added Linux arm64 SDK

This commit is contained in:
Andrew Zambazos
2026-06-11 14:07:38 +12:00
parent c0395a49bd
commit cbf3f085d0
2160 changed files with 1 additions and 542 deletions
@@ -0,0 +1,478 @@
/**************************************************************************************************
* This file is a part of Ultralight, an ultra-portable web-browser engine. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2024 Ultralight, Inc. *
**************************************************************************************************/
// clang-format off
///
/// @file CAPI_GPUDriver.h
///
/// User-defined GPU driver interface.
///
/// `#include <Ultralight/CAPI/CAPI_GPUDriver.h>`
///
/// The library uses this to optionally render Views on the GPU (see ulViewIsAccelerated()).
///
/// You can provide the library with your own GPU driver implementation so that all rendering is
/// performed using an existing GPU context (useful for game engines).
///
/// When a View is rendered on the GPU, you can retrieve the backing texture ID via
/// ulViewGetRenderTarget().
///
/// @see ulPlatformSetGPUDriver()
///
#ifndef ULTRALIGHT_CAPI_GPUDRIVER_H
#define ULTRALIGHT_CAPI_GPUDRIVER_H
#include <Ultralight/CAPI/CAPI_Defines.h>
#ifdef __cplusplus
extern "C" {
#endif
/******************************************************************************
* GPUDriver
*****************************************************************************/
///
/// Render buffer description.
///
/// This structure describes a render buffer that can be used as a target for drawing commands.
///
typedef struct {
unsigned int texture_id; ///< The backing texture for this RenderBuffer
unsigned int width; ///< The width of the RenderBuffer texture
unsigned int height; ///< The height of the RenderBuffer texture
bool has_stencil_buffer; ///< Currently unused, always false.
bool has_depth_buffer; ///< Currently unsued, always false.
} ULRenderBuffer;
/// \cond ignore
/// This pragma pack(push, 1) command is important!
/// GPU structs should not be padded with any bytes.
/// \endcond
#pragma pack(push, 1)
///
/// Vertex layout for path vertices.
///
/// This struct is the in-memory layout for each path vertex (useful for synthesizing or modifying
/// your own vertex data).
///
typedef struct {
float pos[2];
unsigned char color[4];
float obj[2];
} ULVertex_2f_4ub_2f;
///
/// Vertex layout for quad vertices.
///
/// This struct is the in-memory layout for each quad vertex (useful for synthesizing or modifying
/// your own vertex data).
///
typedef struct {
float pos[2];
unsigned char color[4];
float tex[2];
float obj[2];
float data0[4];
float data1[4];
float data2[4];
float data3[4];
float data4[4];
float data5[4];
float data6[4];
} ULVertex_2f_4ub_2f_2f_28f;
///
/// End single-byte alignment.
///
#pragma pack(pop)
///
/// Vertex buffer formats.
///
/// This enumeration describes the format of a vertex buffer.
///
typedef enum {
kVertexBufferFormat_2f_4ub_2f, ///< Vertex_2f_4ub_2f (used for path rendering)
kVertexBufferFormat_2f_4ub_2f_2f_28f, ///< Vertex_2f_4ub_2f_2f_28f (used for quad rendering)
} ULVertexBufferFormat;
///
/// Vertex buffer description.
///
/// @see ULGPUDriver::create_geometry
///
typedef struct {
ULVertexBufferFormat format; ///< The format of the vertex buffer.
unsigned int size; ///< The size of the vertex buffer in bytes.
unsigned char* data; ///< The raw vertex buffer data.
} ULVertexBuffer;
///
/// Vertex index type.
///
typedef unsigned int ULIndexType;
///
/// Index buffer description.
///
/// This structure describes an index buffer that can be used to index into a vertex buffer.
///
/// @note The index buffer is a simple array of IndexType values.
///
typedef struct {
unsigned int size; ///< The size of the index buffer in bytes.
unsigned char* data; ///< The raw index buffer data.
} ULIndexBuffer;
///
/// Shader program types, used with ULGPUState::shader_type
///
/// Each of these correspond to a vertex/pixel shader pair. You can find stock shader code for these
/// in the `shaders` folder of the AppCore repo.
///
typedef enum {
kShaderType_Fill, ///< Shader program for filling quad geometry.
kShaderType_FillPath, ///< Shader program for filling tesselated path geometry.
} ULShaderType;
///
/// Raw 4x4 matrix as an array of floats in column-major order.
///
typedef struct {
float data[16];
} ULMatrix4x4;
///
/// 4-component float vector
///
typedef struct {
float value[4];
} ULvec4;
///
/// The state of the GPU for a given draw command.
///
/// This structure describes the current state of the GPU for a given draw command.
///
typedef struct {
/// Viewport width in pixels
unsigned int viewport_width;
/// Viewport height in pixels
unsigned int viewport_height;
/// Transform matrix-- you should multiply this with the screen-space orthographic projection
/// matrix then pass to the vertex shader.
