Texture Rendering #9

Merged
zack merged 5 commits from draw-qr into master 2026-04-22 00:05:08 +00:00
17 changed files with 1375 additions and 216 deletions
Showing only changes of commit a4623a13b5 - Show all commits

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@@ -70,6 +70,11 @@
"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 qrcode basic example",
"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",

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@@ -47,99 +47,107 @@ primitives and effects can be added to the library without architectural changes
### Overview: three pipelines
The 2D renderer will use three GPU pipelines, split by **register pressure compatibility** and
**render-state requirements**:
The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
**render-pass structure** (everything vs backdrop):
1. **Main pipeline** — shapes (SDF and tessellated) and text. Low register footprint (~1822
registers per thread). Runs at high GPU occupancy. Handles 90%+ of all fragments in a typical
frame.
1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Low register
footprint (~1824 registers per thread). Runs at full GPU occupancy on every architecture.
Handles 90%+ of all fragments in a typical frame.
2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
effects. Medium register footprint (~4860 registers). Each effects primitive includes the base
shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
redundant overdraw.
redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
low-end hardware (see register analysis below).
3. **Backdrop-effects pipeline** — frosted glass, refraction, and any effect that samples the current
render target as input. High register footprint (~7080 registers) and structurally requires a
`CopyGPUTextureToTexture` from the render target before drawing. Separated both for register
pressure and because the texture-copy requirement forces a render-pass-level state change.
3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
where each individual pass has a low-to-medium register footprint (~1540 registers). Separated
from the other pipelines because it structurally requires ending the current render pass and
copying the render target before any backdrop-sampling fragment can execute — a command-buffer-
level boundary that cannot be avoided regardless of shader complexity.
A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
switches plus 1 texture copy. At ~5μs per pipeline bind on modern APIs, worst-case switching overhead
is under 0.15% of an 8.3ms (120 FPS) frame budget.
switches plus 1 texture copy. At ~15μs per pipeline bind on modern APIs, worst-case switching
overhead is negligible relative to an 8.3ms (120 FPS) frame budget.
### Why three pipelines, not one or seven
The natural question is whether we should use a single unified pipeline (fewer state changes, simpler
code) or many per-primitive-type pipelines (no branching overhead, lean per-shader register usage).
The dominant cost factor is **GPU register pressure**, not pipeline switching overhead or fragment
shader branching. A GPU shader core has a fixed register pool shared among all concurrent threads. The
compiler allocates registers pessimistically based on the worst-case path through the shader. If the
shader contains both a 20-register RRect SDF and a 72-register frosted-glass blur, _every_ fragment
— even trivial RRects — is allocated 72 registers. This directly reduces **occupancy** (the number of
warps that can run simultaneously), which reduces the GPU's ability to hide memory latency.
#### Main/effects split: register pressure
Concrete occupancy analysis on modern NVIDIA SMs, which have 65,536 32-bit registers and a
hardware-imposed maximum thread count per SM that varies by architecture (Volta/A100: 2,048;
consumer Ampere/Ada: 1,536). Occupancy is register-limited only when `65536 / regs_per_thread` falls
below the hardware thread cap; above that cap, occupancy is 100% regardless of register count.
A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
allocates registers pessimistically based on the worst-case path through the shader. If the shader
contains both a 20-register RRect SDF and a 48-register drop-shadow blur, _every_ fragment — even
trivial RRects — is allocated 48 registers. This directly reduces **occupancy** (the number of
warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
latency.
On consumer Ampere/Ada GPUs (RTX 30xx/40xx, max 1,536 threads per SM):
Each GPU architecture has a **register cliff** — a threshold above which occupancy starts dropping.
Below the cliff, adding registers has zero occupancy cost.
On consumer Ampere/Ada GPUs (RTX 30xx/40xx, 65,536 regs/SM, max 1,536 threads/SM, cliff at ~43 regs):
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
| ------------------------- | ------------------- | ------------------ | --------- |
| 20 regs (RRect only) | 3,276 | 1,536 | 100% |
| ----------------------- | ------------------- | ------------------ | --------- |
| 20 regs (main pipeline) | 3,276 | 1,536 | 100% |
| 32 regs | 2,048 | 1,536 | 100% |
| 48 regs (+ drop shadow) | 1,365 | 1,365 | ~89% |
| 72 regs (+ frosted glass) | 910 | 910 | ~59% |
| 48 regs (effects) | 1,365 | 1,365 | ~89% |
On Volta/A100 GPUs (max 2,048 threads per SM):
On Volta/A100 GPUs (65,536 regs/SM, max 2,048 threads/SM, cliff at ~32 regs):
| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
| ------------------------- | ------------------- | ------------------ | --------- |
| 20 regs (RRect only) | 3,276 | 2,048 | 100% |
| ----------------------- | ------------------- | ------------------ | --------- |
| 20 regs (main pipeline) | 3,276 | 2,048 | 100% |
| 32 regs | 2,048 | 2,048 | 100% |
| 48 regs (+ drop shadow) | 1,365 | 1,365 | ~67% |
| 72 regs (+ frosted glass) | 910 | 910 | ~44% |
| 48 regs (effects) | 1,365 | 1,365 | ~67% |
The register cliff — where occupancy begins dropping — starts at ~43 regs/thread on consumer
Ampere/Ada (65536 / 1536) and ~32 regs/thread on Volta/A100 (65536 / 2048). Below the cliff,
adding registers has zero occupancy cost.
On low-end mobile (ARM Mali Bifrost/Valhall, 64 regs/thread, cliff fixed at 32 regs):
The impact of reduced occupancy depends on whether the shader is memory-latency-bound (where
occupancy is critical for hiding latency) or ALU-bound (where it matters less). For the
backdrop-effects pipeline's frosted-glass shader, which performs multiple dependent texture reads,
59% occupancy (consumer) or 44% occupancy (Volta) meaningfully reduces the GPU's ability to hide
texture latency — roughly a 1.7× to 2.3× throughput reduction compared to full occupancy. At 4K with
1.5× overdraw (~12.4M fragments), if the main pipeline's fragment work at full occupancy takes ~2ms,
a single unified shader containing the glass branch would push it to ~3.44.6ms depending on
architecture. This is a per-frame multiplier, not a per-primitive cost — it applies even when the
heavy branch is never taken, because the compiler allocates registers for the worst-case path.
| Register allocation | Occupancy |
| -------------------- | -------------------------- |
| 032 regs (main) | 100% (full thread count) |
| 3364 regs (effects) | ~50% (thread count halves) |
**Note on Apple M3+ GPUs:** Apple's M3 GPU architecture introduces Dynamic Caching (register file
virtualization), which allocates registers dynamically at runtime based on actual usage rather than
worst-case declared usage. This significantly reduces the static register-pressure-to-occupancy
penalty described above. The tier split remains useful on Apple hardware for other reasons (keeping
the backdrop texture-copy out of the main render pass, isolating blur ALU complexity), but the
register-pressure argument specifically weakens on M3 and later.
Mali's cliff at 32 registers is the binding constraint. On desktop the occupancy difference between
20 and 48 registers is modest (89100%); on Mali it is a hard 2× throughput reduction. The
main/effects split protects 90%+ of a frame's fragments (shapes, text, textures) from the effects
pipeline's register cost.
The three-pipeline split groups primitives by register footprint so that:
For the effects pipeline's drop-shadow shader — erf-approximation blur math with several texture
fetches — 50% occupancy on Mali roughly halves throughput. At 4K with 1.5× overdraw (~12.4M
fragments), a single unified shader containing the shadow branch would cost ~4ms instead of ~2ms on
low-end mobile. This is a per-frame multiplier even when the heavy branch is never taken, because the
compiler allocates registers for the worst-case path.
- Main pipeline (~20 regs): all fragments run at full occupancy on every architecture.
- Effects pipeline (~4855 regs): shadow/glow fragments run at 6789% occupancy depending on
architecture; unavoidable given the blur math complexity.
- Backdrop-effects pipeline (~7275 regs): glass fragments run at 4459% occupancy; also
unavoidable, and structurally separated anyway by the texture-copy requirement.
All main-pipeline members (SDF shapes, tessellated geometry, text, textured rectangles) cluster at
1224 registers — below the cliff on every architecture — so unifying them costs nothing in
occupancy.
This avoids the register-pressure tax of a single unified shader while keeping pipeline count minimal
(3 vs. Zed GPUI's 7). The effects that drag occupancy down are isolated to the fragments that
actually need them. Crucially, all shape kinds within the main pipeline (SDF, tessellated, text)
cluster at 1224 registers — well below the register cliff on every architecture — so unifying them
costs nothing in occupancy.
**Note on Apple M3+ GPUs:** Apple's M3 introduces Dynamic Caching (register file virtualization),
which allocates registers at runtime based on actual usage rather than worst-case. This weakens the
static register-pressure argument on M3 and later, but the split remains useful for isolating blur
ALU complexity and keeping the backdrop texture-copy out of the main render pass.
**Why not per-primitive-type pipelines (GPUI's approach)?** Zed's GPUI uses 7 separate shader pairs:
#### Backdrop split: render-pass structure
The backdrop pipeline (frosted glass, refraction, mirror surfaces) is separated for a structural
reason unrelated to register pressure. Before any backdrop-sampling fragment can execute, the current
render target must be copied to a separate texture via `CopyGPUTextureToTexture` — a command-buffer-
level operation that requires ending the current render pass. This boundary exists regardless of
shader complexity and cannot be optimized away.
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are
