOAD on top of whatever the bracket left in source_texture.
draw.rectangle(base_layer, {WINDOW_W * 0.5 - 4, 70, 8, 160}, draw.Color{255, 255, 255, 230})
//----- Zone 2: second layer with its own backdrop --------------------------------
// Zone 2's panel is in a NEW layer. Its bracket samples source_texture as it stands
// after the base layer fully finished (including the base layer's bracket V-composite
// output). So this panel sees Zone 1's frosted panels through its own blur.
zone2 := draw.new_layer(base_layer, {0, 280, WINDOW_W * 0.55, WINDOW_H - 280})
// Pass A content for zone2: a translucent darker overlay to make the panel pop.
draw.rectangle(zone2, {20, 300, WINDOW_W * 0.55 - 40, WINDOW_H - 320}, draw.Color{0, 0, 0, 80})
// Animated diagonal stripe in Zone 2 so the blur in this layer's panel has motion to
// smooth, not just the static base-layer content.
stripe_y := 320 + (math.sin(t * 0.05) * 0.5 + 0.5) * 200
draw.rectangle(zone2, {30, stripe_y, WINDOW_W * 0.55 - 60, 18}, draw.Color{255, 100, 200, 200})
// Zone 2's frosted panel. Single-panel scope; `backdrop_scope` keeps the begin/end
// pair tied to the block.
{
draw.backdrop_scope(zone2)
draw.backdrop_blur(
zone2,
{60, 360, WINDOW_W * 0.55 - 120, 160},
gaussian_sigma = 10,
tint = draw.WHITE, // pure blur (white tint with any alpha is a no-op)
radii = draw.Rectangle_Radii{24, 24, 24, 24},
)
}
draw.text(
zone2,
"Layer 2 backdrop",
{72, 372},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{30, 30, 30, 255},
)
draw.text(
zone2,
"sigma = 10",
{72, 392},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 60, 60, 255},
)
//----- Zone 3: edge cases (back in base layer would also work, but we use zone2 to keep --------
// the demo's two-layer structure simple). Zone 3 lives in a third layer so it gets
// a fresh source snapshot too.
zone3 := draw.new_layer(zone2, {WINDOW_W * 0.55, 280, WINDOW_W * 0.45, WINDOW_H - 280})
// Animated background patch for Zone 3 so its mirror panel has something to reflect.
for i in 0 ..< 4 {
phase := f32(i) * 1.5 + t * 0.06
y := 310 + f32(i) * 60 + math.sin(phase) * 8
draw.rectangle(
zone3,
{WINDOW_W * 0.55 + 20, y, WINDOW_W * 0.45 - 40, 14},
draw.Color {
u8(clamp(200 + math.cos(phase) * 50, 0, 255)),
u8(clamp(150 + math.sin(phase) * 80, 0, 255)),
u8(clamp(220 - math.cos(phase * 1.7) * 60, 0, 255)),
255,
},
)
}
// All three Zone 3 backdrops share one scope. The sigma=0 mirror, then the two
// contiguous sigma=8 panels. The sigma=8 pair stays contiguous in the sub-batch list,
// so `append_or_extend_sub_batch` still coalesces them into a single instanced
// composite draw — scope boundaries don't affect coalescing, only kind/sigma identity.
{
draw.backdrop_scope(zone3)
// Edge case 1: sigma = 0 "mirror" — sharp framebuffer sample, no blur. Should reproduce
// the underlying pixels exactly through the SDF mask. Tinted slightly so it's visible.
draw.backdrop_blur(
zone3,
{WINDOW_W * 0.55 + 30, 310, 150, 70},
gaussian_sigma = 0,
tint = draw.WHITE, // pure mirror (no blur, no tint)
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
// Edge case 2: two same-sigma panels submitted contiguously. The sub-batch coalescer
// should merge these into a single instanced V-composite draw. Visually, both should
// look identical (modulo position) — same blur radius, same tint.
draw.backdrop_blur(
zone3,
{WINDOW_W * 0.55 + 30, 400, 150, 70},
gaussian_sigma = 8,
tint = draw.Color{160, 255, 160, 200}, // green tint, strong mix
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
draw.backdrop_blur(
zone3,
{WINDOW_W * 0.55 + 200, 400, 150, 70},
gaussian_sigma = 8,
tint = draw.Color{160, 255, 160, 200}, // identical: tests sub-batch coalescing
radii = draw.Rectangle_Radii{12, 12, 12, 12},
)
}
// Edge case 3: text drawn AFTER `end_backdrop` in the same layer. Composites on top of
// the bracket's V-composite output and should appear sharply over the green panels.
draw.text(
zone3,
"sigma=0 (mirror)",
{WINDOW_W * 0.55 + 38, 318},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{20, 20, 20, 255},
)
draw.text(
zone3,
"sigma=8 (coalesced pair)",
{WINDOW_W * 0.55 + 38, 408},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{20, 40, 20, 255},
)
draw.text(
zone3,
"Post-scope text overlay",
{WINDOW_W * 0.55 + 38, 480},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window, draw.Color{15, 15, 22, 255})
}
}
// Backdrop diagnostic example.
//
// Minimal isolation harness for debugging the blur. ONE panel, ONE sigma, NO animation. The
// fixed background gives the eye a stable reference: the blur should smooth a *known* set of
// hard edges, and any artifacts (crisp circles, ghost mirrors, no apparent change with sigma)
// stand out clearly.
//
// Controls:
// UP / DOWN arrow : adjust sigma by ±1
// LEFT / RIGHT arrow : adjust sigma by ±5
// SPACE : reset to sigma=10
// T : toggle the test rectangle on top of the panel
//
// Sigma is printed to the title bar so you can correlate visual behavior with the numeric
// value as you adjust it.
gaussian_blur_debug :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Backdrop debug", 800, 600, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
defer draw.destroy(gpu)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
WINDOW_W :: f32(800)
WINDOW_H :: f32(600)
FONT_SIZE :: u16(14)
sigma: f32 = 10
show_test_rect := true
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
if ev.type == .KEY_DOWN {
#partial switch ev.key.scancode {
case .UP: sigma += 1
case .DOWN: sigma = max(sigma - 1, 0)
case .RIGHT: sigma += 5
case .LEFT: sigma = max(sigma - 5, 0)
case .SPACE: sigma = 10
case .T: show_test_rect = !show_test_rect
}
}
}
// Update title with current sigma so we can correlate visuals to numbers.
title := fmt.ctprintf("Backdrop debug | sigma = %.1f", sigma)
sdl.SetWindowTitle(window, title)
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
// Background: deliberately high-contrast static content. The eye can verify whether
// hard edges (the black grid lines, the crisp circles, the fine vertical bars) get
// smoothed by the panel. NOTHING animates here — every difference between frames is
// caused by user input (sigma change), not by the demo itself.
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{255, 255, 255, 255})
// Black grid: 8x6 cells with thin lines. Each grid cell is 100x100 logical px.
for x: f32 = 0; x <= WINDOW_W; x += 100 {
draw.rectangle(base_layer, {x - 1, 0, 2, WINDOW_H}, draw.BLACK)
}
for y: f32 = 0; y <= WINDOW_H; y += 100 {
draw.rectangle(base_layer, {0, y - 1, WINDOW_W, 2}, draw.BLACK)
}
// A row of small bright circles across the middle. Their crisp edges are the most
// sensitive blur indicator.
for i in 0 ..< 8 {
cx := f32(i) * 100 + 50
color := draw.Color{u8((i * 32) & 0xff), u8((i * 64) & 0xff), u8(255 - (i * 32) & 0xff), 255}
draw.circle(base_layer, {cx, 350}, 25, color)
}
// Vertical fine-detail stripes on the left edge. At any meaningful sigma these should
// merge into a flat color through the panel.
for i in 0 ..< 20 {
x := 30 + f32(i) * 6
color := draw.RED if i % 2 == 0 else draw.BLUE
draw.rectangle(base_layer, {x, 200, 4, 200}, color)
}
// THE PANEL UNDER TEST. Square, centered, large enough to cover multiple grid cells and
// the circle row. Square shape makes any horizontal-vs-vertical asymmetry purely
// renderer-driven (geometry can't introduce it).
//
// Uses the explicit begin/end form (instead of `backdrop_scope`) to exercise the
// alternative API surface in the diagnostic harness.
panel := draw.Rectangle{250, 150, 300, 300}
draw.begin_backdrop(base_layer)
draw.backdrop_blur(
base_layer,
panel,
gaussian_sigma = sigma,
tint = draw.WHITE,
radii = draw.Rectangle_Radii{20, 20, 20, 20},
)
draw.end_backdrop(base_layer)
// Post-scope test: a bright rectangle drawn AFTER `end_backdrop` in the same layer.
// Should always render on top of the panel. If the panel ever shows a "ghost" of this
// rect inside its blur, the V-composite is sampling the wrong texture state.
if show_test_rect {
draw.rectangle(base_layer, {380, 280, 40, 40}, draw.Color{0, 200, 0, 255})
}
// Sigma label at the bottom in giant text so you can read it from across the room.
draw.text(
base_layer,
fmt.tprintf("sigma = %.1f", sigma),
{20, WINDOW_H - 40},
PLEX_SANS_REGULAR,
28,
color = draw.BLACK,
)
draw.text(
base_layer,
"UP/DOWN ±1 LEFT/RIGHT ±5 SPACE reset T toggle test rect",
{20, WINDOW_H - 70},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.Color{60, 60, 60, 255},
)
draw.end(gpu, window, draw.Color{255, 255, 255, 255})
}
}
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package examples
import "core:fmt"
import "core:log"
import "core:mem"
import "core:os"
EX_HELLOPE_SHAPES :: "hellope-shapes"
EX_HELLOPE_TEXT :: "hellope-text"
EX_HELLOPE_CLAY :: "hellope-clay"
EX_HELLOPE_CUSTOM :: "hellope-custom"
EX_TEXTURES :: "textures"
EX_GAUSSIAN_BLUR :: "gaussian-blur"
EX_GAUSSIAN_BLUR_DEBUG :: "gaussian-blur-debug"
AVAILABLE_EXAMPLES_MSG ::
"Available examples: " +
EX_HELLOPE_SHAPES +
", " +
EX_HELLOPE_TEXT +
", " +
EX_HELLOPE_CLAY +
", " +
EX_HELLOPE_CUSTOM +
", " +
EX_TEXTURES +
", " +
EX_GAUSSIAN_BLUR +
", " +
EX_GAUSSIAN_BLUR_DEBUG
main :: proc() {
//----- General setup ----------------------------------
// Temp
track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
// Default
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
// Log a warning about any memory that was not freed by the end of the program.
// This could be fine for some global state or it could be a memory leak.
defer {
// Temp allocator
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - temp allocator: ===\n", len(track_temp.bad_free_array))
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
mem.tracking_allocator_destroy(&track_temp)
}
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - main allocator: ===\n", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - main allocator: ===\n", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger)
args := os.args
if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
os.exit(1)
}
switch args[1] {
case EX_HELLOPE_CLAY: hellope_clay()
case EX_HELLOPE_CUSTOM: hellope_custom()
case EX_HELLOPE_SHAPES: hellope_shapes()
case EX_HELLOPE_TEXT: hellope_text()
case EX_TEXTURES: textures()
case EX_GAUSSIAN_BLUR: gaussian_blur()
case EX_GAUSSIAN_BLUR_DEBUG: gaussian_blur_debug()
case:
fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
os.exit(1)
}
}
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package examples
import "core:math"
import "core:os"
import sdl "vendor:sdl3"
import "../../draw"
import "../../draw/tess"
import "../../vendor/clay"
import cyber "../cybersteel"
PLEX_SANS_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten
hellope_shapes :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
spin_angle: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
base_layer := draw.begin({width = 500, height = 500})
// Background
draw.rectangle(base_layer, {0, 0, 500, 500}, draw.Color{40, 40, 40, 255})
// ----- Shapes without rotation (existing demo) -----
draw.rectangle(
base_layer,
{20, 20, 200, 120},
draw.Color{80, 120, 200, 255},
outline_color = draw.WHITE,
outline_width = 2,
radii = {top_right = 15, top_left = 5},
)
red_rect_raddi := draw.uniform_radii({240, 20, 240, 120}, 0.3)
red_rect_raddi.bottom_left = 0
draw.rectangle(base_layer, {240, 20, 240, 120}, draw.Color{200, 80, 80, 255}, radii = red_rect_raddi)
draw.rectangle(
base_layer,
{20, 160, 460, 60},
draw.Linear_Gradient{start_color = {255, 0, 0, 255}, end_color = {0, 0, 255, 255}, angle = 0},
)
// ----- Rotation demos -----
// Rectangle rotating around its center
rect := draw.Rectangle{100, 320, 80, 50}
draw.rectangle(
base_layer,
rect,
draw.Color{100, 200, 100, 255},
outline_color = draw.WHITE,
outline_width = 2,
origin = draw.center_of(rect),
rotation = spin_angle,
feather_px = 1,
)
// Rounded rectangle rotating around its center
rrect := draw.Rectangle{230, 300, 100, 80}
draw.rectangle(
base_layer,
rrect,
draw.Color{200, 100, 200, 255},
radii = draw.uniform_radii(rrect, 0.4),
origin = draw.center_of(rrect),
rotation = spin_angle,
)
// Ellipse rotating around its center (tilted ellipse)
draw.ellipse(base_layer, {410, 340}, 50, 30, draw.Color{255, 200, 50, 255}, rotation = spin_angle)
// Circle orbiting a point (moon orbiting planet)
// Convention B: center = pivot point (planet), origin = offset from moon center to pivot.
// Moon's visual center at rotation=0: planet_pos - origin = (100, 450) - (0, 40) = (100, 410).
planet_pos := draw.Vec2{100, 450}
draw.circle(base_layer, planet_pos, 8, draw.Color{200, 200, 200, 255}) // planet (stationary)
draw.circle(
base_layer,
planet_pos,
5,
draw.Color{100, 150, 255, 255},
origin = draw.Vec2{0, 40},
rotation = spin_angle,
) // moon orbiting
// Sector (pie slice) rotating in place
draw.ring(
base_layer,
draw.Vec2{250, 450},
0,
30,
draw.Color{100, 100, 220, 255},
start_angle = 0,
end_angle = 270,
rotation = spin_angle,
)
// Triangle rotating around its center
tv1 := draw.Vec2{350, 420}
tv2 := draw.Vec2{420, 480}
tv3 := draw.Vec2{340, 480}
tess.triangle_aa(
base_layer,
tv1,
tv2,
tv3,
{220, 180, 60, 255},
origin = draw.center_of(tv1, tv2, tv3),
rotation = spin_angle,
)
// Polygon rotating around its center (already had rotation; now with origin for orbit)
draw.polygon(
base_layer,
{460, 450},
6,
30,
draw.Color{180, 100, 220, 255},
outline_color = draw.WHITE,
outline_width = 2,
rotation = spin_angle,
)
draw.end(gpu, window)
}
}
hellope_text :: proc() {
HELLOPE_ID :: 1
ROTATING_SENTENCE_ID :: 2
MEASURED_ID :: 3
CORNER_SPIN_ID :: 4
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 600, 600, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
FONT_SIZE :: u16(24)
spin_angle: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 0.5
base_layer := draw.begin({width = 600, height = 600})
// ----- Text API demos -----
// Cached text with id — TTF_Text reused across frames (good for text-heavy apps)
draw.text(
base_layer,
"Hellope!",
{300, 80},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
origin = draw.center_of("Hellope!", PLEX_SANS_REGULAR, FONT_SIZE),
id = HELLOPE_ID,
)
// Rotating sentence — verifies multi-word text rotation around center
draw.text(
base_layer,
"Hellope World!",
{300, 250},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = {255, 200, 50, 255},
origin = draw.center_of("Hellope World!", PLEX_SANS_REGULAR, FONT_SIZE),
rotation = spin_angle,
id = ROTATING_SENTENCE_ID,
)
// Uncached text (no id) — created and destroyed each frame, simplest usage
draw.text(base_layer, "Top-left anchored", {20, 450}, PLEX_SANS_REGULAR, FONT_SIZE, color = draw.WHITE)
// Measure text for manual layout
size := draw.measure_text("Measured!", PLEX_SANS_REGULAR, FONT_SIZE)
draw.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, draw.Color{60, 60, 60, 200})
draw.text(
base_layer,
"Measured!",
{300, 380},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
origin = draw.top_of("Measured!", PLEX_SANS_REGULAR, FONT_SIZE),
id = MEASURED_ID,
)
// Rotating text anchored at top-left (no origin offset) — spins around top-left corner
draw.text(
base_layer,
"Corner spin",
{150, 530},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = {100, 200, 255, 255},
rotation = spin_angle,
id = CORNER_SPIN_ID,
)
draw.end(gpu, window, draw.Color{127, 127, 127, 255})
}
}
hellope_clay :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope!", 500, 500, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
text_config := clay.TextElementConfig {
fontId = PLEX_SANS_REGULAR,
fontSize = 36,
textColor = {255, 255, 255, 255},
}
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
base_layer := draw.begin({width = 500, height = 500})
clay.SetLayoutDimensions({width = base_layer.bounds.width, height = base_layer.bounds.height})
clay.BeginLayout()
if clay.UI()(
{
id = clay.ID("outer"),
layout = {
sizing = {clay.SizingGrow({}), clay.SizingGrow({})},
childAlignment = {x = .Center, y = .Center},
},
backgroundColor = {127, 127, 127, 255},
},
) {
clay.Text("Hellope!", &text_config)
}
clay_batch := draw.ClayBatch {
bounds = base_layer.bounds,
cmds = clay.EndLayout(),
}
draw.prepare_clay_batch(base_layer, &clay_batch, {0, 0})
draw.end(gpu, window)
}
}
hellope_custom :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Hellope Custom!", 600, 400, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
text_config := clay.TextElementConfig {
fontId = PLEX_SANS_REGULAR,
fontSize = 24,
textColor = {255, 255, 255, 255},
}
gauge := Gauge {
value = 0.73,
color = {50, 200, 100, 255},
}
gauge2 := Gauge {
value = 0.45,
color = {200, 100, 50, 255},
}
spin_angle: f32 = 0
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
gauge.value = (math.sin(spin_angle * 0.02) + 1) * 0.5
gauge2.value = (math.cos(spin_angle * 0.03) + 1) * 0.5
base_layer := draw.begin({width = 600, height = 400})
clay.SetLayoutDimensions({width = base_layer.bounds.width, height = base_layer.bounds.height})
clay.BeginLayout()
if clay.UI()(
{
id = clay.ID("outer"),
layout = {
sizing = {clay.SizingGrow({}), clay.SizingGrow({})},
childAlignment = {x = .Center, y = .Center},
layoutDirection = .TopToBottom,
childGap = 20,
},
backgroundColor = {50, 50, 50, 255},
},
) {
if clay.UI()({id = clay.ID("title"), layout = {sizing = {clay.SizingFit({}), clay.SizingFit({})}}}) {
clay.Text("Custom Draw Demo", &text_config)
}
if clay.UI()(
{
id = clay.ID("gauge"),
layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
custom = {customData = &gauge},
backgroundColor = {80, 80, 80, 255},
},
) {}
if clay.UI()(
{
id = clay.ID("gauge2"),
layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
custom = {customData = &gauge2},
backgroundColor = {80, 80, 80, 255},
},
) {}
}
clay_batch := draw.ClayBatch {
bounds = base_layer.bounds,
cmds = clay.EndLayout(),
}
draw.prepare_clay_batch(base_layer, &clay_batch, {0, 0}, custom_draw = draw_custom)
draw.end(gpu, window)
}
Gauge :: struct {
value: f32,
color: draw.Color,
}
draw_custom :: proc(layer: ^draw.Layer, bounds: draw.Rectangle, render_data: clay.CustomRenderData) {
gauge := cast(^Gauge)render_data.customData
border_width: f32 = 2
draw.rectangle(
layer,
bounds,
draw.color_from_clay(render_data.backgroundColor),
outline_color = draw.WHITE,
outline_width = border_width,
)
fill := draw.Rectangle {
x = bounds.x,
y = bounds.y,
width = bounds.width * gauge.value,
height = bounds.height,
}
draw.rectangle(layer, fill, gauge.color)
}
}
+410
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package examples
import "core:os"
import sdl "vendor:sdl3"
import "../../draw"
import "../../draw/draw_qr"
import cyber "../cybersteel"
textures :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Textures", 800, 750, {.HIGH_PIXEL_DENSITY})
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
if !draw.init(gpu, window) do os.exit(1)
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
FONT_SIZE :: u16(14)
LABEL_OFFSET :: f32(8) // gap between item and its label
//----- Texture registration ----------------------------------
checker_size :: 8
checker_pixels: [checker_size * checker_size * 4]u8
for y in 0 ..< checker_size {
for x in 0 ..< checker_size {
i := (y * checker_size + x) * 4
is_dark := ((x + y) % 2) == 0
val: u8 = 40 if is_dark else 220
checker_pixels[i + 0] = val // R
checker_pixels[i + 1] = val / 2 // G — slight color tint
checker_pixels[i + 2] = val // B
checker_pixels[i + 3] = 255 // A
}
}
checker_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = checker_size,
height = checker_size,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
checker_pixels[:],
)
defer draw.unregister_texture(checker_texture)
stripe_w :: 16
stripe_h :: 8
stripe_pixels: [stripe_w * stripe_h * 4]u8
for y in 0 ..< stripe_h {
for x in 0 ..< stripe_w {
i := (y * stripe_w + x) * 4
stripe_pixels[i + 0] = u8(x * 255 / (stripe_w - 1)) // R gradient left→right
stripe_pixels[i + 1] = u8(y * 255 / (stripe_h - 1)) // G gradient top→bottom
stripe_pixels[i + 2] = 128 // B constant
stripe_pixels[i + 3] = 255 // A
}
}
stripe_texture, _ := draw.register_texture(
draw.Texture_Desc {
width = stripe_w,
height = stripe_h,
depth_or_layers = 1,
type = .D2,
format = .R8G8B8A8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
},
stripe_pixels[:],
)
defer draw.unregister_texture(stripe_texture)
qr_texture, _ := draw_qr.register_texture_from("https://x.com/miiilato/status/1880241066471051443")
defer draw.unregister_texture(qr_texture)
spin_angle: f32 = 0
//----- Draw loop ----------------------------------
for {
defer free_all(context.temp_allocator)
ev: sdl.Event
for sdl.PollEvent(&ev) {
if ev.type == .QUIT do return
}
spin_angle += 1
base_layer := draw.begin({width = 800, height = 750})
// Background
draw.rectangle(base_layer, {0, 0, 800, 750}, draw.Color{30, 30, 30, 255})
//----- Row 1: Sampler presets (y=30) ----------------------------------
ROW1_Y :: f32(30)
ITEM_SIZE :: f32(120)
COL1 :: f32(30)
COL2 :: f32(180)
COL3 :: f32(330)
COL4 :: f32(480)
// Nearest (sharp pixel edges)
draw.rectangle(
base_layer,
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
)
draw.text(
base_layer,
"Nearest",
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Linear (bilinear blur)
draw.rectangle(
base_layer,
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Linear_Clamp,
},
)
draw.text(
base_layer,
"Linear",
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Tiled (4x repeat)
draw.rectangle(
base_layer,
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 4, 4},
sampler = .Nearest_Repeat,
},
)
draw.text(
base_layer,
"Tiled 4x",
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 2: Sampler presets (y=190) ----------------------------------
ROW2_Y :: f32(190)
// QR code (RGBA texture with baked colors, nearest sampling)
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
draw.rectangle(
base_layer,
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
)
draw.text(
base_layer,
"QR Code",
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rounded corners
draw.rectangle(
base_layer,
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
)
draw.text(
base_layer,
"Rounded",
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rotating
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
draw.rectangle(
base_layer,
rot_rect,
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
origin = draw.center_of(rot_rect),
rotation = spin_angle,
)
draw.text(
base_layer,
"Rotating",
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 3: Fit modes + Per-corner radii (y=360) ----------------------------------
ROW3_Y :: f32(360)
FIT_SIZE :: f32(120) // square target rect
// Stretch
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // bg
draw.rectangle(
base_layer,
inner_s,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_s, sampler = sampler_s},
)
draw.text(
base_layer,
"Stretch",
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fill (center-crop)
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255})
draw.rectangle(
base_layer,
inner_f,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_f, sampler = sampler_f},
)
draw.text(
base_layer,
"Fill",
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Fit (letterbox)
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // visible margin bg
draw.rectangle(
base_layer,
inner_ft,
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_ft, sampler = sampler_ft},
)
draw.text(
base_layer,
"Fit",
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Per-corner radii
draw.rectangle(
base_layer,
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
},
radii = {20, 0, 20, 0},
)
draw.text(
base_layer,
"Per-corner",
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
//----- Row 4: Textured shapes (y=520) ----------------------------------
ROW4_Y :: f32(520)
SHAPE_SIZE :: f32(80)
SHAPE_GAP :: f32(30)
SHAPE_COL1 :: f32(30)
