This commit is contained in:
Franz Höltermann
2024-06-14 17:43:09 +02:00
30 changed files with 1155 additions and 831 deletions

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@@ -39,6 +39,35 @@ jobs:
./odin test tests/vendor -all-packages -define:ODIN_TEST_FANCY=false
./odin test tests/benchmark -all-packages -define:ODIN_TEST_FANCY=false
(cd tests/issues; ./run.sh)
build_freebsd:
name: FreeBSD Build, Check, and Test
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Build, Check, and Test
timeout-minutes: 15
uses: vmactions/freebsd-vm@v1
with:
usesh: true
copyback: false
prepare: |
pkg install -y gmake git bash python3 libxml2 llvm17
run: |
# `set -e` is needed for test failures to register. https://github.com/vmactions/freebsd-vm/issues/72
set -e -x
git config --global --add safe.directory $(pwd)
gmake release
./odin version
./odin report
gmake -C vendor/stb/src
gmake -C vendor/cgltf/src
gmake -C vendor/miniaudio/src
./odin check examples/all -vet -strict-style -target:freebsd_amd64
./odin test tests/core/normal.odin -file -all-packages -define:ODIN_TEST_FANCY=false
./odin test tests/core/speed.odin -file -all-packages -o:speed -define:ODIN_TEST_FANCY=false
./odin test tests/vendor -all-packages -define:ODIN_TEST_FANCY=false
./odin test tests/benchmark -all-packages -define:ODIN_TEST_FANCY=false
(cd tests/issues; ./run.sh)
ci:
strategy:
fail-fast: false

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@@ -383,7 +383,7 @@ clear_map :: proc "contextless" (m: ^$T/map[$K]$V) {
//
// Note: Prefer the procedure group `reserve`
@builtin
reserve_map :: proc(m: ^$T/map[$K]$V, capacity: int, loc := #caller_location) -> Allocator_Error {
reserve_map :: proc(m: ^$T/map[$K]$V, #any_int capacity: int, loc := #caller_location) -> Allocator_Error {
return __dynamic_map_reserve((^Raw_Map)(m), map_info(T), uint(capacity), loc) if m != nil else nil
}
@@ -721,12 +721,12 @@ _reserve_dynamic_array :: #force_inline proc(array: ^$T/[dynamic]$E, capacity: i
}
@builtin
reserve_dynamic_array :: proc(array: ^$T/[dynamic]$E, capacity: int, loc := #caller_location) -> Allocator_Error {
reserve_dynamic_array :: proc(array: ^$T/[dynamic]$E, #any_int capacity: int, loc := #caller_location) -> Allocator_Error {
return _reserve_dynamic_array(array, capacity, true, loc)
}
@builtin
non_zero_reserve_dynamic_array :: proc(array: ^$T/[dynamic]$E, capacity: int, loc := #caller_location) -> Allocator_Error {
non_zero_reserve_dynamic_array :: proc(array: ^$T/[dynamic]$E, #any_int capacity: int, loc := #caller_location) -> Allocator_Error {
return _reserve_dynamic_array(array, capacity, false, loc)
}
@@ -773,12 +773,12 @@ _resize_dynamic_array :: #force_inline proc(array: ^$T/[dynamic]$E, length: int,
}
@builtin
resize_dynamic_array :: proc(array: ^$T/[dynamic]$E, length: int, loc := #caller_location) -> Allocator_Error {
resize_dynamic_array :: proc(array: ^$T/[dynamic]$E, #any_int length: int, loc := #caller_location) -> Allocator_Error {
return _resize_dynamic_array(array, length, true, loc=loc)
}
@builtin
non_zero_resize_dynamic_array :: proc(array: ^$T/[dynamic]$E, length: int, loc := #caller_location) -> Allocator_Error {
non_zero_resize_dynamic_array :: proc(array: ^$T/[dynamic]$E, #any_int length: int, loc := #caller_location) -> Allocator_Error {
return _resize_dynamic_array(array, length, false, loc=loc)
}

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@@ -11,7 +11,7 @@ HAS_RAND_BYTES :: true
_rand_bytes :: proc(dst: []byte) {
err := Sec.RandomCopyBytes(count=len(dst), bytes=raw_data(dst))
if err != .Success {
msg := CF.StringCopyToOdinString(Sec.CopyErrorMessageString(err))
panic(fmt.tprintf("crypto/rand_bytes: SecRandomCopyBytes returned non-zero result: %v %s", err, msg))
msg := CF.StringCopyToOdinString(Sec.CopyErrorMessageString(err))
fmt.panicf("crypto/rand_bytes: SecRandomCopyBytes returned non-zero result: %v %s", err, msg)
}
}

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@@ -32,7 +32,7 @@ _rand_bytes :: proc (dst: []byte) {
// All other failures are things that should NEVER happen
// unless the kernel interface changes (ie: the Linux
// developers break userland).
panic(fmt.tprintf("crypto: getrandom failed: %v", errno))
fmt.panicf("crypto: getrandom failed: %v", errno)
}
l -= n_read
dst = dst[n_read:]

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@@ -11,16 +11,16 @@ _rand_bytes :: proc(dst: []byte) {
ret := (os.Errno)(win32.BCryptGenRandom(nil, raw_data(dst), u32(len(dst)), win32.BCRYPT_USE_SYSTEM_PREFERRED_RNG))
if ret != os.ERROR_NONE {
switch ret {
case os.ERROR_INVALID_HANDLE:
// The handle to the first parameter is invalid.
// This should not happen here, since we explicitly pass nil to it
panic("crypto: BCryptGenRandom Invalid handle for hAlgorithm")
case os.ERROR_INVALID_PARAMETER:
// One of the parameters was invalid
panic("crypto: BCryptGenRandom Invalid parameter")
case:
// Unknown error
panic(fmt.tprintf("crypto: BCryptGenRandom failed: %d\n", ret))
case os.ERROR_INVALID_HANDLE:
// The handle to the first parameter is invalid.
// This should not happen here, since we explicitly pass nil to it
panic("crypto: BCryptGenRandom Invalid handle for hAlgorithm")
case os.ERROR_INVALID_PARAMETER:
// One of the parameters was invalid
panic("crypto: BCryptGenRandom Invalid parameter")
case:
// Unknown error
fmt.panicf("crypto: BCryptGenRandom failed: %d\n", ret)
}
}
}