register-light (~1540 regs each), so merging them into the effects pipeline would cause no occupancy
problem. But the render-pass boundary makes merging structurally impossible — effects draws happen
inside the main render pass, backdrop draws happen inside their own bracketed pass sequence.
#### Why not per-primitive-type pipelines (GPUI's approach)
Zed's GPUI uses 7 separate shader pairs:
quad, shadow, underline, monochrome sprite, polychrome sprite, path, surface. This eliminates all
branching and gives each shader minimal register usage. Three concrete costs make this approach wrong
for our use case:
@@ -151,7 +159,7 @@ typical UI frame with 15 scissors and 34 primitive kinds per scissor, per-kin
~4560 draw calls and pipeline binds; our unified approach produces ~1520 draw calls and 15
pipeline binds. At ~5μs each for CPU-side command encoding on modern APIs, per-kind splitting adds
375500μs of CPU overhead per frame — **4.56% of an 8.3ms (120 FPS) budget** — with no
compensating GPU-side benefit, because the register-pressure savings within the simple-SDF tier are
compensating GPU-side benefit, because the register-pressure savings within the simple-SDF range are
negligible (all members cluster at 1222 registers).
**Z-order preservation forces the API to expose layers.** With a single pipeline drawing all kinds
@@ -190,8 +198,8 @@ in submission order:
~60 boundary warps at ~80 extra instructions each), unified divergence costs ~13μs — still 3.5×
cheaper than the pipeline-switching alternative.
The split we _do_ perform (main / effects / backdrop-effects) is motivated by register-pressure tier
boundaries where occupancy drops are significant at 4K (see numbers above). Within a tier, unified is
The split we _do_ perform (main / effects / backdrop) is motivated by register-pressure boundaries
and structural render-pass requirements (see analysis above). Within a pipeline, unified is
strictly better by every measure: fewer draw calls, simpler Z-order, lower CPU overhead, and
negligible GPU-side branching cost.
@@ -483,25 +491,40 @@ Wallace's variant) and vger-rs.
- Vello's implementation of blurred rounded rectangle as a gradient type:
https://github.com/linebender/vello/pull/665
### Backdrop-effects pipeline
### Backdrop pipeline
The backdrop-effects pipeline handles effects that sample the current render target as input: frosted
glass, refraction, mirror surfaces. It is structurally separated from the effects pipeline for two
reasons:
The backdrop pipeline handles effects that sample the current render target as input: frosted glass,
refraction, mirror surfaces. It is separated from the effects pipeline for a structural reason, not
register pressure.
1. **Render-state requirement.** Before any backdrop-sampling fragment can run, the current render
target must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command-
buffer-level operation that cannot happen mid-render-pass. The copy naturally creates a pipeline
boundary.
**Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target
must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command-buffer-level
operation that cannot happen mid-render-pass. The copy naturally creates a pipeline boundary that no
amount of shader optimization can eliminate — it is a fundamental requirement of sampling a surface
while also writing to it.
2. **Register pressure.** Backdrop-sampling shaders read from a texture with Gaussian kernel weights
(multiple texture fetches per fragment), pushing register usage to ~7080. Including this in the
effects pipeline would reduce occupancy for all shadow/glow fragments from ~30% to ~20%, costing
measurable throughput on the common case.
**Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
(downsample → horizontal blur → vertical blur → composite), following the standard approach used by
iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
pass has a low-to-medium register footprint (~1540 registers), well within the main pipeline's
occupancy range. The multi-pass approach avoids the monolithic 70+ register shader that a single-pass
Gaussian blur would require, making backdrop effects viable on low-end mobile GPUs (including
Mali-G31 and VideoCore VI) where per-thread register limits are tight.
The backdrop-effects pipeline binds a secondary sampler pointing at the captured backdrop texture. When
no backdrop effects are present in a frame, this pipeline is never bound and the texture copy never
happens — zero cost.
**Bracketed execution.** All backdrop draws in a frame share a single bracketed region of the command
buffer: end the current render pass, copy the render target, execute all backdrop sub-passes, then
resume normal drawing. The entry/exit cost (texture copy + render-pass break) is paid once per frame
regardless of how many backdrop effects are visible. When no backdrop effects are present, the bracket
is never entered and the texture copy never happens — zero cost.
**Why not split the backdrop sub-passes into separate pipelines?** The individual passes range from
~15 to ~40 registers, which does cross Mali's 32-register cliff. However, the register-pressure argument
that justifies the main/effects split does not apply here. The main/effects split protects the
_common path_ (90%+ of frame fragments) from the uncommon path's register cost. Inside the backdrop
pipeline there is no common-vs-uncommon distinction — if backdrop effects are active, every sub-pass
runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at all.
Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at typical
UI scales), so the occupancy variation within the bracket has negligible impact on frame time.
### Vertex layout
@@ -524,19 +547,21 @@ The `Primitive` struct for SDF shapes lives in the storage buffer, not in vertex
```
Primitive :: struct {
kind: Shape_Kind, // 0: enum u8
flags: Shape_Flags, // 1: bit_set[Shape_Flag; u8]
_pad: u16, // 2: reserved
bounds: [4]f32, // 4: min_x, min_y, max_x, max_y
color: Color, // 20: u8x4
_pad2: [3]u8, // 24: alignment
params: Shape_Params, // 28: raw union, 32 bytes
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
kind_flags: u32, // 20: (kind as u32) | (flags as u32 << 8)
rotation: f32, // 24: shader self-rotation in radians
_pad: f32, // 28: alignment
params: Shape_Params, // 32: raw union, 32 bytes (two vec4s of shape-specific data)
uv_rect: [4]f32, // 64: texture UV sub-region (u_min, v_min, u_max, v_max)
}
// Total: 60 bytes (padded to 64 for GPU alignment)
// Total: 80 bytes (std430 aligned)
```
`Shape_Params` is a `#raw_union` with named variants per shape kind (`rrect`, `circle`, `segment`,
etc.), ensuring type safety on the CPU side and zero-cost reinterpretation on the GPU side.
etc.), ensuring type safety on the CPU side and zero-cost reinterpretation on the GPU side. The
`uv_rect` field is used by textured SDF primitives (Shape_Flag.Textured); non-textured primitives
leave it zeroed.
### Draw submission order
@@ -547,7 +572,7 @@ Within each scissor region, draws are issued in submission order to preserve the
2. Bind **main pipeline, tessellated mode** → draw all queued tessellated vertices (non-indexed for
shapes, indexed for text). Pipeline state unchanged from today.
3. Bind **main pipeline, SDF mode** → draw all queued SDF primitives (instanced, one draw call).
4. If backdrop effects are present: copy render target, bind **backdrop-effects pipeline** → draw
4. If backdrop effects are present: copy render target, bind **backdrop pipeline** → draw
backdrop primitives.
The exact ordering within a scissor may be refined based on actual Z-ordering requirements. The key
@@ -647,7 +672,7 @@ register-pressure analysis from the pipeline-strategy section above shows this i
so both run at 100% occupancy. The remaining ALU difference (~15 extra instructions for the SDF
evaluation) amounts to ~20μs at 4K — below noise. Meanwhile, splitting into a separate pipeline
would add ~15μs per pipeline bind on the CPU side per scissor, matching or exceeding the GPU-side
savings. Within the main tier, unified remains strictly better.
savings. Within the main pipeline, unified remains strictly better.
The naming convention follows the existing shape API: `rectangle_texture` and
`rectangle_texture_corners` sit alongside `rectangle` and `rectangle_corners`, mirroring the
@@ -725,6 +750,35 @@ The following are plumbed in the descriptor but not implemented in phase 1:
expectation is that 3D rendering will use dedicated pipelines (separate from the 2D pipelines)
sharing GPU resources (textures, samplers, command buffer lifecycle) with the 2D renderer.
## Multi-window support
The renderer currently assumes a single window via the global `GLOB` state. Multi-window support is
deferred but anticipated. When revisited, the RAD Debugger's bucket + pass-list model
(`src/draw/draw.h`, `src/draw/draw.c` in EpicGamesExt/raddebugger) is worth studying as a reference.
RAD separates draw submission from rendering via **buckets**. A `DR_Bucket` is an explicit handle
that accumulates an ordered list of render passes (`R_PassList`). The user creates a bucket, pushes
it onto a thread-local stack, issues draw calls (which target the top-of-stack bucket), then submits
the bucket to a specific window. Multiple buckets can exist simultaneously — one per window, or one
per UI panel that gets composited into a parent bucket via `dr_sub_bucket`. Implicit draw parameters
(clip rect, 2D transform, sampler mode, transparency) are managed via push/pop stacks scoped to each
bucket, so different windows can have independent clip and transform state without interference.
The key properties this gives RAD:
- **Per-window isolation.** Each window builds its own bucket with its own pass list and state stacks.
No global contention.
- **Thread-parallel building.** Each thread has its own draw context and arena. Multiple threads can
build buckets concurrently, then submit them to the render backend sequentially.
- **Compositing.** A pre-built bucket (e.g., a tooltip or overlay) can be injected into another
bucket with a transform applied, without rebuilding its draw calls.
For our library, the likely adaptation would be replacing the single `GLOB` with a per-window draw
context that users create and pass to `begin`/`end`, while keeping the explicit-parameter draw call
style rather than adopting RAD's implicit state stacks. Texture and sampler resources would remain
global (shared across windows), with only the per-frame staging buffers and layer/scissor state
becoming per-context.
## Building shaders
GLSL shader sources live in `shaders/source/`. Compiled outputs (SPIR-V and Metal Shading Language)

