Added Daybreak, a system updater homebrew (#1073)

* Implemented a system updater homebrew (titled Daybreak)

* git subrepo pull ./troposphere/daybreak/nanovg

subrepo:
  subdir:   "troposphere/daybreak/nanovg"
  merged:   "c197ba2f"
upstream:
  origin:   "https://github.com/Adubbz/nanovg-deko.git"
  branch:   "master"
  commit:   "c197ba2f"
git-subrepo:
  version:  "0.4.1"
  origin:   "???"
  commit:   "???" (+1 squashed commits)

Squashed commits:

[232dc943] git subrepo clone https://github.com/Adubbz/nanovg-deko.git troposphere/daybreak/nanovg

subrepo:
  subdir:   "troposphere/daybreak/nanovg"
  merged:   "52bb784b"
upstream:
  origin:   "https://github.com/Adubbz/nanovg-deko.git"
  branch:   "master"
  commit:   "52bb784b"
git-subrepo:
  version:  "0.4.1"
  origin:   "???"
  commit:   "???"

* daybreak: switch to using hiddbg for home blocking (+1 squashed commits)

Squashed commits:

[4bfc7b0d] daybreak: block the home button during installation
This commit is contained in:
Adubbz
2020-07-08 10:07:00 +10:00
committed by GitHub
parent b08ccd7341
commit 94eb2195d3
48 changed files with 24243 additions and 1 deletions