ULMatrix4x4 transform;
/// Whether or not we should enable texturing for the current draw command.
bool enable_texturing;
/// Whether or not we should enable blending for the current draw command. If blending is
/// disabled, any drawn pixels should overwrite existing. Mainly used so we can modify alpha
/// values of the RenderBuffer during scissored clears.
bool enable_blend;
/// The vertex/pixel shader program pair to use for the current draw command. You should cast this
/// to ShaderType to get the corresponding enum.
unsigned char shader_type;
/// The render buffer to use for the current draw command.
unsigned int render_buffer_id;
/// The texture id to bind to slot #1. (Will be 0 if none)
unsigned int texture_1_id;
/// The texture id to bind to slot #2. (Will be 0 if none)
unsigned int texture_2_id;
/// The texture id to bind to slot #3. (Will be 0 if none)
unsigned int texture_3_id;
/// The uniform scalars (passed to the pixel shader via uniforms).
float uniform_scalar[8];
/// The uniform vectors (passed to the pixel shader via uniforms).
ULvec4 uniform_vector[8];
/// The clip size (passed to the pixel shader via uniforms).
unsigned char clip_size;
/// The clip stack (passed to the pixel shader via uniforms).
ULMatrix4x4 clip[8];
/// Whether or not scissor testing should be used for the current draw command.
bool enable_scissor;
/// The scissor rect to use for scissor testing (units in pixels)
ULIntRect scissor_rect;
} ULGPUState;
///
/// The types of commands.
///
/// This enumeration describes the type of command to execute on the GPU. Used with
/// ULCommand::command_type
///
typedef enum {
kCommandType_ClearRenderBuffer, ///< Clear the specified render buffer.
kCommandType_DrawGeometry, ///< Draw the specified geometry to the specified render buffer.
} ULCommandType;
///
/// A command to execute on the GPU.
///
/// This structure describes a command to be executed on the GPU.
///
/// Commands are dispatched to the GPU driver asynchronously via ULGPUDriver::update_command_list,
/// the GPU driver should consume these commands and execute them at an appropriate time.
///
/// @see ULCommandList
///
typedef struct {
unsigned char command_type; ///< The type of command to dispatch.
ULGPUState gpu_state; ///< The current GPU state.
unsigned int geometry_id; ///< The geometry ID to bind. (used with kCommandType_DrawGeometry)
unsigned int indices_count; ///< The number of indices. (used with kCommandType_DrawGeometry)
unsigned int indices_offset; ///< The index to start from. (used with kCommandType_DrawGeometry)
} ULCommand;
///
/// List of commands to execute on the GPU.
///
/// @see ULGPUDriver::update_command_list
///
typedef struct {
unsigned int size; ///< The number of commands in the list.
ULCommand* commands; ///< The raw command list data.
} ULCommandList;
///
/// Callback for users to implement ULGPUDriver::begin_synchronize.
///
/// Called before any state (eg, create_texture(), update_texture(), destroy_texture(), etc.) is
/// updated during a call to ulRender().
///
/// This is a good time to prepare the GPU for any state updates.
///
typedef void (*ULGPUDriverBeginSynchronizeCallback)();
///
/// Callback for users to implement ULGPUDriver::end_synchronize.
///
/// Called after all state has been updated during a call to ulRender().
///
typedef void (*ULGPUDriverEndSynchronizeCallback)();
///
/// Callback for users to implement ULGPUDriver::next_texture_id.
///
/// Get the next available texture ID.
///
/// This is used to generate a unique texture ID for each texture created by the library. The
/// GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no texture".
///
/// @return Returns the next available texture ID.
///
typedef unsigned int (*ULGPUDriverNextTextureIdCallback)();
///
/// Callback for users to implement ULGPUDriver::create_texture.
///
/// Create a texture with a certain ID and optional bitmap.
///
/// @param texture_id The texture ID to use for the new texture.
///
/// @param bitmap The bitmap to initialize the texture with (can be empty).
///
/// @note If the Bitmap is empty (ulBitmapIsEmpty()), then a RTT Texture should be created instead.
/// This will be used as a backing texture for a new RenderBuffer.
///
/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
/// asynchronously, it will not persist beyond this call.
///
typedef void (*ULGPUDriverCreateTextureCallback)(unsigned int texture_id, ULBitmap bitmap);
///
/// Callback for users to implement ULGPUDriver::update_texture.
///
/// Update an existing non-RTT texture with new bitmap data.
///
/// @param texture_id The texture to update.
///
/// @param bitmap The new bitmap data.
///
/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
/// asynchronously, it will not persist beyond this call.
///
typedef void (*ULGPUDriverUpdateTextureCallback)(unsigned int texture_id, ULBitmap bitmap);
///
/// Callback for users to implement ULGPUDriver::destroy_texture.
///
/// Destroy a texture.
///
/// @param texture_id The texture to destroy.
///
typedef void (*ULGPUDriverDestroyTextureCallback)(unsigned int texture_id);
///
/// Callback for users to implement ULGPUDriver::next_render_buffer_id.