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@@ -63,15 +63,17 @@ Rectangle :: struct {
}
Sub_Batch_Kind :: enum u8 {
Shapes, // non-indexed, white texture, mode 0
Shapes, // non-indexed, white texture or user texture, mode 0
Text, // indexed, atlas texture, mode 0
SDF, // instanced unit quad, white texture, mode 1
SDF, // instanced unit quad, white texture or user texture, mode 1
}
Sub_Batch :: struct {
kind: Sub_Batch_Kind,
offset: u32, // Shapes: vertex offset; Text: text_batch index; SDF: primitive index
count: u32, // Shapes: vertex count; Text: always 1; SDF: primitive count
texture_id: Texture_Id,
sampler: Sampler_Preset,
}
Layer :: struct {
@@ -95,22 +97,50 @@ Scissor :: struct {
GLOB: Global
Global :: struct {
odin_context: runtime.Context,
pipeline_2d_base: Pipeline_2D_Base,
text_cache: Text_Cache,
layers: [dynamic]Layer,
scissors: [dynamic]Scissor,
tmp_shape_verts: [dynamic]Vertex,
tmp_text_verts: [dynamic]Vertex,
tmp_text_indices: [dynamic]c.int,
tmp_text_batches: [dynamic]TextBatch,
tmp_primitives: [dynamic]Primitive,
tmp_sub_batches: [dynamic]Sub_Batch,
tmp_uncached_text: [dynamic]^sdl_ttf.Text, // Uncached TTF_Text objects to destroy after end()
clay_memory: [^]u8,
msaa_texture: ^sdl.GPUTexture,
curr_layer_index: uint,
max_layers: int,
// -- Per-frame staging (hottest — touched by every prepare/upload/clear cycle) --
tmp_shape_verts: [dynamic]Vertex, // Tessellated shape vertices staged for GPU upload.
tmp_text_verts: [dynamic]Vertex, // Text vertices staged for GPU upload.
tmp_text_indices: [dynamic]c.int, // Text index buffer staged for GPU upload.
tmp_text_batches: [dynamic]TextBatch, // Text atlas batch metadata for indexed drawing.
tmp_primitives: [dynamic]Primitive, // SDF primitives staged for GPU storage buffer upload.
tmp_sub_batches: [dynamic]Sub_Batch, // Sub-batch records that drive draw call dispatch.
tmp_uncached_text: [dynamic]^sdl_ttf.Text, // Uncached TTF_Text objects destroyed after end() submits.
layers: [dynamic]Layer, // Draw layers, each with its own scissor stack.
scissors: [dynamic]Scissor, // Scissor rects that clip drawing within each layer.
// -- Per-frame scalars (accessed during prepare and draw_layer) --
curr_layer_index: uint, // Index of the currently active layer.
dpi_scaling: f32, // Window DPI scale factor applied to all pixel coordinates.
clay_z_index: i16, // Tracks z-index for layer splitting during Clay batch processing.
cleared: bool, // Whether the render target has been cleared this frame.
// -- Pipeline (accessed every draw_layer call) --
pipeline_2d_base: Pipeline_2D_Base, // The unified 2D GPU pipeline (shaders, buffers, samplers).
device: ^sdl.GPUDevice, // GPU device handle, stored at init.
samplers: [SAMPLER_PRESET_COUNT]^sdl.GPUSampler, // Lazily-created sampler objects, one per Sampler_Preset.
// -- Deferred release (processed once per frame at frame boundary) --
pending_texture_releases: [dynamic]Texture_Id, // Deferred GPU texture releases, processed next frame.
pending_text_releases: [dynamic]^sdl_ttf.Text, // Deferred TTF_Text destroys, processed next frame.
// -- Textures (registration is occasional, binding is per draw call) --
texture_slots: [dynamic]Texture_Slot, // Registered texture slots indexed by Texture_Id.
texture_free_list: [dynamic]u32, // Recycled slot indices available for reuse.
// -- MSAA (once per frame in end()) --
msaa_texture: ^sdl.GPUTexture, // Intermediate render target for multi-sample resolve.
msaa_width: u32, // Cached width to detect when MSAA texture needs recreation.
msaa_height: u32, // Cached height to detect when MSAA texture needs recreation.
sample_count: sdl.GPUSampleCount, // Sample count chosen at init (._1 means MSAA disabled).
// -- Clay (once per frame in prepare_clay_batch) --
clay_memory: [^]u8, // Raw memory block backing Clay's internal arena.
// -- Text (occasional — font registration and text cache lookups) --
text_cache: Text_Cache, // Font registry, SDL_ttf engine, and cached TTF_Text objects.
// -- Resize tracking (cold — checked once per frame in resize_global) --
max_layers: int, // High-water marks for dynamic array shrink heuristic.
max_scissors: int,
max_shape_verts: int,
max_text_verts: int,
@@ -118,12 +148,9 @@ Global :: struct {
max_text_batches: int,
max_primitives: int,
max_sub_batches: int,
dpi_scaling: f32,
msaa_width: u32,
msaa_height: u32,
sample_count: sdl.GPUSampleCount,
clay_z_index: i16,
cleared: bool,
// -- Init-only (coldest — set once at init, never written again) --
odin_context: runtime.Context, // Odin context captured at init for use in callbacks.
}
Init_Options :: struct {
@@ -177,6 +204,11 @@ init :: proc(
tmp_primitives = make([dynamic]Primitive, 0, BUFFER_INIT_SIZE, allocator = allocator),
tmp_sub_batches = make([dynamic]Sub_Batch, 0, BUFFER_INIT_SIZE, allocator = allocator),
tmp_uncached_text = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator),
device = device,
texture_slots = make([dynamic]Texture_Slot, 0, 16, allocator = allocator),
texture_free_list = make([dynamic]u32, 0, 16, allocator = allocator),
pending_texture_releases = make([dynamic]Texture_Id, 0, 16, allocator = allocator),
pending_text_releases = make([dynamic]^sdl_ttf.Text, 0, 16, allocator = allocator),
odin_context = odin_context,
dpi_scaling = sdl.GetWindowDisplayScale(window),
clay_memory = make([^]u8, min_memory_size, allocator = allocator),
@@ -184,6 +216,9 @@ init :: proc(
pipeline_2d_base = pipeline,
text_cache = text_cache,
}
// Reserve slot 0 for INVALID_TEXTURE
append(&GLOB.texture_slots, Texture_Slot{})
log.debug("Window DPI scaling:", GLOB.dpi_scaling)
arena := clay.CreateArenaWithCapacityAndMemory(min_memory_size, GLOB.clay_memory)
window_width, window_height: c.int
@@ -230,12 +265,23 @@ destroy :: proc(device: ^sdl.GPUDevice, allocator := context.allocator) {
if GLOB.msaa_texture != nil {
sdl.ReleaseGPUTexture(device, GLOB.msaa_texture)
}
process_pending_texture_releases()
destroy_all_textures()
destroy_sampler_pool()
for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text)
delete(GLOB.pending_text_releases)
destroy_pipeline_2d_base(device, &GLOB.pipeline_2d_base)
destroy_text_cache()
}
// Internal
clear_global :: proc() {
// Process deferred texture releases from the previous frame
process_pending_texture_releases()
// Process deferred text releases from the previous frame
for ttf_text in GLOB.pending_text_releases do sdl_ttf.DestroyText(ttf_text)
clear(&GLOB.pending_text_releases)
GLOB.curr_layer_index = 0
GLOB.clay_z_index = 0
GLOB.cleared = false
@@ -455,15 +501,24 @@ append_or_extend_sub_batch :: proc(
kind: Sub_Batch_Kind,
offset: u32,
count: u32,
texture_id: Texture_Id = INVALID_TEXTURE,
sampler: Sampler_Preset = .Linear_Clamp,
) {
if scissor.sub_batch_len > 0 {
last := &GLOB.tmp_sub_batches[scissor.sub_batch_start + scissor.sub_batch_len - 1]
if last.kind == kind && kind != .Text && last.offset + last.count == offset {
if last.kind == kind &&
kind != .Text &&
last.offset + last.count == offset &&
last.texture_id == texture_id &&
last.sampler == sampler {
last.count += count
return
}
}
append(&GLOB.tmp_sub_batches, Sub_Batch{kind = kind, offset = offset, count = count})
append(
&GLOB.tmp_sub_batches,
Sub_Batch{kind = kind, offset = offset, count = count, texture_id = texture_id, sampler = sampler},
)
scissor.sub_batch_len += 1
layer.sub_batch_len += 1
}
@@ -554,6 +609,46 @@ prepare_clay_batch :: proc(
)
prepare_text(layer, Text{sdl_text, {bounds.x, bounds.y}, color_from_clay(render_data.textColor)})
case clay.RenderCommandType.Image:
render_data := render_command.renderData.image
if render_data.imageData == nil do continue
img_data := (^Clay_Image_Data)(render_data.imageData)^
cr := render_data.cornerRadius
radii := [4]f32{cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft}
// Background color behind the image (Clay allows it)
bg := color_from_clay(render_data.backgroundColor)
if bg[3] > 0 {
if radii == {0, 0, 0, 0} {
rectangle(layer, bounds, bg)
} else {
rectangle_corners(layer, bounds, radii, bg)
}
}
// Compute fit UVs
uv, sampler, inner := fit_params(img_data.fit, bounds, img_data.texture_id)
// Draw the image — route by cornerRadius
if radii == {0, 0, 0, 0} {
rectangle_texture(
layer,
inner,
img_data.texture_id,
tint = img_data.tint,
uv_rect = uv,
sampler = sampler,
)
} else {
rectangle_texture_corners(
layer,
inner,
radii,
img_data.texture_id,
tint = img_data.tint,
uv_rect = uv,
sampler = sampler,
)
}
case clay.RenderCommandType.ScissorStart:
if bounds.width == 0 || bounds.height == 0 do continue