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@@ -56,38 +56,27 @@ CDATA_END :: "]]>"
COMMENT_START :: "<!--"
COMMENT_END :: "-->"
/*
Default: CDATA and comments are passed through unchanged.
*/
// Default: CDATA and comments are passed through unchanged.
XML_Decode_Option :: enum u8 {
/*
Do not decode & entities. It decodes by default.
If given, overrides `Decode_CDATA`.
*/
// Do not decode & entities. It decodes by default. If given, overrides `Decode_CDATA`.
No_Entity_Decode,
/*
CDATA is unboxed.
*/
// CDATA is unboxed.
Unbox_CDATA,
/*
Unboxed CDATA is decoded as well.
Ignored if `.Unbox_CDATA` is not given.
*/
// Unboxed CDATA is decoded as well. Ignored if `.Unbox_CDATA` is not given.
Decode_CDATA,
/*
Comments are stripped.
*/
// Comments are stripped.
Comment_Strip,
// Normalize whitespace
Normalize_Whitespace,
}
XML_Decode_Options :: bit_set[XML_Decode_Option; u8]
/*
Decode a string that may include SGML/XML/HTML entities.
The caller has to free the result.
*/
// Decode a string that may include SGML/XML/HTML entities.
// The caller has to free the result.
decode_xml :: proc(input: string, options := XML_Decode_Options{}, allocator := context.allocator) -> (decoded: string, err: Error) {
context.allocator = allocator
@@ -100,14 +89,14 @@ decode_xml :: proc(input: string, options := XML_Decode_Options{}, allocator :=
t := Tokenizer{src=input}
in_data := false
prev: rune = ' '
loop: for {
advance(&t) or_return
if t.r < 0 { break loop }
/*
Below here we're never inside a CDATA tag.
At most we'll see the start of one, but that doesn't affect the logic.
*/
// Below here we're never inside a CDATA tag. At most we'll see the start of one,
// but that doesn't affect the logic.
switch t.r {
case '<':
/*
@@ -126,9 +115,7 @@ decode_xml :: proc(input: string, options := XML_Decode_Options{}, allocator :=
in_data = _handle_xml_special(&t, &builder, options) or_return
case ']':
/*
If we're unboxing _and_ decoding CDATA, we'll have to check for the end tag.
*/
// If we're unboxing _and_ decoding CDATA, we'll have to check for the end tag.
if in_data {
if t.read_offset + len(CDATA_END) < len(t.src) {
if string(t.src[t.offset:][:len(CDATA_END)]) == CDATA_END {
@@ -143,22 +130,16 @@ decode_xml :: proc(input: string, options := XML_Decode_Options{}, allocator :=
case:
if in_data && .Decode_CDATA not_in options {
/*
Unboxed, but undecoded.
*/
// Unboxed, but undecoded.
write_rune(&builder, t.r)
continue
}
if t.r == '&' {
if entity, entity_err := _extract_xml_entity(&t); entity_err != .None {
/*
We read to the end of the string without closing the entity.
Pass through as-is.
*/
// We read to the end of the string without closing the entity. Pass through as-is.
write_string(&builder, entity)
} else {
if .No_Entity_Decode not_in options {
if decoded, ok := xml_decode_entity(entity); ok {
write_rune(&builder, decoded)
@@ -166,19 +147,41 @@ decode_xml :: proc(input: string, options := XML_Decode_Options{}, allocator :=
}
}
/*
Literal passthrough because the decode failed or we want entities not decoded.
*/
// Literal passthrough because the decode failed or we want entities not decoded.
write_string(&builder, "&")
write_string(&builder, entity)
write_string(&builder, ";")
}
} else {
write_rune(&builder, t.r)
// Handle AV Normalization: https://www.w3.org/TR/2006/REC-xml11-20060816/#AVNormalize
if .Normalize_Whitespace in options {
switch t.r {
case ' ', '\r', '\n', '\t':
if prev != ' ' {
write_rune(&builder, ' ')
prev = ' '
}
case:
write_rune(&builder, t.r)
prev = t.r
}
} else {
// https://www.w3.org/TR/2006/REC-xml11-20060816/#sec-line-ends
switch t.r {
case '\n', 0x85, 0x2028:
write_rune(&builder, '\n')
case '\r': // Do nothing until next character
case:
if prev == '\r' { // Turn a single carriage return into a \n
write_rune(&builder, '\n')
}
write_rune(&builder, t.r)
}
prev = t.r
}
}
}
}
return strings.clone(strings.to_string(builder), allocator), err
}
@@ -253,24 +256,18 @@ xml_decode_entity :: proc(entity: string) -> (decoded: rune, ok: bool) {
return rune(val), true
case:
/*
Named entity.
*/
// Named entity.
return named_xml_entity_to_rune(entity)
}
}
/*
Private XML helper to extract `&<stuff>;` entity.
*/
// Private XML helper to extract `&<stuff>;` entity.
@(private="file")
_extract_xml_entity :: proc(t: ^Tokenizer) -> (entity: string, err: Error) {
assert(t != nil && t.r == '&')
/*
All of these would be in the ASCII range.
Even if one is not, it doesn't matter. All characters we need to compare to extract are.
*/
// All of these would be in the ASCII range.
// Even if one is not, it doesn't matter. All characters we need to compare to extract are.
length := len(t.src)
found := false
@@ -292,9 +289,7 @@ _extract_xml_entity :: proc(t: ^Tokenizer) -> (entity: string, err: Error) {
return string(t.src[t.offset : t.read_offset]), .Invalid_Entity_Encoding
}
/*
Private XML helper for CDATA and comments.
*/
// Private XML helper for CDATA and comments.
@(private="file")
_handle_xml_special :: proc(t: ^Tokenizer, builder: ^strings.Builder, options: XML_Decode_Options) -> (in_data: bool, err: Error) {
assert(t != nil && t.r == '<')
@@ -304,20 +299,14 @@ _handle_xml_special :: proc(t: ^Tokenizer, builder: ^strings.Builder, options: X
t.read_offset += len(CDATA_START) - 1
if .Unbox_CDATA in options && .Decode_CDATA in options {
/*
We're unboxing _and_ decoding CDATA
*/
// We're unboxing _and_ decoding CDATA
return true, .None
}
/*
CDATA is passed through.
*/
// CDATA is passed through.
offset := t.offset
/*
Scan until end of CDATA.
*/
// Scan until end of CDATA.
for {
advance(t) or_return
if t.r < 0 { return true, .CDATA_Not_Terminated }
@@ -341,14 +330,10 @@ _handle_xml_special :: proc(t: ^Tokenizer, builder: ^strings.Builder, options: X
} else if string(t.src[t.offset:][:len(COMMENT_START)]) == COMMENT_START {
t.read_offset += len(COMMENT_START)
/*
Comment is passed through by default.
*/
// Comment is passed through by default.
offset := t.offset
/*
Scan until end of Comment.
*/
// Scan until end of Comment.
for {
advance(t) or_return
if t.r < 0 { return true, .Comment_Not_Terminated }

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@@ -218,9 +218,7 @@ scan_identifier :: proc(t: ^Tokenizer) -> string {
for is_valid_identifier_rune(t.ch) {
advance_rune(t)
if t.ch == ':' {
/*
A namespaced attr can have at most two parts, `namespace:ident`.
*/
// A namespaced attr can have at most two parts, `namespace:ident`.
if namespaced {
break
}
@@ -268,14 +266,10 @@ scan_comment :: proc(t: ^Tokenizer) -> (comment: string, err: Error) {
return string(t.src[offset : t.offset - 1]), .None
}
/*
Skip CDATA
*/
// Skip CDATA
skip_cdata :: proc(t: ^Tokenizer) -> (err: Error) {
if t.read_offset + len(CDATA_START) >= len(t.src) {
/*
Can't be the start of a CDATA tag.
*/
// Can't be the start of a CDATA tag.
return .None
}
@@ -290,9 +284,7 @@ skip_cdata :: proc(t: ^Tokenizer) -> (err: Error) {
return .Premature_EOF
}
/*
Scan until the end of a CDATA tag.
*/
// Scan until the end of a CDATA tag.
if t.read_offset + len(CDATA_END) < len(t.src) {
if string(t.src[t.offset:][:len(CDATA_END)]) == CDATA_END {
t.read_offset += len(CDATA_END)
@@ -319,14 +311,10 @@ scan_string :: proc(t: ^Tokenizer, offset: int, close: rune = '<', consume_close
case '<':
if peek_byte(t) == '!' {
if peek_byte(t, 1) == '[' {
/*
Might be the start of a CDATA tag.
*/
// Might be the start of a CDATA tag.
skip_cdata(t) or_return
} else if peek_byte(t, 1) == '-' && peek_byte(t, 2) == '-' {
/*
Comment start. Eat comment.
*/
// Comment start. Eat comment.
t.read_offset += 3
_ = scan_comment(t) or_return
}
@@ -342,17 +330,13 @@ scan_string :: proc(t: ^Tokenizer, offset: int, close: rune = '<', consume_close
}
if t.ch == close {
/*
If it's not a CDATA or comment, it's the end of this body.
*/
// If it's not a CDATA or comment, it's the end of this body.
break loop
}
advance_rune(t)
}
/*
Strip trailing whitespace.
*/
// Strip trailing whitespace.
lit := string(t.src[offset : t.offset])
end := len(lit)
@@ -369,11 +353,6 @@ scan_string :: proc(t: ^Tokenizer, offset: int, close: rune = '<', consume_close
if consume_close {
advance_rune(t)
}
/*
TODO: Handle decoding escape characters and unboxing CDATA.
*/
return lit, err
}
@@ -384,7 +363,7 @@ peek :: proc(t: ^Tokenizer) -> (token: Token) {
return token
}
scan :: proc(t: ^Tokenizer) -> Token {
scan :: proc(t: ^Tokenizer, multiline_string := false) -> Token {
skip_whitespace(t)
offset := t.offset
@@ -418,7 +397,7 @@ scan :: proc(t: ^Tokenizer) -> Token {
case '"', '\'':
kind = .Invalid
lit, err = scan_string(t, t.offset, ch, true, false)
lit, err = scan_string(t, t.offset, ch, true, multiline_string)
if err == .None {
kind = .String
}
@@ -435,4 +414,4 @@ scan :: proc(t: ^Tokenizer) -> Token {
lit = string(t.src[offset : t.offset])
}
return Token{kind, lit, pos}
}
}

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@@ -203,9 +203,7 @@ parse_bytes :: proc(data: []u8, options := DEFAULT_OPTIONS, path := "", error_ha
doc.elements = make([dynamic]Element, 1024, 1024, allocator)
// strings.intern_init(&doc.intern, allocator, allocator)
err = .Unexpected_Token
err = .Unexpected_Token
element, parent: Element_ID
open: Token
@@ -259,8 +257,8 @@ parse_bytes :: proc(data: []u8, options := DEFAULT_OPTIONS, path := "", error_ha
case .Slash:
// Empty tag. Close it.
expect(t, .Gt) or_return
parent = doc.elements[element].parent
element = parent
parent = doc.elements[element].parent
element = parent
case:
error(t, t.offset, "Expected close tag, got: %#v\n", end_token)
@@ -276,8 +274,8 @@ parse_bytes :: proc(data: []u8, options := DEFAULT_OPTIONS, path := "", error_ha
error(t, t.offset, "Mismatched Closing Tag. Expected %v, got %v\n", doc.elements[element].ident, ident.text)
return doc, .Mismatched_Closing_Tag
}
parent = doc.elements[element].parent
element = parent
parent = doc.elements[element].parent
element = parent
} else if open.kind == .Exclaim {
// <!
@@ -463,8 +461,8 @@ validate_options :: proc(options: Options) -> (validated: Options, err: Error) {
return validated, .None
}
expect :: proc(t: ^Tokenizer, kind: Token_Kind) -> (tok: Token, err: Error) {
tok = scan(t)
expect :: proc(t: ^Tokenizer, kind: Token_Kind, multiline_string := false) -> (tok: Token, err: Error) {
tok = scan(t, multiline_string=multiline_string)
if tok.kind == kind { return tok, .None }
error(t, t.offset, "Expected \"%v\", got \"%v\".", kind, tok.kind)
@@ -480,7 +478,13 @@ parse_attribute :: proc(doc: ^Document) -> (attr: Attribute, offset: int, err: E
offset = t.offset - len(key.text)
_ = expect(t, .Eq) or_return
value := expect(t, .String) or_return
value := expect(t, .String, multiline_string=true) or_return
normalized, normalize_err := entity.decode_xml(value.text, {.Normalize_Whitespace}, doc.allocator)
if normalize_err == .None {
append(&doc.strings_to_free, normalized)
value.text = normalized
}
attr.key = key.text
attr.val = value.text