View File

@@ -0,0 +1,697 @@
//
// Copyright (c) 2013 Mikko Mononen memon@inside.org
//
// 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.
//
#ifndef NANOVG_H
#define NANOVG_H
#ifdef __cplusplus
extern "C" {
#endif
#define NVG_PI 3.14159265358979323846264338327f
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union
#endif
typedef struct NVGcontext NVGcontext;
struct NVGcolor {
union {
float rgba[4];
struct {
float r,g,b,a;
};
};
};
typedef struct NVGcolor NVGcolor;
struct NVGpaint {
float xform[6];
float extent[2];
float radius;
float feather;
NVGcolor innerColor;
NVGcolor outerColor;
int image;
};
typedef struct NVGpaint NVGpaint;
enum NVGwinding {
NVG_CCW = 1, // Winding for solid shapes
NVG_CW = 2, // Winding for holes
};
enum NVGsolidity {
NVG_SOLID = 1, // CCW
NVG_HOLE = 2, // CW
};
enum NVGlineCap {
NVG_BUTT,
NVG_ROUND,
NVG_SQUARE,
NVG_BEVEL,
NVG_MITER,
};
enum NVGalign {
// Horizontal align
NVG_ALIGN_LEFT = 1<<0, // Default, align text horizontally to left.
NVG_ALIGN_CENTER = 1<<1, // Align text horizontally to center.
NVG_ALIGN_RIGHT = 1<<2, // Align text horizontally to right.
// Vertical align
NVG_ALIGN_TOP = 1<<3, // Align text vertically to top.
NVG_ALIGN_MIDDLE = 1<<4, // Align text vertically to middle.
NVG_ALIGN_BOTTOM = 1<<5, // Align text vertically to bottom.
NVG_ALIGN_BASELINE = 1<<6, // Default, align text vertically to baseline.
};
enum NVGblendFactor {
NVG_ZERO = 1<<0,
NVG_ONE = 1<<1,
NVG_SRC_COLOR = 1<<2,
NVG_ONE_MINUS_SRC_COLOR = 1<<3,
NVG_DST_COLOR = 1<<4,
NVG_ONE_MINUS_DST_COLOR = 1<<5,
NVG_SRC_ALPHA = 1<<6,
NVG_ONE_MINUS_SRC_ALPHA = 1<<7,
NVG_DST_ALPHA = 1<<8,
NVG_ONE_MINUS_DST_ALPHA = 1<<9,
NVG_SRC_ALPHA_SATURATE = 1<<10,
};
enum NVGcompositeOperation {
NVG_SOURCE_OVER,
NVG_SOURCE_IN,
NVG_SOURCE_OUT,
NVG_ATOP,
NVG_DESTINATION_OVER,
NVG_DESTINATION_IN,
NVG_DESTINATION_OUT,
NVG_DESTINATION_ATOP,
NVG_LIGHTER,
NVG_COPY,
NVG_XOR,
};
struct NVGcompositeOperationState {
int srcRGB;
int dstRGB;
int srcAlpha;
int dstAlpha;
};
typedef struct NVGcompositeOperationState NVGcompositeOperationState;
struct NVGglyphPosition {
const char* str; // Position of the glyph in the input string.
float x; // The x-coordinate of the logical glyph position.
float minx, maxx; // The bounds of the glyph shape.
};
typedef struct NVGglyphPosition NVGglyphPosition;
struct NVGtextRow {
const char* start; // Pointer to the input text where the row starts.
const char* end; // Pointer to the input text where the row ends (one past the last character).
const char* next; // Pointer to the beginning of the next row.
float width; // Logical width of the row.
float minx, maxx; // Actual bounds of the row. Logical with and bounds can differ because of kerning and some parts over extending.
};
typedef struct NVGtextRow NVGtextRow;
enum NVGimageFlags {
NVG_IMAGE_GENERATE_MIPMAPS = 1<<0, // Generate mipmaps during creation of the image.
NVG_IMAGE_REPEATX = 1<<1, // Repeat image in X direction.
NVG_IMAGE_REPEATY = 1<<2, // Repeat image in Y direction.
NVG_IMAGE_FLIPY = 1<<3, // Flips (inverses) image in Y direction when rendered.
NVG_IMAGE_PREMULTIPLIED = 1<<4, // Image data has premultiplied alpha.
NVG_IMAGE_NEAREST = 1<<5, // Image interpolation is Nearest instead Linear
};
// Begin drawing a new frame
// Calls to nanovg drawing API should be wrapped in nvgBeginFrame() & nvgEndFrame()
// nvgBeginFrame() defines the size of the window to render to in relation currently
// set viewport (i.e. glViewport on GL backends). Device pixel ration allows to
// control the rendering on Hi-DPI devices.
// For example, GLFW returns two dimension for an opened window: window size and
// frame buffer size. In that case you would set windowWidth/Height to the window size
// devicePixelRatio to: frameBufferWidth / windowWidth.
void nvgBeginFrame(NVGcontext* ctx, float windowWidth, float windowHeight, float devicePixelRatio);
// Cancels drawing the current frame.
void nvgCancelFrame(NVGcontext* ctx);
// Ends drawing flushing remaining render state.
void nvgEndFrame(NVGcontext* ctx);
//
// Composite operation
//
// The composite operations in NanoVG are modeled after HTML Canvas API, and
// the blend func is based on OpenGL (see corresponding manuals for more info).
// The colors in the blending state have premultiplied alpha.
// Sets the composite operation. The op parameter should be one of NVGcompositeOperation.
void nvgGlobalCompositeOperation(NVGcontext* ctx, int op);
// Sets the composite operation with custom pixel arithmetic. The parameters should be one of NVGblendFactor.
void nvgGlobalCompositeBlendFunc(NVGcontext* ctx, int sfactor, int dfactor);
// Sets the composite operation with custom pixel arithmetic for RGB and alpha components separately. The parameters should be one of NVGblendFactor.
void nvgGlobalCompositeBlendFuncSeparate(NVGcontext* ctx, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha);
//
// Color utils
//
// Colors in NanoVG are stored as unsigned ints in ABGR format.
// Returns a color value from red, green, blue values. Alpha will be set to 255 (1.0f).
NVGcolor nvgRGB(unsigned char r, unsigned char g, unsigned char b);
// Returns a color value from red, green, blue values. Alpha will be set to 1.0f.
NVGcolor nvgRGBf(float r, float g, float b);
// Returns a color value from red, green, blue and alpha values.
NVGcolor nvgRGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
// Returns a color value from red, green, blue and alpha values.
NVGcolor nvgRGBAf(float r, float g, float b, float a);
// Linearly interpolates from color c0 to c1, and returns resulting color value.
NVGcolor nvgLerpRGBA(NVGcolor c0, NVGcolor c1, float u);
// Sets transparency of a color value.
NVGcolor nvgTransRGBA(NVGcolor c0, unsigned char a);
// Sets transparency of a color value.
NVGcolor nvgTransRGBAf(NVGcolor c0, float a);
// Returns color value specified by hue, saturation and lightness.
// HSL values are all in range [0..1], alpha will be set to 255.
NVGcolor nvgHSL(float h, float s, float l);
// Returns color value specified by hue, saturation and lightness and alpha.
// HSL values are all in range [0..1], alpha in range [0..255]
NVGcolor nvgHSLA(float h, float s, float l, unsigned char a);
//
// State Handling
//
// NanoVG contains state which represents how paths will be rendered.
// The state contains transform, fill and stroke styles, text and font styles,
// and scissor clipping.
// Pushes and saves the current render state into a state stack.
// A matching nvgRestore() must be used to restore the state.
void nvgSave(NVGcontext* ctx);
// Pops and restores current render state.
void nvgRestore(NVGcontext* ctx);
// Resets current render state to default values. Does not affect the render state stack.
void nvgReset(NVGcontext* ctx);
//
// Render styles
//
// Fill and stroke render style can be either a solid color or a paint which is a gradient or a pattern.
// Solid color is simply defined as a color value, different kinds of paints can be created
// using nvgLinearGradient(), nvgBoxGradient(), nvgRadialGradient() and nvgImagePattern().
//
// Current render style can be saved and restored using nvgSave() and nvgRestore().
// Sets whether to draw antialias for nvgStroke() and nvgFill(). It's enabled by default.
void nvgShapeAntiAlias(NVGcontext* ctx, int enabled);
// Sets current stroke style to a solid color.
void nvgStrokeColor(NVGcontext* ctx, NVGcolor color);
// Sets current stroke style to a paint, which can be a one of the gradients or a pattern.
void nvgStrokePaint(NVGcontext* ctx, NVGpaint paint);
// Sets current fill style to a solid color.
void nvgFillColor(NVGcontext* ctx, NVGcolor color);
// Sets current fill style to a paint, which can be a one of the gradients or a pattern.
void nvgFillPaint(NVGcontext* ctx, NVGpaint paint);
// Sets the miter limit of the stroke style.
// Miter limit controls when a sharp corner is beveled.
void nvgMiterLimit(NVGcontext* ctx, float limit);
// Sets the stroke width of the stroke style.
void nvgStrokeWidth(NVGcontext* ctx, float size);
// Sets how the end of the line (cap) is drawn,
// Can be one of: NVG_BUTT (default), NVG_ROUND, NVG_SQUARE.
void nvgLineCap(NVGcontext* ctx, int cap);
// Sets how sharp path corners are drawn.
// Can be one of NVG_MITER (default), NVG_ROUND, NVG_BEVEL.
void nvgLineJoin(NVGcontext* ctx, int join);
// Sets the transparency applied to all rendered shapes.
// Already transparent paths will get proportionally more transparent as well.
void nvgGlobalAlpha(NVGcontext* ctx, float alpha);
//
// Transforms
//
// The paths, gradients, patterns and scissor region are transformed by an transformation
// matrix at the time when they are passed to the API.
// The current transformation matrix is a affine matrix:
// [sx kx tx]
// [ky sy ty]
// [ 0 0 1]
// Where: sx,sy define scaling, kx,ky skewing, and tx,ty translation.
// The last row is assumed to be 0,0,1 and is not stored.
//
// Apart from nvgResetTransform(), each transformation function first creates
// specific transformation matrix and pre-multiplies the current transformation by it.
//
// Current coordinate system (transformation) can be saved and restored using nvgSave() and nvgRestore().
// Resets current transform to a identity matrix.
void nvgResetTransform(NVGcontext* ctx);
// Premultiplies current coordinate system by specified matrix.
// The parameters are interpreted as matrix as follows:
// [a c e]
// [b d f]
// [0 0 1]
void nvgTransform(NVGcontext* ctx, float a, float b, float c, float d, float e, float f);
// Translates current coordinate system.
void nvgTranslate(NVGcontext* ctx, float x, float y);
// Rotates current coordinate system. Angle is specified in radians.
void nvgRotate(NVGcontext* ctx, float angle);
// Skews the current coordinate system along X axis. Angle is specified in radians.
void nvgSkewX(NVGcontext* ctx, float angle);
// Skews the current coordinate system along Y axis. Angle is specified in radians.
void nvgSkewY(NVGcontext* ctx, float angle);
// Scales the current coordinate system.
void nvgScale(NVGcontext* ctx, float x, float y);
// Stores the top part (a-f) of the current transformation matrix in to the specified buffer.
// [a c e]
// [b d f]
// [0 0 1]
// There should be space for 6 floats in the return buffer for the values a-f.
void nvgCurrentTransform(NVGcontext* ctx, float* xform);
// The following functions can be used to make calculations on 2x3 transformation matrices.
// A 2x3 matrix is represented as float[6].
// Sets the transform to identity matrix.
void nvgTransformIdentity(float* dst);
// Sets the transform to translation matrix matrix.
void nvgTransformTranslate(float* dst, float tx, float ty);
// Sets the transform to scale matrix.
void nvgTransformScale(float* dst, float sx, float sy);
// Sets the transform to rotate matrix. Angle is specified in radians.
void nvgTransformRotate(float* dst, float a);
// Sets the transform to skew-x matrix. Angle is specified in radians.
void nvgTransformSkewX(float* dst, float a);
// Sets the transform to skew-y matrix. Angle is specified in radians.
void nvgTransformSkewY(float* dst, float a);
// Sets the transform to the result of multiplication of two transforms, of A = A*B.
void nvgTransformMultiply(float* dst, const float* src);
// Sets the transform to the result of multiplication of two transforms, of A = B*A.
void nvgTransformPremultiply(float* dst, const float* src);
// Sets the destination to inverse of specified transform.
// Returns 1 if the inverse could be calculated, else 0.
int nvgTransformInverse(float* dst, const float* src);
// Transform a point by given transform.
void nvgTransformPoint(float* dstx, float* dsty, const float* xform, float srcx, float srcy);
// Converts degrees to radians and vice versa.
float nvgDegToRad(float deg);
float nvgRadToDeg(float rad);
//
// Images
//
// NanoVG allows you to load jpg, png, psd, tga, pic and gif files to be used for rendering.
// In addition you can upload your own image. The image loading is provided by stb_image.
// The parameter imageFlags is combination of flags defined in NVGimageFlags.
// Creates image by loading it from the disk from specified file name.
// Returns handle to the image.
int nvgCreateImage(NVGcontext* ctx, const char* filename, int imageFlags);
// Creates image by loading it from the specified chunk of memory.
// Returns handle to the image.
int nvgCreateImageMem(NVGcontext* ctx, int imageFlags, unsigned char* data, int ndata);
// Creates image from specified image data.
// Returns handle to the image.
int nvgCreateImageRGBA(NVGcontext* ctx, int w, int h, int imageFlags, const unsigned char* data);
// Updates image data specified by image handle.
void nvgUpdateImage(NVGcontext* ctx, int image, const unsigned char* data);
// Returns the dimensions of a created image.
void nvgImageSize(NVGcontext* ctx, int image, int* w, int* h);
// Deletes created image.
void nvgDeleteImage(NVGcontext* ctx, int image);
//
// Paints
//
// NanoVG supports four types of paints: linear gradient, box gradient, radial gradient and image pattern.
// These can be used as paints for strokes and fills.
// Creates and returns a linear gradient. Parameters (sx,sy)-(ex,ey) specify the start and end coordinates
// of the linear gradient, icol specifies the start color and ocol the end color.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgLinearGradient(NVGcontext* ctx, float sx, float sy, float ex, float ey,