78
draw/draw_qr/draw_qr.odin Normal file
View File

@@ -0,0 +1,78 @@
package draw_qr
import draw ".."
import "../../qrcode"
// A registered QR code texture, ready for display via draw.rectangle_texture.
QR :: struct {
texture_id: draw.Texture_Id,
size: int, // modules per side (e.g. 21..177)
}
// Encode text as a QR code and register the result as an R8 texture.
// The texture uses Nearest_Clamp sampling by default (sharp module edges).
// Returns ok=false if encoding or registration fails.
@(require_results)
create_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 = true,
) -> (
qr: QR,
ok: bool,
) {
qrcode_buf: [qrcode.BUFFER_LEN_MAX]u8
encode_ok := qrcode.encode(text, qrcode_buf[:], ecl, min_version, max_version, mask, boost_ecl)
if !encode_ok do return {}, false
return create(qrcode_buf[:])
}
// Register an already-encoded QR code buffer as an R8 texture.
// qrcode_buf must be the output of qrcode.encode (byte 0 = side length, remaining = bit-packed modules).
@(require_results)
create :: proc(qrcode_buf: []u8) -> (qr: QR, ok: bool) {
size := qrcode.get_size(qrcode_buf)
if size == 0 do return {}, false
// Build R8 pixel buffer: 0 = light, 255 = dark
pixels := make([]u8, size * size, context.temp_allocator)
for y in 0 ..< size {
for x in 0 ..< size {
pixels[y * size + x] = 255 if qrcode.get_module(qrcode_buf, x, y) else 0
}
}
id, reg_ok := draw.register_texture(
draw.Texture_Desc {
width = u32(size),
height = u32(size),
depth_or_layers = 1,
type = .D2,
format = .R8_UNORM,
usage = {.SAMPLER},
mip_levels = 1,
kind = .Static,
},
pixels,
)
if !reg_ok do return {}, false
return QR{texture_id = id, size = size}, true
}
// Release the GPU texture.
destroy :: proc(qr: ^QR) {
draw.unregister_texture(qr.texture_id)
qr.texture_id = draw.INVALID_TEXTURE
qr.size = 0
}
// Convenience: build a Clay_Image_Data for embedding a QR in Clay layouts.
// Uses Nearest_Clamp sampling (set via Sampler_Preset at draw time, not here) and Fit mode
// to preserve the QR's square aspect ratio.
clay_image :: proc(qr: QR, tint: draw.Color = draw.WHITE) -> draw.Clay_Image_Data {
return draw.clay_image_data(qr.texture_id, fit = .Fit, tint = tint)
}