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@@ -9,6 +9,7 @@ The verbs:
General:
%v the value in a default format
%#v an expanded format of %v with newlines and indentation
%w an Odin-syntax representation of the value
%T an Odin-syntax representation of the type of the value
%% a literal percent sign; consumes no value
{{ a literal open brace; consumes no value

57
core/fmt/example.odin Normal file
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@@ -0,0 +1,57 @@
//+build ignore
package custom_formatter_example
import "core:fmt"
import "core:io"
SomeType :: struct {
value: int,
}
My_Custom_Base_Type :: distinct u32
main :: proc() {
// Ensure the fmt._user_formatters map is initialized
fmt.set_user_formatters(new(map[typeid]fmt.User_Formatter))
// Register custom formatters for my favorite types
err := fmt.register_user_formatter(type_info_of(SomeType).id, SomeType_Formatter)
assert(err == .None)
err = fmt.register_user_formatter(type_info_of(My_Custom_Base_Type).id, My_Custom_Base_Formatter)
assert(err == .None)
// Use the custom formatters.
fmt.printfln("SomeType{{42}}: '%v'", SomeType{42})
fmt.printfln("My_Custom_Base_Type(0xdeadbeef): '%v'", My_Custom_Base_Type(0xdeadbeef))
}
SomeType_Formatter :: proc(fi: ^fmt.Info, arg: any, verb: rune) -> bool {
m := cast(^SomeType)arg.data
switch verb {
case 'v', 'd': // We handle `%v` and `%d`
fmt.fmt_int(fi, u64(m.value), true, 8 * size_of(SomeType), verb)
case:
return false
}
return true
}
My_Custom_Base_Formatter :: proc(fi: ^fmt.Info, arg: any, verb: rune) -> bool {
m := cast(^My_Custom_Base_Type)arg.data
switch verb {
case 'v', 'b':
value := u64(m^)
for value > 0 {
if value & 1 == 1 {
io.write_string(fi.writer, "Hellope!", &fi.n)
} else {
io.write_string(fi.writer, "Hellope?", &fi.n)
}
value >>= 1
}
case:
return false
}
return true
}

View File

@@ -1726,10 +1726,12 @@ fmt_bit_set :: proc(fi: ^Info, v: any, name: string = "", verb: rune = 'v') {
et := runtime.type_info_base(info.elem)
if name != "" {
io.write_string(fi.writer, name, &fi.n)
} else {
reflect.write_type(fi.writer, type_info, &fi.n)
if verb != 'w' {
if name != "" {
io.write_string(fi.writer, name, &fi.n)
} else {
reflect.write_type(fi.writer, type_info, &fi.n)
}
}
io.write_byte(fi.writer, '{', &fi.n)
defer io.write_byte(fi.writer, '}', &fi.n)
@@ -1746,9 +1748,17 @@ fmt_bit_set :: proc(fi: ^Info, v: any, name: string = "", verb: rune = 'v') {
}
if is_enum {
enum_name: string
if ti_named, is_named := info.elem.variant.(runtime.Type_Info_Named); is_named {
enum_name = ti_named.name
}
for ev, evi in e.values {
v := u64(ev)
if v == u64(i) {
if verb == 'w' {
io.write_string(fi.writer, enum_name, &fi.n)
io.write_byte(fi.writer, '.', &fi.n)
}
io.write_string(fi.writer, e.names[evi], &fi.n)
commas += 1
continue loop
@@ -2391,7 +2401,6 @@ fmt_named :: proc(fi: ^Info, v: any, verb: rune, info: runtime.Type_Info_Named)
runtime.Type_Info_Dynamic_Array,
runtime.Type_Info_Slice,
runtime.Type_Info_Struct,
runtime.Type_Info_Union,
runtime.Type_Info_Enum,
runtime.Type_Info_Map,
runtime.Type_Info_Bit_Set,
@@ -2498,8 +2507,9 @@ fmt_matrix :: proc(fi: ^Info, v: any, verb: rune, info: runtime.Type_Info_Matrix
}
} else {
// Printed in Row-Major layout to match text layout
row_separator := ", " if verb == 'w' else "; "
for row in 0..<info.row_count {
if row > 0 { io.write_string(fi.writer, "; ", &fi.n) }
if row > 0 { io.write_string(fi.writer, row_separator, &fi.n) }
for col in 0..<info.column_count {
if col > 0 { io.write_string(fi.writer, ", ", &fi.n) }

View File

@@ -112,15 +112,15 @@ EOWNERDEAD: Errno : 96
O_RDONLY :: 0x00000
O_WRONLY :: 0x00001
O_RDWR :: 0x00002
O_CREATE :: 0x00040
O_EXCL :: 0x00080
O_NOCTTY :: 0x00100
O_TRUNC :: 0x00200
O_NONBLOCK :: 0x00800
O_APPEND :: 0x00400
O_SYNC :: 0x01000
O_ASYNC :: 0x02000
O_CLOEXEC :: 0x80000
O_NONBLOCK :: 0x00004
O_APPEND :: 0x00008
O_ASYNC :: 0x00040
O_SYNC :: 0x00080
O_CREATE :: 0x00200
O_TRUNC :: 0x00400
O_EXCL :: 0x00800
O_NOCTTY :: 0x08000
O_CLOEXEC :: 0100000
SEEK_DATA :: 3
@@ -140,6 +140,8 @@ RTLD_NOLOAD :: 0x02000
MAX_PATH :: 1024
KINFO_FILE_SIZE :: 1392
args := _alloc_command_line_arguments()
Unix_File_Time :: struct {
@@ -191,6 +193,21 @@ OS_Stat :: struct {
lspare: [10]u64,
}
KInfo_File :: struct {
structsize: c.int,
type: c.int,
fd: c.int,
ref_count: c.int,
flags: c.int,
pad0: c.int,
offset: i64,
// NOTE(Feoramund): This field represents a complicated union that I am
// avoiding implementing for now. I only need the path data below.
_union: [336]byte,
path: [MAX_PATH]c.char,
}
// since FreeBSD v12
Dirent :: struct {
@@ -254,6 +271,8 @@ X_OK :: 1 // Test for execute permission
W_OK :: 2 // Test for write permission
R_OK :: 4 // Test for read permission
F_KINFO :: 22
foreign libc {
@(link_name="__error") __errno_location :: proc() -> ^c.int ---
@@ -274,6 +293,7 @@ foreign libc {
@(link_name="unlink") _unix_unlink :: proc(path: cstring) -> c.int ---
@(link_name="rmdir") _unix_rmdir :: proc(path: cstring) -> c.int ---
@(link_name="mkdir") _unix_mkdir :: proc(path: cstring, mode: mode_t) -> c.int ---
@(link_name="fcntl") _unix_fcntl :: proc(fd: Handle, cmd: c.int, arg: uintptr) -> c.int ---
@(link_name="fdopendir") _unix_fdopendir :: proc(fd: Handle) -> Dir ---
@(link_name="closedir") _unix_closedir :: proc(dirp: Dir) -> c.int ---
@@ -365,7 +385,7 @@ seek :: proc(fd: Handle, offset: i64, whence: int) -> (i64, Errno) {
}
file_size :: proc(fd: Handle) -> (i64, Errno) {
s, err := fstat(fd)
s, err := _fstat(fd)
if err != ERROR_NONE {
return -1, err
}
@@ -591,9 +611,26 @@ _readlink :: proc(path: string) -> (string, Errno) {
return "", Errno{}
}
// XXX FreeBSD
absolute_path_from_handle :: proc(fd: Handle) -> (string, Errno) {
return "", Errno(ENOSYS)
// NOTE(Feoramund): The situation isn't ideal, but this was the best way I
// could find to implement this. There are a couple outstanding bug reports
// regarding the desire to retrieve an absolute path from a handle, but to
// my knowledge, there hasn't been any work done on it.
//
// https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=198570
//
// This may be unreliable, according to a comment from 2023.
kinfo: KInfo_File
kinfo.structsize = KINFO_FILE_SIZE
res := _unix_fcntl(fd, F_KINFO, cast(uintptr)&kinfo)
if res == -1 {
return "", Errno(get_last_error())
}
path := strings.clone_from_cstring_bounded(cast(cstring)&kinfo.path[0], len(kinfo.path))
return path, ERROR_NONE
}
absolute_path_from_relative :: proc(rel: string) -> (path: string, err: Errno) {

View File

@@ -56,7 +56,7 @@ foreign libc {
@(link_name="free") _unix_free :: proc(ptr: rawptr) ---
}
when ODIN_OS == .Darwin {
when ODIN_OS == .Darwin || ODIN_OS == .FreeBSD {
@(private)
foreign libc {
@(link_name="__error") __error :: proc() -> ^i32 ---