///
/// Get the next available render buffer ID.
///
/// This is used to generate a unique render buffer ID for each render buffer created by the
/// library. The GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no render buffer".
///
/// @return Returns the next available render buffer ID.
///
typedef unsigned int (*ULGPUDriverNextRenderBufferIdCallback)();
///
/// Callback for users to implement ULGPUDriver::create_render_buffer.
///
/// Create a render buffer with certain ID and buffer description.
///
/// @param render_buffer_id The render buffer ID to use for the new render buffer.
///
/// @param buffer The render buffer description.
///
typedef void (*ULGPUDriverCreateRenderBufferCallback)(unsigned int render_buffer_id,
ULRenderBuffer buffer);
///
/// Callback for users to implement ULGPUDriver::destroy_render_buffer.
///
/// Destroy a render buffer.
///
/// @param render_buffer_id The render buffer to destroy.
///
typedef void (*ULGPUDriverDestroyRenderBufferCallback)(unsigned int render_buffer_id);
///
/// Callback for users to implement ULGPUDriver::next_geometry_id.
///
/// Get the next available geometry ID.
///
/// This is used to generate a unique geometry ID for each geometry created by the library. The
/// GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no geometry".
///
/// @return Returns the next available geometry ID.
///
typedef unsigned int (*ULGPUDriverNextGeometryIdCallback)();
///
/// Callback for users to implement ULGPUDriver::create_geometry.
///
/// Create geometry with certain ID and vertex/index data.
///
/// @param geometry_id The geometry ID to use for the new geometry.
///
/// @param vertices The vertex buffer data.
///
/// @param indices The index buffer data.
///
/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
/// GPU asynchronously, it will not persist beyond this call.
///
typedef void (*ULGPUDriverCreateGeometryCallback)(unsigned int geometry_id, ULVertexBuffer vertices,
ULIndexBuffer indices);
///
/// Callback for users to implement ULGPUDriver::update_geometry.
///
/// Update existing geometry with new vertex/index data.
///
/// @param geometry_id The geometry to update.
///
/// @param vertices The new vertex buffer data.
///
/// @param indices The new index buffer data.
///
/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
/// GPU asynchronously, it will not persist beyond this call.
///
typedef void (*ULGPUDriverUpdateGeometryCallback)(unsigned int geometry_id, ULVertexBuffer vertices,
ULIndexBuffer indices);
///
/// Callback for users to implement ULGPUDriver::destroy_geometry.
///
/// Destroy geometry.
///
/// @param geometry_id The geometry to destroy.
///
typedef void (*ULGPUDriverDestroyGeometryCallback)(unsigned int geometry_id);
///
/// Callback for users to implement ULGPUDriver::update_command_list.
///
/// Update the pending command list with commands to execute on the GPU.
///
/// Commands are dispatched to the GPU driver asynchronously via this method. The GPU driver
/// implementation should consume these commands and execute them at an appropriate time.
///
/// @param list The list of commands to execute.
///
/// @warning Implementations should make a deep copy of the command list, it will not persist
/// beyond this call.
///
typedef void (*ULGPUDriverUpdateCommandListCallback)(ULCommandList list);
///
/// User-defined GPU driver interface.
///
/// You should implement each of these callbacks, then pass an instance of this struct containing
/// your callbacks to ulPlatformSetGPUDriver().
///
typedef struct {
ULGPUDriverBeginSynchronizeCallback begin_synchronize;
ULGPUDriverEndSynchronizeCallback end_synchronize;
ULGPUDriverNextTextureIdCallback next_texture_id;
ULGPUDriverCreateTextureCallback create_texture;
ULGPUDriverUpdateTextureCallback update_texture;
ULGPUDriverDestroyTextureCallback destroy_texture;
ULGPUDriverNextRenderBufferIdCallback next_render_buffer_id;
ULGPUDriverCreateRenderBufferCallback create_render_buffer;
ULGPUDriverDestroyRenderBufferCallback destroy_render_buffer;
ULGPUDriverNextGeometryIdCallback next_geometry_id;
ULGPUDriverCreateGeometryCallback create_geometry;
ULGPUDriverUpdateGeometryCallback update_geometry;
ULGPUDriverDestroyGeometryCallback destroy_geometry;
ULGPUDriverUpdateCommandListCallback update_command_list;
} ULGPUDriver;
///
/// Sets up an orthographic projection matrix with a certain viewport width and height, multiplies
/// it by 'transform', and returns the result.
///
/// This should be used to calculate the model-view projection matrix for the vertex shaders using
/// the current ULGPUState.
///
/// The 'flip_y' can be optionally used to flip the Y coordinate-space. (Usually flip_y == true for
/// OpenGL)
///
ULExport ULMatrix4x4 ulApplyProjection(ULMatrix4x4 transform, float viewport_width,
float viewport_height, bool flip_y);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // ULTRALIGHT_CAPI_GPUDRIVER_H
// clang-format on