SHAPE_COL2 :: SHAPE_COL1 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL3 :: SHAPE_COL2 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL4 :: SHAPE_COL3 + SHAPE_SIZE + SHAPE_GAP
SHAPE_COL5 :: SHAPE_COL4 + SHAPE_SIZE + SHAPE_GAP
checker_fill := draw.Texture_Fill {
id = checker_texture,
tint = draw.WHITE,
uv_rect = {0, 0, 1, 1},
sampler = .Nearest_Clamp,
}
// Textured circle
draw.circle(
base_layer,
{SHAPE_COL1 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Circle",
{SHAPE_COL1, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured ellipse
draw.ellipse(
base_layer,
{SHAPE_COL2 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 2,
SHAPE_SIZE / 3,
checker_fill,
)
draw.text(
base_layer,
"Ellipse",
{SHAPE_COL2, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured polygon (hexagon)
draw.polygon(
base_layer,
{SHAPE_COL3 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
6,
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Polygon",
{SHAPE_COL3, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured ring
draw.ring(
base_layer,
{SHAPE_COL4 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
SHAPE_SIZE / 4,
SHAPE_SIZE / 2,
checker_fill,
)
draw.text(
base_layer,
"Ring",
{SHAPE_COL4, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Textured line (capsule)
draw.line(
base_layer,
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE / 2},
{SHAPE_COL5 + SHAPE_SIZE, ROW4_Y + SHAPE_SIZE / 2},
checker_fill,
thickness = 20,
)
draw.text(
base_layer,
"Line",
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
PLEX_SANS_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window)
}
}
@@ -0,0 +1,118 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms
{
float2 inv_working_size;
uint pair_count;
uint mode;
float2 direction;
float inv_downsample_factor;
float _pad0;
float4 kernel0[32];
};
struct main0_out
{
float4 out_color [[color(0)]];
};
struct main0_in
{
float2 p_local [[user(locn0)]];
float4 f_color [[user(locn1)]];
float2 f_half_size [[user(locn2), flat]];
float4 f_radii [[user(locn3), flat]];
float f_half_feather [[user(locn4), flat]];
};
static inline __attribute__((always_inline))
float3 blur_sample(thread const float2& uv, constant Uniforms& _108, texture2d<float> blur_input_tex, sampler blur_input_texSmplr)
{
float3 color = blur_input_tex.sample(blur_input_texSmplr, uv).xyz * _108.kernel0[0].x;
float2 axis_step = _108.direction * _108.inv_working_size;
for (uint i = 1u; i < _108.pair_count; i++)
{
float w = _108.kernel0[i].x;
float off = _108.kernel0[i].y;
float2 step_uv = axis_step * off;
color += (blur_input_tex.sample(blur_input_texSmplr, (uv - step_uv)).xyz * w);
color += (blur_input_tex.sample(blur_input_texSmplr, (uv + step_uv)).xyz * w);
}
return color;
}
static inline __attribute__((always_inline))
float sdRoundedBox(thread const float2& p, thread const float2& b, thread const float4& r)
{
float2 _36;
if (p.x > 0.0)
{
_36 = r.xy;
}
else
{
_36 = r.zw;
}
float2 rxy = _36;
float _50;
if (p.y > 0.0)
{
_50 = rxy.x;
}
else
{
_50 = rxy.y;
}
float rr = _50;
float2 q = abs(p) - b;
if (rr == 0.0)
{
return fast::max(q.x, q.y);
}
q += float2(rr);
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - rr;
}
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& h)
{
return 1.0 - smoothstep(-h, h, d);
}
fragment main0_out main0(main0_in in [[stage_in]], constant Uniforms& _108 [[buffer(0)]], texture2d<float> blur_input_tex [[texture(0)]], sampler blur_input_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
if (_108.mode == 0u)
{
float2 uv = gl_FragCoord.xy * _108.inv_working_size;
float2 param = uv;
float3 color = blur_sample(param, _108, blur_input_tex, blur_input_texSmplr);
out.out_color = float4(color, 1.0);
return out;
}
float2 param_1 = in.p_local;
float2 param_2 = in.f_half_size;
float4 param_3 = in.f_radii;
float d = sdRoundedBox(param_1, param_2, param_3);
if (d > in.f_half_feather)
{
discard_fragment();
}
float grad_magnitude = fast::max(fwidth(d), 9.9999999747524270787835121154785e-07);
float d_n = d / grad_magnitude;
float h_n = in.f_half_feather / grad_magnitude;
float2 uv_1 = (gl_FragCoord.xy * _108.inv_downsample_factor) * _108.inv_working_size;
float3 color_1 = blur_input_tex.sample(blur_input_texSmplr, uv_1).xyz;
float3 tinted = mix(color_1, color_1 * in.f_color.xyz, float3(in.f_color.w));
float param_4 = d_n;
float param_5 = h_n;
float coverage = sdf_alpha(param_4, param_5);
out.out_color = float4(tinted * coverage, coverage);
return out;
}
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wmissing-braces"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
template<typename T, size_t Num>
struct spvUnsafeArray
{
T elements[Num ? Num : 1];
thread T& operator [] (size_t pos) thread
{
return elements[pos];
}
constexpr const thread T& operator [] (size_t pos) const thread
{
return elements[pos];
}
device T& operator [] (size_t pos) device
{
return elements[pos];
}
constexpr const device T& operator [] (size_t pos) const device
{
return elements[pos];
}
constexpr const constant T& operator [] (size_t pos) const constant
{
return elements[pos];
}
threadgroup T& operator [] (size_t pos) threadgroup
{
return elements[pos];
}
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
{
return elements[pos];
}
};
struct Uniforms
{
float4x4 projection;
float dpi_scale;
uint mode;
float2 _pad0;
};
struct Gaussian_Blur_Primitive
{
float4 bounds;
float4 radii;
float2 half_size;
float half_feather;
uint color;
};
struct Gaussian_Blur_Primitive_1
{
float4 bounds;
float4 radii;
float2 half_size;
float half_feather;
uint color;
};
struct Gaussian_Blur_Primitives
{
Gaussian_Blur_Primitive_1 primitives[1];
};
constant spvUnsafeArray<float2, 6> _97 = spvUnsafeArray<float2, 6>({ float2(0.0), float2(1.0, 0.0), float2(0.0, 1.0), float2(0.0, 1.0), float2(1.0, 0.0), float2(1.0) });
struct main0_out
{
float2 p_local [[user(locn0)]];
float4 f_color [[user(locn1)]];
float2 f_half_size [[user(locn2)]];
float4 f_radii [[user(locn3)]];
float f_half_feather [[user(locn4)]];
float4 gl_Position [[position]];
};
vertex main0_out main0(constant Uniforms& _13 [[buffer(0)]], const device Gaussian_Blur_Primitives& _69 [[buffer(1)]], uint gl_VertexIndex [[vertex_id]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
if (_13.mode == 0u)
{
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
out.gl_Position = float4(ndc, 0.0, 1.0);
out.p_local = float2(0.0);
out.f_color = float4(0.0);
out.f_half_size = float2(0.0);
out.f_radii = float4(0.0);
out.f_half_feather = 0.0;
}
else
{
Gaussian_Blur_Primitive p;
p.bounds = _69.primitives[int(gl_InstanceIndex)].bounds;
p.radii = _69.primitives[int(gl_InstanceIndex)].radii;
p.half_size = _69.primitives[int(gl_InstanceIndex)].half_size;
p.half_feather = _69.primitives[int(gl_InstanceIndex)].half_feather;
p.color = _69.primitives[int(gl_InstanceIndex)].color;
float2 corner = _97[int(gl_VertexIndex)];
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
out.p_local = (world_pos - center) * _13.dpi_scale;
out.f_color = unpack_unorm4x8_to_float(p.color);
out.f_half_size = p.half_size;
out.f_radii = p.radii;
out.f_half_feather = p.half_feather;
out.gl_Position = _13.projection * float4(world_pos * _13.dpi_scale, 0.0, 1.0);
}
return out;
}
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms
{
float2 inv_source_size;
uint downsample_factor;
uint _pad0;
};
struct main0_out
{
float4 out_color [[color(0)]];
};
fragment main0_out main0(constant Uniforms& _18 [[buffer(0)]], texture2d<float> source_tex [[texture(0)]], sampler source_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
float2 src_block_center = gl_FragCoord.xy * float(_18.downsample_factor);
if (_18.downsample_factor == 1u)
{
float2 uv = src_block_center * _18.inv_source_size;
out.out_color = source_tex.sample(source_texSmplr, uv);
}
else
{
if (_18.downsample_factor == 2u)
{
float2 uv_1 = src_block_center * _18.inv_source_size;
out.out_color = source_tex.sample(source_texSmplr, uv_1);
}
else
{
float off = float(_18.downsample_factor) * 0.25;
float2 uv_tl = (src_block_center + float2(-off, -off)) * _18.inv_source_size;
float2 uv_tr = (src_block_center + float2(off, -off)) * _18.inv_source_size;
float2 uv_bl = (src_block_center + float2(-off, off)) * _18.inv_source_size;
float2 uv_br = (src_block_center + float2(off)) * _18.inv_source_size;
float4 c = ((source_tex.sample(source_texSmplr, uv_tl) + source_tex.sample(source_texSmplr, uv_tr)) + source_tex.sample(source_texSmplr, uv_bl)) + source_tex.sample(source_texSmplr, uv_br);
out.out_color = c * 0.25;
}
}
return out;
}
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
{
main0_out out = {};
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
out.gl_Position = float4(ndc, 0.0, 1.0);
return out;
}
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Implementation of the GLSL mod() function, which is slightly different than Metal fmod()
template<typename Tx, typename Ty>
inline Tx mod(Tx x, Ty y)
{
return x - y * floor(x / y);
}
struct main0_out
{
float4 out_color [[color(0)]];
};
struct main0_in
{
float4 f_color [[user(locn0)]];
float2 f_local_or_uv [[user(locn1)]];
float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]];
uint f_flags [[user(locn4)]];
float4 f_uv_rect [[user(locn6), flat]];
uint4 f_effects [[user(locn7)]];
};
static inline __attribute__((always_inline))
float sdRoundedBox(thread const float2& p, thread const float2& b, thread const float4& r)
{
float2 _48;
if (p.x > 0.0)
{
_48 = r.xy;
}
else
{
_48 = r.zw;
}
float2 rxy = _48;
float _62;
if (p.y > 0.0)
{
_62 = rxy.x;
}
else
{
_62 = rxy.y;
}
float rr = _62;
float2 q = abs(p) - b;
if (rr == 0.0)
{
return fast::max(q.x, q.y);
}
q += float2(rr);
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - rr;
}
static inline __attribute__((always_inline))
float sdRegularPolygon(thread const float2& p, thread const float& r, thread const float& n)
{
float an = 3.1415927410125732421875 / n;
float bn = mod(precise::atan2(p.y, p.x), 2.0 * an) - an;
return (length(p) * cos(bn)) - r;
}
static inline __attribute__((always_inline))
float sdEllipseApprox(thread const float2& p, thread const float2& ab)
{
float k0 = length(p / ab);
float k1 = length(p / (ab * ab));
return (k0 * (k0 - 1.0)) / k1;
}
static inline __attribute__((always_inline))
float4 gradient_2color(thread const float4& start_color, thread const float4& end_color, thread const float& t)
{
return mix(start_color, end_color, float4(fast::clamp(t, 0.0, 1.0)));
}
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& h)
{
return 1.0 - smoothstep(-h, h, d);
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{
main0_out out = {};
uint kind = in.f_flags & 255u;
uint flags = (in.f_flags >> 8u) & 255u;
if (kind == 0u)
{
float4 t = tex.sample(texSmplr, in.f_local_or_uv);
float _195 = t.w;
float4 _197 = t;
float3 _199 = _197.xyz * _195;
t.x = _199.x;
t.y = _199.y;
t.z = _199.z;
out.out_color = in.f_color * t;
return out;
}
float d = 1000000015047466219876688855040.0;
float h = 0.5;
float2 half_size = in.f_params.xy;
float2 p_local = in.f_local_or_uv;
if (kind == 1u)
{
float4 corner_radii = float4(in.f_params.zw, in.f_params2.xy);
h = in.f_params2.z;
float2 param = p_local;
float2 param_1 = half_size;
float4 param_2 = corner_radii;
d = sdRoundedBox(param, param_1, param_2);
}
else
{
if (kind == 2u)
{
float radius = in.f_params.x;
float sides = in.f_params.y;
h = in.f_params.z;
float2 param_3 = p_local;
float param_4 = radius;
float param_5 = sides;
d = sdRegularPolygon(param_3, param_4, param_5);
half_size = float2(radius);
}
else
{
if (kind == 3u)
{
float2 ab = in.f_params.xy;
h = in.f_params.z;
float2 param_6 = p_local;
float2 param_7 = ab;
d = sdEllipseApprox(param_6, param_7);
half_size = ab;
}
else
{
if (kind == 4u)
{
float inner = in.f_params.x;
float outer = in.f_params.y;
float2 n_start = in.f_params.zw;
float2 n_end = in.f_params2.xy;
uint arc_bits = (flags >> 5u) & 3u;
h = in.f_params2.z;
float r = length(p_local);
d = fast::max(inner - r, r - outer);
if (arc_bits != 0u)
{
float d_start = dot(p_local, n_start);
float d_end = dot(p_local, n_end);
float _338;
if (arc_bits == 1u)
{
_338 = fast::max(d_start, d_end);
}
else
{
_338 = fast::min(d_start, d_end);
}
float d_wedge = _338;
d = fast::max(d, d_wedge);
}
half_size = float2(outer);
}
}
}
}
float grad_magnitude = fast::max(fwidth(d), 9.9999999747524270787835121154785e-07);
d /= grad_magnitude;
h /= grad_magnitude;
float4 shape_color;
if ((flags & 2u) != 0u)
{
float4 gradient_start = in.f_color;
float4 gradient_end = unpack_unorm4x8_to_float(in.f_effects.x);
if ((flags & 4u) != 0u)
{
float t_1 = length(p_local / half_size);
float4 param_8 = gradient_start;
float4 param_9 = gradient_end;
float param_10 = t_1;
shape_color = gradient_2color(param_8, param_9, param_10);
}
else
{
float2 direction = float2(as_type<half2>(in.f_effects.z));
float t_2 = (dot(p_local / half_size, direction) * 0.5) + 0.5;
float4 param_11 = gradient_start;
float4 param_12 = gradient_end;
float param_13 = t_2;
shape_color = gradient_2color(param_11, param_12, param_13);
}
}
else
{
if ((flags & 1u) != 0u)
{
float4 uv_rect = in.f_uv_rect;
float2 local_uv = ((p_local / half_size) * 0.5) + float2(0.5);
float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
shape_color = in.f_color * tex.sample(texSmplr, uv);
}
else
{
shape_color = in.f_color;
}
}
if ((flags & 8u) != 0u)
{
float4 ol_color = unpack_unorm4x8_to_float(in.f_effects.y);
float ol_width = float2(as_type<half2>(in.f_effects.w)).x / grad_magnitude;
float param_14 = d;
float param_15 = h;
float fill_cov = sdf_alpha(param_14, param_15);
float param_16 = d - ol_width;
float param_17 = h;
float total_cov = sdf_alpha(param_16, param_17);
float outline_cov = fast::max(total_cov - fill_cov, 0.0);
float3 rgb_pm = ((shape_color.xyz * shape_color.w) * fill_cov) + ((ol_color.xyz * ol_color.w) * outline_cov);
float alpha_pm = (shape_color.w * fill_cov) + (ol_color.w * outline_cov);
out.out_color = float4(rgb_pm, alpha_pm);
}
else
{
float param_18 = d;
float param_19 = h;
float alpha = sdf_alpha(param_18, param_19);
out.out_color = float4((shape_color.xyz * shape_color.w) * alpha, shape_color.w * alpha);
}
return out;
}
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms
{
float4x4 projection;
float dpi_scale;
uint mode;
};
struct Core_2D_Primitive
{
float4 bounds;
uint color;
uint flags;
uint rotation_sc;
float _pad;
float4 params;
float4 params2;
float4 uv_rect;
uint4 effects;
};
struct Core_2D_Primitive_1
{
float4 bounds;
uint color;
uint flags;
uint rotation_sc;
float _pad;
float4 params;
float4 params2;
float4 uv_rect;
uint4 effects;
};
struct Core_2D_Primitives
{
Core_2D_Primitive_1 primitives[1];
};
struct main0_out
{
float4 f_color [[user(locn0)]];
float2 f_local_or_uv [[user(locn1)]];
float4 f_params [[user(locn2)]];
float4 f_params2 [[user(locn3)]];
uint f_flags [[user(locn4)]];
float4 f_uv_rect [[user(locn6)]];
uint4 f_effects [[user(locn7)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float2 v_position [[attribute(0)]];
float2 v_uv [[attribute(1)]];
float4 v_color [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Core_2D_Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
if (_12.mode == 0u)
{
out.f_color = in.v_color;
out.f_local_or_uv = in.v_uv;
out.f_params = float4(0.0);
out.f_params2 = float4(0.0);
out.f_flags = 0u;
out.f_uv_rect = float4(0.0);
out.f_effects = uint4(0u);
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
}
else
{
Core_2D_Primitive p;
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
p.color = _75.primitives[int(gl_InstanceIndex)].color;
p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
p.rotation_sc = _75.primitives[int(gl_InstanceIndex)].rotation_sc;
p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
p.params = _75.primitives[int(gl_InstanceIndex)].params;
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
p.uv_rect = _75.primitives[int(gl_InstanceIndex)].uv_rect;
p.effects = _75.primitives[int(gl_InstanceIndex)].effects;
float2 corner = in.v_position;
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
float2 local = (world_pos - center) * _12.dpi_scale;
uint flags = (p.flags >> 8u) & 255u;
if ((flags & 16u) != 0u)
{
float2 sc = float2(as_type<half2>(p.rotation_sc));
local = float2((sc.y * local.x) + (sc.x * local.y), ((-sc.x) * local.x) + (sc.y * local.y));
}
out.f_color = unpack_unorm4x8_to_float(p.color);
out.f_local_or_uv = local;
out.f_params = p.params;
out.f_params2 = p.params2;
out.f_flags = p.flags;
out.f_uv_rect = p.uv_rect;
out.f_effects = p.effects;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
}
return out;
}
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#version 450 core
// Unified backdrop blur fragment shader.
// Handles both the 1D separable blur passes (mode 0, used for BOTH the H-pass and V-pass;
// `direction` picks the axis) and the composite pass (mode 1, reads the fully-blurred
// working texture, masks via RRect SDF, applies tint, and writes to source_texture with
// premultiplied-over blending). Working textures are sized at the full swapchain resolution;
// downsampled content occupies only a sub-rect at downsample factor > 1 (set via viewport).
//
// The composite blends with source_texture via the standard premultiplied-over blend state
// (ONE, ONE_MINUS_SRC_ALPHA).
//
// Backdrop primitives are tint-only — there is no outline. A specialized edge effect
// (e.g. liquid-glass-style refraction outlines) would be implemented as a dedicated
// primitive type with its own pipeline.
//
// Two modes, structurally distinct:
//
// Mode 0: 1D separable blur. Used for BOTH the H-pass and V-pass; `direction` (set in the
// per-pass uniforms) picks (1,0) for H or (0,1) for V. Reads the previous working-
// res texture and writes the next working-res texture. Fullscreen-triangle vertex
// output; gl_FragCoord.xy is in working-res target pixel space; UV =
// gl_FragCoord.xy * inv_working_size.
//
// Mode 1: composite. Reads the fully-blurred working-res texture, applies the SDF mask and
// tint, writes to source_texture. Instanced unit-quad vertex output covering the
// per-primitive bounds; gl_FragCoord.xy is in the full-resolution render target;
// UV into the blurred working texture =
// (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size.
// No kernel is applied here — the blur is already complete.
//
// V-blur is run as its own working→working pass rather than folded into the composite. The
// folded variant produced a horizontal-vs-vertical asymmetry artifact: when V-blur sampled
// the H-blur output through the bilinear-upsample/SDF-mask/tint pipeline in one shader
// invocation, horizontal source features ended up looking sharper than vertical ones.
// Matching V's structure exactly to H's restores symmetry.
const uint MAX_KERNEL_PAIRS = 32;
// --- Inputs from vertex shader ---
layout(location = 0) in vec2 p_local;
layout(location = 1) in mediump vec4 f_color;
layout(location = 2) flat in vec2 f_half_size;
layout(location = 3) flat in vec4 f_radii;
layout(location = 4) flat in float f_half_feather;
// --- Output ---
layout(location = 0) out vec4 out_color;
// --- Sampler ---
// Mode 0: bound to downsample_texture. Mode 1: bound to h_blur_texture.
layout(set = 2, binding = 0) uniform sampler2D blur_input_tex;
// --- Uniforms (set 3) ---
// Per-bracket-substage. `mode` matches the vertex shader's mode (0 = H, 1 = V).
// `direction` selects the kernel axis for blur offsets.
// `kernel` holds the per-sigma weight/offset pairs computed CPU-side using the
// linear-sampling pair adjustment (RAD/Rákos).
layout(set = 3, binding = 0) uniform Uniforms {
vec2 inv_working_size; // 1.0 / working-resolution texture dimensions
uint pair_count; // number of (weight, offset) pairs; pair[0] is the center
uint mode; // 0 = H-blur, 1 = V-composite
vec2 direction; // (1,0) for H, (0,1) for V — multiplied into the kernel offset
float inv_downsample_factor; // 1.0 / downsample_factor (mode 1 only; mode 0 ignores)
float _pad0;
vec4 kernel[MAX_KERNEL_PAIRS]; // .x = weight (paired-sum for idx>0), .y = offset (texels)
};
// ---------------------------------------------------------------------------------------------------------------------
// ----- SDF helper --------------------
// ---------------------------------------------------------------------------------------------------------------------
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
float rr = (p.y > 0.0) ? rxy.x : rxy.y;
vec2 q = abs(p) - b;
if (rr == 0.0) {
return max(q.x, q.y);
}
q += rr;
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
float sdf_alpha(float d, float h) {
return 1.0 - smoothstep(-h, h, d);
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Blur sample loop --------------
// ---------------------------------------------------------------------------------------------------------------------
vec3 blur_sample(vec2 uv) {
vec3 color = kernel[0].x * texture(blur_input_tex, uv).rgb;
// Per-pair offset in texel space, projected onto the active axis.
vec2 axis_step = direction * inv_working_size;
for (uint i = 1u; i < pair_count; i += 1u) {
float w = kernel[i].x;
float off = kernel[i].y;
vec2 step_uv = off * axis_step;
color += w * texture(blur_input_tex, uv - step_uv).rgb;
color += w * texture(blur_input_tex, uv + step_uv).rgb;
}
return color;
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Main --------------------------
// ---------------------------------------------------------------------------------------------------------------------
void main() {
if (mode == 0u) {
// ---- Mode 0: 1D separable blur (used for both H-pass and V-pass).
// gl_FragCoord is in working-res target pixel space; sample the previous working-res
// texture along `direction` with the kernel.
vec2 uv = gl_FragCoord.xy * inv_working_size;
vec3 color = blur_sample(uv);
out_color = vec4(color, 1.0);
return;
}
// ---- Mode 1: composite per-primitive.
// RRect SDF — early discard for fragments well outside the masked region.
float d = sdRoundedBox(p_local, f_half_size, f_radii);
if (d > f_half_feather) {
discard;
}
// fwidth-based normalization for AA (matches main pipeline approach).
float grad_magnitude = max(fwidth(d), 1e-6);
float d_n = d / grad_magnitude;
float h_n = f_half_feather / grad_magnitude;
// Sample the fully-blurred working-res texture. gl_FragCoord is full-res; convert to
// working-res UV via inv_downsample_factor. No kernel is applied — the H+V blur passes
// already produced the final blurred image; this is just an upsample + tint.
vec2 uv = (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size;
vec3 color = texture(blur_input_tex, uv).rgb;
// Tint composition: inside the masked region the panel is fully opaque — it completely
// hides the original framebuffer content, just like real frosted glass and like iOS
// UIBlurEffect / CSS backdrop-filter. f_color.rgb specifies the tint color; f_color.a
// specifies the tint *mix strength* (NOT panel opacity). At alpha=0 we see the pure
// blur; at alpha=255 we see the blur fully multiplied by the tint color.
//
// Output is premultiplied to match the ONE, ONE_MINUS_SRC_ALPHA blend state. Coverage
// (the SDF mask's edge AA) modulates only the alpha channel, never the panel-vs-source
// blend; that way edge pixels still feather correctly while mid-panel pixels stay fully
// opaque.
mediump vec3 tinted = mix(color, color * f_color.rgb, f_color.a);
mediump float coverage = sdf_alpha(d_n, h_n);
out_color = vec4(tinted * coverage, coverage);
}
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#version 450 core
// Unified backdrop blur vertex shader.
// Handles both the 1D separable blur passes (fullscreen triangle, mode 0; used for
// BOTH the H-pass and V-pass) and the composite pass (instanced unit-quad over
// Gaussian_Blur_Primitive storage buffer, mode 1) for the second PSO of the backdrop bracket.