13
core/sys/windows/kernel32.odin Normal file → Executable file
View File

@@ -1156,6 +1156,19 @@ foreign kernel32 {
SetCommState :: proc(handle: HANDLE, dcb: ^DCB) -> BOOL ---
}
COMMTIMEOUTS :: struct {
ReadIntervalTimeout: DWORD,
ReadTotalTimeoutMultiplier: DWORD,
ReadTotalTimeoutConstant: DWORD,
WriteTotalTimeoutMultiplier: DWORD,
WriteTotalTimeoutConstant: DWORD,
}
@(default_calling_convention="system")
foreign kernel32 {
GetCommTimeouts :: proc(handle: HANDLE, timeouts: ^COMMTIMEOUTS) -> BOOL ---
SetCommTimeouts :: proc(handle: HANDLE, timeouts: ^COMMTIMEOUTS) -> BOOL ---
}
LPFIBER_START_ROUTINE :: #type proc "system" (lpFiberParameter: LPVOID)

View File

@@ -127,13 +127,13 @@ days_remaining :: proc "contextless" (date: Date) -> (days_remaining: i64, err:
return delta.days, .None
}
last_day_of_month :: proc "contextless" (#any_int year: i64, #any_int month: i8) -> (day: i64, err: Error) {
last_day_of_month :: proc "contextless" (#any_int year: i64, #any_int month: i8) -> (day: i8, err: Error) {
// Not using formula 2.27 from the book. This is far simpler and gives the same answer.
validate(Date{year, month, 1}) or_return
month_days := MONTH_DAYS
day = i64(month_days[month])
day = month_days[month]
if month == 2 && is_leap_year(year) {
day += 1
}

View File

@@ -89,6 +89,9 @@ gb_internal Type *check_init_variable(CheckerContext *ctx, Entity *e, Operand *o
return nullptr;
} else if (is_type_polymorphic(t)) {
Entity *e = entity_of_node(operand->expr);
if (e == nullptr) {
return nullptr;
}
if (e->state.load() != EntityState_Resolved) {
gbString str = type_to_string(t);
defer (gb_string_free(str));
@@ -1142,7 +1145,14 @@ gb_internal void check_proc_decl(CheckerContext *ctx, Entity *e, DeclInfo *d) {
}
if (ac.link_name.len > 0) {
e->Procedure.link_name = ac.link_name;
String ln = ac.link_name;
e->Procedure.link_name = ln;
if (ln == "memcpy" ||
ln == "memmove" ||
ln == "mem_copy" ||
ln == "mem_copy_non_overlapping") {
e->Procedure.is_memcpy_like = true;
}
}
if (ac.deferred_procedure.entity != nullptr) {

View File

@@ -2550,7 +2550,7 @@ gb_internal void check_unary_expr(CheckerContext *c, Operand *o, Token op, Ast *
error_line("\tSuggestion: Did you want to pass the iterable value to the for statement by pointer to get addressable semantics?\n");
}
if (is_type_map(parent_type)) {
if (parent_type != nullptr && is_type_map(parent_type)) {
error_line("\t Prefer doing 'for key, &%.*s in ...'\n", LIT(e->token.string));
} else {
error_line("\t Prefer doing 'for &%.*s in ...'\n", LIT(e->token.string));
@@ -3564,6 +3564,9 @@ gb_internal void check_binary_matrix(CheckerContext *c, Token const &op, Operand
x->mode = Addressing_Value;
if (are_types_identical(xt, yt)) {
if (are_types_identical(x->type, y->type)) {
return;
}
if (!is_type_named(x->type) && is_type_named(y->type)) {
// prefer the named type
x->type = y->type;

View File

@@ -256,6 +256,7 @@ struct Entity {
bool generated_from_polymorphic : 1;
bool entry_point_only : 1;
bool has_instrumentation : 1;
bool is_memcpy_like : 1;
} Procedure;
struct {
Array<Entity *> entities;