NVGcolor icol, NVGcolor ocol);
// Creates and returns a box gradient. Box gradient is a feathered rounded rectangle, it is useful for rendering
// drop shadows or highlights for boxes. Parameters (x,y) define the top-left corner of the rectangle,
// (w,h) define the size of the rectangle, r defines the corner radius, and f feather. Feather defines how blurry
// the border of the rectangle is. Parameter icol specifies the inner color and ocol the outer color of the gradient.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgBoxGradient(NVGcontext* ctx, float x, float y, float w, float h,
float r, float f, NVGcolor icol, NVGcolor ocol);
// Creates and returns a radial gradient. Parameters (cx,cy) specify the center, inr and outr specify
// the inner and outer radius of the gradient, icol specifies the start color and ocol the end color.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgRadialGradient(NVGcontext* ctx, float cx, float cy, float inr, float outr,
NVGcolor icol, NVGcolor ocol);
// Creates and returns an image patter. Parameters (ox,oy) specify the left-top location of the image pattern,
// (ex,ey) the size of one image, angle rotation around the top-left corner, image is handle to the image to render.
// The gradient is transformed by the current transform when it is passed to nvgFillPaint() or nvgStrokePaint().
NVGpaint nvgImagePattern(NVGcontext* ctx, float ox, float oy, float ex, float ey,
float angle, int image, float alpha);
//
// Scissoring
//
// Scissoring allows you to clip the rendering into a rectangle. This is useful for various
// user interface cases like rendering a text edit or a timeline.
// Sets the current scissor rectangle.
// The scissor rectangle is transformed by the current transform.
void nvgScissor(NVGcontext* ctx, float x, float y, float w, float h);
// Intersects current scissor rectangle with the specified rectangle.
// The scissor rectangle is transformed by the current transform.
// Note: in case the rotation of previous scissor rect differs from
// the current one, the intersection will be done between the specified
// rectangle and the previous scissor rectangle transformed in the current
// transform space. The resulting shape is always rectangle.
void nvgIntersectScissor(NVGcontext* ctx, float x, float y, float w, float h);
// Reset and disables scissoring.
void nvgResetScissor(NVGcontext* ctx);
//
// Paths
//
// Drawing a new shape starts with nvgBeginPath(), it clears all the currently defined paths.
// Then you define one or more paths and sub-paths which describe the shape. The are functions
// to draw common shapes like rectangles and circles, and lower level step-by-step functions,
// which allow to define a path curve by curve.
//
// NanoVG uses even-odd fill rule to draw the shapes. Solid shapes should have counter clockwise
// winding and holes should have counter clockwise order. To specify winding of a path you can
// call nvgPathWinding(). This is useful especially for the common shapes, which are drawn CCW.
//
// Finally you can fill the path using current fill style by calling nvgFill(), and stroke it
// with current stroke style by calling nvgStroke().
//
// The curve segments and sub-paths are transformed by the current transform.
// Clears the current path and sub-paths.
void nvgBeginPath(NVGcontext* ctx);
// Starts new sub-path with specified point as first point.
void nvgMoveTo(NVGcontext* ctx, float x, float y);
// Adds line segment from the last point in the path to the specified point.
void nvgLineTo(NVGcontext* ctx, float x, float y);
// Adds cubic bezier segment from last point in the path via two control points to the specified point.
void nvgBezierTo(NVGcontext* ctx, float c1x, float c1y, float c2x, float c2y, float x, float y);
// Adds quadratic bezier segment from last point in the path via a control point to the specified point.
void nvgQuadTo(NVGcontext* ctx, float cx, float cy, float x, float y);
// Adds an arc segment at the corner defined by the last path point, and two specified points.
void nvgArcTo(NVGcontext* ctx, float x1, float y1, float x2, float y2, float radius);
// Closes current sub-path with a line segment.
void nvgClosePath(NVGcontext* ctx);
// Sets the current sub-path winding, see NVGwinding and NVGsolidity.
void nvgPathWinding(NVGcontext* ctx, int dir);
// Creates new circle arc shaped sub-path. The arc center is at cx,cy, the arc radius is r,
// and the arc is drawn from angle a0 to a1, and swept in direction dir (NVG_CCW, or NVG_CW).
// Angles are specified in radians.
void nvgArc(NVGcontext* ctx, float cx, float cy, float r, float a0, float a1, int dir);
// Creates new rectangle shaped sub-path.
void nvgRect(NVGcontext* ctx, float x, float y, float w, float h);
// Creates new rounded rectangle shaped sub-path.
void nvgRoundedRect(NVGcontext* ctx, float x, float y, float w, float h, float r);
// Creates new rounded rectangle shaped sub-path with varying radii for each corner.
void nvgRoundedRectVarying(NVGcontext* ctx, float x, float y, float w, float h, float radTopLeft, float radTopRight, float radBottomRight, float radBottomLeft);
// Creates new ellipse shaped sub-path.
void nvgEllipse(NVGcontext* ctx, float cx, float cy, float rx, float ry);
// Creates new circle shaped sub-path.
void nvgCircle(NVGcontext* ctx, float cx, float cy, float r);
// Fills the current path with current fill style.
void nvgFill(NVGcontext* ctx);
// Fills the current path with current stroke style.
void nvgStroke(NVGcontext* ctx);
//
// Text
//
// NanoVG allows you to load .ttf files and use the font to render text.
//
// The appearance of the text can be defined by setting the current text style
// and by specifying the fill color. Common text and font settings such as
// font size, letter spacing and text align are supported. Font blur allows you
// to create simple text effects such as drop shadows.
//
// At render time the font face can be set based on the font handles or name.
//
// Font measure functions return values in local space, the calculations are
// carried in the same resolution as the final rendering. This is done because
// the text glyph positions are snapped to the nearest pixels sharp rendering.
//
// The local space means that values are not rotated or scale as per the current
// transformation. For example if you set font size to 12, which would mean that
// line height is 16, then regardless of the current scaling and rotation, the
// returned line height is always 16. Some measures may vary because of the scaling
// since aforementioned pixel snapping.
//
// While this may sound a little odd, the setup allows you to always render the
// same way regardless of scaling. I.e. following works regardless of scaling:
//
// const char* txt = "Text me up.";
// nvgTextBounds(vg, x,y, txt, NULL, bounds);
// nvgBeginPath(vg);
// nvgRoundedRect(vg, bounds[0],bounds[1], bounds[2]-bounds[0], bounds[3]-bounds[1]);
// nvgFill(vg);
//
// Note: currently only solid color fill is supported for text.
// Creates font by loading it from the disk from specified file name.
// Returns handle to the font.
int nvgCreateFont(NVGcontext* ctx, const char* name, const char* filename);
// fontIndex specifies which font face to load from a .ttf/.ttc file.
int nvgCreateFontAtIndex(NVGcontext* ctx, const char* name, const char* filename, const int fontIndex);
// Creates font by loading it from the specified memory chunk.
// Returns handle to the font.
int nvgCreateFontMem(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData);
// fontIndex specifies which font face to load from a .ttf/.ttc file.
int nvgCreateFontMemAtIndex(NVGcontext* ctx, const char* name, unsigned char* data, int ndata, int freeData, const int fontIndex);
// Finds a loaded font of specified name, and returns handle to it, or -1 if the font is not found.
int nvgFindFont(NVGcontext* ctx, const char* name);
// Adds a fallback font by handle.
int nvgAddFallbackFontId(NVGcontext* ctx, int baseFont, int fallbackFont);
// Adds a fallback font by name.
int nvgAddFallbackFont(NVGcontext* ctx, const char* baseFont, const char* fallbackFont);
// Resets fallback fonts by handle.
void nvgResetFallbackFontsId(NVGcontext* ctx, int baseFont);
// Resets fallback fonts by name.
void nvgResetFallbackFonts(NVGcontext* ctx, const char* baseFont);
// Sets the font size of current text style.
void nvgFontSize(NVGcontext* ctx, float size);
// Sets the blur of current text style.
void nvgFontBlur(NVGcontext* ctx, float blur);
// Sets the letter spacing of current text style.
void nvgTextLetterSpacing(NVGcontext* ctx, float spacing);
// Sets the proportional line height of current text style. The line height is specified as multiple of font size.
void nvgTextLineHeight(NVGcontext* ctx, float lineHeight);
// Sets the text align of current text style, see NVGalign for options.
void nvgTextAlign(NVGcontext* ctx, int align);
// Sets the font face based on specified id of current text style.
void nvgFontFaceId(NVGcontext* ctx, int font);
// Sets the font face based on specified name of current text style.
void nvgFontFace(NVGcontext* ctx, const char* font);
// Draws text string at specified location. If end is specified only the sub-string up to the end is drawn.
float nvgText(NVGcontext* ctx, float x, float y, const char* string, const char* end);
// Draws multi-line text string at specified location wrapped at the specified width. If end is specified only the sub-string up to the end is drawn.
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
void nvgTextBox(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end);
// Measures the specified text string. Parameter bounds should be a pointer to float[4],
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
// Returns the horizontal advance of the measured text (i.e. where the next character should drawn).
// Measured values are returned in local coordinate space.
float nvgTextBounds(NVGcontext* ctx, float x, float y, const char* string, const char* end, float* bounds);
// Measures the specified multi-text string. Parameter bounds should be a pointer to float[4],
// if the bounding box of the text should be returned. The bounds value are [xmin,ymin, xmax,ymax]
// Measured values are returned in local coordinate space.
void nvgTextBoxBounds(NVGcontext* ctx, float x, float y, float breakRowWidth, const char* string, const char* end, float* bounds);
// Calculates the glyph x positions of the specified text. If end is specified only the sub-string will be used.
// Measured values are returned in local coordinate space.
int nvgTextGlyphPositions(NVGcontext* ctx, float x, float y, const char* string, const char* end, NVGglyphPosition* positions, int maxPositions);
// Returns the vertical metrics based on the current text style.
// Measured values are returned in local coordinate space.
void nvgTextMetrics(NVGcontext* ctx, float* ascender, float* descender, float* lineh);
// Breaks the specified text into lines. If end is specified only the sub-string will be used.
// White space is stripped at the beginning of the rows, the text is split at word boundaries or when new-line characters are encountered.
// Words longer than the max width are slit at nearest character (i.e. no hyphenation).
int nvgTextBreakLines(NVGcontext* ctx, const char* string, const char* end, float breakRowWidth, NVGtextRow* rows, int maxRows);
//
// Internal Render API
//
enum NVGtexture {
NVG_TEXTURE_ALPHA = 0x01,
NVG_TEXTURE_RGBA = 0x02,
};
struct NVGscissor {
float xform[6];
float extent[2];
};
typedef struct NVGscissor NVGscissor;
struct NVGvertex {
float x,y,u,v;
};
typedef struct NVGvertex NVGvertex;
struct NVGpath {
int first;
int count;
unsigned char closed;
int nbevel;
NVGvertex* fill;
int nfill;
NVGvertex* stroke;
int nstroke;
int winding;
int convex;
};
typedef struct NVGpath NVGpath;
struct NVGparams {
void* userPtr;
int edgeAntiAlias;
int (*renderCreate)(void* uptr);
int (*renderCreateTexture)(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data);
int (*renderDeleteTexture)(void* uptr, int image);
int (*renderUpdateTexture)(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data);
int (*renderGetTextureSize)(void* uptr, int image, int* w, int* h);
void (*renderViewport)(void* uptr, float width, float height, float devicePixelRatio);
void (*renderCancel)(void* uptr);
void (*renderFlush)(void* uptr);
void (*renderFill)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, const float* bounds, const NVGpath* paths, int npaths);
void (*renderStroke)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe, float strokeWidth, const NVGpath* paths, int npaths);
void (*renderTriangles)(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, const NVGvertex* verts, int nverts, float fringe);
void (*renderDelete)(void* uptr);
};
typedef struct NVGparams NVGparams;
// Constructor and destructor, called by the render back-end.
NVGcontext* nvgCreateInternal(NVGparams* params);
void nvgDeleteInternal(NVGcontext* ctx);
NVGparams* nvgInternalParams(NVGcontext* ctx);
// Debug function to dump cached path data.
void nvgDebugDumpPathCache(NVGcontext* ctx);
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#define NVG_NOTUSED(v) for (;;) { (void)(1 ? (void)0 : ( (void)(v) ) ); break; }
#ifdef __cplusplus
}
#endif
#endif // NANOVG_H