// The first PSO (downsample) uses backdrop_fullscreen.vert.
//
// No vertex buffer for either mode. Mode 0 uses gl_VertexIndex 0..2 for a single
// fullscreen triangle; mode 1 uses gl_VertexIndex 0..5 for a unit-quad (two
// triangles, TRIANGLELIST topology) and gl_InstanceIndex to select the primitive.
//
// Mode 0 viewport+scissor are CPU-set per sigma group to the work region (union AABB
// of that group's backdrop primitives + halo, clamped to swapchain bounds). Mode 1
// renders into source_texture with the screen-space orthographic projection; the
// per-primitive bounds drive the quad in screen space.
//
// Backdrop primitives have NO rotation — backdrop sampling is in screen space, so
// a rotated mask over a stationary blur sample would look wrong.
// --- Outputs to fragment shader ---
// p_local: shape-local position in physical pixels (origin at shape center).
// Only meaningful in mode 1 (V-composite). Zero-init for mode 0.
layout(location = 0) out vec2 p_local;
// f_color: tint, unpacked from primitive.color. Only meaningful in mode 1.
layout(location = 1) out mediump vec4 f_color;
// f_half_size: RRect half extents in physical pixels (mode 1 only).
layout(location = 2) flat out vec2 f_half_size;
// f_radii: per-corner radii in physical pixels (mode 1 only).
layout(location = 3) flat out vec4 f_radii;
// f_half_feather: SDF anti-aliasing feather (mode 1 only).
layout(location = 4) flat out float f_half_feather;
// --- Uniforms (set 1) ---
// Backdrop pipeline's own uniform block — distinct from the main pipeline's
// Vertex_Uniforms_2D. `mode` selects between H-blur (0) and V-composite (1).
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
uint mode; // 0 = H-blur, 1 = V-composite
vec2 _pad0;
};
// --- Gaussian blur primitive storage buffer (set 0) ---
// 48 bytes, std430-natural layout (no implicit padding). vec4 members are
// front-loaded so their 16-byte alignment is satisfied without holes; the
// vec2 and scalar tail packs tight to land the struct at a clean 48-byte
// stride (a multiple of 16, so the array stride needs no rounding either).
// Field semantics match the CPU-side Gaussian_Blur_Primitive declared in
// levlib/draw/backdrop.odin; keep both in sync.
//
// Gaussian blur primitives are tint-only: outline is intentionally absent. Specialized
// edge effects (e.g. liquid-glass-style refraction outlines) would be a dedicated
// primitive type with its own pipeline rather than a flag bit here.
struct Gaussian_Blur_Primitive {
vec4 bounds; // 0-15: min_xy, max_xy (world-space)
vec4 radii; // 16-31: per-corner radii (physical px)
vec2 half_size; // 32-39: RRect half extents (physical px)
float half_feather; // 40-43: SDF anti-aliasing feather (physical px)
uint color; // 44-47: tint, packed RGBA u8x4
};
layout(std430, set = 0, binding = 0) readonly buffer Gaussian_Blur_Primitives {
Gaussian_Blur_Primitive primitives[];
};
void main() {
if (mode == 0u) {
// ---- Mode 0: H-blur fullscreen triangle ----
// gl_VertexIndex 0 -> ( -1, -1)
// gl_VertexIndex 1 -> ( 3, -1)
// gl_VertexIndex 2 -> ( -1, 3)
vec2 ndc = vec2(
(gl_VertexIndex == 1) ? 3.0 : -1.0,
(gl_VertexIndex == 2) ? 3.0 : -1.0);
gl_Position = vec4(ndc, 0.0, 1.0);
// Mode 0 doesn't read the per-primitive varyings; zero-init for safety.
p_local = vec2(0.0);
f_color = vec4(0.0);
f_half_size = vec2(0.0);
f_radii = vec4(0.0);
f_half_feather = 0.0;
} else {
// ---- Mode 1: V-composite instanced unit-quad over Gaussian_Blur_Primitive ----
Gaussian_Blur_Primitive p = primitives[gl_InstanceIndex];
// Unit-quad corners for TRIANGLELIST (2 triangles, 6 vertices):
// index 0 -> (0,0) index 3 -> (0,1)
// index 1 -> (1,0) index 4 -> (1,0)
// index 2 -> (0,1) index 5 -> (1,1)
vec2 quad_corners[6] = vec2[6](
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0),
vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
vec2 corner = quad_corners[gl_VertexIndex];
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
// Shape-local position in physical pixels (no rotation for backdrops).
p_local = (world_pos - center) * dpi_scale;
f_color = unpackUnorm4x8(p.color);
f_half_size = p.half_size;
f_radii = p.radii;
f_half_feather = p.half_feather;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}
}
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#version 450 core
// Backdrop downsample fragment shader.
// Reads source_texture (full-resolution snapshot of pre-bracket framebuffer contents) and
// writes a downsampled copy at factor 1, 2, or 4. The output is the working texture (sized
// at full swapchain resolution); larger factors only fill a sub-rect of it via the CPU-set
// viewport. See backdrop.odin for the factor selection table (Flutter-style).
//
// Shader paths by factor:
//
// factor=1: identity copy. One bilinear tap aligned to the source pixel center. Useful
// when sigma is small enough that any downsample round-trip would visibly soften
// the output (Flutter does this for sigma_phys ≤ 4).
//
// factor=2: each output covers a 2×2 source block. Single bilinear tap at the shared
// corner reads all 4 source pixels with 0.25 weight.
//
// factor=4: each output covers a 4×4 source block. We use 4 bilinear taps, each at the
// shared corner of a 2×2 sub-block. Each tap reads 4 source pixels uniformly;
// combined, the 4 taps sample 16 source pixels arranged uniformly across the
// block (full coverage at factor=4). The factor>=4 path is structured so the
// same shader code would extend to factor=8 (16 pixels of 64) or factor=16 (16
// of 256) if the CPU-side cap is ever raised, though the current cap is 4.
//
// The viewport+scissor are set by the CPU to limit output to the layer's work region in
// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
layout(set = 3, binding = 0) uniform Uniforms {
vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
uint downsample_factor; // 1, 2, 4, 8, or 16
uint _pad0;
};
layout(set = 2, binding = 0) uniform sampler2D source_tex;
layout(location = 0) out vec4 out_color;
void main() {
// Output pixel index (i): gl_FragCoord.xy - 0.5. Source-pixel block top-left for this
// output: i * factor. Center of the block: i*factor + factor/2 = gl_FragCoord.xy * factor.
vec2 src_block_center = gl_FragCoord.xy * float(downsample_factor);
if (downsample_factor == 1u) {
// Identity copy. UV at src_block_center hits the source pixel center directly.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else if (downsample_factor == 2u) {
// Single tap at the shared corner of the 2×2 source block; one bilinear sample reads
// all 4 source pixels with equal 0.25 weights — uniform 2×2 box filter for free.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else {
// Four taps at offsets ±(factor/4) from the block center. Each tap lands on a corner
// shared by 4 source pixels of a (factor/2)×(factor/2) sub-block (equivalent at the
// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
float off = float(downsample_factor) * 0.25;
vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
vec2 uv_tr = (src_block_center + vec2(off, -off)) * inv_source_size;
vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
vec2 uv_br = (src_block_center + vec2(off, off)) * inv_source_size;
vec4 c = texture(source_tex, uv_tl)
+ texture(source_tex, uv_tr)
+ texture(source_tex, uv_bl)
+ texture(source_tex, uv_br);
out_color = c * 0.25;
}
}
@@ -0,0 +1,21 @@
#version 450 core
// Fullscreen-triangle vertex shader for the backdrop downsample and H-blur sub-passes.
// Emits a single triangle covering NDC [-1,1]^2; the rasterizer clips edges outside.
// No vertex buffer; uses gl_VertexIndex to pick corners.
//
// The CPU sets the viewport (and matching scissor) per layer-bracket to limit work to
// the union AABB of the layer's backdrop primitives, expanded by 3*max_sigma and
// clamped to swapchain bounds. The fragment shader uses gl_FragCoord (absolute pixel
// space in the bound target) plus an inv-size uniform to compute its own UVs — see
// each fragment shader for the per-pass sampling math.
void main() {
// gl_VertexIndex 0 -> ( -1, -1)
// gl_VertexIndex 1 -> ( 3, -1)
// gl_VertexIndex 2 -> ( -1, 3)
vec2 ndc = vec2(
(gl_VertexIndex == 1) ? 3.0 : -1.0,
(gl_VertexIndex == 2) ? 3.0 : -1.0);
gl_Position = vec4(ndc, 0.0, 1.0);
}
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#version 450 core
// --- Inputs from vertex shader ---
layout(location = 0) in mediump vec4 f_color;
layout(location = 1) in vec2 f_local_or_uv;
layout(location = 2) in vec4 f_params;
layout(location = 3) in vec4 f_params2;
layout(location = 4) flat in uint f_flags;
layout(location = 6) flat in vec4 f_uv_rect;
layout(location = 7) flat in uvec4 f_effects;
// --- Output ---
layout(location = 0) out vec4 out_color;
// --- Texture sampler (for tessellated/text path) ---
layout(set = 2, binding = 0) uniform sampler2D tex;
// ---------------------------------------------------------------------------
// SDF helper functions (Inigo Quilez)
// All operate in physical pixel space — no dpi_scale needed here.
// ---------------------------------------------------------------------------
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
float rr = (p.y > 0.0) ? rxy.x : rxy.y;
vec2 q = abs(p) - b;
if (rr == 0.0) {
return max(q.x, q.y);
}
q += rr;
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
// Approximate ellipse SDF — fast, suitable for UI, NOT a true Euclidean distance.
float sdEllipseApprox(vec2 p, vec2 ab) {
float k0 = length(p / ab);
float k1 = length(p / (ab * ab));
return k0 * (k0 - 1.0) / k1;
}
// Regular N-gon SDF (Inigo Quilez).
float sdRegularPolygon(vec2 p, float r, float n) {
float an = 3.141592653589793 / n;
float bn = mod(atan(p.y, p.x), 2.0 * an) - an;
return length(p) * cos(bn) - r;
}
// Coverage from SDF distance using half-feather width (feather_px * 0.5, pre-computed on CPU).
// Produces a symmetric transition centered on d=0: smoothstep(-h, h, d).
float sdf_alpha(float d, float h) {
return 1.0 - smoothstep(-h, h, d);
}
// ---------------------------------------------------------------------------
// Gradient helpers
// ---------------------------------------------------------------------------
mediump vec4 gradient_2color(mediump vec4 start_color, mediump vec4 end_color, mediump float t) {
return mix(start_color, end_color, clamp(t, 0.0, 1.0));
}
// ---------------------------------------------------------------------------
// main
// ---------------------------------------------------------------------------
void main() {
uint kind = f_flags & 0xFFu;
uint flags = (f_flags >> 8u) & 0xFFu;
// Kind 0: Tessellated path — vertex colors arrive premultiplied from CPU.
// Texture samples are straight-alpha (SDL_ttf glyph atlas: rgb=1, a=coverage;
// or the 1x1 white texture: rgba=1). Convert to premultiplied form so the
// blend state (ONE, ONE_MINUS_SRC_ALPHA) composites correctly.
if (kind == 0u) {
vec4 t = texture(tex, f_local_or_uv);
t.rgb *= t.a;
out_color = f_color * t;
return;
}
// SDF path — dispatch on kind
float d = 1e30;
float h = 0.5; // half-feather width; overwritten per shape kind
vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
if (kind == 1u) {
// RRect — half_feather in params2.z
vec4 corner_radii = vec4(f_params.zw, f_params2.xy);
h = f_params2.z;
d = sdRoundedBox(p_local, half_size, corner_radii);
}
else if (kind == 2u) {
// NGon — half_feather in params.z
float radius = f_params.x;
float sides = f_params.y;
h = f_params.z;
d = sdRegularPolygon(p_local, radius, sides);
half_size = vec2(radius); // for gradient UV computation
}
else if (kind == 3u) {
// Ellipse — half_feather in params.z
vec2 ab = f_params.xy;
h = f_params.z;
d = sdEllipseApprox(p_local, ab);
half_size = ab; // for gradient UV computation
}
else if (kind == 4u) {
// Ring_Arc — half_feather in params2.z
// Arc mode from flag bits 5-6: 0 = full, 1 = narrow (≤π), 2 = wide (>π)
float inner = f_params.x;
float outer = f_params.y;
vec2 n_start = f_params.zw;
vec2 n_end = f_params2.xy;
uint arc_bits = (flags >> 5u) & 3u;
h = f_params2.z;
float r = length(p_local);
d = max(inner - r, r - outer);
if (arc_bits != 0u) {
float d_start = dot(p_local, n_start);
float d_end = dot(p_local, n_end);
float d_wedge = (arc_bits == 1u)
? max(d_start, d_end) // arc ≤ π: intersect half-planes
: min(d_start, d_end); // arc > π: union half-planes
d = max(d, d_wedge);
}
half_size = vec2(outer); // for gradient UV computation
}
// --- fwidth-based normalization for correct AA and stroke width ---
float grad_magnitude = max(fwidth(d), 1e-6);
d = d / grad_magnitude;
h = h / grad_magnitude;
// --- Determine shape color based on flags ---
mediump vec4 shape_color;
if ((flags & 2u) != 0u) {
// Gradient active (bit 1)
mediump vec4 gradient_start = f_color;
mediump vec4 gradient_end = unpackUnorm4x8(f_effects.x);
if ((flags & 4u) != 0u) {
// Radial gradient (bit 2): t from distance to center
mediump float t = length(p_local / half_size);
shape_color = gradient_2color(gradient_start, gradient_end, t);
} else {
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
vec2 direction = unpackHalf2x16(f_effects.z);
mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
shape_color = gradient_2color(gradient_start, gradient_end, t);
}
} else if ((flags & 1u) != 0u) {
// Textured (bit 0)
vec4 uv_rect = f_uv_rect;
vec2 local_uv = p_local / half_size * 0.5 + 0.5;
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
shape_color = f_color * texture(tex, uv);
} else {
// Solid color
shape_color = f_color;
}
// --- Outline (bit 3) — outer outline via premultiplied compositing ---
// The outline band sits OUTSIDE the original shape boundary (d=0 to d=+ol_width).
// fill_cov covers the interior with AA at d=0; total_cov covers interior+outline with
// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
if ((flags & 8u) != 0u) {
mediump vec4 ol_color = unpackUnorm4x8(f_effects.y);
// Outline width in f_effects.w (low f16 half)
float ol_width = unpackHalf2x16(f_effects.w).x / grad_magnitude;
float fill_cov = sdf_alpha(d, h);
float total_cov = sdf_alpha(d - ol_width, h);
float outline_cov = max(total_cov - fill_cov, 0.0);
// Premultiplied output — no divide, no threshold check
vec3 rgb_pm = shape_color.rgb * shape_color.a * fill_cov
+ ol_color.rgb * ol_color.a * outline_cov;
float alpha_pm = shape_color.a * fill_cov + ol_color.a * outline_cov;
out_color = vec4(rgb_pm, alpha_pm);
} else {
mediump float alpha = sdf_alpha(d, h);
out_color = vec4(shape_color.rgb * shape_color.a * alpha, shape_color.a * alpha);
}
}
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#version 450 core
// ---------- Vertex attributes (used in both modes) ----------
layout(location = 0) in vec2 v_position;
layout(location = 1) in vec2 v_uv;
layout(location = 2) in vec4 v_color;
// ---------- Outputs to fragment shader ----------
layout(location = 0) out mediump vec4 f_color;
layout(location = 1) out vec2 f_local_or_uv;
layout(location = 2) out vec4 f_params;
layout(location = 3) out vec4 f_params2;
layout(location = 4) flat out uint f_flags;
layout(location = 6) flat out vec4 f_uv_rect;
layout(location = 7) flat out uvec4 f_effects;
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
layout(set = 1, binding = 0) uniform Uniforms {
mat4 projection;
float dpi_scale;
uint mode; // 0 = tessellated, 1 = SDF
};
// ---------- SDF primitive storage buffer ----------
// Mirrors the CPU-side Core_2D_Primitive in core_2d.odin. Named with the
// subsystem prefix so a project-wide grep on the type name matches both the GLSL
// declaration and the Odin declaration.
struct Core_2D_Primitive {
vec4 bounds; // 0-15
uint color; // 16-19
uint flags; // 20-23
uint rotation_sc; // 24-27: packed f16 pair (sin, cos)
float _pad; // 28-31
vec4 params; // 32-47
vec4 params2; // 48-63
vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured)
uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline)
};
layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
Core_2D_Primitive primitives[];
};
// ---------- Entry point ----------
void main() {
if (mode == 0u) {
// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
f_color = v_color;
f_local_or_uv = v_uv;
f_params = vec4(0.0);
f_params2 = vec4(0.0);
f_flags = 0u;
f_uv_rect = vec4(0.0);
f_effects = uvec4(0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else {
// ---- Mode 1: SDF instanced quads ----
Core_2D_Primitive p = primitives[gl_InstanceIndex];
vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
// Compute shape-local position. Apply inverse rotation here in the vertex
// shader; the rasterizer interpolates the rotated values across the quad,
// which is mathematically equivalent to per-fragment rotation under 2D ortho
// projection. Frees one fragment-shader varying and per-pixel rotation math.
vec2 local = (world_pos - center) * dpi_scale;
uint flags = (p.flags >> 8u) & 0xFFu;
if ((flags & 16u) != 0u) {
// Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos).
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]].
vec2 sc = unpackHalf2x16(p.rotation_sc);
local = vec2(sc.y * local.x + sc.x * local.y,
-sc.x * local.x + sc.y * local.y);
}
f_color = unpackUnorm4x8(p.color);
f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set)
f_params = p.params;
f_params2 = p.params2;
f_flags = p.flags;
f_uv_rect = p.uv_rect;
f_effects = p.effects;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}
}
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package tess
import "core:math"
import draw ".."
//INTERNAL
SMOOTH_CIRCLE_ERROR_RATE :: 0.1
auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
if radius <= 0 do return 4
phys_radius := radius * draw.GLOB.dpi_scaling
acos_arg := clamp(2 * math.pow(1 - SMOOTH_CIRCLE_ERROR_RATE / phys_radius, 2) - 1, -1, 1)
theta := math.acos(acos_arg)
if theta <= 0 do return 4
full_circle_segments := int(math.ceil(2 * math.PI / theta))
segments := int(f32(full_circle_segments) * arc_degrees / 360.0)
min_segments := max(int(math.ceil(f64(arc_degrees / 90.0))), 4)
return max(segments, min_segments)
}
// ----- Internal helpers -----
// Color is premultiplied: the tessellated fragment shader passes it through directly
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
//INTERNAL
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex_2D {
return draw.Vertex_2D{position = position, color = draw.premultiply_color(color)}
}
//INTERNAL
emit_rectangle :: proc(
x, y, width, height: f32,
color: draw.Color,
vertices: []draw.Vertex_2D,
offset: int,
) {
vertices[offset + 0] = solid_vertex({x, y}, color)
vertices[offset + 1] = solid_vertex({x + width, y}, color)
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
vertices[offset + 3] = solid_vertex({x, y}, color)
vertices[offset + 4] = solid_vertex({x + width, y + height}, color)
vertices[offset + 5] = solid_vertex({x, y + height}, color)
}
//INTERNAL
extrude_line :: proc(
start, end_pos: draw.Vec2,
thickness: f32,
color: draw.Color,
vertices: []draw.Vertex_2D,
offset: int,
) -> int {
direction := end_pos - start
delta_x := direction[0]
delta_y := direction[1]
length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
if length < 0.0001 do return 0
scale := thickness / (2 * length)
perpendicular := draw.Vec2{-delta_y * scale, delta_x * scale}
p0 := start + perpendicular
p1 := start - perpendicular
p2 := end_pos - perpendicular
p3 := end_pos + perpendicular
vertices[offset + 0] = solid_vertex(p0, color)
vertices[offset + 1] = solid_vertex(p1, color)
vertices[offset + 2] = solid_vertex(p2, color)
vertices[offset + 3] = solid_vertex(p0, color)
vertices[offset + 4] = solid_vertex(p2, color)
vertices[offset + 5] = solid_vertex(p3, color)
return 6
}
// ----- Public draw -----
pixel :: proc(layer: ^draw.Layer, pos: draw.Vec2, color: draw.Color) {
vertices: [6]draw.Vertex_2D
emit_rectangle(pos[0], pos[1], 1, 1, color, vertices[:], 0)
draw.prepare_shape(layer, vertices[:])
}
triangle :: proc(
layer: ^draw.Layer,
v1, v2, v3: draw.Vec2,
color: draw.Color,
origin: draw.Vec2 = {},
rotation: f32 = 0,
) {
if !draw.needs_transform(origin, rotation) {
vertices := [3]draw.Vertex_2D{solid_vertex(v1, color), solid_vertex(v2, color), solid_vertex(v3, color)}
draw.prepare_shape(layer, vertices[:])
return
}
bounds_min := draw.Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
transform := draw.build_pivot_rotation(bounds_min, origin, rotation)
local_v1 := v1 - bounds_min
local_v2 := v2 - bounds_min
local_v3 := v3 - bounds_min
vertices := [3]draw.Vertex_2D {
solid_vertex(draw.apply_transform(transform, local_v1), color),
solid_vertex(draw.apply_transform(transform, local_v2), color),
solid_vertex(draw.apply_transform(transform, local_v3), color),
}
draw.prepare_shape(layer, vertices[:])
}
// Draw an anti-aliased triangle via extruded edge quads.
// Interior vertices get the full premultiplied color; outer fringe vertices get BLANK (0,0,0,0).
// The rasterizer linearly interpolates between them, producing a smooth 1-pixel AA band.
// `aa_px` controls the extrusion width in logical pixels (default 1.0).
// This proc emits 21 vertices (3 interior + 6 edge quads × 3 verts each).
triangle_aa :: proc(
layer: ^draw.Layer,
v1, v2, v3: draw.Vec2,
color: draw.Color,
aa_px: f32 = draw.DFT_FEATHER_PX,
origin: draw.Vec2 = {},
rotation: f32 = 0,
) {
// Apply rotation if needed, then work in world space.
p0, p1, p2: draw.Vec2
if !draw.needs_transform(origin, rotation) {
p0 = v1
p1 = v2
p2 = v3
} else {
bounds_min := draw.Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
transform := draw.build_pivot_rotation(bounds_min, origin, rotation)
p0 = draw.apply_transform(transform, v1 - bounds_min)
p1 = draw.apply_transform(transform, v2 - bounds_min)
p2 = draw.apply_transform(transform, v3 - bounds_min)
}
// Compute outward edge normals (unit length, pointing away from triangle interior).
// Winding-independent: we check against the centroid to ensure normals point outward.
centroid_x := (p0.x + p1.x + p2.x) / 3.0
centroid_y := (p0.y + p1.y + p2.y) / 3.0
edge_normal :: proc(edge_start, edge_end: draw.Vec2, centroid_x, centroid_y: f32) -> draw.Vec2 {
delta_x := edge_end.x - edge_start.x
delta_y := edge_end.y - edge_start.y
length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
if length < 0.0001 do return {0, 0}
inverse_length := 1.0 / length
// Perpendicular: (-delta_y, delta_x) normalized
normal_x := -delta_y * inverse_length
normal_y := delta_x * inverse_length
// Midpoint of the edge
midpoint_x := (edge_start.x + edge_end.x) * 0.5
midpoint_y := (edge_start.y + edge_end.y) * 0.5
// If normal points toward centroid, flip it
if normal_x * (centroid_x - midpoint_x) + normal_y * (centroid_y - midpoint_y) > 0 {
normal_x = -normal_x
normal_y = -normal_y
}
return {normal_x, normal_y}
}
normal_01 := edge_normal(p0, p1, centroid_x, centroid_y)
normal_12 := edge_normal(p1, p2, centroid_x, centroid_y)
normal_20 := edge_normal(p2, p0, centroid_x, centroid_y)
extrude_distance := aa_px * draw.GLOB.dpi_scaling
// Outer fringe vertices: each edge vertex extruded outward
outer_0_01 := p0 + normal_01 * extrude_distance
outer_1_01 := p1 + normal_01 * extrude_distance
outer_1_12 := p1 + normal_12 * extrude_distance
outer_2_12 := p2 + normal_12 * extrude_distance
outer_2_20 := p2 + normal_20 * extrude_distance
outer_0_20 := p0 + normal_20 * extrude_distance
// Premultiplied interior color (solid_vertex does premul internally).