View File

@@ -9,6 +9,11 @@
#endif
#ifndef LLVM_IGNORE_VERIFICATION
#define LLVM_IGNORE_VERIFICATION 0
#endif
#include "llvm_backend.hpp"
#include "llvm_abi.cpp"
#include "llvm_backend_opt.cpp"
@@ -1125,6 +1130,53 @@ gb_internal void lb_finalize_objc_names(lbProcedure *p) {
lb_end_procedure_body(p);
}
gb_internal void lb_verify_function(lbModule *m, lbProcedure *p, bool dump_ll=false) {
if (LLVM_IGNORE_VERIFICATION) {
return;
}
if (!m->debug_builder && LLVMVerifyFunction(p->value, LLVMReturnStatusAction)) {
char *llvm_error = nullptr;
gb_printf_err("LLVM CODE GEN FAILED FOR PROCEDURE: %.*s\n", LIT(p->name));
LLVMDumpValue(p->value);
gb_printf_err("\n");
if (dump_ll) {
gb_printf_err("\n\n\n");
String filepath_ll = lb_filepath_ll_for_module(m);
if (LLVMPrintModuleToFile(m->mod, cast(char const *)filepath_ll.text, &llvm_error)) {
gb_printf_err("LLVM Error: %s\n", llvm_error);
}
}
LLVMVerifyFunction(p->value, LLVMPrintMessageAction);
exit_with_errors();
}
}
gb_internal WORKER_TASK_PROC(lb_llvm_module_verification_worker_proc) {
char *llvm_error = nullptr;
defer (LLVMDisposeMessage(llvm_error));
lbModule *m = cast(lbModule *)data;
if (LLVMVerifyModule(m->mod, LLVMReturnStatusAction, &llvm_error)) {
gb_printf_err("LLVM Error:\n%s\n", llvm_error);
if (build_context.keep_temp_files) {
TIME_SECTION("LLVM Print Module to File");
String filepath_ll = lb_filepath_ll_for_module(m);
if (LLVMPrintModuleToFile(m->mod, cast(char const *)filepath_ll.text, &llvm_error)) {
gb_printf_err("LLVM Error: %s\n", llvm_error);
exit_with_errors();
return false;
}
}
exit_with_errors();
return 1;
}
return 0;
}
gb_internal lbProcedure *lb_create_startup_runtime(lbModule *main_module, lbProcedure *objc_names, Array<lbGlobalVariable> &global_variables) { // Startup Runtime
Type *proc_type = alloc_type_proc(nullptr, nullptr, 0, nullptr, 0, false, ProcCC_Odin);
@@ -1227,13 +1279,7 @@ gb_internal lbProcedure *lb_create_startup_runtime(lbModule *main_module, lbProc
lb_end_procedure_body(p);
if (!main_module->debug_builder && LLVMVerifyFunction(p->value, LLVMReturnStatusAction)) {
gb_printf_err("LLVM CODE GEN FAILED FOR PROCEDURE: %s\n", "main");
LLVMDumpValue(p->value);
gb_printf_err("\n\n\n\n");
LLVMVerifyFunction(p->value, LLVMAbortProcessAction);
}
lb_verify_function(main_module, p);
return p;
}
@@ -1256,31 +1302,21 @@ gb_internal lbProcedure *lb_create_cleanup_runtime(lbModule *main_module) { // C
lb_end_procedure_body(p);
if (!main_module->debug_builder && LLVMVerifyFunction(p->value, LLVMReturnStatusAction)) {
gb_printf_err("LLVM CODE GEN FAILED FOR PROCEDURE: %s\n", "main");
LLVMDumpValue(p->value);
gb_printf_err("\n\n\n\n");
LLVMVerifyFunction(p->value, LLVMAbortProcessAction);
}
lb_verify_function(main_module, p);
return p;
}
gb_internal WORKER_TASK_PROC(lb_generate_procedures_and_types_per_module) {
lbModule *m = cast(lbModule *)data;
for (Entity *e : m->global_procedures_and_types_to_create) {
if (e->kind == Entity_TypeName) {
(void)lb_get_entity_name(m, e);
lb_type(m, e->type);
}
for (Entity *e : m->global_types_to_create) {
(void)lb_get_entity_name(m, e);
(void)lb_type(m, e->type);
}
for (Entity *e : m->global_procedures_and_types_to_create) {
if (e->kind == Entity_Procedure) {
(void)lb_get_entity_name(m, e);
array_add(&m->procedures_to_generate, lb_create_procedure(m, e));
}
for (Entity *e : m->global_procedures_to_create) {
(void)lb_get_entity_name(m, e);
array_add(&m->procedures_to_generate, lb_create_procedure(m, e));
}
return 0;
}
@@ -1334,16 +1370,24 @@ gb_internal void lb_create_global_procedures_and_types(lbGenerator *gen, Checker
m = lb_module_of_entity(gen, e);
}
array_add(&m->global_procedures_and_types_to_create, e);
if (e->kind == Entity_Procedure) {
array_add(&m->global_procedures_to_create, e);
} else if (e->kind == Entity_TypeName) {
array_add(&m->global_types_to_create, e);
}
}
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
if (do_threading) {
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
thread_pool_add_task(lb_generate_procedures_and_types_per_module, m);
} else {
}
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
lb_generate_procedures_and_types_per_module(m);
}
}
thread_pool_wait();
@@ -2374,16 +2418,19 @@ gb_internal WORKER_TASK_PROC(lb_generate_procedures_worker_proc) {
}
gb_internal void lb_generate_procedures(lbGenerator *gen, bool do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
if (do_threading) {
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
thread_pool_add_task(lb_generate_procedures_worker_proc, m);
} else {
}
thread_pool_wait();
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
lb_generate_procedures_worker_proc(m);
}
}
thread_pool_wait();
}
gb_internal WORKER_TASK_PROC(lb_generate_missing_procedures_to_check_worker_proc) {
@@ -2397,17 +2444,20 @@ gb_internal WORKER_TASK_PROC(lb_generate_missing_procedures_to_check_worker_proc
}
gb_internal void lb_generate_missing_procedures(lbGenerator *gen, bool do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
// NOTE(bill): procedures may be added during generation
if (do_threading) {
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
// NOTE(bill): procedures may be added during generation
thread_pool_add_task(lb_generate_missing_procedures_to_check_worker_proc, m);
} else {
}
thread_pool_wait();
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
// NOTE(bill): procedures may be added during generation
lb_generate_missing_procedures_to_check_worker_proc(m);
}
}
thread_pool_wait();
}
gb_internal void lb_debug_info_complete_types_and_finalize(lbGenerator *gen) {
@@ -2420,32 +2470,45 @@ gb_internal void lb_debug_info_complete_types_and_finalize(lbGenerator *gen) {
}
gb_internal void lb_llvm_function_passes(lbGenerator *gen, bool do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
if (do_threading) {
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
thread_pool_add_task(lb_llvm_function_pass_per_module, m);
} else {
}
thread_pool_wait();
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
lb_llvm_function_pass_per_module(m);
}
}
thread_pool_wait();
}
gb_internal void lb_llvm_module_passes(lbGenerator *gen, bool do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
auto wd = gb_alloc_item(permanent_allocator(), lbLLVMModulePassWorkerData);
wd->m = m;
wd->target_machine = m->target_machine;
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
auto wd = gb_alloc_item(permanent_allocator(), lbLLVMModulePassWorkerData);
wd->m = m;
wd->target_machine = m->target_machine;
if (do_threading) {
thread_pool_add_task(lb_llvm_module_pass_worker_proc, wd);
} else {
if (do_threading) {
thread_pool_add_task(lb_llvm_module_pass_worker_proc, wd);
} else {
lb_llvm_module_pass_worker_proc(wd);
}
}
thread_pool_wait();
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
auto wd = gb_alloc_item(permanent_allocator(), lbLLVMModulePassWorkerData);
wd->m = m;
wd->target_machine = m->target_machine;
lb_llvm_module_pass_worker_proc(wd);
}
}
thread_pool_wait();
}
gb_internal String lb_filepath_ll_for_module(lbModule *m) {
@@ -2523,40 +2586,27 @@ gb_internal String lb_filepath_obj_for_module(lbModule *m) {
return concatenate_strings(permanent_allocator(), path, ext);
}
gb_internal WORKER_TASK_PROC(lb_llvm_module_verification_worker_proc) {
char *llvm_error = nullptr;
defer (LLVMDisposeMessage(llvm_error));
lbModule *m = cast(lbModule *)data;
if (LLVMVerifyModule(m->mod, LLVMReturnStatusAction, &llvm_error)) {
gb_printf_err("LLVM Error:\n%s\n", llvm_error);
if (build_context.keep_temp_files) {
TIME_SECTION("LLVM Print Module to File");
String filepath_ll = lb_filepath_ll_for_module(m);
if (LLVMPrintModuleToFile(m->mod, cast(char const *)filepath_ll.text, &llvm_error)) {
gb_printf_err("LLVM Error: %s\n", llvm_error);
exit_with_errors();
return false;
}
}
exit_with_errors();
return 1;
}
return 0;
}
gb_internal bool lb_llvm_module_verification(lbGenerator *gen, bool do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
if (do_threading) {
if (LLVM_IGNORE_VERIFICATION) {
return true;
}
if (do_threading) {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
thread_pool_add_task(lb_llvm_module_verification_worker_proc, m);
} else {
}
thread_pool_wait();
} else {
for (auto const &entry : gen->modules) {
lbModule *m = entry.value;
if (lb_llvm_module_verification_worker_proc(m)) {
return false;
}
}
}
thread_pool_wait();
return true;
}
@@ -2777,12 +2827,7 @@ gb_internal lbProcedure *lb_create_main_procedure(lbModule *m, lbProcedure *star
}
if (!m->debug_builder && LLVMVerifyFunction(p->value, LLVMReturnStatusAction)) {
gb_printf_err("LLVM CODE GEN FAILED FOR PROCEDURE: %s\n", "main");
LLVMDumpValue(p->value);
gb_printf_err("\n\n\n\n");
LLVMVerifyFunction(p->value, LLVMAbortProcessAction);
}
lb_verify_function(m, p);
lb_run_function_pass_manager(default_function_pass_manager, p, lbFunctionPassManager_default);
return p;
@@ -2803,28 +2848,11 @@ gb_internal void lb_generate_procedure(lbModule *m, lbProcedure *p) {
lb_end_procedure(p);
// Add Flags
if (p->body != nullptr) {
if (p->name == "memcpy" || p->name == "memmove" ||
p->name == "runtime.mem_copy" || p->name == "mem_copy_non_overlapping" ||
string_starts_with(p->name, str_lit("llvm.memcpy")) ||
string_starts_with(p->name, str_lit("llvm.memmove"))) {
p->flags |= lbProcedureFlag_WithoutMemcpyPass;
}
if (p->entity && p->entity->kind == Entity_Procedure && p->entity->Procedure.is_memcpy_like) {
p->flags |= lbProcedureFlag_WithoutMemcpyPass;
}
if (!m->debug_builder && LLVMVerifyFunction(p->value, LLVMReturnStatusAction)) {
char *llvm_error = nullptr;
gb_printf_err("LLVM CODE GEN FAILED FOR PROCEDURE: %.*s\n", LIT(p->name));
LLVMDumpValue(p->value);
gb_printf_err("\n\n\n\n");
String filepath_ll = lb_filepath_ll_for_module(m);
if (LLVMPrintModuleToFile(m->mod, cast(char const *)filepath_ll.text, &llvm_error)) {
gb_printf_err("LLVM Error: %s\n", llvm_error);
}
LLVMVerifyFunction(p->value, LLVMPrintMessageAction);
exit_with_errors();
}
lb_verify_function(m, p, true);
}

View File

@@ -181,7 +181,8 @@ struct lbModule {
std::atomic<u32> nested_type_name_guid;
Array<lbProcedure *> procedures_to_generate;
Array<Entity *> global_procedures_and_types_to_create;
Array<Entity *> global_procedures_to_create;
Array<Entity *> global_types_to_create;
lbProcedure *curr_procedure;

View File

@@ -78,7 +78,8 @@ gb_internal void lb_init_module(lbModule *m, Checker *c) {
array_init(&m->procedures_to_generate, a, 0, c->info.all_procedures.count);
map_init(&m->procedure_values, c->info.all_procedures.count*2);
}
array_init(&m->global_procedures_and_types_to_create, a, 0, 1024);
array_init(&m->global_procedures_to_create, a, 0, 1024);
array_init(&m->global_types_to_create, a, 0, 1024);
array_init(&m->missing_procedures_to_check, a, 0, 16);
map_init(&m->debug_values);

View File

@@ -2934,7 +2934,8 @@ int main(int arg_count, char const **arg_ptr) {
// TODO(jeroen): Remove the `init_filename` param.
// Let's put that on `build_context.build_paths[0]` instead.
if (parse_packages(parser, init_filename) != ParseFile_None) {
return 1;
GB_ASSERT_MSG(any_errors(), "parse_packages failed but no error was reported.");
// We depend on the next conditional block to return 1, after printing errors.
}
if (any_errors()) {

View File

@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE foozle>
<foozle>Barzle</foozle>
<부끄러운:barzle>
<name foo:bar=" birmese
kittens have
fur ">Indeed!</name>
</부끄러운:barzle>

View File

@@ -36,7 +36,7 @@ xml_test_utf8_normal :: proc(t: ^testing.T) {
},
expected_doctype = "恥ずべきフクロウ",
},
crc32 = 0xe9b62f03,
crc32 = 0xefa55f27,
})
}
@@ -52,7 +52,7 @@ xml_test_utf8_unbox_cdata :: proc(t: ^testing.T) {
},
expected_doctype = "恥ずべきフクロウ",
},
crc32 = 0x9c2643ed,
crc32 = 0x2dd27770,
})
}
@@ -128,7 +128,7 @@ xml_test_entities_unbox :: proc(t: ^testing.T) {
},
expected_doctype = "html",
},
crc32 = 0x3b6d4a90,
crc32 = 0x350ca83e,
})
}
@@ -142,7 +142,21 @@ xml_test_entities_unbox_decode :: proc(t: ^testing.T) {
},
expected_doctype = "html",
},
crc32 = 0x5be2ffdc,
crc32 = 0x7f58db7d,
})
}
@(test)
xml_test_attribute_whitespace :: proc(t: ^testing.T) {
run_test(t, {
// Same as above.
// Unbox CDATA in data tag.
filename = "XML/attribute-whitespace.xml",
options = {
flags = {},
expected_doctype = "foozle",
},
crc32 = 0x8f5fd6c1,
})
}
@@ -172,7 +186,7 @@ xml_test_unicode :: proc(t: ^testing.T) {
expected_doctype = "",
},
err = .None,
crc32 = 0x0b6100ab,
crc32 = 0x73070b55,
})
}