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#pragma once
#include <deko3d.hpp>
#include <map>
#include <memory>
#include <vector>
#include "framework/CDescriptorSet.h"
#include "framework/CMemPool.h"
#include "framework/CShader.h"
#include "framework/CCmdMemRing.h"
#include "nanovg.h"
// Create flags
enum NVGcreateFlags {
// Flag indicating if geometry based anti-aliasing is used (may not be needed when using MSAA).
NVG_ANTIALIAS = 1<<0,
// Flag indicating if strokes should be drawn using stencil buffer. The rendering will be a little
// slower, but path overlaps (i.e. self-intersecting or sharp turns) will be drawn just once.
NVG_STENCIL_STROKES = 1<<1,
// Flag indicating that additional debug checks are done.
NVG_DEBUG = 1<<2,
};
enum DKNVGuniformLoc
{
DKNVG_LOC_VIEWSIZE,
DKNVG_LOC_TEX,
DKNVG_LOC_FRAG,
DKNVG_MAX_LOCS
};
enum VKNVGshaderType {
NSVG_SHADER_FILLGRAD,
NSVG_SHADER_FILLIMG,
NSVG_SHADER_SIMPLE,
NSVG_SHADER_IMG
};
struct DKNVGtextureDescriptor {
int width, height;
int type;
int flags;
};
struct DKNVGblend {
int srcRGB;
int dstRGB;
int srcAlpha;
int dstAlpha;
};
enum DKNVGcallType {
DKNVG_NONE = 0,
DKNVG_FILL,
DKNVG_CONVEXFILL,
DKNVG_STROKE,
DKNVG_TRIANGLES,
};
struct DKNVGcall {
int type;
int image;
int pathOffset;
int pathCount;
int triangleOffset;
int triangleCount;
int uniformOffset;
DKNVGblend blendFunc;
};
struct DKNVGpath {
int fillOffset;
int fillCount;
int strokeOffset;
int strokeCount;
};
struct DKNVGfragUniforms {
float scissorMat[12]; // matrices are actually 3 vec4s
float paintMat[12];
struct NVGcolor innerCol;
struct NVGcolor outerCol;
float scissorExt[2];
float scissorScale[2];
float extent[2];
float radius;
float feather;
float strokeMult;
float strokeThr;
int texType;
int type;
};
namespace nvg {
class DkRenderer;
}
struct DKNVGcontext {
nvg::DkRenderer *renderer;
float view[2];
int fragSize;
int flags;
// Per frame buffers
DKNVGcall* calls;
int ccalls;
int ncalls;
DKNVGpath* paths;
int cpaths;
int npaths;
struct NVGvertex* verts;
int cverts;
int nverts;
unsigned char* uniforms;
int cuniforms;
int nuniforms;
};
namespace nvg {
class Texture {
private:
const int m_id;
dk::Image m_image;
dk::ImageDescriptor m_image_descriptor;
CMemPool::Handle m_image_mem;
DKNVGtextureDescriptor m_texture_descriptor;
public:
Texture(int id);
~Texture();
void Initialize(CMemPool &image_pool, CMemPool &scratch_pool, dk::Device device, dk::Queue transfer_queue, int type, int w, int h, int image_flags, const u8 *data);
void Update(CMemPool &image_pool, CMemPool &scratch_pool, dk::Device device, dk::Queue transfer_queue, int type, int w, int h, int image_flags, const u8 *data);
int GetId();
const DKNVGtextureDescriptor &GetDescriptor();
dk::Image &GetImage();
dk::ImageDescriptor &GetImageDescriptor();
};
class DkRenderer {
private:
enum SamplerType : u8 {
SamplerType_MipFilter = 1 << 0,
SamplerType_Nearest = 1 << 1,
SamplerType_RepeatX = 1 << 2,
SamplerType_RepeatY = 1 << 3,
SamplerType_Total = 0x10,
};
private:
static constexpr size_t DynamicCmdSize = 0x20000;
static constexpr size_t FragmentUniformSize = sizeof(DKNVGfragUniforms) + 4 - sizeof(DKNVGfragUniforms) % 4;
static constexpr size_t MaxImages = 0x1000;
/* From the application. */
u32 m_view_width;
u32 m_view_height;
dk::Device m_device;
dk::Queue m_queue;
CMemPool &m_image_mem_pool;
CMemPool &m_code_mem_pool;
CMemPool &m_data_mem_pool;
/* State. */
dk::UniqueCmdBuf m_dyn_cmd_buf;
CCmdMemRing<1> m_dyn_cmd_mem;
std::optional<CMemPool::Handle> m_vertex_buffer;
CShader m_vertex_shader;
CShader m_fragment_shader;
CMemPool::Handle m_view_uniform_buffer;
CMemPool::Handle m_frag_uniform_buffer;
u32 m_next_texture_id = 1;
std::vector<std::shared_ptr<Texture>> m_textures;
CDescriptorSet<MaxImages> m_image_descriptor_set;
CDescriptorSet<SamplerType_Total> m_sampler_descriptor_set;
std::array<int, MaxImages> m_image_descriptor_mappings;
int m_last_image_descriptor = 0;
int AcquireImageDescriptor(std::shared_ptr<Texture> texture, int image);
void FreeImageDescriptor(int image);
void SetUniforms(const DKNVGcontext &ctx, int offset, int image);
void UpdateVertexBuffer(const void *data, size_t size);
void DrawFill(const DKNVGcontext &ctx, const DKNVGcall &call);
void DrawConvexFill(const DKNVGcontext &ctx, const DKNVGcall &call);
void DrawStroke(const DKNVGcontext &ctx, const DKNVGcall &call);
void DrawTriangles(const DKNVGcontext &ctx, const DKNVGcall &call);
std::shared_ptr<Texture> FindTexture(int id);
public:
DkRenderer(unsigned int view_width, unsigned int view_height, dk::Device device, dk::Queue queue, CMemPool &image_mem_pool, CMemPool &code_mem_pool, CMemPool &data_mem_pool);
~DkRenderer();
int Create(DKNVGcontext &ctx);
int CreateTexture(const DKNVGcontext &ctx, int type, int w, int h, int image_flags, const u8 *data);
int DeleteTexture(const DKNVGcontext &ctx, int id);
int UpdateTexture(const DKNVGcontext &ctx, int id, int x, int y, int w, int h, const u8 *data);
int GetTextureSize(const DKNVGcontext &ctx, int id, int *w, int *h);
const DKNVGtextureDescriptor *GetTextureDescriptor(const DKNVGcontext &ctx, int id);
void Flush(DKNVGcontext &ctx);
};
}

