Rive Runtime runtime-v0.1.100
Add gpu compressed decoders (#12237) 195d4fcb25 * feat(renderer): GPU compressed texture support (BC7 / ASTC / ETC2) - Software decoders for BC, ASTC, ETC2 in the decoders library. - KTX2 reader extended to parse BC7, ASTC LDR (all footprints), ETC2 RGBA8. - Ktx2HwSupport + per-backend cap flags; DecodeKtx2 falls back to SW decode + tight RGBA mip chain when HW lacks the format. - Native compressed upload in Vulkan, GL, Metal, WebGPU (D3D11/D3D12 already supported BC7); per-mip uploads, no auto-mipgen for compressed. - Texture compressor premultiplies alpha before BC7 encode so output matches the runtime PNG path. - Android CMakeLists exposes decoders include directory. * Android break * fix(android): always expose decoders/include for renderer sources * fix(decoders): include <cstdio> for stderr in texture_decoder.cpp * Clang format * Update premake5_pls_renderer.lua * Update render_context_gl_impl.cpp * Update render_context_vulkan_impl.cpp * Fix null renderer * Update decode_ktx2.hpp * Update astc_footprints.hpp * Copyright * Update texture_decoder.cpp * Comments * Comments * Update to ETC * Update decode_bc_texture.cpp * Update decode_bc_texture.cpp * More comments * Comments * Bug fix on block sizes * Clang format * Fix ASTC * Fix android * Update UE and Other platform * Update render_context_vulkan_impl.cpp * Josh Comments Co-authored-by: John White <aliasbinman@gmail.com>

Rive C++ is a runtime library for Rive, a real-time interactive design and animation tool.
The C++ runtime for Rive provides these runtime features:
We use premake5. The Rive dev team primarily works on MacOS. There is some work done by the community to also support Windows and Linux. PRs welcomed for specific platforms you wish to support! We encourage you to use premake as it's highly extensible and configurable for a variety of platforms.
In the rive-cpp directory, run build.sh to debug build and build.sh release for a release build.
If you've put the premake5 executable in the rive-cpp/build folder, you can run it with PATH=.:$PATH ./build.sh
Rive makes use of clang vector builtins, which are, as of 2022, still a work in progress. Please use clang and ensure you have the latest version.
Uses the Catch2 testing framework.
cd tests/unit_tests ./test.sh
In the tests/unit_tests directory, run test.sh to compile and execute the tests.
(if you've installed premake5 in rive-runtime/build, you can run it with PATH=../../build:$PATH ./test.sh)
The tests live in rive/test. To add new tests, create a new xxx_test.cpp file here. The test harness will automatically pick up the new file.
There's a VSCode command provided to run tests from the Tasks: Run Task command palette.
rive-cpp uses clang-format, you can install it with brew on MacOS: brew install clang-format.
Note that if you‘re on MacOS you’ll want to install valgrind, which is somewhat complicated these days. This is the easiest solution (please PR a better one when it becomes available).
brew tap LouisBrunner/valgrind brew install --HEAD LouisBrunner/valgrind/valgrind
You can now run the all the tests through valgrind by running test.sh memory.
If you want to examine the generated assembly code per cpp file, install Disassembly Explorer in VSCode.
A disassemble task is provided to compile and preview the generated assembly. You can reach it via the Tasks: Run Task command palette or you can bind it to a shortcut by editing your VSCode keybindings.json:
[
{
"key": "cmd+d",
"command": "workbench.action.tasks.runTask",
"args": "disassemble"
}
]