View File

@@ -258,6 +258,120 @@ test_pointers :: proc(t: ^testing.T) {
check(t, "0xFFFF", "%#4p", d)
}
@(test)
test_odin_value_export :: proc(t: ^testing.T) {
E :: enum u32 {
A, B, C,
}
F :: enum i16 {
A, B, F,
}
S :: struct {
j, k: int,
}
ST :: struct {
x: int `fmt:"-"`,
y: u8 `fmt:"r,0"`,
z: string `fmt:"s,0"`,
}
U :: union {
i8,
i16,
}
UEF :: union { E, F }
A :: [2]int
BSE :: distinct bit_set[E]
i : int = 64
f : f64 = 3.14
c : complex128 = 7+3i
q : quaternion256 = 1+2i+3j+4k
mat : matrix[2,3]f32 = {1.5, 2, 1, 0.777, 0.333, 0.8}
matc : #column_major matrix[2,3]f32 = {1.5, 2, 1, 0.777, 0.333, 0.8}
e : enum {A, B, C} = .B
en : E = E.C
ena : [2]E = {E.A, E.C}
s : struct { j: int, k: int } = { j = 16, k = 8 }
sn : S = S{ j = 24, k = 12 }
st : ST = { 32768, 57, "Hellope" }
str : string = "Hellope"
strc : cstring = "Hellope"
bsu : bit_set[0..<32; u32] = {0, 1}
bs : bit_set[4..<16] = {5, 7}
bse : bit_set[E] = { .B, .A }
bsE : BSE = { .A, .C }
arr : [3]int = {1, 2, 3}
ars : [3]S = {S{j = 3, k = 2}, S{j = 2, k = 1}, S{j = 1, k = 0}}
darr : [dynamic]u8 = { 128, 64, 32 }
dars : [dynamic]S = {S{j = 1, k = 2}, S{j = 3, k = 4}}
na : A = {7, 5}
may0 : Maybe(int)
may1 : Maybe(int) = 1
uz : union {i8, i16} = i8(-33)
u0 : U = U(nil)
u1 : U = i16(42)
uef0 : UEF = E.A
uefa : [3]UEF = { E.A, F.A, F.F }
map_ : map[string]u8 = {"foo" = 8, "bar" = 4}
bf : bit_field int {
a: int | 4,
b: int | 4,
e: E | 4,
} = {a = 1, b = 2, e = .A}
defer {
delete(darr)
delete(dars)
delete(map_)
}
check(t, "64", "%w", i)
check(t, "3.14", "%w", f)
check(t, "7+3i", "%w", c)
check(t, "1+2i+3j+4k", "%w", q)
check(t, "{1.5, 2, 1, 0.777, 0.333, 0.8}", "%w", mat)
check(t, "{1.5, 2, 1, 0.777, 0.333, 0.8}", "%w", matc)
check(t, ".B", "%w", e)
check(t, "E.C", "%w", en)
check(t, "{E.A, E.C}", "%w", ena)
check(t, "{j = 16, k = 8}", "%w", s)
check(t, "S{j = 24, k = 12}", "%w", sn)
check(t, `ST{y = 57, z = "Hellope"}`, "%w", st)
check(t, `"Hellope"`, "%w", str)
check(t, `"Hellope"`, "%w", strc)
check(t, "{0, 1}", "%w", bsu)
check(t, "{5, 7}", "%w", bs)
check(t, "{E.A, E.B}", "%w", bse)
check(t, "{E.A, E.C}", "%w", bsE)
check(t, "{1, 2, 3}", "%w", arr)
check(t, "{S{j = 3, k = 2}, S{j = 2, k = 1}, S{j = 1, k = 0}}", "%w", ars)
check(t, "{128, 64, 32}", "%w", darr)
check(t, "{S{j = 1, k = 2}, S{j = 3, k = 4}}", "%w", dars)
check(t, "{7, 5}", "%w", na)
check(t, "nil", "%w", may0)
check(t, "1", "%w", may1)
check(t, "-33", "%w", uz)
check(t, "nil", "%w", u0)
check(t, "42", "%w", u1)
check(t, "E.A", "%w", uef0)
check(t, "{E.A, F.A, F.F}", "%w", uefa)
check(t, "{a = 1, b = 2, e = E.A}", "%w", bf)
// Check this manually due to the non-deterministic ordering of map keys.
switch fmt.tprintf("%w", map_) {
case `{"foo"=8, "bar"=4}`: break
case `{"bar"=4, "foo"=8}`: break
case: testing.fail(t)
}
}
@(private)
check :: proc(t: ^testing.T, exp: string, format: string, args: ..any, loc := #caller_location) {
got := fmt.tprintf(format, ..args)

View File

@@ -8,7 +8,7 @@
A test suite for `core:net`
*/
//+build !netbsd
//+build !netbsd !freebsd !openbsd
package test_core_net
import "core:testing"

View File

@@ -984,12 +984,14 @@ foreign lib {
LoadShader :: proc(vsFileName, fsFileName: cstring) -> Shader --- // Load shader from files and bind default locations
LoadShaderFromMemory :: proc(vsCode, fsCode: cstring) -> Shader --- // Load shader from code strings and bind default locations
IsShaderReady :: proc(shader: Shader) -> bool --- // Check if a shader is ready
GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> ShaderLocationIndex --- // Get shader uniform location
GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> ShaderLocationIndex --- // Get shader attribute location
SetShaderValue :: proc(shader: Shader, locIndex: ShaderLocationIndex, value: rawptr, uniformType: ShaderUniformDataType) --- // Set shader uniform value
SetShaderValueV :: proc(shader: Shader, locIndex: ShaderLocationIndex, value: rawptr, uniformType: ShaderUniformDataType, count: c.int) --- // Set shader uniform value vector
SetShaderValueMatrix :: proc(shader: Shader, locIndex: ShaderLocationIndex, mat: Matrix) --- // Set shader uniform value (matrix 4x4)
SetShaderValueTexture :: proc(shader: Shader, locIndex: ShaderLocationIndex, texture: Texture2D) --- // Set shader uniform value for texture (sampler2d)
GetShaderLocation :: proc(shader: Shader, uniformName: cstring) -> c.int --- // Get shader uniform location
GetShaderLocationAttrib :: proc(shader: Shader, attribName: cstring) -> c.int --- // Get shader attribute location
// We use #any_int here so we can pass ShaderLocationIndex
SetShaderValue :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType) --- // Set shader uniform value
SetShaderValueV :: proc(shader: Shader, #any_int locIndex: c.int, value: rawptr, uniformType: ShaderUniformDataType, count: c.int) --- // Set shader uniform value vector
SetShaderValueMatrix :: proc(shader: Shader, #any_int locIndex: c.int, mat: Matrix) --- // Set shader uniform value (matrix 4x4)
SetShaderValueTexture :: proc(shader: Shader, #any_int locIndex: c.int, texture: Texture2D) --- // Set shader uniform value for texture (sampler2d)
UnloadShader :: proc(shader: Shader) --- // Unload shader from GPU memory (VRAM)
// Screen-space-related functions

View File

@@ -668,7 +668,7 @@ MatrixLookAt :: proc "c" (eye, target, up: Vector3) -> Matrix {
// Get float array of matrix data
@(require_results)
MatrixToFloatV :: proc "c" (mat: Matrix) -> [16]f32 {
return transmute([16]f32)mat
return transmute([16]f32)linalg.transpose(mat)
}