// Outer fringe is BLANK = {0,0,0,0} which is already premul.
transparent := draw.BLANK
// 3 interior + 6 × 3 edge-quad = 21 vertices
vertices: [21]draw.Vertex_2D
// Interior triangle
vertices[0] = solid_vertex(p0, color)
vertices[1] = solid_vertex(p1, color)
vertices[2] = solid_vertex(p2, color)
// Edge quad: p0→p1 (2 triangles)
vertices[3] = solid_vertex(p0, color)
vertices[4] = solid_vertex(p1, color)
vertices[5] = solid_vertex(outer_1_01, transparent)
vertices[6] = solid_vertex(p0, color)
vertices[7] = solid_vertex(outer_1_01, transparent)
vertices[8] = solid_vertex(outer_0_01, transparent)
// Edge quad: p1→p2 (2 triangles)
vertices[9] = solid_vertex(p1, color)
vertices[10] = solid_vertex(p2, color)
vertices[11] = solid_vertex(outer_2_12, transparent)
vertices[12] = solid_vertex(p1, color)
vertices[13] = solid_vertex(outer_2_12, transparent)
vertices[14] = solid_vertex(outer_1_12, transparent)
// Edge quad: p2→p0 (2 triangles)
vertices[15] = solid_vertex(p2, color)
vertices[16] = solid_vertex(p0, color)
vertices[17] = solid_vertex(outer_0_20, transparent)
vertices[18] = solid_vertex(p2, color)
vertices[19] = solid_vertex(outer_0_20, transparent)
vertices[20] = solid_vertex(outer_2_20, transparent)
draw.prepare_shape(layer, vertices[:])
}
triangle_lines :: proc(
layer: ^draw.Layer,
v1, v2, v3: draw.Vec2,
color: draw.Color,
thickness: f32 = draw.DFT_STROKE_THICKNESS,
origin: draw.Vec2 = {},
rotation: f32 = 0,
temp_allocator := context.temp_allocator,
) {
vertices := make([]draw.Vertex_2D, 18, temp_allocator)
defer delete(vertices, temp_allocator)
write_offset := 0
if !draw.needs_transform(origin, rotation) {
write_offset += extrude_line(v1, v2, thickness, color, vertices, write_offset)
write_offset += extrude_line(v2, v3, thickness, color, vertices, write_offset)
write_offset += extrude_line(v3, v1, thickness, color, vertices, write_offset)
} else {
bounds_min := draw.Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
transform := draw.build_pivot_rotation(bounds_min, origin, rotation)
transformed_v1 := draw.apply_transform(transform, v1 - bounds_min)
transformed_v2 := draw.apply_transform(transform, v2 - bounds_min)
transformed_v3 := draw.apply_transform(transform, v3 - bounds_min)
write_offset += extrude_line(transformed_v1, transformed_v2, thickness, color, vertices, write_offset)
write_offset += extrude_line(transformed_v2, transformed_v3, thickness, color, vertices, write_offset)
write_offset += extrude_line(transformed_v3, transformed_v1, thickness, color, vertices, write_offset)
}
if write_offset > 0 {
draw.prepare_shape(layer, vertices[:write_offset])
}
}
triangle_fan :: proc(
layer: ^draw.Layer,
points: []draw.Vec2,
color: draw.Color,
origin: draw.Vec2 = {},
rotation: f32 = 0,
temp_allocator := context.temp_allocator,
) {
if len(points) < 3 do return
triangle_count := len(points) - 2
vertex_count := triangle_count * 3
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
defer delete(vertices, temp_allocator)
if !draw.needs_transform(origin, rotation) {
for i in 1 ..< len(points) - 1 {
idx := (i - 1) * 3
vertices[idx + 0] = solid_vertex(points[0], color)
vertices[idx + 1] = solid_vertex(points[i], color)
vertices[idx + 2] = solid_vertex(points[i + 1], color)
}
} else {
bounds_min := draw.Vec2{max(f32), max(f32)}
for point in points {
bounds_min.x = min(bounds_min.x, point.x)
bounds_min.y = min(bounds_min.y, point.y)
}
transform := draw.build_pivot_rotation(bounds_min, origin, rotation)
for i in 1 ..< len(points) - 1 {
idx := (i - 1) * 3
vertices[idx + 0] = solid_vertex(draw.apply_transform(transform, points[0] - bounds_min), color)
vertices[idx + 1] = solid_vertex(draw.apply_transform(transform, points[i] - bounds_min), color)
vertices[idx + 2] = solid_vertex(draw.apply_transform(transform, points[i + 1] - bounds_min), color)
}
}
draw.prepare_shape(layer, vertices)
}
triangle_strip :: proc(
layer: ^draw.Layer,
points: []draw.Vec2,
color: draw.Color,
origin: draw.Vec2 = {},
rotation: f32 = 0,
temp_allocator := context.temp_allocator,
) {
if len(points) < 3 do return
triangle_count := len(points) - 2
vertex_count := triangle_count * 3
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
defer delete(vertices, temp_allocator)
if !draw.needs_transform(origin, rotation) {
for i in 0 ..< triangle_count {
idx := i * 3
if i % 2 == 0 {
vertices[idx + 0] = solid_vertex(points[i], color)
vertices[idx + 1] = solid_vertex(points[i + 1], color)
vertices[idx + 2] = solid_vertex(points[i + 2], color)
} else {
vertices[idx + 0] = solid_vertex(points[i + 1], color)
vertices[idx + 1] = solid_vertex(points[i], color)
vertices[idx + 2] = solid_vertex(points[i + 2], color)
}
}
} else {
bounds_min := draw.Vec2{max(f32), max(f32)}
for point in points {
bounds_min.x = min(bounds_min.x, point.x)
bounds_min.y = min(bounds_min.y, point.y)
}
transform := draw.build_pivot_rotation(bounds_min, origin, rotation)
for i in 0 ..< triangle_count {
idx := i * 3
if i % 2 == 0 {
vertices[idx + 0] = solid_vertex(draw.apply_transform(transform, points[i] - bounds_min), color)
vertices[idx + 1] = solid_vertex(draw.apply_transform(transform, points[i + 1] - bounds_min), color)
vertices[idx + 2] = solid_vertex(draw.apply_transform(transform, points[i + 2] - bounds_min), color)
} else {
vertices[idx + 0] = solid_vertex(draw.apply_transform(transform, points[i + 1] - bounds_min), color)
vertices[idx + 1] = solid_vertex(draw.apply_transform(transform, points[i] - bounds_min), color)
vertices[idx + 2] = solid_vertex(draw.apply_transform(transform, points[i + 2] - bounds_min), color)
}
}
}
draw.prepare_shape(layer, vertices)
}
+322
View File
@@ -0,0 +1,322 @@
package draw
import "core:c"
import "core:log"
import "core:strings"
import sdl "vendor:sdl3"
import sdl_ttf "vendor:sdl3/ttf"
Font_Id :: u16
//INTERNAL
Font_Key :: struct {
id: Font_Id,
size: u16,
}
//INTERNAL
Cache_Source :: enum u8 {
Custom,
Clay,
}
//INTERNAL
Cache_Key :: struct {
id: u32,
source: Cache_Source,
}
//INTERNAL
Text_Cache :: struct {
engine: ^sdl_ttf.TextEngine,
font_bytes: [dynamic][]u8,
sdl_fonts: map[Font_Key]^sdl_ttf.Font,
cache: map[Cache_Key]^sdl_ttf.Text,
}
// Fetch SDL TTF font pointer for rendering.
//INTERNAL
get_font :: proc(id: Font_Id, size: u16) -> ^sdl_ttf.Font {
assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.")
key := Font_Key{id, size}
font := GLOB.text_cache.sdl_fonts[key]
if font == nil {
log.debug("Font with id:", id, "and size:", size, "not found. Adding..")
font_bytes := GLOB.text_cache.font_bytes[id]
if font_bytes == nil {
log.panicf("Font must first be registered with register_font before using (id=%d)", id)
}
font_io := sdl.IOFromConstMem(raw_data(font_bytes[:]), len(font_bytes))
if font_io == nil {
log.panicf("Failed to create IOStream for font id=%d: %s", id, sdl.GetError())
}
sdl_font := sdl_ttf.OpenFontIO(font_io, true, f32(size))
if sdl_font == nil {
log.panicf("Failed to create SDL font for font id=%d size=%d: %s", id, size, sdl.GetError())
}
if !sdl_ttf.SetFontSizeDPI(sdl_font, f32(size), 72 * i32(GLOB.dpi_scaling), 72 * i32(GLOB.dpi_scaling)) {
log.panicf("Failed to set font DPI for font id=%d size=%d: %s", id, size, sdl.GetError())
}
GLOB.text_cache.sdl_fonts[key] = sdl_font
return sdl_font
} else {
return font
}
}
// Returns `false` if there are more than max(u16) fonts
register_font :: proc(bytes: []u8) -> (id: Font_Id, ok: bool) #optional_ok {
if GLOB.text_cache.engine == nil {
log.panicf("Cannot register font: text system not initialized. Call init() first.")
}
if len(GLOB.text_cache.font_bytes) > int(max(Font_Id)) do return 0, false
log.debug("Registering font...")
append(&GLOB.text_cache.font_bytes, bytes)
return Font_Id(len(GLOB.text_cache.font_bytes) - 1), true
}
//INTERNAL
Text :: struct {
sdl_text: ^sdl_ttf.Text,
position: Vec2,
color: Color,
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Text cache lookup -------------
// ---------------------------------------------------------------------------------------------------------------------
// Shared cache lookup/create/update logic used by both the `text` proc and the Clay render path.
// Returns the cached (or newly created) TTF_Text pointer.
//INTERNAL
cache_get_or_update :: proc(key: Cache_Key, c_str: cstring, font: ^sdl_ttf.Font) -> ^sdl_ttf.Text {
existing, found := GLOB.text_cache.cache[key]
if !found {
sdl_text := sdl_ttf.CreateText(GLOB.text_cache.engine, font, c_str, 0)
if sdl_text == nil {
log.panicf("Failed to create SDL text: %s", sdl.GetError())
}
GLOB.text_cache.cache[key] = sdl_text
return sdl_text
} else {
if !sdl_ttf.SetTextString(existing, c_str, 0) {
log.panicf("Failed to update SDL text string: %s", sdl.GetError())
}
return existing
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Text drawing ------------------
// ---------------------------------------------------------------------------------------------------------------------
// Draw text at a position with optional rotation and origin.
//
// When `id` is nil (the default), the text is created and destroyed each frame — simple and
// leak-free, appropriate for HUDs and moderate UI (up to ~50 text elements per frame).
//
// When `id` is set, the TTF_Text object is cached across frames keyed by the provided u32.
// This avoids per-frame HarfBuzz shaping and allocation, which matters for text-heavy apps
// (editors, terminals, chat). The user is responsible for choosing unique IDs per logical text
// element and calling `clear_text_cache` or `clear_text_cache_entry` when cached entries are
// no longer needed. Custom text IDs occupy a separate namespace from Clay text IDs, so
// collisions between the two are impossible.
//
// `origin` is in pixels from the text block's top-left corner (raylib convention).
// The point whose local coords equal `origin` lands at `pos` in world space.
// `rotation` is in degrees, counter-clockwise.
text :: proc(
layer: ^Layer,
text_string: string,
position: Vec2,
font_id: Font_Id,
font_size: u16 = DFT_FONT_SIZE,
color: Color = DFT_TEXT_COLOR,
origin: Vec2 = {},
rotation: f32 = 0,
id: Maybe(u32) = nil,
temp_allocator := context.temp_allocator,
) {
c_str := strings.clone_to_cstring(text_string, temp_allocator)
defer delete(c_str, temp_allocator)
sdl_text: ^sdl_ttf.Text
cached := false
if cache_id, ok := id.?; ok {
cached = true
sdl_text = cache_get_or_update(Cache_Key{cache_id, .Custom}, c_str, get_font(font_id, font_size))
} else {
sdl_text = sdl_ttf.CreateText(GLOB.text_cache.engine, get_font(font_id, font_size), c_str, 0)
if sdl_text == nil {
log.panicf("Failed to create SDL text: %s", sdl.GetError())
}
}
if needs_transform(origin, rotation) {
dpi_scale := GLOB.dpi_scaling
transform := build_pivot_rotation(position * dpi_scale, origin * dpi_scale, rotation)
prepare_text_transformed(layer, Text{sdl_text, {0, 0}, color}, transform)
} else {
prepare_text(layer, Text{sdl_text, position, color})
}
if !cached {
// Don't destroy now — the draw data (atlas texture, vertices) is still referenced
// by the batch buffers until end() submits to the GPU. Deferred to clear_global().
append(&GLOB.tmp_uncached_text, sdl_text)
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Public text measurement -------
// ---------------------------------------------------------------------------------------------------------------------
// Measure a string in logical pixels (pre-DPI-scaling) using the same font backend as the renderer.
measure_text :: proc(
text_string: string,
font_id: Font_Id,
font_size: u16 = DFT_FONT_SIZE,
allocator := context.temp_allocator,
) -> Vec2 {
c_str := strings.clone_to_cstring(text_string, allocator)
defer delete(c_str, allocator)
width, height: c.int
if !sdl_ttf.GetStringSize(get_font(font_id, font_size), c_str, 0, &width, &height) {
log.panicf("Failed to measure text: %s", sdl.GetError())
}
return {f32(width) / GLOB.dpi_scaling, f32(height) / GLOB.dpi_scaling}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Text anchor helpers -----------
// ---------------------------------------------------------------------------------------------------------------------
center_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return size * 0.5
}
top_left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
return {0, 0}
}
top_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {size.x * 0.5, 0}
}
top_right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {size.x, 0}
}
left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {0, size.y * 0.5}
}
right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {size.x, size.y * 0.5}
}
bottom_left_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {0, size.y}
}
bottom_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return {size.x * 0.5, size.y}
}
bottom_right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u16 = DFT_FONT_SIZE) -> Vec2 {
size := measure_text(text_string, font_id, font_size)
return size
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Cache management --------------
// ---------------------------------------------------------------------------------------------------------------------
// Destroy all cached text objects (both custom and Clay entries). Call on scene transitions,
// view changes, or periodically in apps that produce many distinct cached text entries over time.
// After calling this, subsequent text draws with an `id` will re-create their cache entries.
clear_text_cache :: proc() {
for _, sdl_text in GLOB.text_cache.cache {
append(&GLOB.pending_text_releases, sdl_text)
}
clear(&GLOB.text_cache.cache)
}
// Destroy a specific cached custom text entry by its u32 id (the same value passed to the
// `text` proc's `id` parameter). This only affects custom text entries — Clay text entries
// are managed internally and are not addressable by the user.
// No-op if the id is not in the cache.
clear_text_cache_entry :: proc(id: u32) {
key := Cache_Key{id, .Custom}
sdl_text, ok := GLOB.text_cache.cache[key]
if ok {
append(&GLOB.pending_text_releases, sdl_text)
delete_key(&GLOB.text_cache.cache, key)
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Internal cache lifecycle ------
// ---------------------------------------------------------------------------------------------------------------------
//INTERNAL
@(require_results)
init_text_cache :: proc(
device: ^sdl.GPUDevice,
allocator := context.allocator,
) -> (
text_cache: Text_Cache,
ok: bool,
) {
log.debug("Initializing text state")
if !sdl_ttf.Init() {
log.errorf("Failed to initialize SDL_ttf: %s", sdl.GetError())
return text_cache, false
}
engine := sdl_ttf.CreateGPUTextEngine(device)
if engine == nil {
log.errorf("Failed to create GPU text engine: %s", sdl.GetError())
sdl_ttf.Quit()
return text_cache, false
}
sdl_ttf.SetGPUTextEngineWinding(engine, .COUNTER_CLOCKWISE)
text_cache = Text_Cache {
engine = engine,
cache = make(map[Cache_Key]^sdl_ttf.Text, allocator = allocator),
}
log.debug("Done initializing text cache")
return text_cache, true
}
//INTERNAL
destroy_text_cache :: proc() {
for _, font in GLOB.text_cache.sdl_fonts {
sdl_ttf.CloseFont(font)
}
for _, sdl_text in GLOB.text_cache.cache {
sdl_ttf.DestroyText(sdl_text)
}
delete(GLOB.text_cache.sdl_fonts)
delete(GLOB.text_cache.font_bytes)
delete(GLOB.text_cache.cache)
sdl_ttf.DestroyGPUTextEngine(GLOB.text_cache.engine)
sdl_ttf.Quit()
}
+413
View File
@@ -0,0 +1,413 @@
package draw
import "core:log"
import "core:mem"
import sdl "vendor:sdl3"
Texture_Id :: distinct u32
INVALID_TEXTURE :: Texture_Id(0) // Slot 0 is reserved/unused
Texture_Kind :: enum u8 {
Static, // Uploaded once, never changes (QR codes, decoded PNGs, icons)
Dynamic, // Updatable via update_texture_region
Stream, // Frequent full re-uploads (video, procedural)
}
Sampler_Preset :: enum u8 {
Linear_Clamp,
Nearest_Clamp,
Nearest_Repeat,
Linear_Repeat,
}
SAMPLER_PRESET_COUNT :: 4
Fit_Mode :: enum u8 {
Stretch, // Fill rect, may distort aspect ratio (default)
Fit, // Preserve aspect, letterbox (may leave margins)
Fill, // Preserve aspect, center-crop (may crop edges)
Tile, // Repeat at native texture size
Center, // 1:1 pixel size, centered, no scaling
}
Texture_Desc :: struct {
width: u32,
height: u32,
depth_or_layers: u32,
type: sdl.GPUTextureType,
format: sdl.GPUTextureFormat,
usage: sdl.GPUTextureUsageFlags,
mip_levels: u32,
kind: Texture_Kind,
}
//INTERNAL
Texture_Slot :: struct {
gpu_texture: ^sdl.GPUTexture,
desc: Texture_Desc,
generation: u32,
}
// State stored in GLOB
// This file references:
// GLOB.device : ^sdl.GPUDevice
// GLOB.texture_slots : [dynamic]Texture_Slot
// GLOB.texture_free_list : [dynamic]u32
// GLOB.pending_texture_releases : [dynamic]Texture_Id
// GLOB.samplers : [SAMPLER_PRESET_COUNT]^sdl.GPUSampler
Clay_Image_Data :: struct {
texture_id: Texture_Id,
fit: Fit_Mode,
tint: Color,
}
clay_image_data :: proc(id: Texture_Id, fit: Fit_Mode = .Stretch, tint: Color = WHITE) -> Clay_Image_Data {
return {texture_id = id, fit = fit, tint = tint}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Registration -------------
// ---------------------------------------------------------------------------------------------------------------------
// Register a texture. Draw owns the GPU resource and releases it on unregister.
// `data` is tightly-packed row-major bytes matching desc.format.
// The caller may free `data` immediately after this proc returns.
@(require_results)
register_texture :: proc(desc: Texture_Desc, data: []u8) -> (id: Texture_Id, ok: bool) {
device := GLOB.device
if device == nil {
log.error("register_texture called before draw.init()")
return INVALID_TEXTURE, false
}
assert(desc.width > 0, "Texture_Desc.width must be > 0")
assert(desc.height > 0, "Texture_Desc.height must be > 0")
assert(desc.depth_or_layers > 0, "Texture_Desc.depth_or_layers must be > 0")
assert(desc.mip_levels > 0, "Texture_Desc.mip_levels must be > 0")
assert(desc.usage != {}, "Texture_Desc.usage must not be empty (e.g. {.SAMPLER})")
// Create the GPU texture
gpu_texture := sdl.CreateGPUTexture(
device,
sdl.GPUTextureCreateInfo {
type = desc.type,
format = desc.format,
usage = desc.usage,
width = desc.width,
height = desc.height,
layer_count_or_depth = desc.depth_or_layers,
num_levels = desc.mip_levels,
sample_count = ._1,
},
)
if gpu_texture == nil {
log.errorf("Failed to create GPU texture (%dx%d): %s", desc.width, desc.height, sdl.GetError())
return INVALID_TEXTURE, false
}
// Upload pixel data via a transfer buffer
if len(data) > 0 {
data_size := u32(len(data))
transfer := sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = data_size},
)
if transfer == nil {
log.errorf("Failed to create texture transfer buffer: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
defer sdl.ReleaseGPUTransferBuffer(device, transfer)
mapped := sdl.MapGPUTransferBuffer(device, transfer, false)
if mapped == nil {
log.errorf("Failed to map texture transfer buffer: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
mem.copy(mapped, raw_data(data), int(data_size))
sdl.UnmapGPUTransferBuffer(device, transfer)
cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil {
log.errorf("Failed to acquire command buffer for texture upload: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
sdl.UploadToGPUTexture(
copy_pass,
sdl.GPUTextureTransferInfo{transfer_buffer = transfer},
sdl.GPUTextureRegion{texture = gpu_texture, w = desc.width, h = desc.height, d = desc.depth_or_layers},
false,
)
sdl.EndGPUCopyPass(copy_pass)
if !sdl.SubmitGPUCommandBuffer(cmd_buffer) {
log.errorf("Failed to submit texture upload: %s", sdl.GetError())
sdl.ReleaseGPUTexture(device, gpu_texture)
return INVALID_TEXTURE, false
}
}
// Allocate a slot (reuse from free list or append)
slot_index: u32
if len(GLOB.texture_free_list) > 0 {
slot_index = pop(&GLOB.texture_free_list)
GLOB.texture_slots[slot_index] = Texture_Slot {
gpu_texture = gpu_texture,
desc = desc,
generation = GLOB.texture_slots[slot_index].generation + 1,
}
} else {
slot_index = u32(len(GLOB.texture_slots))
append(&GLOB.texture_slots, Texture_Slot{gpu_texture = gpu_texture, desc = desc, generation = 1})
}
return Texture_Id(slot_index), true
}
// Queue a texture for release at the end of the current frame.
// The GPU resource is not freed immediately — see "Deferred release" in the README.
unregister_texture :: proc(id: Texture_Id) {
if id == INVALID_TEXTURE do return
append(&GLOB.pending_texture_releases, id)
}
// Re-upload a sub-region of a Dynamic texture.
update_texture_region :: proc(id: Texture_Id, region: Rectangle, data: []u8) {
if id == INVALID_TEXTURE do return
slot := &GLOB.texture_slots[u32(id)]
if slot.gpu_texture == nil do return
device := GLOB.device
data_size := u32(len(data))
if data_size == 0 do return
transfer := sdl.CreateGPUTransferBuffer(
device,
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = data_size},
)
if transfer == nil {
log.errorf("Failed to create transfer buffer for texture region update: %s", sdl.GetError())
return
}
defer sdl.ReleaseGPUTransferBuffer(device, transfer)
mapped := sdl.MapGPUTransferBuffer(device, transfer, false)
if mapped == nil {
log.errorf("Failed to map transfer buffer for texture region update: %s", sdl.GetError())
return
}
mem.copy(mapped, raw_data(data), int(data_size))
sdl.UnmapGPUTransferBuffer(device, transfer)
cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
if cmd_buffer == nil {
log.errorf("Failed to acquire command buffer for texture region update: %s", sdl.GetError())
return
}
copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
sdl.UploadToGPUTexture(
copy_pass,
sdl.GPUTextureTransferInfo{transfer_buffer = transfer},
sdl.GPUTextureRegion {
texture = slot.gpu_texture,
x = u32(region.x),
y = u32(region.y),
w = u32(region.width),
h = u32(region.height),
d = 1,
},
false,
)
sdl.EndGPUCopyPass(copy_pass)
if !sdl.SubmitGPUCommandBuffer(cmd_buffer) {
log.errorf("Failed to submit texture region update: %s", sdl.GetError())
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Helpers -------------
// ---------------------------------------------------------------------------------------------------------------------
// Compute UV rect, recommended sampler, and inner rect for a given fit mode.
// `rect` is the target drawing area; `texture_id` identifies the texture whose
// pixel dimensions are looked up via texture_size().
// For Fit mode, `inner_rect` is smaller than `rect` (centered). For all other modes, `inner_rect == rect`.
fit_params :: proc(
fit: Fit_Mode,
rect: Rectangle,
texture_id: Texture_Id,
) -> (
uv_rect: Rectangle,
sampler: Sampler_Preset,
inner_rect: Rectangle,
) {
size := texture_size(texture_id)
texture_width := f32(size.x)
texture_height := f32(size.y)
rect_width := rect.width
rect_height := rect.height
inner_rect = rect
if texture_width == 0 || texture_height == 0 || rect_width == 0 || rect_height == 0 {
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
}
texture_aspect := texture_width / texture_height
rect_aspect := rect_width / rect_height
switch fit {
case .Stretch: return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
case .Fill: if texture_aspect > rect_aspect {
// Texture wider than rect — crop sides
scale := rect_aspect / texture_aspect
margin := (1 - scale) * 0.5
return {margin, 0, 1 - margin, 1}, .Linear_Clamp, inner_rect
} else {
// Texture taller than rect — crop top/bottom
scale := texture_aspect / rect_aspect
margin := (1 - scale) * 0.5
return {0, margin, 1, 1 - margin}, .Linear_Clamp, inner_rect
}
case .Fit:
// Preserve aspect, fit inside rect. Returns a shrunken inner_rect.
if texture_aspect > rect_aspect {
// Image wider — letterbox top/bottom
fit_height := rect_width / texture_aspect
padding := (rect_height - fit_height) * 0.5
inner_rect = Rectangle{rect.x, rect.y + padding, rect_width, fit_height}
} else {
// Image taller — letterbox left/right
fit_width := rect_height * texture_aspect
padding := (rect_width - fit_width) * 0.5
inner_rect = Rectangle{rect.x + padding, rect.y, fit_width, rect_height}
}
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
case .Tile:
uv_width := rect_width / texture_width
uv_height := rect_height / texture_height
return {0, 0, uv_width, uv_height}, .Linear_Repeat, inner_rect
case .Center:
u_half := rect_width / (2 * texture_width)
v_half := rect_height / (2 * texture_height)
return {0.5 - u_half, 0.5 - v_half, 0.5 + u_half, 0.5 + v_half}, .Nearest_Clamp, inner_rect
}
return {0, 0, 1, 1}, .Linear_Clamp, inner_rect
}
texture_size :: proc(id: Texture_Id) -> [2]u32 {
if id == INVALID_TEXTURE do return {0, 0}
slot := &GLOB.texture_slots[u32(id)]
return {slot.desc.width, slot.desc.height}
}
texture_format :: proc(id: Texture_Id) -> sdl.GPUTextureFormat {
if id == INVALID_TEXTURE do return .INVALID
return GLOB.texture_slots[u32(id)].desc.format
}
texture_kind :: proc(id: Texture_Id) -> Texture_Kind {
if id == INVALID_TEXTURE do return .Static
return GLOB.texture_slots[u32(id)].desc.kind
}
// Get the raw GPU texture pointer for binding during draw.