View File

@@ -78,10 +78,11 @@ hellope_shapes :: proc() {
draw.ellipse(base_layer, {410, 340}, 50, 30, {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 := [2]f32{100, 450}
moon_pos := planet_pos + {0, -40}
draw.circle(base_layer, planet_pos, 8, {200, 200, 200, 255}) // planet (stationary)
draw.circle(base_layer, moon_pos, 5, {100, 150, 255, 255}, origin = {0, 40}, rotation = spin_angle) // moon orbiting
draw.circle(base_layer, planet_pos, 5, {100, 150, 255, 255}, origin = {0, 40}, rotation = spin_angle) // moon orbiting
// Ring arc rotating in place
draw.ring(base_layer, {250, 450}, 15, 30, 0, 270, {100, 100, 220, 255}, rotation = spin_angle)

View File

@@ -57,7 +57,7 @@ main :: proc() {
args := os.args
if len(args) < 2 {
fmt.eprintln("Usage: examples <example_name>")
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom")
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
os.exit(1)
}
@@ -66,9 +66,10 @@ main :: proc() {
case "hellope-custom": hellope_custom()
case "hellope-shapes": hellope_shapes()
case "hellope-text": hellope_text()
case "textures": textures()
case:
fmt.eprintf("Unknown example: %v\n", args[1])
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom")
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
os.exit(1)
}
}

285
draw/examples/textures.odin Normal file
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@@ -0,0 +1,285 @@
package examples
import "../../draw"
import "../../draw/draw_qr"
import "core:math"
import "core:os"
import sdl "vendor:sdl3"
textures :: proc() {
if !sdl.Init({.VIDEO}) do os.exit(1)
window := sdl.CreateWindow("Textures", 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)
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
FONT_SIZE :: u16(14)
LABEL_OFFSET :: f32(8) // gap between item and its label
// -------------------------------------------------------------------------
// Procedural checkerboard texture (8x8, RGBA8)
// -------------------------------------------------------------------------
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)
// -------------------------------------------------------------------------
// Non-square gradient stripe texture (16x8, RGBA8) for fit mode demos
// -------------------------------------------------------------------------
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 code texture (R8_UNORM — see rendering note below)
// -------------------------------------------------------------------------
qr, _ := draw_qr.create_from_text("https://odin-lang.org/")
defer draw_qr.destroy(&qr)
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 = 800, height = 600})
// Background
draw.rectangle(base_layer, {0, 0, 800, 600}, {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_texture(
base_layer,
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"Nearest",
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Linear (bilinear blur)
draw.rectangle_texture(
base_layer,
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Linear_Clamp,
)
draw.text(
base_layer,
"Linear",
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Tiled (4x repeat)
draw.rectangle_texture(
base_layer,
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Repeat,
uv_rect = {0, 0, 4, 4},
)
draw.text(
base_layer,
"Tiled 4x",
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// =====================================================================
// Row 2: QR code, Rounded, Rotating (y=190)
// =====================================================================
ROW2_Y :: f32(190)
// QR code (R8_UNORM texture, nearest sampling)
// NOTE: R8_UNORM samples as (r, 0, 0, 1) in Metal's default swizzle.
// With WHITE tint: dark modules (R=1) → red, light modules (R=0) → black.
// The result is a red-on-black QR code. The white bg rect below is
// occluded by the fully-opaque texture but kept for illustration.
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, {255, 255, 255, 255}) // white bg
draw.rectangle_texture(
base_layer,
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
qr.texture_id,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"QR Code",
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rounded corners
draw.rectangle_texture(
base_layer,
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
checker_texture,
sampler = .Nearest_Clamp,
roundness = 0.3,
)
draw.text(
base_layer,
"Rounded",
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Rotating
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
draw.rectangle_texture(
base_layer,
rot_rect,
checker_texture,
sampler = .Nearest_Clamp,
origin = draw.center_of(rot_rect),
rotation = spin_angle,
)
draw.text(
base_layer,
"Rotating",
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_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}, {60, 60, 60, 255}) // bg
draw.rectangle_texture(base_layer, inner_s, stripe_texture, uv_rect = uv_s, sampler = sampler_s)
draw.text(
base_layer,
"Stretch",
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_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}, {60, 60, 60, 255})
draw.rectangle_texture(base_layer, inner_f, stripe_texture, uv_rect = uv_f, sampler = sampler_f)
draw.text(
base_layer,
"Fill",
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_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}, {60, 60, 60, 255}) // visible margin bg
draw.rectangle_texture(base_layer, inner_ft, stripe_texture, uv_rect = uv_ft, sampler = sampler_ft)
draw.text(
base_layer,
"Fit",
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
// Per-corner radii
draw.rectangle_texture_corners(
base_layer,
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
{20, 0, 20, 0},
checker_texture,
sampler = .Nearest_Clamp,
)
draw.text(
base_layer,
"Per-corner",
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
JETBRAINS_MONO_REGULAR,
FONT_SIZE,
color = draw.WHITE,
)
draw.end(gpu, window)
}
}

View File

@@ -35,6 +35,7 @@ Shape_Kind :: enum u8 {
Shape_Flag :: enum u8 {
Stroke,
Textured,
}
Shape_Flags :: bit_set[Shape_Flag;u8]
@@ -106,9 +107,10 @@ Primitive :: struct {
rotation: f32, // 24: shader self-rotation in radians (used by RRect, Ellipse)
_pad: f32, // 28: alignment to vec4 boundary
params: Shape_Params, // 32: two vec4s of shape params
uv_rect: [4]f32, // 64: u_min, v_min, u_max, v_max (default {0,0,1,1})
}
#assert(size_of(Primitive) == 64)
#assert(size_of(Primitive) == 80)
pack_kind_flags :: #force_inline proc(kind: Shape_Kind, flags: Shape_Flags) -> u32 {
return u32(kind) | (u32(transmute(u8)flags) << 8)
@@ -566,6 +568,7 @@ draw_layer :: proc(
current_mode: Draw_Mode = .Tessellated
current_vert_buf := main_vert_buf
current_atlas: ^sdl.GPUTexture
current_sampler := sampler
// Text vertices live after shape vertices in the GPU vertex buffer
text_vertex_gpu_base := u32(len(GLOB.tmp_shape_verts))
@@ -584,14 +587,24 @@ draw_layer :: proc(
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
current_vert_buf = main_vert_buf
}
if current_atlas != white_texture {
// Determine texture and sampler for this batch
batch_texture: ^sdl.GPUTexture = white_texture
batch_sampler: ^sdl.GPUSampler = sampler
if batch.texture_id != INVALID_TEXTURE {
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
batch_texture = bound_texture
}
batch_sampler = get_sampler(batch.sampler)
}
if current_atlas != batch_texture || current_sampler != batch_sampler {
sdl.BindGPUFragmentSamplers(
render_pass,
0,
&sdl.GPUTextureSamplerBinding{texture = white_texture, sampler = sampler},
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
1,
)
current_atlas = white_texture
current_atlas = batch_texture
current_sampler = batch_sampler
}
sdl.DrawGPUPrimitives(render_pass, batch.count, 1, batch.offset, 0)
@@ -632,14 +645,24 @@ draw_layer :: proc(
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = unit_quad, offset = 0}, 1)
current_vert_buf = unit_quad
}
if current_atlas != white_texture {
// Determine texture and sampler for this batch
batch_texture: ^sdl.GPUTexture = white_texture
batch_sampler: ^sdl.GPUSampler = sampler
if batch.texture_id != INVALID_TEXTURE {
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
batch_texture = bound_texture
}
batch_sampler = get_sampler(batch.sampler)
}
if current_atlas != batch_texture || current_sampler != batch_sampler {
sdl.BindGPUFragmentSamplers(
render_pass,
0,
&sdl.GPUTextureSamplerBinding{texture = white_texture, sampler = sampler},
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
1,
)
current_atlas = white_texture
current_atlas = batch_texture
current_sampler = batch_sampler
}
sdl.DrawGPUPrimitives(render_pass, 6, batch.count, 0, batch.offset)
}