View File

@@ -1,555 +0,0 @@
/**********************************************************************************************
*
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
package raylib
import "core:c"
RLGL_VERSION :: "4.5"
when ODIN_OS == .Windows {
foreign import lib {
"windows/raylib.lib",
"system:Winmm.lib",
"system:Gdi32.lib",
"system:User32.lib",
"system:Shell32.lib",
}
} else when ODIN_OS == .Linux {
foreign import lib "linux/libraylib.a"
} else when ODIN_OS == .Darwin {
foreign import lib {
"macos-arm64/libraylib.a" when ODIN_ARCH == .arm64 else "macos/libraylib.a",
"system:Cocoa.framework",
"system:OpenGL.framework",
"system:IOKit.framework",
}
} else {
foreign import lib "system:raylib"
}
RL_GRAPHICS_API_OPENGL_11 :: false
RL_GRAPHICS_API_OPENGL_21 :: true
RL_GRAPHICS_API_OPENGL_33 :: RL_GRAPHICS_API_OPENGL_21 // default currently
RL_GRAPHICS_API_OPENGL_ES2 :: false
RL_GRAPHICS_API_OPENGL_43 :: false
RL_GRAPHICS_API_OPENGL_ES3 :: false
when RL_GRAPHICS_API_OPENGL_ES3 {
RL_GRAPHICS_API_OPENGL_ES2 :: true
}
when !RL_GRAPHICS_API_OPENGL_ES2 {
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
RL_DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
} else {
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
RL_DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
}
RL_DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
RL_DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
// Internal Matrix stack
RL_MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
// Shader limits
RL_MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
// Projection matrix culling
RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
// Texture parameters (equivalent to OpenGL defines)
RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
RL_TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
RL_TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
RL_TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
RL_TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
RL_TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
RL_PROJECTION :: 0x1701 // GL_PROJECTION
RL_TEXTURE :: 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
RL_LINES :: 0x0001 // GL_LINES
RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
RL_QUADS :: 0x0007 // GL_QUADS
// GL equivalent data types
RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
RL_FLOAT :: 0x1406 // GL_FLOAT
// Buffer usage hint
RL_STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
RL_STREAM_READ :: 0x88E1 // GL_STREAM_READ
RL_STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
RL_STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
RL_STATIC_READ :: 0x88E5 // GL_STATIC_READ
RL_STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
RL_DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
RL_DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
RL_DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
RL_FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
RL_VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
RL_COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
RL_ZERO :: 0 // GL_ZERO
RL_ONE :: 1 // GL_ONE
RL_SRC_COLOR :: 0x0300 // GL_SRC_COLOR
RL_ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR
RL_SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA
RL_ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA
RL_DST_ALPHA :: 0x0304 // GL_DST_ALPHA
RL_ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA
RL_DST_COLOR :: 0x0306 // GL_DST_COLOR
RL_ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR
RL_SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE
RL_CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR
RL_ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
RL_CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA
RL_ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
RL_FUNC_ADD :: 0x8006 // GL_FUNC_ADD
RL_MIN :: 0x8007 // GL_MIN
RL_MAX :: 0x8008 // GL_MAX
RL_FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT
RL_FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT
RL_BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION
RL_BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
RL_BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA
RL_BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB
RL_BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB
RL_BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA
RL_BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA
RL_BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
VertexBufferIndexType :: c.ushort when RL_GRAPHICS_API_OPENGL_ES2 else c.uint
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
VertexBuffer :: struct {
elementCount: c.int, // Number of elements in the buffer (QUADS)
vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
vaoId: c.uint, // OpenGL Vertex Array Object id
vboId: [4]c.uint, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
}
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
DrawCall :: struct {
mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
vertexCount: c.int, // Number of vertex of the draw
vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
textureId: c.uint, // Texture id to be used on the draw -> Use to create new draw call if changes
}
// RenderBatch type
RenderBatch :: struct {
bufferCount: c.int, // Number of vertex buffers (multi-buffering support)
currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
draws: [^]DrawCall, // Draw calls array, depends on textureId
drawCounter: c.int, // Draw calls counter
currentDepth: f32, // Current depth value for next draw
}
// OpenGL version
GlVersion :: enum c.int {
OPENGL_11 = 1, // OpenGL 1.1
OPENGL_21, // OpenGL 2.1 (GLSL 120)
OPENGL_33, // OpenGL 3.3 (GLSL 330)
OPENGL_43, // OpenGL 4.3 (using GLSL 330)
OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
}
// Shader attribute data types
ShaderAttributeDataType :: enum c.int {
FLOAT = 0, // Shader attribute type: float
VEC2, // Shader attribute type: vec2 (2 float)
VEC3, // Shader attribute type: vec3 (3 float)
VEC4, // Shader attribute type: vec4 (4 float)
}
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
FramebufferAttachType :: enum c.int {
COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
DEPTH = 100, // Framebuffer attachment type: depth
STENCIL = 200, // Framebuffer attachment type: stencil
}
// Framebuffer texture attachment type
FramebufferAttachTextureType :: enum c.int {
CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
}
CullMode :: enum c.int {
FRONT = 0,
BACK,
}
@(default_calling_convention="c")
foreign lib {
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
rlMatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
rlPushMatrix :: proc() --- // Push the current matrix to stack
rlPopMatrix :: proc() --- // Pop lattest inserted matrix from stack
rlLoadIdentity :: proc() --- // Reset current matrix to identity matrix
rlTranslatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
rlRotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
rlScalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
rlMultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
rlFrustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
rlOrtho :: proc(left, right, bottom, top, znear, zfar: f64) ---
rlViewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
rlBegin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
rlEnd :: proc() --- // Finish vertex providing
rlVertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
rlVertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
rlVertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
rlTexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
rlNormal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
rlColor4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
rlColor3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
rlColor4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
rlEnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported)
rlDisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
rlEnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO)
rlDisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
rlEnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element)
rlDisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
rlEnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index
rlDisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index
when RL_GRAPHICS_API_OPENGL_11 {
rlEnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
rlDisableStatePointer :: proc(vertexAttribType: c.int) ---
}
// Textures state
rlActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
rlEnableTexture :: proc(id: c.uint) --- // Enable texture
rlDisableTexture :: proc() --- // Disable texture
rlEnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
rlDisableTextureCubemap :: proc() --- // Disable texture cubemap
rlTextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
rlCubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
// Shader state
rlEnableShader :: proc(id: c.uint) --- // Enable shader program
rlDisableShader :: proc() --- // Disable shader program
// Framebuffer state
rlEnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
rlActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
rlBlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
// General render state
rlDisableColorBlend :: proc() --- // Disable color blending
rlEnableDepthTest :: proc() --- // Enable depth test
rlDisableDepthTest :: proc() --- // Disable depth test
rlEnableDepthMask :: proc() --- // Enable depth write
rlDisableDepthMask :: proc() --- // Disable depth write
rlEnableBackfaceCulling :: proc() --- // Enable backface culling
rlDisableBackfaceCulling :: proc() --- // Disable backface culling
rlSetCullFace :: proc(mode: CullMode) --- // Set face culling mode
rlEnableScissorTest :: proc() --- // Enable scissor test
rlDisableScissorTest :: proc() --- // Disable scissor test
rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
rlEnableWireMode :: proc() --- // Enable wire mode
rlEnablePointMode :: proc() --- // Enable point mode
rlDisableWireMode :: proc() --- // Disable wire and point modes
rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
rlEnableSmoothLines :: proc() --- // Enable line aliasing
rlDisableSmoothLines :: proc() --- // Disable line aliasing
rlEnableStereoRender :: proc() --- // Enable stereo rendering
rlDisableStereoRender :: proc() --- // Disable stereo rendering
rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
rlCheckErrors :: proc() --- // Check and log OpenGL error codes
rlSetBlendMode :: proc(mode: c.int) --- // Set blending mode
rlSetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
rlSetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
rlglInit :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
rlglClose :: proc() --- // De-initialize rlgl (buffers, shaders, textures)
rlLoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required)
rlGetVersion :: proc() -> GlVersion --- // Get current OpenGL version
rlSetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width
rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
rlSetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height
rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
rlGetTextureIdDefault :: proc() -> c.uint --- // Get default texture id
rlGetShaderIdDefault :: proc() -> c.uint --- // Get default shader id
rlGetShaderLocsDefault :: proc() -> [^]c.int --- // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
rlLoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
rlUnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
rlDrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
rlSetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
rlDrawRenderBatchActive :: proc() --- // Update and draw internal render batch
rlCheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
rlSetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
rlLoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported
rlLoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute
rlLoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer
rlUpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data
rlUpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data
rlUnloadVertexArray :: proc(vaoId: c.uint) ---
rlUnloadVertexBuffer :: proc(vboId: c.uint) ---
rlSetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) ---
rlSetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) ---
rlSetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
rlDrawVertexArray :: proc(offset: c.int, count: c.int) ---
rlDrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
rlDrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
rlDrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
// Textures management
rlLoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
rlLoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
rlUpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
rlGetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
rlUnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory
rlGenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture
rlReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data
rlReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
rlLoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer
rlFramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
rlFramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete
rlUnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU
// Shaders management
rlLoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings
rlCompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
rlLoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program
rlUnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program
rlGetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform
rlGetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
rlSetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
rlSetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
rlSetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
rlSetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)
// Compute shader management
rlLoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program
rlComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
rlLoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO)
rlUnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO)
rlUpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data
rlBindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer
rlReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU)
rlCopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers
rlGetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size
// Buffer management
rlBindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture
// Matrix state management
rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
rlGetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
rlGetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
rlGetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
rlSetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
rlSetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
rlSetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
rlSetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
rlLoadDrawCube :: proc() --- // Load and draw a cube
rlLoadDrawQuad :: proc() --- // Load and draw a quad
}