//INTERNAL
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
if id == INVALID_TEXTURE do return nil
idx := u32(id)
if idx >= u32(len(GLOB.texture_slots)) do return nil
return GLOB.texture_slots[idx].gpu_texture
}
// Deferred release (called from end / clear_global).
//INTERNAL
process_pending_texture_releases :: proc() {
device := GLOB.device
for id in GLOB.pending_texture_releases {
idx := u32(id)
if idx >= u32(len(GLOB.texture_slots)) do continue
slot := &GLOB.texture_slots[idx]
if slot.gpu_texture != nil {
sdl.ReleaseGPUTexture(device, slot.gpu_texture)
slot.gpu_texture = nil
}
slot.generation += 1
append(&GLOB.texture_free_list, idx)
}
clear(&GLOB.pending_texture_releases)
}
//INTERNAL
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
idx := int(preset)
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx]
// Lazily create
min_filter, mag_filter: sdl.GPUFilter
address_mode: sdl.GPUSamplerAddressMode
switch preset {
case .Nearest_Clamp:
min_filter = .NEAREST; mag_filter = .NEAREST; address_mode = .CLAMP_TO_EDGE
case .Linear_Clamp:
min_filter = .LINEAR; mag_filter = .LINEAR; address_mode = .CLAMP_TO_EDGE
case .Nearest_Repeat:
min_filter = .NEAREST; mag_filter = .NEAREST; address_mode = .REPEAT
case .Linear_Repeat:
min_filter = .LINEAR; mag_filter = .LINEAR; address_mode = .REPEAT
}
sampler := sdl.CreateGPUSampler(
GLOB.device,
sdl.GPUSamplerCreateInfo {
min_filter = min_filter,
mag_filter = mag_filter,
mipmap_mode = .LINEAR,
address_mode_u = address_mode,
address_mode_v = address_mode,
address_mode_w = address_mode,
},
)
if sampler == nil {
log.errorf("Failed to create sampler preset %v: %s", preset, sdl.GetError())
return GLOB.core_2d.sampler // fallback to existing default sampler
}
GLOB.samplers[idx] = sampler
return sampler
}
// Destroy all sampler pool entries. Called from destroy().
//INTERNAL
destroy_sampler_pool :: proc() {
device := GLOB.device
for &s in GLOB.samplers {
if s != nil {
sdl.ReleaseGPUSampler(device, s)
s = nil
}
}
}
// Destroy all registered textures. Called from destroy().
//INTERNAL
destroy_all_textures :: proc() {
device := GLOB.device
for &slot in GLOB.texture_slots {
if slot.gpu_texture != nil {
sdl.ReleaseGPUTexture(device, slot.gpu_texture)
slot.gpu_texture = nil
}
}
delete(GLOB.texture_slots)
delete(GLOB.texture_free_list)
delete(GLOB.pending_texture_releases)
}
+1 -1
View File
@@ -2,7 +2,6 @@ package levmath
import "base:intrinsics" import "base:intrinsics"
import "core:math" import "core:math"
import "core:testing"
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- Fast Exp (Schraudolph IEEE 754 bit trick) --------------------------------------------------------------------- // ----- Fast Exp (Schraudolph IEEE 754 bit trick) ---------------------------------------------------------------------
@@ -77,6 +76,7 @@ fast_exp :: #force_inline proc "contextless" (x: $FLOAT) -> FLOAT where intrinsi
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- Testing ------------------------------------------------------------------------------------------------------- // ----- Testing -------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
import "core:testing"
@(test) @(test)
test_fast_exp_identity :: proc(t: ^testing.T) { test_fast_exp_identity :: proc(t: ^testing.T) {
+8
View File
@@ -124,6 +124,14 @@ spinlock_unlock :: #force_inline proc "contextless" (lock: ^Spinlock) {
intrinsics.atomic_store_explicit(lock, false, .Release) intrinsics.atomic_store_explicit(lock, false, .Release)
} }
try_lock :: proc {
spinlock_try_lock,
}
unlock :: proc {
spinlock_unlock,
}
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
// ----- Tests ------------------------ // ----- Tests ------------------------
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
+34 -28
View File
@@ -2,6 +2,7 @@ package many_bits
import "base:builtin" import "base:builtin"
import "base:intrinsics" import "base:intrinsics"
import "base:runtime"
import "core:fmt" import "core:fmt"
import "core:slice" import "core:slice"
@@ -25,15 +26,20 @@ Bits :: struct {
length: int, // Total number of bits being stored length: int, // Total number of bits being stored
} }
delete :: proc(using bits: Bits, allocator := context.allocator) { destroy :: proc(bits: Bits, allocator := context.allocator) -> runtime.Allocator_Error {
delete_slice(int_array, allocator) return delete_slice(bits.int_array, allocator)
} }
make :: proc(#any_int length: int, allocator := context.allocator) -> Bits { create :: proc(
return Bits { #any_int length: int,
int_array = make_slice([]Int_Bits, ((length - 1) >> INDEX_SHIFT) + 1, allocator), allocator := context.allocator,
length = length, ) -> (
} bits: Bits,
err: runtime.Allocator_Error,
) #optional_allocator_error {
bits.int_array, err = make_slice([]Int_Bits, ((length - 1) >> INDEX_SHIFT) + 1, allocator)
bits.length = length
return bits, err
} }
// Sets all bits to 0 (false) // Sets all bits to 0 (false)
@@ -507,8 +513,8 @@ import "core:testing"
@(test) @(test)
test_set :: proc(t: ^testing.T) { test_set :: proc(t: ^testing.T) {
bits := make(128) bits := create(128)
defer delete(bits) defer destroy(bits)
set(bits, 0, true) set(bits, 0, true)
testing.expect_value(t, bits.int_array[0], Int_Bits{0}) testing.expect_value(t, bits.int_array[0], Int_Bits{0})
@@ -524,8 +530,8 @@ test_set :: proc(t: ^testing.T) {
@(test) @(test)
test_get :: proc(t: ^testing.T) { test_get :: proc(t: ^testing.T) {
bits := make(128) bits := create(128)
defer delete(bits) defer destroy(bits)
// Default is false // Default is false
testing.expect(t, !get(bits, 0)) testing.expect(t, !get(bits, 0))
@@ -560,8 +566,8 @@ test_get :: proc(t: ^testing.T) {
@(test) @(test)
test_set_true_set_false :: proc(t: ^testing.T) { test_set_true_set_false :: proc(t: ^testing.T) {
bits := make(128) bits := create(128)
defer delete(bits) defer destroy(bits)
// set_true within first uint // set_true within first uint
set_true(bits, 0) set_true(bits, 0)
@@ -605,8 +611,8 @@ all_true_test :: proc(t: ^testing.T) {
uint_max := UINT_MAX uint_max := UINT_MAX
all_ones := transmute(Int_Bits)uint_max all_ones := transmute(Int_Bits)uint_max
bits := make(132) bits := create(132)
defer delete(bits) defer destroy(bits)
bits.int_array[0] = all_ones bits.int_array[0] = all_ones
bits.int_array[1] = all_ones bits.int_array[1] = all_ones
@@ -616,8 +622,8 @@ all_true_test :: proc(t: ^testing.T) {
bits.int_array[2] = {0, 1, 2} bits.int_array[2] = {0, 1, 2}
testing.expect(t, !all_true(bits)) testing.expect(t, !all_true(bits))
bits2 := make(1) bits2 := create(1)
defer delete(bits2) defer destroy(bits2)
bits2.int_array[0] = {0} bits2.int_array[0] = {0}
testing.expect(t, all_true(bits2)) testing.expect(t, all_true(bits2))
@@ -628,8 +634,8 @@ test_range_true :: proc(t: ^testing.T) {
uint_max := UINT_MAX uint_max := UINT_MAX
all_ones := transmute(Int_Bits)uint_max all_ones := transmute(Int_Bits)uint_max
bits := make(192) bits := create(192)
defer delete(bits) defer destroy(bits)
// Empty range is vacuously true // Empty range is vacuously true
testing.expect(t, range_true(bits, 0, 0)) testing.expect(t, range_true(bits, 0, 0))
@@ -676,7 +682,7 @@ test_range_true :: proc(t: ^testing.T) {
@(test) @(test)
nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) { nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
bits := make(128, context.temp_allocator) bits := create(128, context.temp_allocator)
set_true(bits, 0) set_true(bits, 0)
set_true(bits, 10) set_true(bits, 10)
@@ -710,7 +716,7 @@ nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
@(test) @(test)
nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) { nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
bits := make(128, context.temp_allocator) bits := create(128, context.temp_allocator)
// Start with all bits true, then clear a few to false. // Start with all bits true, then clear a few to false.
for i := 0; i < bits.length; i += 1 { for i := 0; i < bits.length; i += 1 {
@@ -749,7 +755,7 @@ nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
@(test) @(test)
nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^testing.T) { nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^testing.T) {
bits := make(192, context.temp_allocator) bits := create(192, context.temp_allocator)
// Start with all bits true, then clear a couple far apart. // Start with all bits true, then clear a couple far apart.
for i := 0; i < bits.length; i += 1 { for i := 0; i < bits.length; i += 1 {
@@ -773,7 +779,7 @@ nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^tes
@(test) @(test)
nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing.T) { nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing.T) {
bits := make(192, context.temp_allocator) bits := create(192, context.temp_allocator)
set_true(bits, 5) set_true(bits, 5)
set_true(bits, 130) set_true(bits, 130)
@@ -790,7 +796,7 @@ nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing
@(test) @(test)
nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) { nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) {
bits := make(130, context.temp_allocator) bits := create(130, context.temp_allocator)
// Start with all bits true, then clear the first and last valid bits. // Start with all bits true, then clear the first and last valid bits.
for i := 0; i < bits.length; i += 1 { for i := 0; i < bits.length; i += 1 {
@@ -811,7 +817,7 @@ nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) {
@(test) @(test)
nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) { nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) {
bits := make(130, context.temp_allocator) bits := create(130, context.temp_allocator)
set_true(bits, 0) set_true(bits, 0)
set_true(bits, 129) set_true(bits, 129)
@@ -828,7 +834,7 @@ nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) {
@(test) @(test)
iterator_basic_mixed_bits :: proc(t: ^testing.T) { iterator_basic_mixed_bits :: proc(t: ^testing.T) {
// Use non-word-aligned length to test partial last word handling // Use non-word-aligned length to test partial last word handling
bits := make(100, context.temp_allocator) bits := create(100, context.temp_allocator)
// Set specific bits: 0, 3, 64, 99 (last valid index) // Set specific bits: 0, 3, 64, 99 (last valid index)
set_true(bits, 0) set_true(bits, 0)
@@ -903,7 +909,7 @@ iterator_basic_mixed_bits :: proc(t: ^testing.T) {
@(test) @(test)
iterator_all_false_bits :: proc(t: ^testing.T) { iterator_all_false_bits :: proc(t: ^testing.T) {
// Use non-word-aligned length // Use non-word-aligned length
bits := make(100, context.temp_allocator) bits := create(100, context.temp_allocator)
// All bits default to false, no need to set anything // All bits default to false, no need to set anything
// Test iterate - should return all 100 bits as false // Test iterate - should return all 100 bits as false
@@ -944,7 +950,7 @@ iterator_all_false_bits :: proc(t: ^testing.T) {
@(test) @(test)
iterator_all_true_bits :: proc(t: ^testing.T) { iterator_all_true_bits :: proc(t: ^testing.T) {
// Use non-word-aligned length // Use non-word-aligned length
bits := make(100, context.temp_allocator) bits := create(100, context.temp_allocator)
// Set all bits to true // Set all bits to true
for i := 0; i < bits.length; i += 1 { for i := 0; i < bits.length; i += 1 {
set_true(bits, i) set_true(bits, i)
+141
View File
@@ -0,0 +1,141 @@
package meta
import "core:fmt"
import "core:os"
import "core:strings"
// Compiles all GLSL shaders in source_dir to both SPIR-V (.spv) and
// Metal Shading Language (.metal), writing results to generated_dir.
// Overwrites any previously generated files with matching names.
// Requires `glslangValidator` and `spirv-cross` on PATH.
gen_shaders :: proc(source_dir, generated_dir: string) -> (success: bool) {
if !verify_shader_tool("glslangValidator") do return false
if !verify_shader_tool("spirv-cross") do return false
source_entries, read_err := os.read_all_directory_by_path(source_dir, context.temp_allocator)
if read_err != nil {
fmt.eprintfln("Failed to read shader source directory '%s': %v", source_dir, read_err)
return false
}
shader_names := make([dynamic]string, len = 0, cap = 24, allocator = context.temp_allocator)
for entry in source_entries {
if strings.has_suffix(entry.name, ".vert") || strings.has_suffix(entry.name, ".frag") {
append(&shader_names, entry.name)
}
}
if len(shader_names) == 0 {
fmt.eprintfln("No shader source files (.vert, .frag) found in '%s'.", source_dir)
return false
}
if os.exists(generated_dir) {
rmdir_err := os.remove_all(generated_dir)
if rmdir_err != nil {
fmt.eprintfln("Failed to remove old output directory '%s': %v", generated_dir, rmdir_err)
return false
}
}
mkdir_err := os.mkdir(generated_dir)
if mkdir_err != nil {
fmt.eprintfln("Failed to create output directory '%s': %v", generated_dir, mkdir_err)
return false
}
compiled_count := 0
for shader_name in shader_names {
source_path := fmt.tprintf("%s/%s", source_dir, shader_name)
spv_path := fmt.tprintf("%s/%s.spv", generated_dir, shader_name)
metal_path := fmt.tprintf("%s/%s.metal", generated_dir, shader_name)
fmt.printfln("[GLSL -> SPIR-V] %s", shader_name)
if !compile_glsl_to_spirv(source_path, spv_path) do continue
fmt.printfln("[SPIR-V -> MSL] %s", shader_name)
if !compile_spirv_to_msl(spv_path, metal_path) do continue
compiled_count += 1
}
total := len(shader_names)
if compiled_count == total {
fmt.printfln("Successfully compiled all %d shaders.", total)
return true
}
fmt.eprintfln("%d of %d shaders failed to compile.", total - compiled_count, total)
return false
}
verify_shader_tool :: proc(tool_name: string) -> bool {
_, _, _, err := os.process_exec(
os.Process_Desc{command = []string{tool_name, "--version"}},
context.temp_allocator,
)
if err != nil {
fmt.eprintfln("Required tool '%s' not found on PATH.", tool_name)
if tool_name == "glslangValidator" {
fmt.eprintln("\tInstall the Vulkan SDK or the glslang package:")
fmt.eprintln("\t macOS: brew install glslang")
fmt.eprintln("\t Arch: sudo pacman -S glslang")
fmt.eprintln("\t Debian: sudo apt install glslang-tools")
} else if tool_name == "spirv-cross" {
fmt.eprintln("\tInstall SPIRV-Cross:")
fmt.eprintln("\t macOS: brew install spirv-cross")
fmt.eprintln("\t Arch: sudo pacman -S spirv-cross")
fmt.eprintln("\t Debian: sudo apt install spirv-cross")
}
return false
}
return true
}
compile_glsl_to_spirv :: proc(source_path, output_path: string) -> bool {
state, stdout_bytes, stderr_bytes, err := os.process_exec(
os.Process_Desc{command = []string{"glslangValidator", "-V", source_path, "-o", output_path}},
context.temp_allocator,
)
if err != nil {
fmt.eprintfln("\tFailed to run glslangValidator for '%s': %v", source_path, err)
return false
}
if !state.success {
fmt.eprintfln("\tglslangValidator failed for '%s' (exit code %d):", source_path, state.exit_code)
print_tool_output(stdout_bytes, stderr_bytes)
return false
}
return true
}
compile_spirv_to_msl :: proc(spv_path, output_path: string) -> bool {
state, stdout_bytes, stderr_bytes, err := os.process_exec(
os.Process_Desc{command = []string{"spirv-cross", "--msl", spv_path, "--output", output_path}},
context.temp_allocator,
)
if err != nil {
fmt.eprintfln("\tFailed to run spirv-cross for '%s': %v", spv_path, err)
return false
}
if !state.success {
fmt.eprintfln("\tspirv-cross failed for '%s' (exit code %d):", spv_path, state.exit_code)
print_tool_output(stdout_bytes, stderr_bytes)
return false
}
return true
}
print_tool_output :: proc(stdout_bytes, stderr_bytes: []u8) {
stderr_text := strings.trim_right_space(transmute(string)stderr_bytes)
stdout_text := strings.trim_right_space(transmute(string)stdout_bytes)
if len(stderr_text) > 0 do fmt.eprintfln("\t%s", stderr_text)
if len(stdout_text) > 0 do fmt.eprintfln("\t%s", stdout_text)
}
+95
View File
@@ -0,0 +1,95 @@
package meta
import "core:fmt"
import "core:log"
import "core:mem"
import "core:os"
Command :: struct {
name: string,
description: string,
run: proc() -> bool,
}
COMMANDS :: []Command {
{
name = "gen-shaders",
description = "Compile GLSL shaders to SPIR-V and Metal Shading Language.",
run = proc() -> bool {
return gen_shaders("draw/shaders/source", "draw/shaders/generated")
},
},
}
main :: proc() {
//----- General setup ----------------------------------
when ODIN_DEBUG {
// Temp
track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
// Default
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
// Log a warning about any memory that was not freed by the end of the program.
// This could be fine for some global state or it could be a memory leak.
defer {
// Temp allocator
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - temp allocator: ===\n", len(track_temp.bad_free_array))
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
mem.tracking_allocator_destroy(&track_temp)
}
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - main allocator: ===\n", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - main allocator: ===\n", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
// Logger
context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger)
}
args := os.args[1:]
if len(args) == 0 {
print_usage()
return
}
command_name := args[0]
for command in COMMANDS {
if command.name == command_name {
if !command.run() do os.exit(1)
return
}
}
fmt.eprintfln("Unknown command '%s'.", command_name)
fmt.eprintln()
print_usage()
os.exit(1)
}
print_usage :: proc() {
fmt.eprintln("Usage: meta <command>")
fmt.eprintln()
fmt.eprintln("Commands:")
for command in COMMANDS {
fmt.eprintfln(" %-20s %s", command.name, command.description)
}
}
+289
View File
@@ -0,0 +1,289 @@
// Executor for fan out/in phases where each phase must enitrely finish before the next begins.
// This executor does not gaurentee strict ordering of commands withing a phase so it is only suited
// to tasks where order within a phase is not critical.
package phased_executor
import "base:intrinsics"
import "base:runtime"
import que "core:container/queue"
import "core:prof/spall"
import "core:sync"
import "core:thread"
import b "../basic"
import "../levsync"
DEFT_BATCH_SIZE :: 1024 // Number of nodes in each batch
DEFT_SPIN_LIMIT :: 2_500_000
Harness :: struct($T: typeid) where intrinsics.type_has_nil(T) {
mutex: sync.Mutex,
condition: sync.Cond,
cmd_queue: que.Queue(T),
spin: bool,
lock: levsync.Spinlock,
_pad: [64 - size_of(uint)]u8, // We want join_count to have its own cache line
join_count: uint, // Number of commands completed since last exec_join
}
// `nil` for type `T` is reserved for executor shutdown. If you need `nil` for something else wrap `T`
// in a union even if there is only a single type.
//
// Executor is not thread safe and can only be used from a single thread at a time.
// Executor can only handle 1 graph at a time.
// To execute multiple graphs at the same time, use multiple executors.
Executor :: struct($T: typeid) where intrinsics.type_has_nil(T) {
harnesses: []Harness(T), // Accessed from slave threads
spin_limit: uint, // Accessed from slave threads
num_cmds_in_round: uint, // Number of commands submitted without join being called
harness_index: int,
cmd_queue_floor: int,
thread_pool: thread.Pool,
initialized: bool,
}
//TODO: Provide a way to set some aspects of context for the executor threads. Namely a logger.
init :: proc(
executor: ^Executor($T),
#any_int num_threads: int,
$on_command_received: proc(command: T),
#any_int spin_limit: uint = DEFT_SPIN_LIMIT,
allocator := context.allocator,
) -> runtime.Allocator_Error {
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
&executor.initialized,
false,
true,
.Seq_Cst,
.Seq_Cst,
)
assert(!was_initialized, "Executor already initialized.")
slave_task := build_task(on_command_received)
executor.spin_limit = spin_limit
executor.harnesses = make([]Harness(T), num_threads, allocator) or_return
for &harness in executor.harnesses {
que.init(&harness.cmd_queue, allocator = allocator) or_return
harness.spin = true
}
thread.pool_init(&executor.thread_pool, allocator, num_threads)
for i in 0 ..< num_threads {
thread.pool_add_task(&executor.thread_pool, allocator, slave_task, data = executor, user_index = i)
}
thread.pool_start(&executor.thread_pool)
return nil
}
// Cleanly shuts down all executor tasks then destroys the executor
destroy :: proc(executor: ^Executor($T), allocator := context.allocator) -> runtime.Allocator_Error {
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
&executor.initialized,
true,
false,
.Seq_Cst,
.Seq_Cst,
)
assert(was_initialized, "Executor not initialized.")