View File

@@ -25,6 +25,7 @@ struct main0_in
float4 f_params2 [[user(locn3)]];
uint f_kind_flags [[user(locn4)]];
float f_rotation [[user(locn5), flat]];
float4 f_uv_rect [[user(locn6), flat]];
};
static inline __attribute__((always_inline))
@@ -69,6 +70,12 @@ float sdf_stroke(thread const float& d, thread const float& stroke_width)
return abs(d) - (stroke_width * 0.5);
}
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& soft)
{
return 1.0 - smoothstep(-soft, soft, d);
}
static inline __attribute__((always_inline))
float sdCircle(thread const float2& p, thread const float& r)
{
@@ -127,12 +134,6 @@ float sdSegment(thread const float2& p, thread const float2& a, thread const flo
return length(pa - (ba * h));
}
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& soft)
{
return 1.0 - smoothstep(-soft, soft, d);
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{
main0_out out = {};
@@ -169,6 +170,25 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float param_6 = stroke_px;
d = sdf_stroke(param_5, param_6);
}
float4 shape_color = in.f_color;
if ((flags & 2u) != 0u)
{
float2 p_for_uv = in.f_local_or_uv;
if (in.f_rotation != 0.0)
{
float2 param_7 = p_for_uv;
float param_8 = in.f_rotation;
p_for_uv = apply_rotation(param_7, param_8);
}
float2 local_uv = ((p_for_uv / b) * 0.5) + float2(0.5);
float2 uv = mix(in.f_uv_rect.xy, in.f_uv_rect.zw, local_uv);
shape_color *= tex.sample(texSmplr, uv);
}
float param_9 = d;
float param_10 = soft;
float alpha = sdf_alpha(param_9, param_10);
out.out_color = float4(shape_color.xyz, shape_color.w * alpha);
return out;
}
else
{
@@ -177,14 +197,14 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float radius = in.f_params.x;
soft = fast::max(in.f_params.y, 1.0);
float stroke_px_1 = in.f_params.z;
float2 param_7 = in.f_local_or_uv;
float param_8 = radius;
d = sdCircle(param_7, param_8);
float2 param_11 = in.f_local_or_uv;
float param_12 = radius;
d = sdCircle(param_11, param_12);
if ((flags & 1u) != 0u)
{
float param_9 = d;
float param_10 = stroke_px_1;
d = sdf_stroke(param_9, param_10);
float param_13 = d;
float param_14 = stroke_px_1;
d = sdf_stroke(param_13, param_14);
}
}
else
@@ -197,19 +217,19 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float2 p_local_1 = in.f_local_or_uv;
if (in.f_rotation != 0.0)
{
float2 param_11 = p_local_1;
float param_12 = in.f_rotation;
p_local_1 = apply_rotation(param_11, param_12);
float2 param_15 = p_local_1;
float param_16 = in.f_rotation;
p_local_1 = apply_rotation(param_15, param_16);
}
float2 param_13 = p_local_1;
float2 param_14 = ab;
float _560 = sdEllipse(param_13, param_14);
d = _560;
float2 param_17 = p_local_1;
float2 param_18 = ab;
float _616 = sdEllipse(param_17, param_18);
d = _616;
if ((flags & 1u) != 0u)
{
float param_15 = d;
float param_16 = stroke_px_2;
d = sdf_stroke(param_15, param_16);
float param_19 = d;
float param_20 = stroke_px_2;
d = sdf_stroke(param_19, param_20);
}
}
else
@@ -220,10 +240,10 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
float2 b_1 = in.f_params.zw;
float width = in.f_params2.x;
soft = fast::max(in.f_params2.y, 1.0);
float2 param_17 = in.f_local_or_uv;
float2 param_18 = a;
float2 param_19 = b_1;
d = sdSegment(param_17, param_18, param_19) - (width * 0.5);
float2 param_21 = in.f_local_or_uv;
float2 param_22 = a;
float2 param_23 = b_1;
d = sdSegment(param_21, param_22, param_23) - (width * 0.5);
}
else
{
@@ -243,16 +263,16 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
}
float ang_start = mod(start_rad, 6.283185482025146484375);
float ang_end = mod(end_rad, 6.283185482025146484375);
float _654;
float _710;
if (ang_end > ang_start)
{
_654 = float((angle >= ang_start) && (angle <= ang_end));
_710 = float((angle >= ang_start) && (angle <= ang_end));
}
else
{
_654 = float((angle >= ang_start) || (angle <= ang_end));
_710 = float((angle >= ang_start) || (angle <= ang_end));
}
float in_arc = _654;
float in_arc = _710;
if (abs(ang_end - ang_start) >= 6.282185077667236328125)
{
in_arc = 1.0;
@@ -277,9 +297,9 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
d = (length(p) * cos(bn)) - radius_1;
if ((flags & 1u) != 0u)
{
float param_20 = d;
float param_21 = stroke_px_3;
d = sdf_stroke(param_20, param_21);
float param_24 = d;
float param_25 = stroke_px_3;
d = sdf_stroke(param_24, param_25);
}
}
}
@@ -287,10 +307,9 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
}
}
}
float param_22 = d;
float param_23 = soft;
float alpha = sdf_alpha(param_22, param_23);
out.out_color = float4(in.f_color.xyz, in.f_color.w * alpha);
float param_26 = d;
float param_27 = soft;
float alpha_1 = sdf_alpha(param_26, param_27);
out.out_color = float4(in.f_color.xyz, in.f_color.w * alpha_1);
return out;
}

View File

@@ -19,6 +19,7 @@ struct Primitive
float _pad;
float4 params;
float4 params2;
float4 uv_rect;
};
struct Primitive_1
@@ -30,6 +31,7 @@ struct Primitive_1
float _pad;
float4 params;
float4 params2;
float4 uv_rect;
};
struct Primitives
@@ -45,6 +47,7 @@ struct main0_out
float4 f_params2 [[user(locn3)]];
uint f_kind_flags [[user(locn4)]];
float f_rotation [[user(locn5)]];
float4 f_uv_rect [[user(locn6)]];
float4 gl_Position [[position]];
};
@@ -55,7 +58,7 @@ struct main0_in
float4 v_color [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _72 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _74 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
if (_12.mode == 0u)
@@ -66,18 +69,20 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params2 = float4(0.0);
out.f_kind_flags = 0u;
out.f_rotation = 0.0;
out.f_uv_rect = float4(0.0, 0.0, 1.0, 1.0);
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
}
else
{
Primitive p;
p.bounds = _72.primitives[int(gl_InstanceIndex)].bounds;
p.color = _72.primitives[int(gl_InstanceIndex)].color;
p.kind_flags = _72.primitives[int(gl_InstanceIndex)].kind_flags;
p.rotation = _72.primitives[int(gl_InstanceIndex)].rotation;
p._pad = _72.primitives[int(gl_InstanceIndex)]._pad;
p.params = _72.primitives[int(gl_InstanceIndex)].params;
p.params2 = _72.primitives[int(gl_InstanceIndex)].params2;
p.bounds = _74.primitives[int(gl_InstanceIndex)].bounds;
p.color = _74.primitives[int(gl_InstanceIndex)].color;
p.kind_flags = _74.primitives[int(gl_InstanceIndex)].kind_flags;
p.rotation = _74.primitives[int(gl_InstanceIndex)].rotation;
p._pad = _74.primitives[int(gl_InstanceIndex)]._pad;
p.params = _74.primitives[int(gl_InstanceIndex)].params;
p.params2 = _74.primitives[int(gl_InstanceIndex)].params2;
p.uv_rect = _74.primitives[int(gl_InstanceIndex)].uv_rect;
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;
@@ -87,8 +92,8 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_params2 = p.params2;
out.f_kind_flags = p.kind_flags;
out.f_rotation = p.rotation;
out.f_uv_rect = p.uv_rect;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
}
return out;
}

