Rive Runtime runtime-v0.1.104
Deferred GPUCanvas reports speculative format (#12701) 557c18ea05
* feat(scripting): deferred GPUCanvas reports speculative format, drop preferredCanvasFormat

* docs(scripting): GPUCanvas.format is always rgba8unorm, including deferred

fix(ore): shader lookup folderPath and ContextGL uniform buffer save (#12698) 61e10a350d
fix shader lookup folderPath and ContextGL uniform buffer save

Nnnnn scripting and gamepad fixes (#12696) cb60c2b893
* fix(scripting): ensure stack is sized before pushing values

* fix(gamepad editor): fix value types on ffi

Bind native GPU texture as Rive RenderImage (#12606) f8c8d7cf8b
* feat(unity): bind native GPU texture as RenderImage for video

* feat(unity): Vulkan + D3D12 video binding backends

* harden: sRGB hint, source-format gates, tighter comments

* drop unused markChanged + RequestRedraw

refactor(ore): Render context own ore (#12661) af004065e9
* started moving to external command buffer only

* started converting all ore context to use only external cmd list

* updated vulkan and d3d12 to use gpuresources

* started moving to gpuresource

* use an upload buffer now so that it can be frame tracked

* updated android testing window

* update metal testing window

* update metal context

* fixed lua isue

* update to new api

* fix

* more

* no command buffer for native

* metlQueue requirement

* update testing window android vulkan

* fix

* framebuffer now properly gets destroyed

* updated wagyu testing window

* begin / end frame for metal texture

* updated vulkan texture and testing window gpu

* fix compile error

* fix(ore): refcount persistent VkDescriptorPool so it outlives bind groups

* ore vulkan: generational descriptor pool fix (#12678)

* ore vulkan: generational descriptor pool, no per-set free

* ore vulkan: pool rollover gm

* ci: run PR workflows on any base branch, not just master

* chore: adding baselines for ore_pool_rollover

* ore wgpu: keep CommandEncoder alive past Ore beginFrame move

* ci: switch java distribution from zulu to temurin

* fix: missing goldens

* updated no_op_ore_context for new function

* scripting: NoOpOreContext default ctor passes nullptr manager (#12692)

* scripting: link gpu_resource.cpp into documentation_generator (#12693)

Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Co-authored-by: Luigi Rosso <luigi.rosso@gmail.com>
Co-authored-by: hernan <hernan@rive.app>
115 files changed
tree: 1c94847a7ee893c7a70bfbed23486a8b938b8bff
  1. .github/
  2. .vscode/
  3. build/
  4. cg_renderer/
  5. decoders/
  6. dependencies/
  7. dev/
  8. include/
  9. renderer/
  10. rivinfo/
  11. scripting/
  12. skia/
  13. src/
  14. tests/
  15. utils/
  16. .dockerignore
  17. .gitignore
  18. .lua-format
  19. .rive_head
  20. .version
  21. Dockerfile
  22. Doxyfile
  23. dummy.cpp
  24. LICENSE
  25. premake5_v2.lua
  26. README.md
  27. runtime.natvis
README.md

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rive-cpp

Rive hero image

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:

  • Loading Artboards and their contents from .riv files.
  • Querying LinearAnimations and StateMachines from Artboards.
  • Making changes to Artboard hierarchy (fundamentally same guts used by LinearAnimations and StateMachines) and efficiently solving those changes via Artboard::advance.
  • State of the art vector renderer that delivers top performance & quality without comprimise. Currently support Graphics APIs are Metal, Vulkan, D3D12, D3D11, and OpenGL/WebGL.
  • Abstract Renderer interface for hooking up an external vector renderer.

Build system

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.

Build

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.

Testing

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.

Code formatting

rive-cpp uses clang-format, you can install it with brew on MacOS: brew install clang-format.

Memory checks

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.

Disassembly explorer

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"
    }
]