// Exit thread loops
for &harness in executor.harnesses {
for {
if levsync.try_lock(&harness.lock) {
que.push_back(&harness.cmd_queue, nil)
if !harness.spin {
sync.mutex_lock(&harness.mutex)
sync.cond_signal(&harness.condition)
sync.mutex_unlock(&harness.mutex)
}
levsync.unlock(&harness.lock)
break
}
}
}
thread.pool_join(&executor.thread_pool)
thread.pool_destroy(&executor.thread_pool)
for &harness in executor.harnesses {
que.destroy(&harness.cmd_queue)
}
delete(executor.harnesses, allocator) or_return
return nil
}
build_task :: proc(
$on_command_received: proc(command: $T),
) -> (
slave_task: proc(task: thread.Task),
) where intrinsics.type_has_nil(T) {
slave_task = proc(task: thread.Task) {
when b.SPALL_TRACE {
spall_data := make([]u8, spall.BUFFER_DEFAULT_SIZE)
spall_buffer = spall.buffer_create(spall_data, u32(sync.current_thread_id()))
defer spall.buffer_destroy(&spall_ctx, &spall_buffer)
}
executor := cast(^Executor(T))task.data
harness := &executor.harnesses[task.user_index]
sync.mutex_lock(&harness.mutex)
for {
defer free_all(context.temp_allocator)
// Spinning
spin_count: uint = 0
spin_loop: for {
if levsync.try_lock(&harness.lock) {
if que.len(harness.cmd_queue) > 0 {
// Execute command
command := que.pop_front(&harness.cmd_queue)
levsync.unlock(&harness.lock)
if command == nil do return
on_command_received(command)
spin_count = 0
intrinsics.atomic_add_explicit(&harness.join_count, 1, .Release)
} else {
defer intrinsics.cpu_relax()
defer levsync.unlock(&harness.lock)
spin_count += 1
if spin_count == executor.spin_limit {
harness.spin = false
break spin_loop
}
}
} else { // If master locked the command queue there will be a new command soon
spin_count = 0
intrinsics.cpu_relax()
}
}
// Sleeping
cond_loop: for { // We have to loop because cond_wait can return without signal sometimes
sync.cond_wait(&harness.condition, &harness.mutex)
for { // Loop to acquire harness lock
defer intrinsics.cpu_relax()
if levsync.try_lock(&harness.lock) {
defer levsync.unlock(&harness.lock)
if que.len(harness.cmd_queue) > 0 {
harness.spin = true
break cond_loop
} else {
continue cond_loop // Spurious wakeup, go back to sleep
}
}
}
}
}
}
return slave_task
}
exec_command :: proc(executor: ^Executor($T), command: T) {
defer executor.num_cmds_in_round += 1
for {
if executor.num_cmds_in_round > 0 { // Avoid spinning multiple locks if we're only using 1 thread
if executor.harness_index == len(executor.harnesses) - 1 {
executor.harness_index = 0
} else {
executor.harness_index += 1
}
}
harness := &executor.harnesses[executor.harness_index]
if levsync.try_lock(&harness.lock) {
if que.len(harness.cmd_queue) <= executor.cmd_queue_floor {
que.push_back(&harness.cmd_queue, command)
executor.cmd_queue_floor = que.len(harness.cmd_queue)
slave_sleeping := !harness.spin
// Must release lock before signalling to avoid race from slave spurious wakeup
levsync.unlock(&harness.lock)
if slave_sleeping {
sync.mutex_lock(&harness.mutex)
sync.cond_signal(&harness.condition)
sync.mutex_unlock(&harness.mutex)
}
break
}
levsync.unlock(&harness.lock)
}
}
}
// Spin check until issued executor commands finish
exec_join :: proc(executor: ^Executor($T)) {
defer executor.num_cmds_in_round = 0
for {
completed_commands: uint = 0
for &harness in executor.harnesses {
completed_commands += intrinsics.atomic_load_explicit(&harness.join_count, .Acquire)
}
if completed_commands == executor.num_cmds_in_round {
for &harness in executor.harnesses {
// We know the slave will never access join_count at this time so we don't need to synchronize
harness.join_count = 0
}
return
}
intrinsics.cpu_relax()
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Tests ---------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------------
import "core:fmt"
import "core:testing"
@(test)
stress_test_executor :: proc(t: ^testing.T) {
STRESS_TOTAL_CMDS :: 200_000
STRESS_NUM_THREADS :: 8
STRESS_NUM_ROUNDS :: 100
STRESS_CMDS_PER_ROUND :: STRESS_TOTAL_CMDS / STRESS_NUM_ROUNDS
Stress_Cmd :: union {
Stress_Payload,
}
Stress_Payload :: struct {
exec_counts: ^[STRESS_TOTAL_CMDS]uint,
id: int,
}
stress_handler :: proc(command: Stress_Cmd) {
payload := command.(Stress_Payload)
intrinsics.atomic_add_explicit(&payload.exec_counts[payload.id], 1, .Release)
}
exec_counts := new([STRESS_TOTAL_CMDS]uint)
defer free(exec_counts)
executor: Executor(Stress_Cmd)
init(&executor, STRESS_NUM_THREADS, stress_handler, spin_limit = 500)
for round in 0 ..< STRESS_NUM_ROUNDS {
base := round * STRESS_CMDS_PER_ROUND
for i in 0 ..< STRESS_CMDS_PER_ROUND {
exec_command(&executor, Stress_Payload{exec_counts = exec_counts, id = base + i})
}
exec_join(&executor)
}
missed, duped: int
for i in 0 ..< STRESS_TOTAL_CMDS {
count := exec_counts[i]
if count == 0 do missed += 1
else if count > 1 do duped += 1
}
testing.expect(t, missed == 0, fmt.tprintf("Missed %d / %d commands", missed, STRESS_TOTAL_CMDS))
testing.expect(t, duped == 0, fmt.tprintf("Duplicated %d / %d commands", duped, STRESS_TOTAL_CMDS))
// Explicitly destroy to verify clean shutdown.
// If destroy_executor returns, all threads received the nil sentinel and exited,
// and thread.pool_join completed without deadlock.
destroy(&executor)
testing.expect(t, !executor.initialized, "Executor still marked initialized after destroy")
}
+280
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@@ -0,0 +1,280 @@
package examples
import "core:fmt"
import "core:log"
import "core:mem"
import "core:os"
import qr ".."
main :: proc() {
//----- General setup ----------------------------------
// Temp
track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
// Default
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
// Log a warning about any memory that was not freed by the end of the program.
// This could be fine for some global state or it could be a memory leak.
defer {
// Temp allocator
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - temp allocator: ===\n", len(track_temp.bad_free_array))
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
mem.tracking_allocator_destroy(&track_temp)
}
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - main allocator: ===\n", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - main allocator: ===\n", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
// Logger
context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger)
args := os.args
if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln("Available examples: basic, variety, segment, mask")
os.exit(1)
}
switch args[1] {
case "basic": basic()
case "variety": variety()
case "segment": segment()
case "mask": mask()
case:
fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln("Available examples: basic, variety, segment, mask")
os.exit(1)
}
}
// Creates a single QR Code, then prints it to the console.
basic :: proc() {
text :: "Hello, world!"
ecl :: qr.Ecc.Low
qrcode: [qr.BUFFER_LEN_MAX]u8
ok := qr.encode_auto(text, qrcode[:], ecl)
if ok do print_qr(qrcode[:])
}
// Creates a variety of QR Codes that exercise different features of the library.
variety :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Numeric mode encoding (3.33 bits per digit)
ok := qr.encode_auto("314159265358979323846264338327950288419716939937510", qrcode[:], qr.Ecc.Medium)
if ok do print_qr(qrcode[:])
}
{ // Alphanumeric mode encoding (5.5 bits per character)
ok := qr.encode_auto("DOLLAR-AMOUNT:$39.87 PERCENTAGE:100.00% OPERATIONS:+-*/", qrcode[:], qr.Ecc.High)
if ok do print_qr(qrcode[:])
}
{ // Unicode text as UTF-8
ok := qr.encode_auto(
"\xE3\x81\x93\xE3\x82\x93\xE3\x81\xAB\xE3\x81\xA1wa\xE3\x80\x81" +
"\xE4\xB8\x96\xE7\x95\x8C\xEF\xBC\x81\x20\xCE\xB1\xCE\xB2\xCE\xB3\xCE\xB4",
qrcode[:],
qr.Ecc.Quartile,
)
if ok do print_qr(qrcode[:])
}
{ // Moderately large QR Code using longer text (from Lewis Carroll's Alice in Wonderland)
ok := qr.encode_auto(
"Alice was beginning to get very tired of sitting by her sister on the bank, " +
"and of having nothing to do: once or twice she had peeped into the book her sister was reading, " +
"but it had no pictures or conversations in it, 'and what is the use of a book,' thought Alice " +
"'without pictures or conversations?' So she was considering in her own mind (as well as she could, " +
"for the hot day made her feel very sleepy and stupid), whether the pleasure of making a " +
"daisy-chain would be worth the trouble of getting up and picking the daisies, when suddenly " +
"a White Rabbit with pink eyes ran close by her.",
qrcode[:],
qr.Ecc.High,
)
if ok do print_qr(qrcode[:])
}
}
// Creates QR Codes with manually specified segments for better compactness.
segment :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Illustration "silver"
silver0 :: "THE SQUARE ROOT OF 2 IS 1."
silver1 :: "41421356237309504880168872420969807856967187537694807317667973799"
// Encode as single text (auto mode selection)
{
concat :: silver0 + silver1
ok := qr.encode_auto(concat, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode as two manual segments (alphanumeric + numeric) for better compactness
{
seg_buf0: [qr.BUFFER_LEN_MAX]u8
seg_buf1: [qr.BUFFER_LEN_MAX]u8
segs := [2]qr.Segment{qr.make_alphanumeric(silver0, seg_buf0[:]), qr.make_numeric(silver1, seg_buf1[:])}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
{ // Illustration "golden"
golden0 :: "Golden ratio \xCF\x86 = 1."
golden1 :: "6180339887498948482045868343656381177203091798057628621354486227052604628189024497072072041893911374"
golden2 :: "......"
// Encode as single text (auto mode selection)
{
concat :: golden0 + golden1 + golden2
ok := qr.encode_auto(concat, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode as three manual segments (byte + numeric + alphanumeric) for better compactness
{
golden0_str: string = golden0
golden0_bytes := transmute([]u8)golden0_str
seg_buf0: [qr.BUFFER_LEN_MAX]u8
seg_buf1: [qr.BUFFER_LEN_MAX]u8
seg_buf2: [qr.BUFFER_LEN_MAX]u8
segs := [3]qr.Segment {
qr.make_bytes(golden0_bytes, seg_buf0[:]),
qr.make_numeric(golden1, seg_buf1[:]),
qr.make_alphanumeric(golden2, seg_buf2[:]),
}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
{ // Illustration "Madoka": kanji, kana, Cyrillic, full-width Latin, Greek characters
// Encode as text (auto mode — byte mode)
{
madoka ::
"\xE3\x80\x8C\xE9\xAD\x94\xE6\xB3\x95\xE5" +
"\xB0\x91\xE5\xA5\xB3\xE3\x81\xBE\xE3\x81" +
"\xA9\xE3\x81\x8B\xE2\x98\x86\xE3\x83\x9E" +
"\xE3\x82\xAE\xE3\x82\xAB\xE3\x80\x8D\xE3" +
"\x81\xA3\xE3\x81\xA6\xE3\x80\x81\xE3\x80" +
"\x80\xD0\x98\xD0\x90\xD0\x98\xE3\x80\x80" +
"\xEF\xBD\x84\xEF\xBD\x85\xEF\xBD\x93\xEF" +
"\xBD\x95\xE3\x80\x80\xCE\xBA\xCE\xB1\xEF" +
"\xBC\x9F"
ok := qr.encode_auto(madoka, qrcode[:], qr.Ecc.Low)
if ok do print_qr(qrcode[:])
}
// Encode with manual kanji mode (13 bits per character)
{
//odinfmt: disable
kanji_chars :: [29]int{
0x0035, 0x1002, 0x0FC0, 0x0AED, 0x0AD7,
0x015C, 0x0147, 0x0129, 0x0059, 0x01BD,
0x018D, 0x018A, 0x0036, 0x0141, 0x0144,
0x0001, 0x0000, 0x0249, 0x0240, 0x0249,
0x0000, 0x0104, 0x0105, 0x0113, 0x0115,
0x0000, 0x0208, 0x01FF, 0x0008,
}
//odinfmt: enable
seg_buf: [qr.BUFFER_LEN_MAX]u8
for &b in seg_buf {
b = 0
}
seg: qr.Segment
seg.mode = .Kanji
seg.num_chars = len(kanji_chars)
seg.bit_length = 0
for ch in kanji_chars {
for j := 12; j >= 0; j -= 1 {
seg_buf[seg.bit_length >> 3] |= u8(((ch >> uint(j)) & 1)) << uint(7 - (seg.bit_length & 7))
seg.bit_length += 1
}
}
seg.data = seg_buf[:(seg.bit_length + 7) / 8]
segs := [1]qr.Segment{seg}
ok := qr.encode_auto(segs[:], qr.Ecc.Low, qrcode[:])
if ok do print_qr(qrcode[:])
}
}
}
// Creates QR Codes with the same size and contents but different mask patterns.
mask :: proc() {
qrcode: [qr.BUFFER_LEN_MAX]u8
{ // Project Nayuki URL
ok: bool
ok = qr.encode_auto("https://www.nayuki.io/", qrcode[:], qr.Ecc.High)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto("https://www.nayuki.io/", qrcode[:], qr.Ecc.High, mask = qr.Mask.M3)
if ok do print_qr(qrcode[:])
}
{ // Chinese text as UTF-8
text ::
"\xE7\xB6\xAD\xE5\x9F\xBA\xE7\x99\xBE\xE7\xA7\x91\xEF\xBC\x88\x57\x69\x6B\x69\x70" +
"\x65\x64\x69\x61\xEF\xBC\x8C\xE8\x81\x86\xE8\x81\xBD\x69\x2F\xCB\x8C\x77\xC9\xAA" +
"\x6B\xE1\xB5\xBB\xCB\x88\x70\x69\xCB\x90\x64\x69\x2E\xC9\x99\x2F\xEF\xBC\x89\xE6" +
"\x98\xAF\xE4\xB8\x80\xE5\x80\x8B\xE8\x87\xAA\xE7\x94\xB1\xE5\x85\xA7\xE5\xAE\xB9" +
"\xE3\x80\x81\xE5\x85\xAC\xE9\x96\x8B\xE7\xB7\xA8\xE8\xBC\xAF\xE4\xB8\x94\xE5\xA4" +
"\x9A\xE8\xAA\x9E\xE8\xA8\x80\xE7\x9A\x84\xE7\xB6\xB2\xE8\xB7\xAF\xE7\x99\xBE\xE7" +
"\xA7\x91\xE5\x85\xA8\xE6\x9B\xB8\xE5\x8D\x94\xE4\xBD\x9C\xE8\xA8\x88\xE7\x95\xAB"
ok: bool
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M0)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M1)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M5)
if ok do print_qr(qrcode[:])
ok = qr.encode_auto(text, qrcode[:], qr.Ecc.Medium, mask = qr.Mask.M7)
if ok do print_qr(qrcode[:])
}
}
// Prints the given QR Code to the console.
print_qr :: proc(qrcode: []u8) {
size := qr.get_size(qrcode)
border :: 4
for y in -border ..< size + border {
for x in -border ..< size + border {
fmt.print("##" if qr.get_module(qrcode, x, y) else " ")
}
fmt.println()
}
fmt.println()
}
+2845
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File diff suppressed because it is too large Load Diff
+269 -99
View File
@@ -1,103 +1,139 @@
package ring package ring
import "base:runtime"
import "core:fmt" import "core:fmt"
@(private) @(private)
ODIN_BOUNDS_CHECK :: !ODIN_NO_BOUNDS_CHECK ODIN_BOUNDS_CHECK :: !ODIN_NO_BOUNDS_CHECK
Ring :: struct($T: typeid) { Ring :: struct($E: typeid) {
data: []T, data: []E,
_end_index, len: int, next_write_index, len: int,
} }
Ring_Soa :: struct($T: typeid) { Ring_Soa :: struct($E: typeid) {
data: #soa[]T, data: #soa[]E,
_end_index, len: int, next_write_index, len: int,
} }
from_slice_raos :: #force_inline proc(data: $T/[]$E) -> Ring(E) { destroy_aos :: #force_inline proc(
return {data = data, _end_index = -1} ring: ^Ring($E),
allocator := context.allocator,
) -> runtime.Allocator_Error {
return delete(ring.data)
} }
from_slice_rsoa :: #force_inline proc(data: $T/#soa[]$E) -> Ring_Soa(E) { destroy_soa :: #force_inline proc(
return {data = data, _end_index = -1} ring: ^Ring_Soa($E),
allocator := context.allocator,
) -> runtime.Allocator_Error {
return delete(ring.data)
} }
from_slice :: proc { destroy :: proc {
from_slice_raos, destroy_aos,
from_slice_rsoa, destroy_soa,
} }
create_aos :: #force_inline proc(
$E: typeid,
capacity: int,
allocator := context.allocator,
) -> (
ring: Ring(E),
err: runtime.Allocator_Error,
) #optional_allocator_error {
ring.data, err = make([]E, capacity, allocator)
return ring, err
}
create_soa :: #force_inline proc(
$E: typeid,
capacity: int,
allocator := context.allocator,
) -> (
ring: Ring_Soa(E),
err: runtime.Allocator_Error,
) #optional_allocator_error {
ring.data, err = make(#soa[]E, capacity, allocator)
return ring, err
}
// All contents of `data` will be completely ignored, `data` is treated as an empty slice.
init_from_slice_aos :: #force_inline proc(ring: ^Ring($E), data: $T/[]E) {
ring.data = data
ring.len = 0
ring.next_write_index = 0
return
}
// All contents of `data` will be completely ignored, `data` is treated as an empty slice.
init_from_slice_soa :: #force_inline proc(ring: ^Ring_Soa($E), data: $T/#soa[]E) {
ring.data = data
ring.len = 0
ring.next_write_index = 0
return
}
init_from_slice :: proc {
init_from_slice_aos,
init_from_slice_soa,
}
// Internal
// Index in the backing array where the ring starts // Index in the backing array where the ring starts
_start_index_raos :: proc(ring: Ring($T)) -> int { start_index_aos :: #force_inline proc(ring: Ring($E)) -> int {
if ring.len < len(ring.data) { return ring.len < len(ring.data) ? 0 : ring.next_write_index
return 0
} else {
start_index := ring._end_index + 1
return 0 if start_index == len(ring.data) else start_index
}
} }
// Internal
// Index in the backing array where the ring starts // Index in the backing array where the ring starts
_start_index_rsoa :: proc(ring: Ring_Soa($T)) -> int { start_index_soa :: #force_inline proc(ring: Ring_Soa($E)) -> int {
if ring.len < len(ring.data) { return ring.len < len(ring.data) ? 0 : ring.next_write_index
return 0
} else {
start_index := ring._end_index + 1
return 0 if start_index == len(ring.data) else start_index
}
} }
advance_raos :: proc(ring: ^Ring($T)) { advance_aos :: #force_inline proc(ring: ^Ring($E)) {
// Length // Length
if ring.len != len(ring.data) do ring.len += 1 if ring.len != len(ring.data) do ring.len += 1
// End index // Write index
if ring._end_index == len(ring.data) - 1 { // If we are at the end of the backing array ring.next_write_index += 1
ring._end_index = 0 // Overflow end to 0 if ring.next_write_index == len(ring.data) do ring.next_write_index = 0
} else {
ring._end_index += 1
}
} }
advance_rsoa :: proc(ring: ^Ring_Soa($T)) { advance_soa :: #force_inline proc(ring: ^Ring_Soa($E)) {
// Length // Length
if ring.len != len(ring.data) do ring.len += 1 if ring.len != len(ring.data) do ring.len += 1
// End index // Write index
if ring._end_index == len(ring.data) - 1 { // If we are at the end of the backing array ring.next_write_index += 1
ring._end_index = 0 // Overflow end to 0 if ring.next_write_index == len(ring.data) do ring.next_write_index = 0
} else {
ring._end_index += 1
}
} }
advance :: proc { advance :: proc {
advance_raos, advance_aos,
advance_rsoa, advance_soa,
} }
append_raos :: proc(ring: ^Ring($T), element: T) { append_aos :: #force_inline proc(ring: ^Ring($E), element: E) {
ring.data[ring.next_write_index] = element
advance(ring) advance(ring)
ring.data[ring._end_index] = element
} }
append_rsoa :: proc(ring: ^Ring_Soa($T), element: T) { append_soa :: #force_inline proc(ring: ^Ring_Soa($E), element: E) {
ring.data[ring.next_write_index] = element
advance(ring) advance(ring)
ring.data[ring._end_index] = element
} }
append :: proc { append :: proc {
append_raos, append_aos,
append_rsoa, append_soa,
} }
get_raos :: proc(ring: Ring($T), index: int) -> ^T { get_aos :: #force_inline proc(ring: Ring($E), index: int) -> ^E {
when ODIN_BOUNDS_CHECK { when ODIN_BOUNDS_CHECK {
if index >= ring.len { fmt.assertf(index < ring.len, "Ring index %i out of bounds for length %i", index, ring.len)
panic(fmt.tprintf("Ring index %i out of bounds for length %i", index, ring.len))
}
} }
array_index := _start_index_raos(ring) + index array_index := start_index_aos(ring) + index
if array_index < len(ring.data) { if array_index < len(ring.data) {
return &ring.data[array_index] return &ring.data[array_index]
} else { } else {
@@ -107,14 +143,12 @@ get_raos :: proc(ring: Ring($T), index: int) -> ^T {
} }
// SOA can't return soa pointer to parapoly T. // SOA can't return soa pointer to parapoly T.
get_rsoa :: proc(ring: Ring_Soa($T), index: int) -> T { get_soa :: #force_inline proc(ring: Ring_Soa($E), index: int) -> E {
when ODIN_BOUNDS_CHECK { when ODIN_BOUNDS_CHECK {
if index >= ring.len { fmt.assertf(index < ring.len, "Ring index %i out of bounds for length %i", index, ring.len)
panic(fmt.tprintf("Ring index %i out of bounds for length %i", index, ring.len))
}
} }
array_index := _start_index_rsoa(ring) + index array_index := start_index_soa(ring) + index
if array_index < len(ring.data) { if array_index < len(ring.data) {
return ring.data[array_index] return ring.data[array_index]
} else { } else {
@@ -124,36 +158,36 @@ get_rsoa :: proc(ring: Ring_Soa($T), index: int) -> T {
} }
get :: proc { get :: proc {
get_raos, get_aos,
get_rsoa, get_soa,
} }
get_last_raos :: #force_inline proc(ring: Ring($T)) -> ^T { get_last_aos :: #force_inline proc(ring: Ring($E)) -> ^E {
return get(ring, ring.len - 1) return get(ring, ring.len - 1)
} }
get_last_rsoa :: #force_inline proc(ring: Ring_Soa($T)) -> T { get_last_soa :: #force_inline proc(ring: Ring_Soa($E)) -> E {
return get(ring, ring.len - 1) return get(ring, ring.len - 1)
} }
get_last :: proc { get_last :: proc {
get_last_raos, get_last_aos,
get_last_rsoa, get_last_soa,
} }
clear_raos :: #force_inline proc "contextless" (ring: ^Ring($T)) { clear_aos :: #force_inline proc "contextless" (ring: ^Ring($E)) {
ring.len = 0 ring.len = 0
ring._end_index = -1 ring.next_write_index = 0
} }
clear_rsoa :: #force_inline proc "contextless" (ring: ^Ring_Soa($T)) { clear_soa :: #force_inline proc "contextless" (ring: ^Ring_Soa($E)) {
ring.len = 0 ring.len = 0
ring._end_index = -1 ring.next_write_index = 0
} }
clear :: proc { clear :: proc {
clear_raos, clear_aos,
clear_rsoa, clear_soa,
} }
// --------------------------------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------
@@ -164,28 +198,27 @@ import "core:testing"
@(test) @(test)
test_ring_aos :: proc(t: ^testing.T) { test_ring_aos :: proc(t: ^testing.T) {
data := make_slice([]int, 10) ring := create_aos(int, 10)
ring := from_slice(data) defer destroy(&ring)
defer delete(ring.data)
for i in 1 ..= 5 { for i in 1 ..= 5 {
append(&ring, i) append(&ring, i)
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_raos(ring)) log.debug("Start index:", start_index_aos(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0)^, 1) testing.expect_value(t, get(ring, 0)^, 1)
testing.expect_value(t, get(ring, 4)^, 5) testing.expect_value(t, get(ring, 4)^, 5)
testing.expect_value(t, ring.len, 5) testing.expect_value(t, ring.len, 5)
testing.expect_value(t, ring._end_index, 4) testing.expect_value(t, ring.next_write_index, 5)
testing.expect_value(t, _start_index_raos(ring), 0) testing.expect_value(t, start_index_aos(ring), 0)
for i in 6 ..= 15 { for i in 6 ..= 15 {
append(&ring, i) append(&ring, i)
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_raos(ring)) log.debug("Start index:", start_index_aos(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0)^, 6) testing.expect_value(t, get(ring, 0)^, 6)
@@ -193,18 +226,18 @@ test_ring_aos :: proc(t: ^testing.T) {
testing.expect_value(t, get(ring, 9)^, 15) testing.expect_value(t, get(ring, 9)^, 15)
testing.expect_value(t, get_last(ring)^, 15) testing.expect_value(t, get_last(ring)^, 15)
testing.expect_value(t, ring.len, 10) testing.expect_value(t, ring.len, 10)
testing.expect_value(t, ring._end_index, 4) testing.expect_value(t, ring.next_write_index, 5)
testing.expect_value(t, _start_index_raos(ring), 5) testing.expect_value(t, start_index_aos(ring), 5)
for i in 15 ..= 25 { for i in 15 ..= 25 {
append(&ring, i) append(&ring, i)
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_raos(ring)) log.debug("Start index:", start_index_aos(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0)^, 16) testing.expect_value(t, get(ring, 0)^, 16)
testing.expect_value(t, ring._end_index, 5) testing.expect_value(t, ring.next_write_index, 6)
testing.expect_value(t, get_last(ring)^, 25) testing.expect_value(t, get_last(ring)^, 25)
clear(&ring) clear(&ring)
@@ -219,28 +252,27 @@ test_ring_soa :: proc(t: ^testing.T) {
x, y: int, x, y: int,
} }
data := make_soa_slice(#soa[]Ints, 10) ring := create_soa(Ints, 10)
ring := from_slice(data) defer destroy(&ring)
defer delete(ring.data)
for i in 1 ..= 5 { for i in 1 ..= 5 {
append(&ring, Ints{i, i}) append(&ring, Ints{i, i})
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_rsoa(ring)) log.debug("Start index:", start_index_soa(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0), Ints{1, 1}) testing.expect_value(t, get(ring, 0), Ints{1, 1})
testing.expect_value(t, get(ring, 4), Ints{5, 5}) testing.expect_value(t, get(ring, 4), Ints{5, 5})
testing.expect_value(t, ring.len, 5) testing.expect_value(t, ring.len, 5)
testing.expect_value(t, ring._end_index, 4) testing.expect_value(t, ring.next_write_index, 5)
testing.expect_value(t, _start_index_rsoa(ring), 0) testing.expect_value(t, start_index_soa(ring), 0)
for i in 6 ..= 15 { for i in 6 ..= 15 {
append(&ring, Ints{i, i}) append(&ring, Ints{i, i})
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_rsoa(ring)) log.debug("Start index:", start_index_soa(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0), Ints{6, 6}) testing.expect_value(t, get(ring, 0), Ints{6, 6})
@@ -248,18 +280,18 @@ test_ring_soa :: proc(t: ^testing.T) {
testing.expect_value(t, get(ring, 9), Ints{15, 15}) testing.expect_value(t, get(ring, 9), Ints{15, 15})
testing.expect_value(t, get_last(ring), Ints{15, 15}) testing.expect_value(t, get_last(ring), Ints{15, 15})
testing.expect_value(t, ring.len, 10) testing.expect_value(t, ring.len, 10)
testing.expect_value(t, ring._end_index, 4) testing.expect_value(t, ring.next_write_index, 5)
testing.expect_value(t, _start_index_rsoa(ring), 5) testing.expect_value(t, start_index_soa(ring), 5)
for i in 15 ..= 25 { for i in 15 ..= 25 {
append(&ring, Ints{i, i}) append(&ring, Ints{i, i})
log.debug("Length:", ring.len) log.debug("Length:", ring.len)
log.debug("Start index:", _start_index_rsoa(ring)) log.debug("Start index:", start_index_soa(ring))
log.debug("End index:", ring._end_index) log.debug("Next write index:", ring.next_write_index)
log.debug(ring.data) log.debug(ring.data)
} }
testing.expect_value(t, get(ring, 0), Ints{16, 16}) testing.expect_value(t, get(ring, 0), Ints{16, 16})
testing.expect_value(t, ring._end_index, 5) testing.expect_value(t, ring.next_write_index, 6)
testing.expect_value(t, get_last(ring), Ints{25, 25}) testing.expect_value(t, get_last(ring), Ints{25, 25})
clear(&ring) clear(&ring)
@@ -267,3 +299,141 @@ test_ring_soa :: proc(t: ^testing.T) {
testing.expect_value(t, ring.len, 1) testing.expect_value(t, ring.len, 1)
testing.expect_value(t, get(ring, 0), Ints{1, 1}) testing.expect_value(t, get(ring, 0), Ints{1, 1})
} }
@(test)
test_ring_aos_init_from_slice :: proc(t: ^testing.T) {
// Stack-allocated backing with pre-existing garbage and odd capacity.
backing: [7]int = {99, 99, 99, 99, 99, 99, 99}
ring: Ring(int)
init_from_slice(&ring, backing[:])
// Empty ring invariants after init_from_slice.
testing.expect_value(t, ring.len, 0)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_aos(ring), 0)
// Partial fill (3 / 7).
for i in 1 ..= 3 do append(&ring, i)
testing.expect_value(t, ring.len, 3)
testing.expect_value(t, ring.next_write_index, 3)
testing.expect_value(t, start_index_aos(ring), 0)
testing.expect_value(t, get(ring, 0)^, 1)
testing.expect_value(t, get(ring, 2)^, 3)
testing.expect_value(t, get_last(ring)^, 3)
// Fill exactly to capacity. Pushing element 7 must make len == cap
// AND wrap next_write_index from 6 back to 0 in the same step.
for i in 4 ..= 7 do append(&ring, i)
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_aos(ring), 0)
testing.expect_value(t, get(ring, 0)^, 1)
testing.expect_value(t, get(ring, 6)^, 7)
testing.expect_value(t, get_last(ring)^, 7)
// First overwrite — oldest element shifts by one.
append(&ring, 8)
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, start_index_aos(ring), 1)
testing.expect_value(t, get(ring, 0)^, 2)
testing.expect_value(t, get(ring, 6)^, 8)
testing.expect_value(t, get_last(ring)^, 8)
// Stress: 3 more complete wrap cycles (21 more pushes).
