Go to file
Le Juez Victor 7ae46fb2e6 [rlsw] Micro-optimizations, tighter pipeline and cleanup (#5673)
* auto generates all combinations of blending factors
This adds a macro system that generate a function for each possible combination of blending factors, resulting in 11*11 functions, hence 121.
This then allows for only one indirection and function call instead of two previously (assuming the first call was inlined).

* rename dispatch tables for consistency

* change blend funcs validity check
Simplifies the validation of blend functions.
Can allow `SW_SRC_ALPHA_SATURATE` as dst factor, but hey

* disables blending when it requires alpha and there is none

* review immediate rendering functions and attribute layout

* prevent state changes during immediate record

* reduce number of op for each vertex push + review primitive struct

* simplified draw functions

* review `sw_vertex_t`
removes `float screen[2]`; each step stores the transformed coordinates in `float coord[4]`.
This also simplifies vertex interpolation during triangle rasterization.

* reduces unnecessary interpolation costs during triangle rasterization + cleanup

* extends the simd color conversion to more cases

* affine interpolation per blocks

* long side check for each triangle line
My mistake in a previous commit

* style tweaks

* select the read function on texture load
This removes the per-pixel switch; it's slightly more efficient on my hardware, but probably a poor prediction
Should remain profitable or at worst the same

* use optionnal LUT for uint8_t -> float conversion

* sets internal the number of vertices post-clipping and the epsilon clipping + a little cleanup

* moves color conversion to math part

* prevents sampling if it's a depth texture that is bound
2026-03-19 23:39:52 +01:00
2026-03-16 17:51:53 +01:00
2026-01-29 19:51:04 +01:00
2026-03-18 16:21:14 +01:00
2026-02-26 00:38:37 +01:00
2026-03-13 07:30:48 +01:00
2026-03-18 13:29:36 +01:00
2025-11-22 20:25:42 +01:00
2026-03-18 13:29:36 +01:00
2026-01-02 13:40:15 +01:00
2021-10-26 09:13:30 +02:00
2026-03-04 20:32:16 +01:00
2026-03-18 16:21:18 +01:00
2025-12-24 19:21:43 +01:00

raylib is a simple and easy-to-use library to enjoy videogames programming.

raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's especially well suited for prototyping, tooling, graphical applications, embedded systems and education.

NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.

Ready to learn? Jump to code examples!



GitHub Releases Downloads GitHub Stars GitHub commits since tagged version GitHub Sponsors Packaging Status License

Discord Members Reddit Static Badge Youtube Subscribers Twitch Status

Build Windows Build Linux Build macOS Build WebAssembly

Build CMake Build examples Windows Build examples Linux

features

  • NO external dependencies, all required libraries are included into raylib
  • Multiple platforms supported: Windows, Linux, MacOS, RPI, Android, HTML5... and more!
  • Written in plain C code (C99) using PascalCase/camelCase notation
  • Hardware accelerated with OpenGL: 1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0
  • Unique OpenGL abstraction layer (usable as standalone module): rlgl
  • Multiple Fonts formats supported (TTF, OTF, FNT, BDF, sprite fonts)
  • Multiple texture formats supported, including compressed formats (DXT, ETC, ASTC)
  • Full 3D support, including 3D Shapes, Models, Billboards, Heightmaps and more!
  • Flexible Materials system, supporting classic maps and PBR maps
  • Animated 3D models supported (skeletal bones animation) (IQM, M3D, glTF)
  • Shaders support, including model shaders and postprocessing shaders
  • Powerful math module for Vector, Matrix and Quaternion operations: raymath
  • Audio loading and playing with streaming support (WAV, QOA, OGG, MP3, FLAC, XM, MOD)
  • VR stereo rendering support with configurable HMD device parameters
  • Huge examples collection with +140 code examples!
  • Bindings to +70 programming languages!
  • Free and open source

basic example

This is a basic raylib example, it creates a window and draws the text "Congrats! You created your first window!" in the middle of the screen. Check this example running live on web here.

#include "raylib.h"

int main(void)
{
    InitWindow(800, 450, "raylib [core] example - basic window");

    while (!WindowShouldClose())
    {
        BeginDrawing();
            ClearBackground(RAYWHITE);
            DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
        EndDrawing();
    }

    CloseWindow();

    return 0;
}

build and installation

raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the Github Releases page.

raylib is also available via multiple package managers on multiple OS distributions.

Installing and building raylib on multiple platforms

raylib Wiki contains detailed instructions on building and usage on multiple platforms.

Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.

Setup raylib with multiple IDEs

raylib has been developed on Windows platform using Notepad++ and MinGW GCC compiler but it can be used with other IDEs on multiple platforms.

Projects directory contains several ready-to-use project templates to build raylib and code examples with multiple IDEs.

Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.

learning and docs

raylib is designed to be learned using the examples as the main reference. There is no standard API documentation but there is a cheatsheet containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.

Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here are the relevant links:

contact and networks

raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our Discord server! :)

contributors

license

raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check LICENSE for further details.

raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in src/external directory. Check raylib dependencies LICENSES on raylib Wiki for details.

Languages
C 86.2%
Lua 7.5%
Makefile 2.9%
CMake 0.9%
Zig 0.9%
Other 1.5%