View File

@@ -7,6 +7,7 @@ layout(location = 2) in vec4 f_params;
layout(location = 3) in vec4 f_params2;
layout(location = 4) flat in uint f_kind_flags;
layout(location = 5) flat in float f_rotation;
layout(location = 6) flat in vec4 f_uv_rect;
// --- Output ---
layout(location = 0) out vec4 out_color;
@@ -130,6 +131,23 @@ void main() {
d = sdRoundedBox(p_local, b, r);
if ((flags & 1u) != 0u) d = sdf_stroke(d, stroke_px);
// Texture sampling for textured SDF primitives
vec4 shape_color = f_color;
if ((flags & 2u) != 0u) {
// Compute UV from local position and half_size
vec2 p_for_uv = f_local_or_uv;
if (f_rotation != 0.0) {
p_for_uv = apply_rotation(p_for_uv, f_rotation);
}
vec2 local_uv = p_for_uv / b * 0.5 + 0.5;
vec2 uv = mix(f_uv_rect.xy, f_uv_rect.zw, local_uv);
shape_color *= texture(tex, uv);
}
float alpha = sdf_alpha(d, soft);
out_color = vec4(shape_color.rgb, shape_color.a * alpha);
return;
}
else if (kind == 2u) {
// Circle — rotationally symmetric, no rotation needed

View File

@@ -12,6 +12,7 @@ layout(location = 2) out vec4 f_params;
layout(location = 3) out vec4 f_params2;
layout(location = 4) flat out uint f_kind_flags;
layout(location = 5) flat out float f_rotation;
layout(location = 6) flat out vec4 f_uv_rect;
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
layout(set = 1, binding = 0) uniform Uniforms {
@@ -29,6 +30,7 @@ struct Primitive {
float _pad; // 28-31: alignment padding
vec4 params; // 32-47: shape params part 1
vec4 params2; // 48-63: shape params part 2
vec4 uv_rect; // 64-79: u_min, v_min, u_max, v_max
};
layout(std430, set = 0, binding = 0) readonly buffer Primitives {
@@ -45,6 +47,7 @@ void main() {
f_params2 = vec4(0.0);
f_kind_flags = 0u;
f_rotation = 0.0;
f_uv_rect = vec4(0.0, 0.0, 1.0, 1.0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else {
@@ -61,6 +64,7 @@ void main() {
f_params2 = p.params2;
f_kind_flags = p.kind_flags;
f_rotation = p.rotation;
f_uv_rect = p.uv_rect;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}