// After 29 total pushes, ring contains the last 7 (23..=29),
// and next_write_index = 29 mod 7 = 1.
for i in 9 ..= 29 do append(&ring, i)
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, start_index_aos(ring), 1)
testing.expect_value(t, get(ring, 0)^, 23)
testing.expect_value(t, get(ring, 3)^, 26)
testing.expect_value(t, get(ring, 6)^, 29)
testing.expect_value(t, get_last(ring)^, 29)
// Clear returns ring to empty-equivalent state.
clear(&ring)
testing.expect_value(t, ring.len, 0)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_aos(ring), 0)
// Single-element edge case: get_last(len==1) routes through get(ring, 0).
append(&ring, 42)
testing.expect_value(t, ring.len, 1)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, get(ring, 0)^, 42)
testing.expect_value(t, get_last(ring)^, 42)
}
@(test)
test_ring_soa_init_from_slice :: proc(t: ^testing.T) {
Ints :: struct {
x, y: int,
}
// Stack-allocated backing with pre-existing garbage and odd capacity.
backing: #soa[7]Ints = {{99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}}
ring: Ring_Soa(Ints)
init_from_slice(&ring, backing[:])
// Empty ring invariants after init_from_slice.
testing.expect_value(t, ring.len, 0)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_soa(ring), 0)
// Partial fill (3 / 7).
for i in 1 ..= 3 do append(&ring, Ints{i, i})
testing.expect_value(t, ring.len, 3)
testing.expect_value(t, ring.next_write_index, 3)
testing.expect_value(t, start_index_soa(ring), 0)
testing.expect_value(t, get(ring, 0), Ints{1, 1})
testing.expect_value(t, get(ring, 2), Ints{3, 3})
testing.expect_value(t, get_last(ring), Ints{3, 3})
// Fill exactly to capacity. Pushing element 7 must make len == cap
// AND wrap next_write_index from 6 back to 0 in the same step.
for i in 4 ..= 7 do append(&ring, Ints{i, i})
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_soa(ring), 0)
testing.expect_value(t, get(ring, 0), Ints{1, 1})
testing.expect_value(t, get(ring, 6), Ints{7, 7})
testing.expect_value(t, get_last(ring), Ints{7, 7})
// First overwrite — oldest element shifts by one.
append(&ring, Ints{8, 8})
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, start_index_soa(ring), 1)
testing.expect_value(t, get(ring, 0), Ints{2, 2})
testing.expect_value(t, get(ring, 6), Ints{8, 8})
testing.expect_value(t, get_last(ring), Ints{8, 8})
// Stress: 3 more complete wrap cycles (21 more pushes).
// After 29 total pushes, ring contains the last 7 (23..=29),
// and next_write_index = 29 mod 7 = 1.
for i in 9 ..= 29 do append(&ring, Ints{i, i})
testing.expect_value(t, ring.len, 7)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, start_index_soa(ring), 1)
testing.expect_value(t, get(ring, 0), Ints{23, 23})
testing.expect_value(t, get(ring, 3), Ints{26, 26})
testing.expect_value(t, get(ring, 6), Ints{29, 29})
testing.expect_value(t, get_last(ring), Ints{29, 29})
// Clear returns ring to empty-equivalent state.
clear(&ring)
testing.expect_value(t, ring.len, 0)
testing.expect_value(t, ring.next_write_index, 0)
testing.expect_value(t, start_index_soa(ring), 0)
// Single-element edge case: get_last(len==1) routes through get(ring, 0).
append(&ring, Ints{42, 42})
testing.expect_value(t, ring.len, 1)
testing.expect_value(t, ring.next_write_index, 1)
testing.expect_value(t, get(ring, 0), Ints{42, 42})
testing.expect_value(t, get_last(ring), Ints{42, 42})
}
+489
View File
@@ -0,0 +1,489 @@
package clay
import "core:c"
when ODIN_OS == .Windows {
foreign import Clay "windows/clay.lib"
} else when ODIN_OS == .Linux {
foreign import Clay "linux/clay.a"
} else when ODIN_OS == .Darwin {
when ODIN_ARCH == .arm64 {
foreign import Clay "macos-arm64/clay.a"
} else {
foreign import Clay "macos/clay.a"
}
} else when ODIN_ARCH == .wasm32 || ODIN_ARCH == .wasm64p32 {
foreign import Clay "wasm/clay.o"
}
String :: struct {
isStaticallyAllocated: c.bool,
length: c.int32_t,
chars: [^]c.char,
}
StringSlice :: struct {
length: c.int32_t,
chars: [^]c.char,
baseChars: [^]c.char,
}
Vector2 :: [2]c.float
Dimensions :: struct {
width: c.float,
height: c.float,
}
Arena :: struct {
nextAllocation: uintptr,
capacity: c.size_t,
memory: [^]c.char,
}
BoundingBox :: struct {
x: c.float,
y: c.float,
width: c.float,
height: c.float,
}
Color :: [4]c.float
CornerRadius :: struct {
topLeft: c.float,
topRight: c.float,
bottomLeft: c.float,
bottomRight: c.float,
}
BorderData :: struct {
width: u32,
color: Color,
}
ElementId :: struct {
id: u32,
offset: u32,
baseId: u32,
stringId: String,
}
when ODIN_OS == .Windows {
EnumBackingType :: u32
} else {
EnumBackingType :: u8
}
RenderCommandType :: enum EnumBackingType {
None,
Rectangle,
Border,
Text,
Image,
ScissorStart,
ScissorEnd,
Custom,
}
RectangleElementConfig :: struct {
color: Color,
}
TextWrapMode :: enum EnumBackingType {
Words,
Newlines,
None,
}
TextAlignment :: enum EnumBackingType {
Left,
Center,
Right,
}
TextElementConfig :: struct {
userData: rawptr,
textColor: Color,
fontId: u16,
fontSize: u16,
letterSpacing: u16,
lineHeight: u16,
wrapMode: TextWrapMode,
textAlignment: TextAlignment,
}
AspectRatioElementConfig :: struct {
aspectRatio: f32,
}
ImageElementConfig :: struct {
imageData: rawptr,
}
CustomElementConfig :: struct {
customData: rawptr,
}
BorderWidth :: struct {
left: u16,
right: u16,
top: u16,
bottom: u16,
betweenChildren: u16,
}
BorderElementConfig :: struct {
color: Color,
width: BorderWidth,
}
ClipElementConfig :: struct {
horizontal: bool, // clip overflowing elements on the "X" axis
vertical: bool, // clip overflowing elements on the "Y" axis
childOffset: Vector2, // offsets the [X,Y] positions of all child elements, primarily for scrolling containers
}
FloatingAttachPointType :: enum EnumBackingType {
LeftTop,
LeftCenter,
LeftBottom,
CenterTop,
CenterCenter,
CenterBottom,
RightTop,
RightCenter,
RightBottom,
}
FloatingAttachPoints :: struct {
element: FloatingAttachPointType,
parent: FloatingAttachPointType,
}
PointerCaptureMode :: enum EnumBackingType {
Capture,
Passthrough,
}
FloatingAttachToElement :: enum EnumBackingType {
None,
Parent,
ElementWithId,
Root,
}
FloatingClipToElement :: enum EnumBackingType {
None,
AttachedParent,
}
FloatingElementConfig :: struct {
offset: Vector2,
expand: Dimensions,
parentId: u32,
zIndex: i16,
attachment: FloatingAttachPoints,
pointerCaptureMode: PointerCaptureMode,
attachTo: FloatingAttachToElement,
clipTo: FloatingClipToElement,
}
TextRenderData :: struct {
stringContents: StringSlice,
textColor: Color,
fontId: u16,
fontSize: u16,
letterSpacing: u16,
lineHeight: u16,
}
RectangleRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
}
ImageRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
imageData: rawptr,
}
CustomRenderData :: struct {
backgroundColor: Color,
cornerRadius: CornerRadius,
customData: rawptr,
}
BorderRenderData :: struct {
color: Color,
cornerRadius: CornerRadius,
width: BorderWidth,
}
RenderCommandData :: struct #raw_union {
rectangle: RectangleRenderData,
text: TextRenderData,
image: ImageRenderData,
custom: CustomRenderData,
border: BorderRenderData,
}
RenderCommand :: struct {
boundingBox: BoundingBox,
renderData: RenderCommandData,
userData: rawptr,
id: u32,
zIndex: i16,
commandType: RenderCommandType,
}
ScrollContainerData :: struct {
// Note: This is a pointer to the real internal scroll position, mutating it may cause a change in final layout.
// Intended for use with external functionality that modifies scroll position, such as scroll bars or auto scrolling.
scrollPosition: ^Vector2,
scrollContainerDimensions: Dimensions,
contentDimensions: Dimensions,
config: ClipElementConfig,
// Indicates whether an actual scroll container matched the provided ID or if the default struct was returned.
found: bool,
}
ElementData :: struct {
boundingBox: BoundingBox,
found: bool,
}
PointerDataInteractionState :: enum EnumBackingType {
PressedThisFrame,
Pressed,
ReleasedThisFrame,
Released,
}
PointerData :: struct {
position: Vector2,
state: PointerDataInteractionState,
}
SizingType :: enum EnumBackingType {
Fit,
Grow,
Percent,
Fixed,
}
SizingConstraintsMinMax :: struct {
min: c.float,
max: c.float,
}
SizingConstraints :: struct #raw_union {
sizeMinMax: SizingConstraintsMinMax,
sizePercent: c.float,
}
SizingAxis :: struct {
// Note: `min` is used for CLAY_SIZING_PERCENT, slightly different to clay.h due to lack of C anonymous unions
constraints: SizingConstraints,
type: SizingType,
}
Sizing :: struct {
width: SizingAxis,
height: SizingAxis,
}
Padding :: struct {
left: u16,
right: u16,
top: u16,
bottom: u16,
}
LayoutDirection :: enum EnumBackingType {
LeftToRight,
TopToBottom,
}
LayoutAlignmentX :: enum EnumBackingType {
Left,
Right,
Center,
}
LayoutAlignmentY :: enum EnumBackingType {
Top,
Bottom,
Center,
}
ChildAlignment :: struct {
x: LayoutAlignmentX,
y: LayoutAlignmentY,
}
LayoutConfig :: struct {
sizing: Sizing,
padding: Padding,
childGap: u16,
childAlignment: ChildAlignment,
layoutDirection: LayoutDirection,
}
ClayArray :: struct($type: typeid) {
capacity: i32,
length: i32,
internalArray: [^]type,
}
ElementDeclaration :: struct {
id: ElementId,
layout: LayoutConfig,
backgroundColor: Color,
cornerRadius: CornerRadius,
aspectRatio: AspectRatioElementConfig,
image: ImageElementConfig,
floating: FloatingElementConfig,
custom: CustomElementConfig,
clip: ClipElementConfig,
border: BorderElementConfig,
userData: rawptr,
}
ErrorType :: enum EnumBackingType {
TextMeasurementFunctionNotProvided,
ArenaCapacityExceeded,
ElementsCapacityExceeded,
TextMeasurementCapacityExceeded,
DuplicateId,
FloatingContainerParentNotFound,
PercentageOver1,
InternalError,
}
ErrorData :: struct {
errorType: ErrorType,
errorText: String,
userData: rawptr,
}
ErrorHandler :: struct {
handler: proc "c" (errorData: ErrorData),
userData: rawptr,
}
Context :: struct {} // opaque structure, only use as a pointer
@(link_prefix = "Clay_", default_calling_convention = "c")
foreign Clay {
_OpenElement :: proc() ---
_CloseElement :: proc() ---
MinMemorySize :: proc() -> u32 ---
CreateArenaWithCapacityAndMemory :: proc(capacity: c.size_t, offset: [^]u8) -> Arena ---
SetPointerState :: proc(position: Vector2, pointerDown: bool) ---
Initialize :: proc(arena: Arena, layoutDimensions: Dimensions, errorHandler: ErrorHandler) -> ^Context ---
GetCurrentContext :: proc() -> ^Context ---
SetCurrentContext :: proc(ctx: ^Context) ---
UpdateScrollContainers :: proc(enableDragScrolling: bool, scrollDelta: Vector2, deltaTime: c.float) ---
SetLayoutDimensions :: proc(dimensions: Dimensions) ---
BeginLayout :: proc() ---
EndLayout :: proc() -> ClayArray(RenderCommand) ---
GetElementId :: proc(id: String) -> ElementId ---
GetElementIdWithIndex :: proc(id: String, index: u32) -> ElementId ---
GetElementData :: proc(id: ElementId) -> ElementData ---
Hovered :: proc() -> bool ---
OnHover :: proc(onHoverFunction: proc "c" (id: ElementId, pointerData: PointerData, userData: rawptr), userData: rawptr) ---
PointerOver :: proc(id: ElementId) -> bool ---
GetScrollOffset :: proc() -> Vector2 ---
GetScrollContainerData :: proc(id: ElementId) -> ScrollContainerData ---
SetMeasureTextFunction :: proc(measureTextFunction: proc "c" (text: StringSlice, config: ^TextElementConfig, userData: rawptr) -> Dimensions, userData: rawptr) ---
SetQueryScrollOffsetFunction :: proc(queryScrollOffsetFunction: proc "c" (elementId: u32, userData: rawptr) -> Vector2, userData: rawptr) ---
RenderCommandArray_Get :: proc(array: ^ClayArray(RenderCommand), index: i32) -> ^RenderCommand ---
SetDebugModeEnabled :: proc(enabled: bool) ---
IsDebugModeEnabled :: proc() -> bool ---
SetCullingEnabled :: proc(enabled: bool) ---
GetMaxElementCount :: proc() -> i32 ---
SetMaxElementCount :: proc(maxElementCount: i32) ---
GetMaxMeasureTextCacheWordCount :: proc() -> i32 ---
SetMaxMeasureTextCacheWordCount :: proc(maxMeasureTextCacheWordCount: i32) ---
ResetMeasureTextCache :: proc() ---
}
@(link_prefix = "Clay_", default_calling_convention = "c", private)
foreign Clay {
_ConfigureOpenElement :: proc(config: ElementDeclaration) ---
_HashString :: proc(key: String, offset: u32, seed: u32) -> ElementId ---
_OpenTextElement :: proc(text: String, textConfig: ^TextElementConfig) ---
_StoreTextElementConfig :: proc(config: TextElementConfig) -> ^TextElementConfig ---
_GetParentElementId :: proc() -> u32 ---
}
ConfigureOpenElement :: proc(config: ElementDeclaration) -> bool {
_ConfigureOpenElement(config)
return true
}
@(deferred_none = _CloseElement)
UI :: proc() -> proc (config: ElementDeclaration) -> bool {
_OpenElement()
return ConfigureOpenElement
}
Text :: proc($text: string, config: ^TextElementConfig) {
wrapped := MakeString(text)
wrapped.isStaticallyAllocated = true
_OpenTextElement(wrapped, config)
}
TextDynamic :: proc(text: string, config: ^TextElementConfig) {
_OpenTextElement(MakeString(text), config)
}
TextConfig :: proc(config: TextElementConfig) -> ^TextElementConfig {
return _StoreTextElementConfig(config)
}
PaddingAll :: proc(allPadding: u16) -> Padding {
return { left = allPadding, right = allPadding, top = allPadding, bottom = allPadding }
}
BorderOutside :: proc(width: u16) -> BorderWidth {
return {width, width, width, width, 0}
}
BorderAll :: proc(width: u16) -> BorderWidth {
return {width, width, width, width, width}
}
CornerRadiusAll :: proc(radius: f32) -> CornerRadius {
return CornerRadius{radius, radius, radius, radius}
}
SizingFit :: proc(sizeMinMax: SizingConstraintsMinMax) -> SizingAxis {
return SizingAxis{type = SizingType.Fit, constraints = {sizeMinMax = sizeMinMax}}
}
SizingGrow :: proc(sizeMinMax: SizingConstraintsMinMax) -> SizingAxis {
return SizingAxis{type = SizingType.Grow, constraints = {sizeMinMax = sizeMinMax}}
}
SizingFixed :: proc(size: c.float) -> SizingAxis {
return SizingAxis{type = SizingType.Fixed, constraints = {sizeMinMax = {size, size}}}
}
SizingPercent :: proc(sizePercent: c.float) -> SizingAxis {
return SizingAxis{type = SizingType.Percent, constraints = {sizePercent = sizePercent}}
}
MakeString :: proc(label: string) -> String {
return String{chars = raw_data(label), length = cast(c.int)len(label)}
}
ID :: proc(label: string, index: u32 = 0) -> ElementId {
return _HashString(MakeString(label), index, 0)
}
ID_LOCAL :: proc(label: string, index: u32 = 0) -> ElementId {
return _HashString(MakeString(label), index, _GetParentElementId())
}
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{
"$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/odinfmt.schema.json",
"character_width": 180,
"sort_imports": true,
"tabs": false
}
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package examples package examples
import "core:fmt" import "core:fmt"
import "core:log"
import "core:mem"
import "core:os" import "core:os"
import "core:sys/posix" import "core:sys/posix"
import mdb "../../lmdb" import mdb "../../lmdb"
// 0o660 // 0o660
@@ -10,34 +13,74 @@ DB_MODE :: posix.mode_t{.IWGRP, .IRGRP, .IWUSR, .IRUSR}
DB_PATH :: "out/debug/lmdb_example_db" DB_PATH :: "out/debug/lmdb_example_db"
main :: proc() { main :: proc() {
environment: ^mdb.Env //----- General setup ----------------------------------
// Temp
track_temp: mem.Tracking_Allocator
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
context.temp_allocator = mem.tracking_allocator(&track_temp)
// Create environment for lmdb // Default
mdb.panic_on_err(mdb.env_create(&environment)) track: mem.Tracking_Allocator
// Create directory for databases. Won't do anything if it already exists. mem.tracking_allocator_init(&track, context.allocator)
// 0o774 gives all permissions for owner and group, read for everyone else. context.allocator = mem.tracking_allocator(&track)
os.make_directory(DB_PATH, 0o774) // Log a warning about any memory that was not freed by the end of the program.
// Open the database files (creates them if they don't already exist) // This could be fine for some global state or it could be a memory leak.
mdb.panic_on_err(mdb.env_open(environment, DB_PATH, 0, DB_MODE)) defer {
// Temp allocator
if len(track_temp.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - temp allocator: ===\n", len(track_temp.bad_free_array))
for entry in track_temp.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
mem.tracking_allocator_destroy(&track_temp)
}
// Default allocator
if len(track.allocation_map) > 0 {
fmt.eprintf("=== %v allocations not freed - main allocator: ===\n", len(track.allocation_map))
for _, entry in track.allocation_map {
fmt.eprintf("- %v bytes @ %v\n", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
fmt.eprintf("=== %v incorrect frees - main allocator: ===\n", len(track.bad_free_array))
for entry in track.bad_free_array {
fmt.eprintf("- %p @ %v\n", entry.memory, entry.location)
}
}
mem.tracking_allocator_destroy(&track)
}
// Logger
context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger)
// Transactions
txn_handle: ^mdb.Txn
db_handle: mdb.Dbi
// Put transaction
key := 7
key_val := mdb.autoval(&key)
put_data := 12
put_data_val := mdb.autoval(&put_data)
mdb.panic_on_err(mdb.txn_begin(environment, nil, 0, &txn_handle))
mdb.panic_on_err(mdb.dbi_open(txn_handle, nil, 0, &db_handle))
mdb.panic_on_err(mdb.put(txn_handle, db_handle, &key_val.raw, &put_data_val.raw, 0))
mdb.panic_on_err(mdb.txn_commit(txn_handle))
// Get transaction environment: ^mdb.Env
get_data_val := mdb.nil_autoval(int)
mdb.panic_on_err(mdb.txn_begin(environment, nil, 0, &txn_handle)) // Create environment for lmdb
mdb.panic_on_err(mdb.get(txn_handle, db_handle, &key_val.raw, &get_data_val.raw)) mdb.panic_on_err(mdb.env_create(&environment))
mdb.panic_on_err(mdb.txn_commit(txn_handle)) // Create directory for databases. Won't do anything if it already exists.
data_cpy := mdb.autoval_get_data(&get_data_val)^ os.make_directory(DB_PATH)
fmt.println("Get result:", data_cpy) // Open the database files (creates them if they don't already exist)
mdb.panic_on_err(mdb.env_open(environment, DB_PATH, {}, DB_MODE))
// Transactions
txn_handle: ^mdb.Txn
db_handle: mdb.Dbi
// Put transaction
key := 7
key_val := mdb.blittable_val(&key)
put_data := 12
put_data_val := mdb.blittable_val(&put_data)
mdb.panic_on_err(mdb.txn_begin(environment, nil, {}, &txn_handle))
mdb.panic_on_err(mdb.dbi_open(txn_handle, nil, {}, &db_handle))
mdb.panic_on_err(mdb.put(txn_handle, db_handle, &key_val, &put_data_val, {}))
mdb.panic_on_err(mdb.txn_commit(txn_handle))
// Get transaction
data_val: mdb.Val
mdb.panic_on_err(mdb.txn_begin(environment, nil, {}, &txn_handle))
mdb.panic_on_err(mdb.get(txn_handle, db_handle, &key_val, &data_val))
data_cpy := mdb.blittable_copy(&data_val, int)
mdb.panic_on_err(mdb.txn_commit(txn_handle))
fmt.println("Get result:", data_cpy)
} }
+195 -153
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@@ -164,24 +164,123 @@
*/ */
package lmdb package lmdb
foreign import lib "system:lmdb"
import "core:c" import "core:c"
import "core:fmt" import "core:fmt"
import "core:reflect"
import "core:sys/posix" import "core:sys/posix"
// ---------------------------------------------------------------------------------------------------------------------
// ----- Added Odin Helpers ------------------------
// ---------------------------------------------------------------------------------------------------------------------
// Wrap a blittable value's bytes as an LMDB Val.