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/*
** Sample Framework for deko3d Applications
** CApplication.h: Wrapper class containing common application boilerplate
*/
#pragma once
#include "common.h"
class CApplication
{
protected:
virtual void onFocusState(AppletFocusState) { }
virtual void onOperationMode(AppletOperationMode) { }
virtual bool onFrame(u64) { return true; }
public:
CApplication();
~CApplication();
void run();
static constexpr void chooseFramebufferSize(uint32_t& width, uint32_t& height, AppletOperationMode mode);
};
constexpr void CApplication::chooseFramebufferSize(uint32_t& width, uint32_t& height, AppletOperationMode mode)
{
switch (mode)
{
default:
case AppletOperationMode_Handheld:
width = 1280;
height = 720;
break;
case AppletOperationMode_Docked:
width = 1920;
height = 1080;
break;
}
}

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/*
** Sample Framework for deko3d Applications
** CCmdMemRing.h: Memory provider class for dynamic command buffers
*/
#pragma once
#include "common.h"
#include "CMemPool.h"
template <unsigned NumSlices>
class CCmdMemRing
{
static_assert(NumSlices > 0, "Need a non-zero number of slices...");
CMemPool::Handle m_mem;
unsigned m_curSlice;
dk::Fence m_fences[NumSlices];
public:
CCmdMemRing() : m_mem{}, m_curSlice{}, m_fences{} { }
~CCmdMemRing()
{
m_mem.destroy();
}
bool allocate(CMemPool& pool, uint32_t sliceSize)
{
sliceSize = (sliceSize + DK_CMDMEM_ALIGNMENT - 1) &~ (DK_CMDMEM_ALIGNMENT - 1);
m_mem = pool.allocate(NumSlices*sliceSize);
return m_mem;
}
void begin(dk::CmdBuf cmdbuf)
{
// Clear/reset the command buffer, which also destroys all command list handles
// (but remember: it does *not* in fact destroy the command data)
cmdbuf.clear();
// Wait for the current slice of memory to be available, and feed it to the command buffer
uint32_t sliceSize = m_mem.getSize() / NumSlices;
m_fences[m_curSlice].wait();
// Feed the memory to the command buffer
cmdbuf.addMemory(m_mem.getMemBlock(), m_mem.getOffset() + m_curSlice * sliceSize, sliceSize);
}
DkCmdList end(dk::CmdBuf cmdbuf)
{
// Signal the fence corresponding to the current slice; so that in the future when we want
// to use it again, we can wait for the completion of the commands we've just submitted
// (and as such we don't overwrite in-flight command data with new one)
cmdbuf.signalFence(m_fences[m_curSlice]);
// Advance the current slice counter; wrapping around when we reach the end
m_curSlice = (m_curSlice + 1) % NumSlices;
// Finish off the command list, returning it to the caller
return cmdbuf.finishList();
}
};

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/*
** Sample Framework for deko3d Applications
** CDescriptorSet.h: Image/Sampler descriptor set class
*/
#pragma once
#include "common.h"
#include "CMemPool.h"
template <unsigned NumDescriptors>
class CDescriptorSet
{
static_assert(NumDescriptors > 0, "Need a non-zero number of descriptors...");
static_assert(sizeof(DkImageDescriptor) == sizeof(DkSamplerDescriptor), "shouldn't happen");
static_assert(DK_IMAGE_DESCRIPTOR_ALIGNMENT == DK_SAMPLER_DESCRIPTOR_ALIGNMENT, "shouldn't happen");
static constexpr size_t DescriptorSize = sizeof(DkImageDescriptor);
static constexpr size_t DescriptorAlign = DK_IMAGE_DESCRIPTOR_ALIGNMENT;
CMemPool::Handle m_mem;
public:
CDescriptorSet() : m_mem{} { }
~CDescriptorSet()
{
m_mem.destroy();
}
bool allocate(CMemPool& pool)
{
m_mem = pool.allocate(NumDescriptors*DescriptorSize, DescriptorAlign);
return m_mem;
}
void bindForImages(dk::CmdBuf cmdbuf)
{
cmdbuf.bindImageDescriptorSet(m_mem.getGpuAddr(), NumDescriptors);
}
void bindForSamplers(dk::CmdBuf cmdbuf)
{
cmdbuf.bindSamplerDescriptorSet(m_mem.getGpuAddr(), NumDescriptors);
}
template <typename T>
void update(dk::CmdBuf cmdbuf, uint32_t id, T const& descriptor)
{
static_assert(sizeof(T) == DescriptorSize);
cmdbuf.pushData(m_mem.getGpuAddr() + id*DescriptorSize, &descriptor, DescriptorSize);
}
template <typename T, size_t N>
void update(dk::CmdBuf cmdbuf, uint32_t id, std::array<T, N> const& descriptors)
{
static_assert(sizeof(T) == DescriptorSize);
cmdbuf.pushData(m_mem.getGpuAddr() + id*DescriptorSize, descriptors.data(), descriptors.size()*DescriptorSize);
}
#ifdef DK_HPP_SUPPORT_VECTOR
template <typename T, typename Allocator = std::allocator<T>>
void update(dk::CmdBuf cmdbuf, uint32_t id, std::vector<T,Allocator> const& descriptors)
{
static_assert(sizeof(T) == DescriptorSize);
cmdbuf.pushData(m_mem.getGpuAddr() + id*DescriptorSize, descriptors.data(), descriptors.size()*DescriptorSize);
}
#endif
template <typename T>
void update(dk::CmdBuf cmdbuf, uint32_t id, std::initializer_list<T const> const& descriptors)
{
static_assert(sizeof(T) == DescriptorSize);
cmdbuf.pushData(m_mem.getGpuAddr() + id*DescriptorSize, descriptors.data(), descriptors.size()*DescriptorSize);
}
};