View File

@@ -68,6 +68,19 @@ emit_rectangle :: proc(x, y, width, height: f32, color: Color, vertices: []Verte
vertices[offset + 5] = solid_vertex({x, y + height}, color)
}
@(private = "file")
prepare_sdf_primitive_textured :: proc(
layer: ^Layer,
prim: Primitive,
texture_id: Texture_Id,
sampler: Sampler_Preset,
) {
offset := u32(len(GLOB.tmp_primitives))
append(&GLOB.tmp_primitives, prim)
scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
append_or_extend_sub_batch(scissor, layer, .SDF, offset, 1, texture_id, sampler)
}
// ----- Drawing functions ----
pixel :: proc(layer: ^Layer, pos: [2]f32, color: Color) {
@@ -358,17 +371,20 @@ triangle_strip :: proc(
// ----- SDF drawing functions ----
// Compute new center position after rotating a center-parametrized shape
// around a pivot point. The pivot is at (center + origin) in world space.
// Compute the visual center of a center-parametrized shape after applying
// Convention B origin semantics: `center` is where the origin-point lands in
// world space; the visual center is offset by -origin and then rotated around
// the landing point.
// visual_center = center + R(θ) · (-origin)
// When θ=0: visual_center = center - origin (pure positioning shift).
// When origin={0,0}: visual_center = center (no change).
@(private = "file")
compute_pivot_center :: proc(center: [2]f32, origin: [2]f32, rotation_deg: f32) -> [2]f32 {
if origin == {0, 0} do return center
theta := math.to_radians(rotation_deg)
cos_angle, sin_angle := math.cos(theta), math.sin(theta)
// pivot = center + origin; new_center = pivot + R(θ) * (center - pivot)
return(
center +
origin +
{cos_angle * (-origin.x) - sin_angle * (-origin.y), sin_angle * (-origin.x) + cos_angle * (-origin.y)} \
)
}
@@ -384,6 +400,13 @@ rotated_aabb_half_extents :: proc(half_width, half_height, rotation_radians: f32
// Draw a filled rectangle via SDF (analytical anti-aliasing at all orientations).
// `roundness` is a 01 fraction controlling uniform corner rounding — 0 is sharp, 1 is fully rounded.
// For per-corner pixel-precise rounding, use `rectangle_corners` instead.
//
// Origin semantics:
// `origin` is a local offset from the rect's top-left corner that selects both the positioning
// anchor and the rotation pivot. `rect.x, rect.y` specifies where that anchor point lands in
// world space. When `origin = {0, 0}` (default), `rect.x, rect.y` is the top-left corner.
// When `origin = center_of_rectangle(rect)`, `rect.x, rect.y` is the visual center.
// Rotation always occurs around the anchor point.
rectangle :: proc(
layer: ^Layer,
rect: Rectangle,
@@ -400,6 +423,7 @@ rectangle :: proc(
// Draw a stroked rectangle via SDF (analytical anti-aliasing at all orientations).
// `roundness` is a 01 fraction controlling uniform corner rounding — 0 is sharp, 1 is fully rounded.
// For per-corner pixel-precise rounding, use `rectangle_corners_lines` instead.
// Origin semantics: see `rectangle`.
rectangle_lines :: proc(
layer: ^Layer,
rect: Rectangle,
@@ -415,6 +439,7 @@ rectangle_lines :: proc(
}
// Draw a rectangle with per-corner rounding radii via SDF.
// Origin semantics: see `rectangle`.
rectangle_corners :: proc(
layer: ^Layer,
rect: Rectangle,
@@ -436,12 +461,12 @@ rectangle_corners :: proc(
half_width := rect.width * 0.5
half_height := rect.height * 0.5
rotation_radians: f32 = 0
center_x := rect.x + half_width
center_y := rect.y + half_height
center_x := rect.x + half_width - origin.x
center_y := rect.y + half_height - origin.y
if needs_transform(origin, rotation) {
rotation_radians = math.to_radians(rotation)
transform := build_pivot_rotation({rect.x, rect.y}, origin, rotation)
transform := build_pivot_rotation({rect.x + origin.x, rect.y + origin.y}, origin, rotation)
new_center := apply_transform(transform, {half_width, half_height})
center_x = new_center.x
center_y = new_center.y
@@ -480,6 +505,7 @@ rectangle_corners :: proc(
}
// Draw a stroked rectangle with per-corner rounding radii via SDF.
// Origin semantics: see `rectangle`.
rectangle_corners_lines :: proc(
layer: ^Layer,
rect: Rectangle,
@@ -502,12 +528,12 @@ rectangle_corners_lines :: proc(
half_width := rect.width * 0.5
half_height := rect.height * 0.5
rotation_radians: f32 = 0
center_x := rect.x + half_width
center_y := rect.y + half_height
center_x := rect.x + half_width - origin.x
center_y := rect.y + half_height - origin.y
if needs_transform(origin, rotation) {
rotation_radians = math.to_radians(rotation)
transform := build_pivot_rotation({rect.x, rect.y}, origin, rotation)
transform := build_pivot_rotation({rect.x + origin.x, rect.y + origin.y}, origin, rotation)
new_center := apply_transform(transform, {half_width, half_height})
center_x = new_center.x
center_y = new_center.y
@@ -545,7 +571,114 @@ rectangle_corners_lines :: proc(
prepare_sdf_primitive(layer, prim)
}
// Draw a rectangle with a texture fill via SDF. Supports rounded corners via `roundness`,
// rotation, and analytical anti-aliasing on the shape silhouette.
// Origin semantics: see `rectangle`.
rectangle_texture :: proc(
layer: ^Layer,
rect: Rectangle,
id: Texture_Id,
tint: Color = WHITE,
uv_rect: Rectangle = {0, 0, 1, 1},
sampler: Sampler_Preset = .Linear_Clamp,
roundness: f32 = 0,
origin: [2]f32 = {0, 0},
rotation: f32 = 0,
soft_px: f32 = 1.0,
) {
cr := min(rect.width, rect.height) * clamp(roundness, 0, 1) * 0.5
rectangle_texture_corners(
layer,
rect,
{cr, cr, cr, cr},
id,
tint,
uv_rect,
sampler,
origin,
rotation,
soft_px,
)
}
// Draw a rectangle with a texture fill and per-corner rounding radii via SDF.
// Origin semantics: see `rectangle`.
rectangle_texture_corners :: proc(
layer: ^Layer,
rect: Rectangle,
radii: [4]f32,
id: Texture_Id,
tint: Color = WHITE,
uv_rect: Rectangle = {0, 0, 1, 1},
sampler: Sampler_Preset = .Linear_Clamp,
origin: [2]f32 = {0, 0},
rotation: f32 = 0,
soft_px: f32 = 1.0,
) {
max_radius := min(rect.width, rect.height) * 0.5
top_left := clamp(radii[0], 0, max_radius)
top_right := clamp(radii[1], 0, max_radius)
bottom_right := clamp(radii[2], 0, max_radius)
bottom_left := clamp(radii[3], 0, max_radius)
padding := soft_px / GLOB.dpi_scaling
dpi_scale := GLOB.dpi_scaling
half_width := rect.width * 0.5
half_height := rect.height * 0.5
rotation_radians: f32 = 0
center_x := rect.x + half_width - origin.x
center_y := rect.y + half_height - origin.y
if needs_transform(origin, rotation) {
rotation_radians = math.to_radians(rotation)
transform := build_pivot_rotation({rect.x + origin.x, rect.y + origin.y}, origin, rotation)
new_center := apply_transform(transform, {half_width, half_height})
center_x = new_center.x
center_y = new_center.y
}
bounds_half_width, bounds_half_height := half_width, half_height
if rotation_radians != 0 {
expanded := rotated_aabb_half_extents(half_width, half_height, rotation_radians)
bounds_half_width = expanded.x
bounds_half_height = expanded.y
}
prim := Primitive {
bounds = {
center_x - bounds_half_width - padding,
center_y - bounds_half_height - padding,
center_x + bounds_half_width + padding,
center_y + bounds_half_height + padding,
},
color = tint,
kind_flags = pack_kind_flags(.RRect, {.Textured}),
rotation = rotation_radians,
uv_rect = {uv_rect.x, uv_rect.y, uv_rect.width, uv_rect.height},
}
prim.params.rrect = RRect_Params {
half_size = {half_width * dpi_scale, half_height * dpi_scale},
radii = {
top_right * dpi_scale,
bottom_right * dpi_scale,
top_left * dpi_scale,
bottom_left * dpi_scale,
},
soft_px = soft_px,
stroke_px = 0,
}
prepare_sdf_primitive_textured(layer, prim, id, sampler)
}
// Draw a filled circle via SDF.
//
// Origin semantics (Convention B):
// `origin` is a local offset from the shape's center that selects both the positioning anchor
// and the rotation pivot. The `center` parameter specifies where that anchor point lands in
// world space. When `origin = {0, 0}` (default), `center` is the visual center.
// When `origin = {r, 0}`, the point `r` pixels to the right of the shape center lands at
// `center`, shifting the shape left by `r`.
circle :: proc(
layer: ^Layer,
center: [2]f32,
@@ -582,6 +715,7 @@ circle :: proc(
}
// Draw a stroked circle via SDF.
// Origin semantics: see `circle`.
circle_lines :: proc(
layer: ^Layer,
center: [2]f32,
@@ -619,6 +753,7 @@ circle_lines :: proc(
}
// Draw a filled ellipse via SDF.
// Origin semantics: see `circle`.
ellipse :: proc(
layer: ^Layer,
center: [2]f32,
@@ -665,6 +800,7 @@ ellipse :: proc(
}
// Draw a stroked ellipse via SDF.
// Origin semantics: see `circle`.
ellipse_lines :: proc(
layer: ^Layer,
center: [2]f32,
@@ -715,6 +851,7 @@ ellipse_lines :: proc(
}
// Draw a filled ring arc via SDF.
// Origin semantics: see `circle`.
ring :: proc(
layer: ^Layer,
center: [2]f32,
@@ -757,6 +894,7 @@ ring :: proc(
}
// Draw stroked ring arc outlines via SDF.
// Origin semantics: see `circle`.
ring_lines :: proc(
layer: ^Layer,
center: [2]f32,

View File

@@ -246,7 +246,7 @@ bottom_right_of_text :: proc(text_string: string, font_id: Font_Id, font_size: u
// 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 {
sdl_ttf.DestroyText(sdl_text)
append(&GLOB.pending_text_releases, sdl_text)
}
clear(&GLOB.text_cache.cache)
}
@@ -259,7 +259,7 @@ clear_text_cache_entry :: proc(id: u32) {
key := Cache_Key{id, .Custom}
sdl_text, ok := GLOB.text_cache.cache[key]
if ok {
sdl_ttf.DestroyText(sdl_text)
append(&GLOB.pending_text_releases, sdl_text)
delete_key(&GLOB.text_cache.cache, key)
}
}

433
draw/textures.odin Normal file
View File

@@ -0,0 +1,433 @@
package draw
import "core:log"
import "core:mem"
import sdl "vendor:sdl3"
// ---------------------------------------------------------------------------
// Texture types
// ---------------------------------------------------------------------------
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 {
Nearest_Clamp,
Linear_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 slot — not exported.
@(private)
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 integration type
// ---------------------------------------------------------------------------
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())
}
}
// ---------------------------------------------------------------------------
// Accessors
// ---------------------------------------------------------------------------
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
}
// Internal: get the raw GPU texture pointer for binding during draw.
@(private)
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 draw.end / clear_global)
// ---------------------------------------------------------------------------
@(private)
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)
}
// ---------------------------------------------------------------------------
// Sampler pool
// ---------------------------------------------------------------------------
@(private)
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.pipeline_2d_base.sampler // fallback to existing default sampler
}
GLOB.samplers[idx] = sampler
return sampler
}
// Internal: destroy all sampler pool entries. Called from draw.destroy().
@(private)
destroy_sampler_pool :: proc() {
device := GLOB.device
for &s in GLOB.samplers {
if s != nil {
sdl.ReleaseGPUSampler(device, s)
s = nil
}
}
}
// Internal: destroy all registered textures. Called from draw.destroy().
@(private)
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)
}
// ---------------------------------------------------------------------------
// Fit mode helper
// ---------------------------------------------------------------------------
// 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
}