// T must be a contiguous type with no indirection (no pointers, slices, strings, maps, etc.).
blittable_val :: #force_inline proc(val_ptr: ^$T) -> Val {
fmt.assertf(
reflect.has_no_indirections(type_info_of(T)),
"blitval: type '%v' contains indirection and cannot be stored directly in LMDB",
typeid_of(T),
)
return Val{size_of(T), val_ptr}
}
// Reads a blittable T out of the LMDB memory map by copying it into caller
// storage. The returned T has no lifetime tie to the transaction.
blittable_copy :: #force_inline proc(val: ^Val, $T: typeid) -> T {
fmt.assertf(
reflect.has_no_indirections(type_info_of(T)),
"blitval_copy: type '%v' contains indirection and cannot be read directly from LMDB",
typeid_of(T),
)
return (cast(^T)val.data)^
}
// Zero-copy pointer view into the LMDB memory map as a ^T.
// Useful for large blittable types where you want to read individual fields
// without copying the entire value (e.g. ptr.timestamp, ptr.flags).
// MUST NOT be written through — writes either segfault (default env mode)
// or silently corrupt the database (ENV_WRITEMAP).
// MUST NOT be retained past txn_commit, txn_abort, or any subsequent write
// operation on the same env — the pointer is invalidated.
blittable_view :: #force_inline proc(val: ^Val, $T: typeid) -> ^T {
fmt.assertf(
reflect.has_no_indirections(type_info_of(T)),
"blitval_view: type '%v' contains indirection and cannot be viewed directly from LMDB",
typeid_of(T),
)
return cast(^T)val.data
}
// Wrap a slice of blittable elements as an LMDB Val for use with put/get.
// T must be a contiguous type with no indirection.
// The caller's slice must remain valid (not freed, not resized) for the
// duration of the put call that consumes this Val.
slice_val :: #force_inline proc(s: []$T) -> Val {
fmt.assertf(
reflect.has_no_indirections(type_info_of(T)),
"slice_val: element type '%v' contains indirection and cannot be stored directly in LMDB",
typeid_of(T),
)
return Val{uint(len(s) * size_of(T)), raw_data(s)}
}
// Zero-copy slice view into the LMDB memory map.
// T must match the element type that was originally stored.
// MUST NOT be modified — writes through this slice either segfault (default
// env mode) or silently corrupt the database (ENV_WRITEMAP).
// MUST be copied (e.g. slice.clone) if it needs to outlive the current
// transaction; the view is invalidated by txn_commit, txn_abort, or any
// subsequent write operation on the same env.
slice_view :: #force_inline proc(val: ^Val, $T: typeid) -> []T {
fmt.assertf(
reflect.has_no_indirections(type_info_of(T)),
"slice_view: element type '%v' contains indirection and cannot be read directly from LMDB",
typeid_of(T),
)
return (cast([^]T)val.data)[:val.size / size_of(T)]
}
// Wrap a string's bytes as an LMDB Val for use with put/get.
// The caller's string must remain valid (backing memory not freed) for the
// duration of the put call that consumes this Val.
string_val :: #force_inline proc(s: string) -> Val {
return Val{uint(len(s)), raw_data(s)}
}
// Zero-copy string view into the LMDB memory map.
// MUST NOT be modified — writes through the underlying bytes either segfault
// (default env mode) or silently corrupt the database (ENV_WRITEMAP).
// MUST be copied (e.g. strings.clone) if it needs to outlive the current
// transaction; the view is invalidated by txn_commit, txn_abort, or any
// subsequent write operation on the same env.
string_view :: #force_inline proc(val: ^Val) -> string {
return string((cast([^]u8)val.data)[:val.size])
}
// Panic if there is an error
panic_on_err :: #force_inline proc(error: Error, loc := #caller_location) {
if error != .NONE {
fmt.panicf("LMDB error %v: %s", error, strerror(i32(error)), loc = loc)
}
}
// ---------------------------------------------------------------------------------------------------------------------
// ----- Bindings ------------------------
// ---------------------------------------------------------------------------------------------------------------------
_ :: c _ :: c
when ODIN_OS == .Windows { when ODIN_OS == .Windows {
#panic("TODO: Compile windows .lib for lmdb")
mode_t :: c.int mode_t :: c.int
} else {
mode_t :: posix.mode_t
}
when ODIN_OS == .Windows {
filehandle_t :: rawptr filehandle_t :: rawptr
} else { } else when ODIN_OS ==
.Linux || ODIN_OS == .Darwin || ODIN_OS == .FreeBSD || ODIN_OS == .OpenBSD || ODIN_OS == .NetBSD {
foreign import lib "system:lmdb"
mode_t :: posix.mode_t
filehandle_t :: c.int filehandle_t :: c.int
} else {
#panic("levlib/vendor/lmdb: unsupported OS target")
} }
Env :: struct {} Env :: struct {}
@@ -189,7 +288,7 @@ Env :: struct {}
Txn :: struct {} Txn :: struct {}
/** @brief A handle for an individual database in the DB environment. */ /** @brief A handle for an individual database in the DB environment. */
Dbi :: u32 Dbi :: c.uint
Cursor :: struct {} Cursor :: struct {}
@@ -205,33 +304,8 @@ Cursor :: struct {}
* Other data items can in theory be from 0 to 0xffffffff bytes long. * Other data items can in theory be from 0 to 0xffffffff bytes long.
*/ */
Val :: struct { Val :: struct {
mv_size: uint, /**< size of the data item */ size: uint, /**< size of the data item */
mv_data: rawptr, /**< address of the data item */ data: rawptr, /**< address of the data item */
}
// Automatic `Val` handling for a given type 'T'.
// Will not traverse pointers. If `T` stores pointers, you probably don't want to use this.
Auto_Val :: struct($T: typeid) {
raw: Val,
}
autoval :: #force_inline proc "contextless" (val_ptr: ^$T) -> Auto_Val(T) {
return Auto_Val(T){Val{size_of(T), val_ptr}}
}
nil_autoval :: #force_inline proc "contextless" ($T: typeid) -> Auto_Val(T) {
return Auto_Val(T){Val{size_of(T), nil}}
}
autoval_get_data :: #force_inline proc "contextless" (val: ^Auto_Val($T)) -> ^T {
return cast(^T)val.raw.mv_data
}
// Panic if there is an error
panic_on_err :: #force_inline proc(error: Error) {
if error != .NONE {
fmt.panicf("Irrecoverable LMDB error", strerror(i32(error)))
}
} }
/** @brief A callback function used to compare two keys in a database */ /** @brief A callback function used to compare two keys in a database */
@@ -253,85 +327,65 @@ Cmp_Func :: #type proc "c" (_: ^Val, _: ^Val) -> i32
*/ */
Rel_Func :: #type proc "c" (item: ^Val, oldptr, newptr, relctx: rawptr) Rel_Func :: #type proc "c" (item: ^Val, oldptr, newptr, relctx: rawptr)
/** @defgroup mdb_env Environment Flags /** @defgroup mdb_env Environment Flags
* @{ * @{
*/ */
/** mmap at a fixed address (experimental) */ Env_Flag :: enum u32 {
ENV_FIXEDMAP :: 0x01 FIXEDMAP = 0, /**< mmap at a fixed address (experimental) */
/** no environment directory */ NOSUBDIR = 14, /**< no environment directory */
ENV_NOSUBDIR :: 0x4000 NOSYNC = 16, /**< don't fsync after commit */
/** don't fsync after commit */ RDONLY = 17, /**< read only */
ENV_NOSYNC :: 0x10000 NOMETASYNC = 18, /**< don't fsync metapage after commit */
/** read only */ WRITEMAP = 19, /**< use writable mmap */
ENV_RDONLY :: 0x20000 MAPASYNC = 20, /**< use asynchronous msync when WRITEMAP is used */
/** don't fsync metapage after commit */ NOTLS = 21, /**< tie reader locktable slots to Txn objects instead of to threads */
ENV_NOMETASYNC :: 0x40000 NOLOCK = 22, /**< don't do any locking, caller must manage their own locks */
/** use writable mmap */ NORDAHEAD = 23, /**< don't do readahead (no effect on Windows) */
ENV_WRITEMAP :: 0x80000 NOMEMINIT = 24, /**< don't initialize malloc'd memory before writing to datafile */
/** use asynchronous msync when #MDB_WRITEMAP is used */ PREVSNAPSHOT = 25, /**< use the previous snapshot rather than the latest one */
ENV_MAPASYNC :: 0x100000 }
/** tie reader locktable slots to #MDB_txn objects instead of to threads */ Env_Flags :: distinct bit_set[Env_Flag;c.uint]
ENV_NOTLS :: 0x200000
/** don't do any locking, caller must manage their own locks */
ENV_NOLOCK :: 0x400000
/** don't do readahead (no effect on Windows) */
ENV_NORDAHEAD :: 0x800000
/** don't initialize malloc'd memory before writing to datafile */
ENV_NOMEMINIT :: 0x1000000
/** @} */ /** @} */
/** @defgroup mdb_dbi_open Database Flags /** @defgroup mdb_dbi_open Database Flags
* @{ * @{
*/ */
/** use reverse string keys */ Db_Flag :: enum u32 {
DB_REVERSEKEY :: 0x02 REVERSEKEY = 1, /**< use reverse string keys */
/** use sorted duplicates */ DUPSORT = 2, /**< use sorted duplicates */
DB_DUPSORT :: 0x04 INTEGERKEY = 3, /**< numeric keys in native byte order */
/** numeric keys in native byte order: either unsigned int or size_t. DUPFIXED = 4, /**< with DUPSORT, sorted dup items have fixed size */
* The keys must all be of the same size. */ INTEGERDUP = 5, /**< with DUPSORT, dups are INTEGERKEY-style integers */
DB_INTEGERKEY :: 0x08 REVERSEDUP = 6, /**< with DUPSORT, use reverse string dups */
/** with #MDB_DUPSORT, sorted dup items have fixed size */ CREATE = 18, /**< create DB if not already existing */
DB_DUPFIXED :: 0x10 }
/** with #MDB_DUPSORT, dups are #MDB_INTEGERKEY-style integers */ Db_Flags :: distinct bit_set[Db_Flag;c.uint]
DB_INTEGERDUP :: 0x20
/** with #MDB_DUPSORT, use reverse string dups */
DB_REVERSEDUP :: 0x40
/** create DB if not already existing */
DB_CREATE :: 0x40000
/** @} */ /** @} */
/** @defgroup mdb_put Write Flags /** @defgroup mdb_put Write Flags
* @{ * @{
*/ */
/** For put: Don't write if the key already exists. */ Write_Flag :: enum u32 {
WRITE_NOOVERWRITE :: 0x10 NOOVERWRITE = 4, /**< For put: Don't write if the key already exists */
/** Only for #MDB_DUPSORT<br> NODUPDATA = 5, /**< For DUPSORT: don't write if the key and data pair already exist.
* For put: don't write if the key and data pair already exist.<br> For mdb_cursor_del: remove all duplicate data items. */
* For mdb_cursor_del: remove all duplicate data items. CURRENT = 6, /**< For mdb_cursor_put: overwrite the current key/data pair */
*/ RESERVE = 16, /**< For put: Just reserve space for data, don't copy it */
WRITE_NODUPDATA :: 0x20 APPEND = 17, /**< Data is being appended, don't split full pages */
/** For mdb_cursor_put: overwrite the current key/data pair */ APPENDDUP = 18, /**< Duplicate data is being appended, don't split full pages */
WRITE_CURRENT :: 0x40 MULTIPLE = 19, /**< Store multiple data items in one call. Only for DUPFIXED. */
/** For put: Just reserve space for data, don't copy it. Return a }
* pointer to the reserved space. Write_Flags :: distinct bit_set[Write_Flag;c.uint]
*/ /** @} */
WRITE_RESERVE :: 0x10000
/** Data is being appended, don't split full pages. */
WRITE_APPEND :: 0x20000
/** Duplicate data is being appended, don't split full pages. */
WRITE_APPENDDUP :: 0x40000
/** Store multiple data items in one call. Only for #MDB_DUPFIXED. */
WRITE_MULTIPLE :: 0x80000
/* @} */
/** @defgroup mdb_copy Copy Flags /** @defgroup mdb_copy Copy Flags
* @{ * @{
*/ */
/** Compacting copy: Omit free space from copy, and renumber all Copy_Flag :: enum u32 {
* pages sequentially. COMPACT = 0, /**< Compacting copy: Omit free space from copy, and renumber all pages sequentially. */
*/ }
CP_COMPACT :: 0x01 Copy_Flags :: distinct bit_set[Copy_Flag;c.uint]
/* @} */ /** @} */
/** @brief Cursor Get operations. /** @brief Cursor Get operations.
* *
@@ -340,33 +394,24 @@ CP_COMPACT :: 0x01
*/ */
Cursor_Op :: enum c.int { Cursor_Op :: enum c.int {
FIRST, /**< Position at first key/data item */ FIRST, /**< Position at first key/data item */
FIRST_DUP, /**< Position at first data item of current key. FIRST_DUP, /**< Position at first data item of current key. Only for DUPSORT */
Only for #MDB_DUPSORT */ GET_BOTH, /**< Position at key/data pair. Only for DUPSORT */
GET_BOTH, /**< Position at key/data pair. Only for #MDB_DUPSORT */ GET_BOTH_RANGE, /**< Position at key, nearest data. Only for DUPSORT */
GET_BOTH_RANGE, /**< position at key, nearest data. Only for #MDB_DUPSORT */
GET_CURRENT, /**< Return key/data at current cursor position */ GET_CURRENT, /**< Return key/data at current cursor position */
GET_MULTIPLE, /**< Return up to a page of duplicate data items GET_MULTIPLE, /**< Return up to a page of duplicate data items from current cursor position. Only for DUPFIXED */
from current cursor position. Move cursor to prepare
for #MDB_NEXT_MULTIPLE. Only for #MDB_DUPFIXED */
LAST, /**< Position at last key/data item */ LAST, /**< Position at last key/data item */
LAST_DUP, /**< Position at last data item of current key. LAST_DUP, /**< Position at last data item of current key. Only for DUPSORT */
Only for #MDB_DUPSORT */
NEXT, /**< Position at next data item */ NEXT, /**< Position at next data item */
NEXT_DUP, /**< Position at next data item of current key. NEXT_DUP, /**< Position at next data item of current key. Only for DUPSORT */
Only for #MDB_DUPSORT */ NEXT_MULTIPLE, /**< Return up to a page of duplicate data items from next cursor position. Only for DUPFIXED */
NEXT_MULTIPLE, /**< Return up to a page of duplicate data items
from next cursor position. Move cursor to prepare
for #MDB_NEXT_MULTIPLE. Only for #MDB_DUPFIXED */
NEXT_NODUP, /**< Position at first data item of next key */ NEXT_NODUP, /**< Position at first data item of next key */
PREV, /**< Position at previous data item */ PREV, /**< Position at previous data item */
PREV_DUP, /**< Position at previous data item of current key. PREV_DUP, /**< Position at previous data item of current key. Only for DUPSORT */
Only for #MDB_DUPSORT */
PREV_NODUP, /**< Position at last data item of previous key */ PREV_NODUP, /**< Position at last data item of previous key */
SET, /**< Position at specified key */ SET, /**< Position at specified key */
SET_KEY, /**< Position at specified key, return key + data */ SET_KEY, /**< Position at specified key, return key + data */
SET_RANGE, /**< Position at first key greater than or equal to specified key. */ SET_RANGE, /**< Position at first key greater than or equal to specified key */
PREV_MULTIPLE, /**< Position at previous page and return up to PREV_MULTIPLE, /**< Position at previous page and return up to a page of duplicate data items. Only for DUPFIXED */
a page of duplicate data items. Only for #MDB_DUPFIXED */
} }
Error :: enum c.int { Error :: enum c.int {
@@ -419,33 +464,28 @@ Error :: enum c.int {
BAD_VALSIZE = -30781, BAD_VALSIZE = -30781,
/** The specified DBI was changed unexpectedly */ /** The specified DBI was changed unexpectedly */
BAD_DBI = -30780, BAD_DBI = -30780,
/** Unexpected problem - txn should abort */
PROBLEM = -30779,
} }
/** @brief Statistics for a database in the environment */ /** @brief Statistics for a database in the environment */
Stat :: struct { Stat :: struct {
ms_psize: u32, psize: u32, /**< Size of a database page. This is currently the same for all databases. */
/**< Size of a database page. depth: u32, /**< Depth (height) of the B-tree */
This is currently the same for all databases. */ branch_pages: uint, /**< Number of internal (non-leaf) pages */
ms_depth: u32, leaf_pages: uint, /**< Number of leaf pages */
/**< Depth (height) of the B-tree */ overflow_pages: uint, /**< Number of overflow pages */
ms_branch_pages: uint, entries: uint, /**< Number of data items */
/**< Number of internal (non-leaf) pages */
ms_leaf_pages: uint,
/**< Number of leaf pages */
ms_overflow_pages: uint,
/**< Number of overflow pages */
ms_entries: uint,
/**< Number of data items */
} }
/** @brief Information about the environment */ /** @brief Information about the environment */
Env_Info :: struct { Env_Info :: struct {
me_mapaddr: rawptr, /**< Address of map, if fixed */ mapaddr: rawptr, /**< Address of map, if fixed */
me_mapsize: uint, /**< Size of the data memory map */ mapsize: uint, /**< Size of the data memory map */
me_last_pgno: uint, /**< ID of the last used page */ last_pgno: uint, /**< ID of the last used page */
me_last_txnid: uint, /**< ID of the last committed transaction */ last_txnid: uint, /**< ID of the last committed transaction */
me_maxreaders: u32, /**< max reader slots in the environment */ maxreaders: u32, /**< max reader slots in the environment */
me_numreaders: u32, /**< max reader slots used in the environment */ numreaders: u32, /**< max reader slots used in the environment */
} }
/** @brief A callback function for most LMDB assert() failures, /** @brief A callback function for most LMDB assert() failures,
@@ -454,7 +494,7 @@ Env_Info :: struct {
* @param[in] env An environment handle returned by #mdb_env_create(). * @param[in] env An environment handle returned by #mdb_env_create().
* @param[in] msg The assertion message, not including newline. * @param[in] msg The assertion message, not including newline.
*/ */
Assert_Func :: proc "c" (_: ^Env, _: cstring) Assert_Func :: #type proc "c" (_: ^Env, _: cstring)
/** @brief A callback function used to print a message from the library. /** @brief A callback function used to print a message from the library.
* *
@@ -462,7 +502,7 @@ Assert_Func :: proc "c" (_: ^Env, _: cstring)
* @param[in] ctx An arbitrary context pointer for the callback. * @param[in] ctx An arbitrary context pointer for the callback.
* @return < 0 on failure, >= 0 on success. * @return < 0 on failure, >= 0 on success.
*/ */
Msg_Func :: proc "c" (_: cstring, _: rawptr) -> i32 Msg_Func :: #type proc "c" (_: cstring, _: rawptr) -> i32
@(default_calling_convention = "c", link_prefix = "mdb_") @(default_calling_convention = "c", link_prefix = "mdb_")
foreign lib { foreign lib {
@@ -623,7 +663,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
env_open :: proc(env: ^Env, path: cstring, flags: u32, mode: mode_t) -> Error --- env_open :: proc(env: ^Env, path: cstring, flags: Env_Flags, mode: mode_t) -> Error ---
/** @brief Copy an LMDB environment to the specified path. /** @brief Copy an LMDB environment to the specified path.
* *
@@ -682,7 +722,7 @@ foreign lib {
* @return A non-zero error value on failure and 0 on success. * @return A non-zero error value on failure and 0 on success.
*/ */
@(require_results) @(require_results)
env_copy2 :: proc(env: ^Env, path: cstring, flags: u32) -> Error --- env_copy2 :: proc(env: ^Env, path: cstring, flags: Copy_Flags) -> Error ---
/** @brief Copy an LMDB environment to the specified file descriptor, /** @brief Copy an LMDB environment to the specified file descriptor,
* with options. * with options.
@@ -702,7 +742,7 @@ foreign lib {
* @return A non-zero error value on failure and 0 on success. * @return A non-zero error value on failure and 0 on success.
*/ */
@(require_results) @(require_results)
env_copyfd2 :: proc(env: ^Env, fd: filehandle_t, flags: u32) -> Error --- env_copyfd2 :: proc(env: ^Env, fd: filehandle_t, flags: Copy_Flags) -> Error ---
/** @brief Return statistics about the LMDB environment. /** @brief Return statistics about the LMDB environment.
* *
@@ -767,7 +807,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
env_set_flags :: proc(env: ^Env, flags: u32, onoff: i32) -> Error --- env_set_flags :: proc(env: ^Env, flags: Env_Flags, onoff: i32) -> Error ---
/** @brief Get environment flags. /** @brief Get environment flags.
* *
@@ -780,7 +820,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
env_get_flags :: proc(env: ^Env, flags: ^u32) -> Error --- env_get_flags :: proc(env: ^Env, flags: ^Env_Flags) -> Error ---
/** @brief Return the path that was used in #mdb_env_open(). /** @brief Return the path that was used in #mdb_env_open().
* *
@@ -973,7 +1013,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
txn_begin :: proc(env: ^Env, parent: ^Txn, flags: u32, txn: ^^Txn) -> Error --- txn_begin :: proc(env: ^Env, parent: ^Txn, flags: Env_Flags, txn: ^^Txn) -> Error ---
/** @brief Returns the transaction's #MDB_env /** @brief Returns the transaction's #MDB_env
* *
@@ -1126,7 +1166,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
dbi_open :: proc(txn: ^Txn, name: cstring, flags: u32, dbi: ^Dbi) -> Error --- dbi_open :: proc(txn: ^Txn, name: cstring, flags: Db_Flags, dbi: ^Dbi) -> Error ---
/** @brief Retrieve statistics for a database. /** @brief Retrieve statistics for a database.
* *
@@ -1151,7 +1191,7 @@ foreign lib {
* @return A non-zero error value on failure and 0 on success. * @return A non-zero error value on failure and 0 on success.
*/ */
@(require_results) @(require_results)
dbi_flags :: proc(txn: ^Txn, dbi: Dbi, flags: ^u32) -> Error --- dbi_flags :: proc(txn: ^Txn, dbi: Dbi, flags: ^Db_Flags) -> Error ---
/** @brief Close a database handle. Normally unnecessary. Use with care: /** @brief Close a database handle. Normally unnecessary. Use with care:
* *
@@ -1229,6 +1269,7 @@ foreign lib {
@(require_results) @(require_results)
set_dupsort :: proc(txn: ^Txn, dbi: Dbi, cmp: Cmp_Func) -> Error --- set_dupsort :: proc(txn: ^Txn, dbi: Dbi, cmp: Cmp_Func) -> Error ---
// NOTE: Unimplemented in current LMDB — this function has no effect.
/** @brief Set a relocation function for a #MDB_FIXEDMAP database. /** @brief Set a relocation function for a #MDB_FIXEDMAP database.
* *
* @todo The relocation function is called whenever it is necessary to move the data * @todo The relocation function is called whenever it is necessary to move the data
@@ -1250,6 +1291,7 @@ foreign lib {
@(require_results) @(require_results)
set_relfunc :: proc(txn: ^Txn, dbi: Dbi, rel: Rel_Func) -> Error --- set_relfunc :: proc(txn: ^Txn, dbi: Dbi, rel: Rel_Func) -> Error ---
// NOTE: Unimplemented in current LMDB — this function has no effect.
/** @brief Set a context pointer for a #MDB_FIXEDMAP database's relocation function. /** @brief Set a context pointer for a #MDB_FIXEDMAP database's relocation function.
* *
* See #mdb_set_relfunc and #MDB_rel_func for more details. * See #mdb_set_relfunc and #MDB_rel_func for more details.
@@ -1344,7 +1386,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
put :: proc(txn: ^Txn, dbi: Dbi, key: ^Val, data: ^Val, flags: u32) -> Error --- put :: proc(txn: ^Txn, dbi: Dbi, key: ^Val, data: ^Val, flags: Write_Flags) -> Error ---
/** @brief Delete items from a database. /** @brief Delete items from a database.
* *
@@ -1517,7 +1559,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
cursor_put :: proc(cursor: ^Cursor, key: ^Val, data: ^Val, flags: u32) -> Error --- cursor_put :: proc(cursor: ^Cursor, key: ^Val, data: ^Val, flags: Write_Flags) -> Error ---
/** @brief Delete current key/data pair /** @brief Delete current key/data pair
* *
@@ -1541,7 +1583,7 @@ foreign lib {
* </ul> * </ul>
*/ */
@(require_results) @(require_results)
cursor_del :: proc(cursor: ^Cursor, flags: u32) -> Error --- cursor_del :: proc(cursor: ^Cursor, flags: Write_Flags) -> Error ---
/** @brief Return count of duplicates for current key. /** @brief Return count of duplicates for current key.
* *