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/*
** Sample Framework for deko3d Applications
** CExternalImage.h: Utility class for loading images from the filesystem
*/
#pragma once
#include "common.h"
#include "CMemPool.h"
class CExternalImage
{
dk::Image m_image;
dk::ImageDescriptor m_descriptor;
CMemPool::Handle m_mem;
public:
CExternalImage() : m_image{}, m_descriptor{}, m_mem{} { }
~CExternalImage()
{
m_mem.destroy();
}
constexpr operator bool() const
{
return m_mem;
}
constexpr dk::Image& get()
{
return m_image;
}
constexpr dk::ImageDescriptor const& getDescriptor() const
{
return m_descriptor;
}
bool load(CMemPool& imagePool, CMemPool& scratchPool, dk::Device device, dk::Queue transferQueue, const char* path, uint32_t width, uint32_t height, DkImageFormat format, uint32_t flags = 0);
};

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/*
** Sample Framework for deko3d Applications
** CIntrusiveList.h: Intrusive doubly-linked list helper class
*/
#pragma once
#include "common.h"
template <typename T>
struct CIntrusiveListNode
{
T *m_next, *m_prev;
constexpr CIntrusiveListNode() : m_next{}, m_prev{} { }
constexpr operator bool() const { return m_next || m_prev; }
};
template <typename T, CIntrusiveListNode<T> T::* node_ptr>
class CIntrusiveList
{
T *m_first, *m_last;
public:
constexpr CIntrusiveList() : m_first{}, m_last{} { }
constexpr T* first() const { return m_first; }
constexpr T* last() const { return m_last; }
constexpr bool empty() const { return !m_first; }
constexpr void clear() { m_first = m_last = nullptr; }
constexpr bool isLinked(T* obj) const { return obj->*node_ptr || m_first == obj; }
constexpr T* prev(T* obj) const { return (obj->*node_ptr).m_prev; }
constexpr T* next(T* obj) const { return (obj->*node_ptr).m_next; }
void add(T* obj)
{
return addBefore(nullptr, obj);
}
void addBefore(T* pos, T* obj)
{
auto& node = obj->*node_ptr;
node.m_next = pos;
node.m_prev = pos ? (pos->*node_ptr).m_prev : m_last;
if (pos)
(pos->*node_ptr).m_prev = obj;
else
m_last = obj;
if (node.m_prev)
(node.m_prev->*node_ptr).m_next = obj;
else
m_first = obj;
}
void addAfter(T* pos, T* obj)
{
auto& node = obj->*node_ptr;
node.m_next = pos ? (pos->*node_ptr).m_next : m_first;
node.m_prev = pos;
if (pos)
(pos->*node_ptr).m_next = obj;
else
m_first = obj;
if (node.m_next)
(node.m_next->*node_ptr).m_prev = obj;
else
m_last = obj;
}
T* pop()
{
T* ret = m_first;
if (ret)
{
m_first = (ret->*node_ptr).m_next;
if (m_first)
(m_first->*node_ptr).m_prev = nullptr;
else
m_last = nullptr;
}
return ret;
}
void remove(T* obj)
{
auto& node = obj->*node_ptr;
if (node.m_prev)
{
(node.m_prev->*node_ptr).m_next = node.m_next;
if (node.m_next)
(node.m_next->*node_ptr).m_prev = node.m_prev;
else
m_last = node.m_prev;
} else
{
m_first = node.m_next;
if (m_first)
(m_first->*node_ptr).m_prev = nullptr;
else
m_last = nullptr;
}
node.m_next = node.m_prev = 0;
}
template <typename L>
void iterate(L lambda) const
{
T* next = nullptr;
for (T* cur = m_first; cur; cur = next)
{
next = (cur->*node_ptr).m_next;
lambda(cur);
}
}
};

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/*
** Sample Framework for deko3d Applications
** CIntrusiveTree.h: Intrusive red-black tree helper class
*/
#pragma once
#include "common.h"
#include <functional>
struct CIntrusiveTreeNode
{
enum Color
{
Red,
Black,
};
enum Leaf
{
Left,
Right,
};
private:
uintptr_t m_parent_color;
CIntrusiveTreeNode* m_children[2];
public:
constexpr CIntrusiveTreeNode() : m_parent_color{}, m_children{} { }
constexpr CIntrusiveTreeNode* getParent() const
{
return reinterpret_cast<CIntrusiveTreeNode*>(m_parent_color &~ 1);
}
void setParent(CIntrusiveTreeNode* parent)
{
m_parent_color = (m_parent_color & 1) | reinterpret_cast<uintptr_t>(parent);
}
constexpr Color getColor() const
{
return static_cast<Color>(m_parent_color & 1);
}
void setColor(Color color)
{
m_parent_color = (m_parent_color &~ 1) | static_cast<uintptr_t>(color);
}
constexpr CIntrusiveTreeNode*& child(Leaf leaf)
{
return m_children[leaf];
}
constexpr CIntrusiveTreeNode* const& child(Leaf leaf) const
{
return m_children[leaf];
}
//--------------------------------------
constexpr bool isRed() const { return getColor() == Red; }
constexpr bool isBlack() const { return getColor() == Black; }
void setRed() { setColor(Red); }
void setBlack() { setColor(Black); }
constexpr CIntrusiveTreeNode*& left() { return child(Left); }
constexpr CIntrusiveTreeNode*& right() { return child(Right); }
constexpr CIntrusiveTreeNode* const& left() const { return child(Left); }
constexpr CIntrusiveTreeNode* const& right() const { return child(Right); }
};
NX_CONSTEXPR CIntrusiveTreeNode::Leaf operator!(CIntrusiveTreeNode::Leaf val) noexcept
{
return static_cast<CIntrusiveTreeNode::Leaf>(!static_cast<unsigned>(val));
}
class CIntrusiveTreeBase
{
using N = CIntrusiveTreeNode;
void rotate(N* node, N::Leaf leaf);
void recolor(N* parent, N* node);
protected:
N* m_root;
constexpr CIntrusiveTreeBase() : m_root{} { }
N* walk(N* node, N::Leaf leaf) const;
void insert(N* node, N* parent);
void remove(N* node);
N* minmax(N::Leaf leaf) const
{
N* p = m_root;
if (!p)
return nullptr;
while (p->child(leaf))
p = p->child(leaf);
return p;
}
template <typename H>
N*& navigate(N*& node, N*& parent, N::Leaf leafOnEqual, H helm) const
{
node = nullptr;
parent = nullptr;
N** point = const_cast<N**>(&m_root);
while (*point)
{
int direction = helm(*point);
parent = *point;
if (direction < 0)
point = &(*point)->left();
else if (direction > 0)
point = &(*point)->right();
else
{
node = *point;
point = &(*point)->child(leafOnEqual);
}
}
return *point;
}
};
template <typename ClassT, typename MemberT>
constexpr ClassT* parent_obj(MemberT* member, MemberT ClassT::* ptr)
{
union whatever
{
MemberT ClassT::* ptr;
intptr_t offset;
};
// This is technically UB, but basically every compiler worth using admits it as an extension
return (ClassT*)((intptr_t)member - whatever{ptr}.offset);
}
template <
typename T,
CIntrusiveTreeNode T::* node_ptr,
typename Comparator = std::less<>
>
class CIntrusiveTree final : protected CIntrusiveTreeBase
{
using N = CIntrusiveTreeNode;
static constexpr T* toType(N* m)
{
return m ? parent_obj(m, node_ptr) : nullptr;
}
static constexpr N* toNode(T* m)
{
return m ? &(m->*node_ptr) : nullptr;
}
template <typename A, typename B>
static int compare(A const& a, B const& b)
{
Comparator comp;
if (comp(a, b))
return -1;
if (comp(b, a))
return 1;
return 0;
}
public:
constexpr CIntrusiveTree() : CIntrusiveTreeBase{} { }
T* first() const { return toType(minmax(N::Left)); }
T* last() const { return toType(minmax(N::Right)); }
bool empty() const { return m_root != nullptr; }
void clear() { m_root = nullptr; }
T* prev(T* node) const { return toType(walk(toNode(node), N::Left)); }
T* next(T* node) const { return toType(walk(toNode(node), N::Right)); }
enum SearchMode
{
Exact = 0,
LowerBound = 1,
UpperBound = 2,
};
template <typename Lambda>
T* search(SearchMode mode, Lambda lambda) const
{
N *node, *parent;
N*& point = navigate(node, parent,
mode != UpperBound ? N::Left : N::Right,
[&lambda](N* curnode) { return lambda(toType(curnode)); });
switch (mode)
{
default:
case Exact:
break;
case LowerBound:
if (!node && parent)
{
if (&parent->left() == &point)
node = parent;
else
node = walk(parent, N::Right);
}
break;
case UpperBound:
if (node)
node = walk(node, N::Right);
else if (parent)
{
if (&parent->right() == &point)
node = walk(parent, N::Right);
else
node = parent;
}
break;
}
return toType(node);
}
template <typename K>
T* find(K const& key, SearchMode mode = Exact) const
{
return search(mode, [&key](T* obj) { return compare(key, *obj); });
}
T* insert(T* obj, bool allow_dupes = false)
{
N *node, *parent;
N*& point = navigate(node, parent, N::Right,
[obj](N* curnode) { return compare(*obj, *toType(curnode)); });
if (node && !allow_dupes)
return toType(node);
point = toNode(obj);
CIntrusiveTreeBase::insert(point, parent);
return obj;
}
void remove(T* obj)
{
CIntrusiveTreeBase::remove(toNode(obj));
}
};