581
vendor/raylib/rlgl/rlgl.odin vendored Normal file
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@@ -0,0 +1,581 @@
/**********************************************************************************************
*
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
package rlgl
import "core:c"
import rl "../."
VERSION :: "5.0"
RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
// Note: We pull in the full raylib library. If you want a truly stand-alone rlgl, then:
// - Compile a separate rlgl library and use that in the foreign import blocks below.
// - Remove the `import rl "../."` line
// - Copy the code from raylib.odin for any types we alias from that package (see PixelFormat etc)
when ODIN_OS == .Windows {
@(extra_linker_flags="/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
foreign import lib {
"../windows/raylibdll.lib" when RAYLIB_SHARED else "../windows/raylib.lib" ,
"system:Winmm.lib",
"system:Gdi32.lib",
"system:User32.lib",
"system:Shell32.lib",
}
} else when ODIN_OS == .Linux {
foreign import lib {
// Note(bumbread): I'm not sure why in `linux/` folder there are
// multiple copies of raylib.so, but since these bindings are for
// particular version of the library, I better specify it. Ideally,
// though, it's best specified in terms of major (.so.4)
"../linux/libraylib.so.500" when RAYLIB_SHARED else "../linux/libraylib.a",
"system:dl",
"system:pthread",
}
} else when ODIN_OS == .Darwin {
foreign import lib {
"../macos" +
("-arm64" when ODIN_ARCH == .arm64 else "") +
"/libraylib" + (".500.dylib" when RAYLIB_SHARED else ".a"),
"system:Cocoa.framework",
"system:OpenGL.framework",
"system:IOKit.framework",
}
} else {
foreign import lib "system:raylib"
}
GRAPHICS_API_OPENGL_11 :: false
GRAPHICS_API_OPENGL_21 :: true
GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21 // default currently
GRAPHICS_API_OPENGL_ES2 :: false
GRAPHICS_API_OPENGL_43 :: false
GRAPHICS_API_OPENGL_ES3 :: false
when GRAPHICS_API_OPENGL_ES3 {
GRAPHICS_API_OPENGL_ES2 :: true
}
when !GRAPHICS_API_OPENGL_ES2 {
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
} else {
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
}
DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
// Internal Matrix stack
MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
// Shader limits
MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
// Projection matrix culling
CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
// Texture parameters (equivalent to OpenGL defines)
TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
MODELVIEW :: 0x1700 // GL_MODELVIEW
PROJECTION :: 0x1701 // GL_PROJECTION
TEXTURE :: 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
LINES :: 0x0001 // GL_LINES
TRIANGLES :: 0x0004 // GL_TRIANGLES
QUADS :: 0x0007 // GL_QUADS
// GL equivalent data types
UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
FLOAT :: 0x1406 // GL_FLOAT
// Buffer usage hint
STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
STREAM_READ :: 0x88E1 // GL_STREAM_READ
STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
STATIC_READ :: 0x88E5 // GL_STATIC_READ
STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
ZERO :: 0 // GL_ZERO
ONE :: 1 // GL_ONE
SRC_COLOR :: 0x0300 // GL_SRC_COLOR
ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR
SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA
ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA
DST_ALPHA :: 0x0304 // GL_DST_ALPHA
ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA
DST_COLOR :: 0x0306 // GL_DST_COLOR
ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR
SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE
CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR
ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA
ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
FUNC_ADD :: 0x8006 // GL_FUNC_ADD
MIN :: 0x8007 // GL_MIN
MAX :: 0x8008 // GL_MAX
FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT
FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT
BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION
BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA
BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB
BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB
BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA
BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA
BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
VertexBuffer :: struct {
elementCount: c.int, // Number of elements in the buffer (QUADS)
vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
vaoId: c.uint, // OpenGL Vertex Array Object id
vboId: [4]c.uint, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
}
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
DrawCall :: struct {
mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
vertexCount: c.int, // Number of vertex of the draw
vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
textureId: c.uint, // Texture id to be used on the draw -> Use to create new draw call if changes
}
// RenderBatch type
RenderBatch :: struct {
bufferCount: c.int, // Number of vertex buffers (multi-buffering support)
currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
draws: [^]DrawCall, // Draw calls array, depends on textureId
drawCounter: c.int, // Draw calls counter
currentDepth: f32, // Current depth value for next draw
}
// OpenGL version
GlVersion :: enum c.int {
OPENGL_11 = 1, // OpenGL 1.1
OPENGL_21, // OpenGL 2.1 (GLSL 120)
OPENGL_33, // OpenGL 3.3 (GLSL 330)
OPENGL_43, // OpenGL 4.3 (using GLSL 330)
OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
}
PixelFormat :: rl.PixelFormat
TextureFilter :: rl.TextureFilter
BlendMode :: rl.BlendMode
ShaderLocationIndex :: rl.ShaderLocationIndex
ShaderUniformDataType :: rl.ShaderUniformDataType
// Shader attribute data types
ShaderAttributeDataType :: enum c.int {
FLOAT = 0, // Shader attribute type: float
VEC2, // Shader attribute type: vec2 (2 float)
VEC3, // Shader attribute type: vec3 (3 float)
VEC4, // Shader attribute type: vec4 (4 float)
}
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
FramebufferAttachType :: enum c.int {
COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
DEPTH = 100, // Framebuffer attachment type: depth
STENCIL = 200, // Framebuffer attachment type: stencil
}
// Framebuffer texture attachment type
FramebufferAttachTextureType :: enum c.int {
CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
}
CullMode :: enum c.int {
FRONT = 0,
BACK,
}
Matrix :: rl.Matrix
@(default_calling_convention="c", link_prefix="rl")
foreign lib {
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
MatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
PushMatrix :: proc() --- // Push the current matrix to stack
PopMatrix :: proc() --- // Pop lattest inserted matrix from stack
LoadIdentity :: proc() --- // Reset current matrix to identity matrix
Translatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
Rotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
Scalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
MultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
Frustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
Ortho :: proc(left, right, bottom, top, znear, zfar: f64) ---
Viewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
Begin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
End :: proc() --- // Finish vertex providing
Vertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
Vertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
Vertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
TexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
Normal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
Color4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
Color3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
Color4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
EnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported)
DisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
EnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO)
DisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
EnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element)
DisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
EnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index
DisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index
when GRAPHICS_API_OPENGL_11 {
EnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
DisableStatePointer :: proc(vertexAttribType: c.int) ---
}
// Textures state
ActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
EnableTexture :: proc(id: c.uint) --- // Enable texture
DisableTexture :: proc() --- // Disable texture
EnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
DisableTextureCubemap :: proc() --- // Disable texture cubemap
TextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
CubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
// Shader state
EnableShader :: proc(id: c.uint) --- // Enable shader program
DisableShader :: proc() --- // Disable shader program
// Framebuffer state
EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
// General render state
DisableColorBlend :: proc() --- // Disable color blending
EnableDepthTest :: proc() --- // Enable depth test
DisableDepthTest :: proc() --- // Disable depth test
EnableDepthMask :: proc() --- // Enable depth write
DisableDepthMask :: proc() --- // Disable depth write
EnableBackfaceCulling :: proc() --- // Enable backface culling
DisableBackfaceCulling :: proc() --- // Disable backface culling
SetCullFace :: proc(mode: CullMode) --- // Set face culling mode
EnableScissorTest :: proc() --- // Enable scissor test
DisableScissorTest :: proc() --- // Disable scissor test
Scissor :: proc(x, y, width, height: c.int) --- // Scissor test
EnableWireMode :: proc() --- // Enable wire mode
EnablePointMode :: proc() --- // Enable point mode
DisableWireMode :: proc() --- // Disable wire and point modes
SetLineWidth :: proc(width: f32) --- // Set the line drawing width
GetLineWidth :: proc() -> f32 --- // Get the line drawing width
EnableSmoothLines :: proc() --- // Enable line aliasing
DisableSmoothLines :: proc() --- // Disable line aliasing
EnableStereoRender :: proc() --- // Enable stereo rendering
DisableStereoRender :: proc() --- // Disable stereo rendering
IsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
ClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
ClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
CheckErrors :: proc() --- // Check and log OpenGL error codes
SetBlendMode :: proc(mode: c.int) --- // Set blending mode
SetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
SetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
@(link_prefix="rlgl")
Init :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
@(link_prefix="rlgl")
Close :: proc() --- // De-initialize rlgl (buffers, shaders, textures)
LoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required)
GetVersion :: proc() -> GlVersion --- // Get current OpenGL version
SetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width
GetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
SetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height
GetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
GetTextureIdDefault :: proc() -> c.uint --- // Get default texture id
GetShaderIdDefault :: proc() -> c.uint --- // Get default shader id
GetShaderLocsDefault :: proc() -> [^]c.int --- // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
LoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
UnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
DrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
SetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
DrawRenderBatchActive :: proc() --- // Update and draw internal render batch
CheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
LoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported
LoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute
LoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer
UpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data
UpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data
UnloadVertexArray :: proc(vaoId: c.uint) ---
UnloadVertexBuffer :: proc(vboId: c.uint) ---
SetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) ---
SetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) ---
SetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
DrawVertexArray :: proc(offset: c.int, count: c.int) ---
DrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
DrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
DrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
// Textures management
LoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
LoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
UpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
GetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
GetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
UnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory
GenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture
ReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data
ReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
LoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer
FramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
FramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete
UnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU
// Shaders management
LoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings
CompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER)
LoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program
UnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program
GetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform
GetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
SetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
SetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
SetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
SetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)
// Compute shader management
LoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program
ComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
LoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO)
UnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO)
UpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data
BindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer
ReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU)
CopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers
GetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size
// Buffer management
BindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture
// Matrix state management
GetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
GetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
GetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
GetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
GetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
SetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
SetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
SetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
SetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
LoadDrawCube :: proc() --- // Load and draw a cube
LoadDrawQuad :: proc() --- // Load and draw a quad
}