feature (Unreal) Ore Support (#12941) eeb280d7f9 * started getting ore to build with unreal * building with ore but not using ore * now subclass context and stub functions * started implementing rhi ore backend * make work with rhi * updated view desc to be rcp for texture * builds in unreal * added asset id flag * started using new internal listener to intercept shader assetts for ore shaders * shaders now apear to compile * formatting * updating to new hlslblob type * pppipelines now potentially setup * all ore is stbbued * revert to master * format * no exceptions on load * re enable canvas draw * reseet back to master * reset to master * updated to use new ore dynamic classes * revert * implemented buffer upload. * started updating to new format * wip * started implementing new rstb * wip ore * wip ore * basics of ore seems to be working * asset cooking started with versioned asstes * run PIE ore nows work * ore working in packaged build for now * shadow maps now working. also added better logging for rhi breadcrumbs * cleaned up logs * ore rhi now works across d3d11-12 nad vulkan * updated to build with master * render targets now draw canvas * console 1 working * hid all console references * builds for xbox ps5 * text * one * two * now works * proper obfuscation * final * platform specific files * compiles for 5.7 * resolve shader * metal now works * fixed open widget in unreal editor * comments cleanup * debug logging * removed dead code, fixed some comments * re worked previous workaround condition to match new way * missing files * fix some compile errors * premake changes * more premake changes * more premgake * wagyu premake * more premake * correct primitive count * set primitive type * fixed pointer issue Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>

Rive's C++ runtime — the lowest-level Rive runtime. Loads .riv files, advances state machines and animations, and draws via the abstract Renderer interface. The built-in GPU renderer (RiveRenderer) has RenderContextImpl backends for Metal, Vulkan, D3D11, D3D12, and OpenGL/WebGL.
Rive's Apple, Android, Flutter, Unity, Unreal, and web runtimes all wrap this library.
Features:
.riv files.Artboard::advance.Renderer interface for hooking up an external vector renderer.xcode-select --install).apt install clang).premake5 on first run. On Windows, install Git for Windows and during setup pick “Use Git and optional Unix tools from the Command Prompt” so that sh.exe ends up on PATH.The build is driven by premake5 wrapped by a helper script:
build/build_rive.sh — macOS / Linux (bash) / Windows (MinGW).build/build_rive.ps1 — a PowerShell convenience wrapper for Windows; it shells out to the bash script, so a bash environment (Git for Windows / MinGW, see Prerequisites) must still be on PATH.The helper self-installs the pinned premake version on first run and dispatches to the right build system for your platform (gmake2 on macOS/Linux, MSBuild on Windows). It must be run from a directory that contains a premake5.lua — typically tests/, which builds the core library, the GPU renderer, and the player sample app.
git clone https://github.com/rive-app/rive-runtime.git cd rive-runtime/tests ../build/build_rive.sh release
git clone https://github.com/rive-app/rive-runtime.git cd rive-runtime\tests ..\build\build_rive.ps1 release
(On Windows, substitute build_rive.ps1 for build_rive.sh.)
build_rive.sh (no args) — debug build for the host.build_rive.sh release clean — clean then build release.build_rive.sh ninja release — use Ninja instead of make/MSBuild.build_rive.sh ios release — cross-compile for iOS.build_rive.sh android release — cross-compile for Android (defaults to arm64).build_rive.sh ninja release wasm — cross-compile for WebAssembly.build_rive.sh --toolset=msc release (Windows) — build with MSVC's cl.exe instead of clang-cl. The build supports both toolchains; the lua warning suppressions cover MSVC too.See the comment header at the top of build/build_rive.sh for the complete flag reference.
Artifacts land in out/<config>/ relative to the directory you built from (typically tests/). The config directory encodes any OS/arch flags you passed:
out/release, out/debug — host build.out/ios_release, out/android_arm64_release, out/wasm_release — cross-compile builds.| Artifact | Description |
|---|---|
librive.a / rive.lib | Core runtime library. |
librive_pls_renderer.a / rive_pls_renderer.lib | GPU renderer. |
player / player.exe | Sample app — loads and renders a .riv file. |
out/<config>/goldens, out/<config>/gms, out/<config>/bench | Test harness binaries (regression, golden-image, benchmarking). |
librive_decoders.a, librive_harfbuzz.a, … | Supporting libraries. |
The runtime's primary form of testing is golden testing — rendering known scenes and diffing the output against checked-in reference images via the goldens and gms test harness binaries (built into out/<config>/goldens and out/<config>/gms). See tests/ for how to run and rebaseline goldens.
Unit tests are secondary and use the Catch2 framework. From the repo root:
cd tests/unit_tests ./test.sh
Unit tests live in tests/unit_tests/runtime/ (core runtime) and tests/unit_tests/renderer/ (renderer). To add a test, create an xxx_test.cpp file in the appropriate directory — the harness picks it up automatically.
rive-runtime uses clang-format.
brew install clang-format.clang-format.exe alongside clang-cl.exe at C:\Program Files\Microsoft Visual Studio\2022\<edition>\VC\Tools\Llvm\x64\bin\. You can also install LLVM standalone from llvm.org or via winget install LLVM.LLVM.apt install clang-format).To run the tests under macOS's built-in leaks tool:
cd tests/unit_tests ./test.sh memory
This wraps the test binary with leaks --atExit, which ships with macOS — no install required. The memory flag is ignored on Linux and Windows.
To inspect generated assembly per cpp file, install the Disassembly Explorer VSCode extension. A disassemble task is provided in .vscode/tasks.json. The underlying gen assembly task invokes clang++ directly, so it needs clang++ on PATH — works out of the box on macOS (Xcode CLI tools) and most Linux distros, but not on a default Windows + VS install (which provides clang-cl.exe, not clang++.exe).
Reach the task from Tasks: Run Task, or bind a key in keybindings.json:
[ { "key": "cmd+d", "command": "workbench.action.tasks.runTask", "args": "disassemble" } ]