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/*
** Sample Framework for deko3d Applications
** CMemPool.h: Pooled dynamic memory allocation manager class
*/
#pragma once
#include "common.h"
#include "CIntrusiveList.h"
#include "CIntrusiveTree.h"
class CMemPool
{
dk::Device m_dev;
uint32_t m_flags;
uint32_t m_blockSize;
struct Block
{
CIntrusiveListNode<Block> m_node;
dk::MemBlock m_obj;
void* m_cpuAddr;
DkGpuAddr m_gpuAddr;
constexpr void* cpuOffset(uint32_t offset) const
{
return m_cpuAddr ? ((u8*)m_cpuAddr + offset) : nullptr;
}
constexpr DkGpuAddr gpuOffset(uint32_t offset) const
{
return m_gpuAddr != DK_GPU_ADDR_INVALID ? (m_gpuAddr + offset) : DK_GPU_ADDR_INVALID;
}
};
CIntrusiveList<Block, &Block::m_node> m_blocks;
struct Slice
{
CIntrusiveListNode<Slice> m_node;
CIntrusiveTreeNode m_treenode;
CMemPool* m_pool;
Block* m_block;
uint32_t m_start;
uint32_t m_end;
constexpr uint32_t getSize() const { return m_end - m_start; }
constexpr bool canCoalesce(Slice const& rhs) const { return m_pool == rhs.m_pool && m_block == rhs.m_block && m_end == rhs.m_start; }
constexpr bool operator<(Slice const& rhs) const { return getSize() < rhs.getSize(); }
constexpr bool operator<(uint32_t rhs) const { return getSize() < rhs; }
};
friend constexpr bool operator<(uint32_t lhs, Slice const& rhs);
CIntrusiveList<Slice, &Slice::m_node> m_memMap, m_sliceHeap;
CIntrusiveTree<Slice, &Slice::m_treenode> m_freeList;
Slice* _newSlice();
void _deleteSlice(Slice*);
void _destroy(Slice* slice);
public:
static constexpr uint32_t DefaultBlockSize = 0x800000;
class Handle
{
Slice* m_slice;
public:
constexpr Handle(Slice* slice = nullptr) : m_slice{slice} { }
constexpr operator bool() const { return m_slice != nullptr; }
constexpr operator Slice*() const { return m_slice; }
constexpr bool operator!() const { return !m_slice; }
constexpr bool operator==(Handle const& rhs) const { return m_slice == rhs.m_slice; }
constexpr bool operator!=(Handle const& rhs) const { return m_slice != rhs.m_slice; }
void destroy()
{
if (m_slice)
{
m_slice->m_pool->_destroy(m_slice);
m_slice = nullptr;
}
}
constexpr dk::MemBlock getMemBlock() const
{
return m_slice->m_block->m_obj;
}
constexpr uint32_t getOffset() const
{
return m_slice->m_start;
}
constexpr uint32_t getSize() const
{
return m_slice->getSize();
}
constexpr void* getCpuAddr() const
{
return m_slice->m_block->cpuOffset(m_slice->m_start);
}
constexpr DkGpuAddr getGpuAddr() const
{
return m_slice->m_block->gpuOffset(m_slice->m_start);
}
};
CMemPool(dk::Device dev, uint32_t flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached, uint32_t blockSize = DefaultBlockSize) :
m_dev{dev}, m_flags{flags}, m_blockSize{blockSize}, m_blocks{}, m_memMap{}, m_sliceHeap{}, m_freeList{} { }
~CMemPool();
Handle allocate(uint32_t size, uint32_t alignment = DK_CMDMEM_ALIGNMENT);
};
constexpr bool operator<(uint32_t lhs, CMemPool::Slice const& rhs)
{
return lhs < rhs.getSize();
}

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/*
** Sample Framework for deko3d Applications
** CShader.h: Utility class for loading shaders from the filesystem
*/
#pragma once
#include "common.h"
#include "CMemPool.h"
class CShader
{
dk::Shader m_shader;
CMemPool::Handle m_codemem;
public:
CShader() : m_shader{}, m_codemem{} { }
~CShader()
{
m_codemem.destroy();
}
constexpr operator bool() const
{
return m_codemem;
}
constexpr operator dk::Shader const*() const
{
return &m_shader;
}
bool load(CMemPool& pool, const char* path);
};

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@@ -0,0 +1,9 @@
/*
** Sample Framework for deko3d Applications
** FileLoader.h: Helpers for loading data from the filesystem directly into GPU memory
*/
#pragma once
#include "common.h"
#include "CMemPool.h"
CMemPool::Handle LoadFile(CMemPool& pool, const char* path, uint32_t alignment = DK_CMDMEM_ALIGNMENT);

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@@ -0,0 +1,12 @@
/*
** Sample Framework for deko3d Applications
** common.h: Common includes
*/
#pragma once
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <switch.h>
#include <deko3d.hpp>

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//
// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
//
// 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.
//
#ifndef NANOVG_GL_UTILS_H
#define NANOVG_GL_UTILS_H
#ifdef USE_OPENGL
struct NVGLUframebuffer {
NVGcontext* ctx;
GLuint fbo;
GLuint rbo;
GLuint texture;
int image;
};
typedef struct NVGLUframebuffer NVGLUframebuffer;
// Helper function to create GL frame buffer to render to.
void nvgluBindFramebuffer(NVGLUframebuffer* fb);
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags);
void nvgluDeleteFramebuffer(NVGLUframebuffer* fb);
#endif // NANOVG_GL_UTILS_H
#ifdef NANOVG_GL_IMPLEMENTATION
#if defined(NANOVG_GL3) || defined(NANOVG_GLES2) || defined(NANOVG_GLES3)
// FBO is core in OpenGL 3>.
# define NANOVG_FBO_VALID 1
#elif defined(NANOVG_GL2)
// On OS X including glext defines FBO on GL2 too.
# ifdef __APPLE__
# include <OpenGL/glext.h>
# define NANOVG_FBO_VALID 1
# endif
#endif
static GLint defaultFBO = -1;
NVGLUframebuffer* nvgluCreateFramebuffer(NVGcontext* ctx, int w, int h, int imageFlags)
{
#ifdef NANOVG_FBO_VALID
GLint defaultFBO;
GLint defaultRBO;
NVGLUframebuffer* fb = NULL;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
glGetIntegerv(GL_RENDERBUFFER_BINDING, &defaultRBO);
fb = (NVGLUframebuffer*)malloc(sizeof(NVGLUframebuffer));
if (fb == NULL) goto error;
memset(fb, 0, sizeof(NVGLUframebuffer));
fb->image = nvgCreateImageRGBA(ctx, w, h, imageFlags | NVG_IMAGE_FLIPY | NVG_IMAGE_PREMULTIPLIED, NULL);
#if defined NANOVG_GL2
fb->texture = nvglImageHandleGL2(ctx, fb->image);
#elif defined NANOVG_GL3
fb->texture = nvglImageHandleGL3(ctx, fb->image);
#elif defined NANOVG_GLES2
fb->texture = nvglImageHandleGLES2(ctx, fb->image);
#elif defined NANOVG_GLES3
fb->texture = nvglImageHandleGLES3(ctx, fb->image);
#endif
fb->ctx = ctx;
// frame buffer object
glGenFramebuffers(1, &fb->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
// render buffer object
glGenRenderbuffers(1, &fb->rbo);
glBindRenderbuffer(GL_RENDERBUFFER, fb->rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, w, h);
// combine all
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
#ifdef GL_DEPTH24_STENCIL8
// If GL_STENCIL_INDEX8 is not supported, try GL_DEPTH24_STENCIL8 as a fallback.
// Some graphics cards require a depth buffer along with a stencil.
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
#endif // GL_DEPTH24_STENCIL8
goto error;
}
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
return fb;
error:
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
nvgluDeleteFramebuffer(fb);
return NULL;
#else
NVG_NOTUSED(ctx);
NVG_NOTUSED(w);
NVG_NOTUSED(h);
NVG_NOTUSED(imageFlags);
return NULL;
#endif
}
void nvgluBindFramebuffer(NVGLUframebuffer* fb)
{
#ifdef NANOVG_FBO_VALID
if (defaultFBO == -1) glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
glBindFramebuffer(GL_FRAMEBUFFER, fb != NULL ? fb->fbo : defaultFBO);
#else
NVG_NOTUSED(fb);
#endif
}
void nvgluDeleteFramebuffer(NVGLUframebuffer* fb)
{
#ifdef NANOVG_FBO_VALID
if (fb == NULL) return;
if (fb->fbo != 0)
glDeleteFramebuffers(1, &fb->fbo);
if (fb->rbo != 0)
glDeleteRenderbuffers(1, &fb->rbo);
if (fb->image >= 0)
nvgDeleteImage(fb->ctx, fb->image);
fb->ctx = NULL;
fb->fbo = 0;
fb->rbo = 0;
fb->texture = 0;
fb->image = -1;
free(fb);
#else
NVG_NOTUSED(fb);
#endif
}
#endif
#endif // NANOVG_GL_IMPLEMENTATION

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#pragma once
#include <stdarg.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "nanovg.h"
#include "nanovg/dk_renderer.hpp"
#ifdef __cplusplus
extern "C" {
#endif
static int dknvg__maxi(int a, int b) { return a > b ? a : b; }
static const DKNVGtextureDescriptor* dknvg__findTexture(DKNVGcontext* dk, int id) {
return dk->renderer->GetTextureDescriptor(*dk, id);
}
static int dknvg__renderCreate(void* uptr)
{
DKNVGcontext *dk = (DKNVGcontext*)uptr;
return dk->renderer->Create(*dk);
}
static int dknvg__renderCreateTexture(void* uptr, int type, int w, int h, int imageFlags, const unsigned char* data)
{
DKNVGcontext *dk = (DKNVGcontext*)uptr;
return dk->renderer->CreateTexture(*dk, type, w, h, imageFlags, data);
}
static int dknvg__renderDeleteTexture(void* uptr, int image) {
DKNVGcontext *dk = (DKNVGcontext*)uptr;
return dk->renderer->DeleteTexture(*dk, image);
}
static int dknvg__renderUpdateTexture(void* uptr, int image, int x, int y, int w, int h, const unsigned char* data) {
DKNVGcontext *dk = (DKNVGcontext*)uptr;
return dk->renderer->UpdateTexture(*dk, image, x, y, w, h, data);
}
static int dknvg__renderGetTextureSize(void* uptr, int image, int* w, int* h) {
DKNVGcontext *dk = (DKNVGcontext*)uptr;
return dk->renderer->GetTextureSize(*dk, image, w, h);
}
static void dknvg__xformToMat3x4(float* m3, float* t) {
m3[0] = t[0];
m3[1] = t[1];
m3[2] = 0.0f;
m3[3] = 0.0f;
m3[4] = t[2];
m3[5] = t[3];
m3[6] = 0.0f;
m3[7] = 0.0f;
m3[8] = t[4];
m3[9] = t[5];
m3[10] = 1.0f;
m3[11] = 0.0f;
}
static NVGcolor dknvg__premulColor(NVGcolor c) {
c.r *= c.a;
c.g *= c.a;
c.b *= c.a;
return c;
}
static int dknvg__convertPaint(DKNVGcontext* dk, DKNVGfragUniforms* frag, NVGpaint* paint,
NVGscissor* scissor, float width, float fringe, float strokeThr)
{
const DKNVGtextureDescriptor *tex = NULL;
float invxform[6];
memset(frag, 0, sizeof(*frag));
frag->innerCol = dknvg__premulColor(paint->innerColor);
frag->outerCol = dknvg__premulColor(paint->outerColor);
if (scissor->extent[0] < -0.5f || scissor->extent[1] < -0.5f) {
memset(frag->scissorMat, 0, sizeof(frag->scissorMat));
frag->scissorExt[0] = 1.0f;
frag->scissorExt[1] = 1.0f;
frag->scissorScale[0] = 1.0f;
frag->scissorScale[1] = 1.0f;
} else {
nvgTransformInverse(invxform, scissor->xform);
dknvg__xformToMat3x4(frag->scissorMat, invxform);
frag->scissorExt[0] = scissor->extent[0];
frag->scissorExt[1] = scissor->extent[1];
frag->scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]) / fringe;
frag->scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]) / fringe;
}
memcpy(frag->extent, paint->extent, sizeof(frag->extent));
frag->strokeMult = (width*0.5f + fringe*0.5f) / fringe;
frag->strokeThr = strokeThr;
if (paint->image != 0) {
tex = dknvg__findTexture(dk, paint->image);
if (tex == NULL) return 0;
if ((tex->flags & NVG_IMAGE_FLIPY) != 0) {
float m1[6], m2[6];
nvgTransformTranslate(m1, 0.0f, frag->extent[1] * 0.5f);
nvgTransformMultiply(m1, paint->xform);
nvgTransformScale(m2, 1.0f, -1.0f);
nvgTransformMultiply(m2, m1);
nvgTransformTranslate(m1, 0.0f, -frag->extent[1] * 0.5f);
nvgTransformMultiply(m1, m2);
nvgTransformInverse(invxform, m1);
} else {
nvgTransformInverse(invxform, paint->xform);
}
frag->type = NSVG_SHADER_FILLIMG;
if (tex->type == NVG_TEXTURE_RGBA)
frag->texType = (tex->flags & NVG_IMAGE_PREMULTIPLIED) ? 0 : 1;
else
frag->texType = 2;
// printf("frag->texType = %d\n", frag->texType);
} else {
frag->type = NSVG_SHADER_FILLGRAD;
frag->radius = paint->radius;
frag->feather = paint->feather;
nvgTransformInverse(invxform, paint->xform);
}
dknvg__xformToMat3x4(frag->paintMat, invxform);
return 1;
}
static DKNVGfragUniforms* nvg__fragUniformPtr(DKNVGcontext* dk, int i);
static void dknvg__renderViewport(void* uptr, float width, float height, float devicePixelRatio)
{
NVG_NOTUSED(devicePixelRatio);
DKNVGcontext* dk = (DKNVGcontext*)uptr;
dk->view[0] = width;
dk->view[1] = height;
}
static void dknvg__renderCancel(void* uptr) {
DKNVGcontext* dk = (DKNVGcontext*)uptr;
dk->nverts = 0;
dk->npaths = 0;
dk->ncalls = 0;
dk->nuniforms = 0;
}
static int dknvg_convertBlendFuncFactor(int factor) {
switch (factor) {
case NVG_ZERO:
return DkBlendFactor_Zero;
case NVG_ONE:
return DkBlendFactor_One;
case NVG_SRC_COLOR:
return DkBlendFactor_SrcColor;
case NVG_ONE_MINUS_SRC_COLOR:
return DkBlendFactor_InvSrcColor;
case NVG_DST_COLOR:
return DkBlendFactor_DstColor;
case NVG_ONE_MINUS_DST_COLOR:
return DkBlendFactor_InvDstColor;
case NVG_SRC_ALPHA:
return DkBlendFactor_SrcAlpha;
case NVG_ONE_MINUS_SRC_ALPHA:
return DkBlendFactor_InvSrcAlpha;
case NVG_DST_ALPHA:
return DkBlendFactor_DstAlpha;
case NVG_ONE_MINUS_DST_ALPHA:
return DkBlendFactor_InvDstAlpha;
case NVG_SRC_ALPHA_SATURATE:
return DkBlendFactor_SrcAlphaSaturate;
default:
return -1;
}
}
static DKNVGblend dknvg__blendCompositeOperation(NVGcompositeOperationState op) {
DKNVGblend blend;
blend.srcRGB = dknvg_convertBlendFuncFactor(op.srcRGB);
blend.dstRGB = dknvg_convertBlendFuncFactor(op.dstRGB);
blend.srcAlpha = dknvg_convertBlendFuncFactor(op.srcAlpha);
blend.dstAlpha = dknvg_convertBlendFuncFactor(op.dstAlpha);
if (blend.srcRGB == -1 || blend.dstRGB == -1 || blend.srcAlpha == -1 || blend.dstAlpha == -1) {
blend.srcRGB = DkBlendFactor_One;
blend.dstRGB = DkBlendFactor_InvSrcAlpha;
blend.srcAlpha = DkBlendFactor_One;
blend.dstAlpha = DkBlendFactor_InvSrcAlpha;
}
return blend;
}
static void dknvg__renderFlush(void* uptr) {
DKNVGcontext *dk = (DKNVGcontext*)uptr;
dk->renderer->Flush(*dk);
}
static int dknvg__maxVertCount(const NVGpath* paths, int npaths) {
int i, count = 0;
for (i = 0; i < npaths; i++) {
count += paths[i].nfill;
count += paths[i].nstroke;
}
return count;
}
static DKNVGcall* dknvg__allocCall(DKNVGcontext* dk)
{
DKNVGcall* ret = NULL;
if (dk->ncalls+1 > dk->ccalls) {
DKNVGcall* calls;
int ccalls = dknvg__maxi(dk->ncalls+1, 128) + dk->ccalls/2; // 1.5x Overallocate
calls = (DKNVGcall*)realloc(dk->calls, sizeof(DKNVGcall) * ccalls);
if (calls == NULL) return NULL;
dk->calls = calls;
dk->ccalls = ccalls;
}
ret = &dk->calls[dk->ncalls++];
memset(ret, 0, sizeof(DKNVGcall));
return ret;
}
static int dknvg__allocPaths(DKNVGcontext* dk, int n)
{
int ret = 0;
if (dk->npaths+n > dk->cpaths) {
DKNVGpath* paths;
int cpaths = dknvg__maxi(dk->npaths + n, 128) + dk->cpaths/2; // 1.5x Overallocate
paths = (DKNVGpath*)realloc(dk->paths, sizeof(DKNVGpath) * cpaths);
if (paths == NULL) return -1;
dk->paths = paths;
dk->cpaths = cpaths;
}
ret = dk->npaths;
dk->npaths += n;
return ret;
}
static int dknvg__allocVerts(DKNVGcontext* dk, int n)
{
int ret = 0;
if (dk->nverts+n > dk->cverts) {
NVGvertex* verts;
int cverts = dknvg__maxi(dk->nverts + n, 4096) + dk->cverts/2; // 1.5x Overallocate
verts = (NVGvertex*)realloc(dk->verts, sizeof(NVGvertex) * cverts);
if (verts == NULL) return -1;
dk->verts = verts;
dk->cverts = cverts;
}
ret = dk->nverts;
dk->nverts += n;
return ret;
}
static int dknvg__allocFragUniforms(DKNVGcontext* dk, int n)
{
int ret = 0, structSize = dk->fragSize;
if (dk->nuniforms+n > dk->cuniforms) {
unsigned char* uniforms;
int cuniforms = dknvg__maxi(dk->nuniforms+n, 128) + dk->cuniforms/2; // 1.5x Overallocate
uniforms = (unsigned char*)realloc(dk->uniforms, structSize * cuniforms);
if (uniforms == NULL) return -1;
dk->uniforms = uniforms;
dk->cuniforms = cuniforms;
}
ret = dk->nuniforms * structSize;
dk->nuniforms += n;
return ret;
}
static DKNVGfragUniforms* nvg__fragUniformPtr(DKNVGcontext* dk, int i)
{
return (DKNVGfragUniforms*)&dk->uniforms[i];
}
static void dknvg__vset(NVGvertex* vtx, float x, float y, float u, float v)
{
vtx->x = x;
vtx->y = y;
vtx->u = u;
vtx->v = v;
}
static void dknvg__renderFill(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
const float* bounds, const NVGpath* paths, int npaths)
{
DKNVGcontext* dk = (DKNVGcontext*)uptr;
DKNVGcall* call = dknvg__allocCall(dk);
NVGvertex* quad;
DKNVGfragUniforms* frag;
int i, maxverts, offset;
if (call == NULL) return;
call->type = DKNVG_FILL;
call->triangleCount = 4;
call->pathOffset = dknvg__allocPaths(dk, npaths);
if (call->pathOffset == -1) goto error;
call->pathCount = npaths;
call->image = paint->image;
call->blendFunc = dknvg__blendCompositeOperation(compositeOperation);
if (npaths == 1 && paths[0].convex)
{
call->type = DKNVG_CONVEXFILL;
call->triangleCount = 0; // Bounding box fill quad not needed for convex fill
}
// Allocate vertices for all the paths.
maxverts = dknvg__maxVertCount(paths, npaths) + call->triangleCount;
offset = dknvg__allocVerts(dk, maxverts);
if (offset == -1) goto error;
for (i = 0; i < npaths; i++) {
DKNVGpath* copy = &dk->paths[call->pathOffset + i];
const NVGpath* path = &paths[i];
memset(copy, 0, sizeof(DKNVGpath));
if (path->nfill > 0) {
copy->fillOffset = offset;
copy->fillCount = path->nfill;
memcpy(&dk->verts[offset], path->fill, sizeof(NVGvertex) * path->nfill);
offset += path->nfill;
}
if (path->nstroke > 0) {
copy->strokeOffset = offset;
copy->strokeCount = path->nstroke;
memcpy(&dk->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
offset += path->nstroke;
}
}
// Setup uniforms for draw calls
if (call->type == DKNVG_FILL) {
// Quad
call->triangleOffset = offset;
quad = &dk->verts[call->triangleOffset];
dknvg__vset(&quad[0], bounds[2], bounds[3], 0.5f, 1.0f);
dknvg__vset(&quad[1], bounds[2], bounds[1], 0.5f, 1.0f);
dknvg__vset(&quad[2], bounds[0], bounds[3], 0.5f, 1.0f);
dknvg__vset(&quad[3], bounds[0], bounds[1], 0.5f, 1.0f);
call->uniformOffset = dknvg__allocFragUniforms(dk, 2);
if (call->uniformOffset == -1) goto error;
// Simple shader for stencil
frag = nvg__fragUniformPtr(dk, call->uniformOffset);
memset(frag, 0, sizeof(*frag));
frag->strokeThr = -1.0f;
frag->type = NSVG_SHADER_SIMPLE;
// Fill shader
dknvg__convertPaint(dk, nvg__fragUniformPtr(dk, call->uniformOffset + dk->fragSize), paint, scissor, fringe, fringe, -1.0f);
} else {
call->uniformOffset = dknvg__allocFragUniforms(dk, 1);
if (call->uniformOffset == -1) goto error;
// Fill shader
dknvg__convertPaint(dk, nvg__fragUniformPtr(dk, call->uniformOffset), paint, scissor, fringe, fringe, -1.0f);
}
return;
error:
// We get here if call alloc was ok, but something else is not.
// Roll back the last call to prevent drawing it.
if (dk->ncalls > 0) dk->ncalls--;
}
static void dknvg__renderStroke(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor, float fringe,
float strokeWidth, const NVGpath* paths, int npaths)
{
DKNVGcontext* dk = (DKNVGcontext*)uptr;
DKNVGcall* call = dknvg__allocCall(dk);
int i, maxverts, offset;
if (call == NULL) {
return;
}
call->type = DKNVG_STROKE;
call->pathOffset = dknvg__allocPaths(dk, npaths);
if (call->pathOffset == -1) goto error;
call->pathCount = npaths;
call->image = paint->image;
call->blendFunc = dknvg__blendCompositeOperation(compositeOperation);
// Allocate vertices for all the paths.
maxverts = dknvg__maxVertCount(paths, npaths);
offset = dknvg__allocVerts(dk, maxverts);
if (offset == -1) goto error;
for (i = 0; i < npaths; i++) {
DKNVGpath* copy = &dk->paths[call->pathOffset + i];
const NVGpath* path = &paths[i];
memset(copy, 0, sizeof(DKNVGpath));
if (path->nstroke) {
copy->strokeOffset = offset;
copy->strokeCount = path->nstroke;
memcpy(&dk->verts[offset], path->stroke, sizeof(NVGvertex) * path->nstroke);
offset += path->nstroke;
}
}
if (dk->flags & NVG_STENCIL_STROKES) {
// Fill shader
call->uniformOffset = dknvg__allocFragUniforms(dk, 2);
if (call->uniformOffset == -1) goto error;
dknvg__convertPaint(dk, nvg__fragUniformPtr(dk, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
dknvg__convertPaint(dk, nvg__fragUniformPtr(dk, call->uniformOffset + dk->fragSize), paint, scissor, strokeWidth, fringe, 1.0f - 0.5f/255.0f);
} else {
// Fill shader
call->uniformOffset = dknvg__allocFragUniforms(dk, 1);
if (call->uniformOffset == -1) goto error;
dknvg__convertPaint(dk, nvg__fragUniformPtr(dk, call->uniformOffset), paint, scissor, strokeWidth, fringe, -1.0f);
}
return;
error:
// We get here if call alloc was ok, but something else is not.
// Roll back the last call to prevent drawing it.
if (dk->ncalls > 0) dk->ncalls--;
}
static void dknvg__renderTriangles(void* uptr, NVGpaint* paint, NVGcompositeOperationState compositeOperation, NVGscissor* scissor,
const NVGvertex* verts, int nverts, float fringe)
{
DKNVGcontext* dk = (DKNVGcontext*)uptr;
DKNVGcall* call = dknvg__allocCall(dk);
DKNVGfragUniforms* frag;
if (call == NULL) return;
call->type = DKNVG_TRIANGLES;
call->image = paint->image;
call->blendFunc = dknvg__blendCompositeOperation(compositeOperation);
// Allocate vertices for all the paths.
call->triangleOffset = dknvg__allocVerts(dk, nverts);
if (call->triangleOffset == -1) goto error;
call->triangleCount = nverts;
memcpy(&dk->verts[call->triangleOffset], verts, sizeof(NVGvertex) * nverts);
// Fill shader
call->uniformOffset = dknvg__allocFragUniforms(dk, 1);
if (call->uniformOffset == -1) goto error;
frag = nvg__fragUniformPtr(dk, call->uniformOffset);
dknvg__convertPaint(dk, frag, paint, scissor, 1.0f, fringe, -1.0f);
frag->type = NSVG_SHADER_IMG;
return;
error:
// We get here if call alloc was ok, but something else is not.
// Roll back the last call to prevent drawing it.
if (dk->ncalls > 0) dk->ncalls--;
}
static void dknvg__renderDelete(void* uptr) {
DKNVGcontext* dk = (DKNVGcontext*)uptr;
if (dk == NULL) return;
free(dk->paths);
free(dk->verts);
free(dk->uniforms);
free(dk->calls);
free(dk);
}
NVGcontext* nvgCreateDk(nvg::DkRenderer *renderer, int flags) {
NVGparams params;
NVGcontext* ctx = NULL;
DKNVGcontext* dk = (DKNVGcontext*)malloc(sizeof(DKNVGcontext));
if (dk == NULL) goto error;
memset(dk, 0, sizeof(DKNVGcontext));
memset(&params, 0, sizeof(params));
params.renderCreate = dknvg__renderCreate;
params.renderCreateTexture = dknvg__renderCreateTexture;
params.renderDeleteTexture = dknvg__renderDeleteTexture;
params.renderUpdateTexture = dknvg__renderUpdateTexture;
params.renderGetTextureSize = dknvg__renderGetTextureSize;
params.renderViewport = dknvg__renderViewport;
params.renderCancel = dknvg__renderCancel;
params.renderFlush = dknvg__renderFlush;
params.renderFill = dknvg__renderFill;
params.renderStroke = dknvg__renderStroke;
params.renderTriangles = dknvg__renderTriangles;
params.renderDelete = dknvg__renderDelete;
params.userPtr = dk;
params.edgeAntiAlias = flags & NVG_ANTIALIAS ? 1 : 0;
dk->renderer = renderer;
dk->flags = flags;
ctx = nvgCreateInternal(&params);
if (ctx == NULL) goto error;
return ctx;
error:
// 'dk' is freed by nvgDeleteInternal.
if (ctx != NULL) nvgDeleteInternal(ctx);
return NULL;
}
void nvgDeleteDk(NVGcontext* ctx)
{
nvgDeleteInternal(ctx);
}
#ifdef __cplusplus
}
#endif

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