Repository: ascpixi/smolsharp Branch: main Commit: 54a4aeb6e8f6 Files: 75 Total size: 191.6 KB Directory structure: gitextract_4k5md_rt/ ├── .gitignore ├── LICENSE ├── README.md ├── shaderpkg.bat ├── src/ │ ├── BFlat.ZeroLib/ │ │ ├── BFlat.ZeroLib.projitems │ │ ├── BFlat.ZeroLib.shproj │ │ ├── Internal/ │ │ │ ├── Startup.Efi.cs │ │ │ ├── Startup.Unix.cs │ │ │ ├── Startup.Windows.cs │ │ │ └── Stubs.cs │ │ ├── System/ │ │ │ ├── AppContext.cs │ │ │ ├── Array.cs │ │ │ ├── Attribute.cs │ │ │ ├── Console.Efi.cs │ │ │ ├── Console.Unix.cs │ │ │ ├── Console.Windows.cs │ │ │ ├── Console.cs │ │ │ ├── Delegate.cs │ │ │ ├── Enum.cs │ │ │ ├── Environment.Efi.cs │ │ │ ├── Environment.Unix.cs │ │ │ ├── Environment.Windows.cs │ │ │ ├── Nullable.cs │ │ │ ├── Object.cs │ │ │ ├── Primitives.cs │ │ │ ├── ReadOnlySpan.cs │ │ │ ├── Reflection/ │ │ │ │ └── ReflectionAttributes.cs │ │ │ ├── Runtime/ │ │ │ │ ├── CompilerServices/ │ │ │ │ │ ├── ClassConstructorRunner.cs │ │ │ │ │ ├── CompilerAttributes.cs │ │ │ │ │ ├── RuntimeFeature.cs │ │ │ │ │ ├── RuntimeHelpers.cs │ │ │ │ │ └── Unsafe.cs │ │ │ │ └── InteropServices/ │ │ │ │ ├── InteropAttributes.cs │ │ │ │ └── MemoryMarshal.cs │ │ │ ├── RuntimeHandles.cs │ │ │ ├── String.cs │ │ │ ├── Thread.Efi.cs │ │ │ ├── Thread.Unix.cs │ │ │ ├── Thread.Windows.cs │ │ │ ├── Type.cs │ │ │ ├── ValueTuple.cs │ │ │ └── ValueType.cs │ │ └── UnmanagedExports.cs │ ├── ShaderCompressor/ │ │ ├── ShaderCompressor.cpp │ │ ├── ShaderCompressor.vcxproj │ │ └── ShaderCompressor.vcxproj.filters │ ├── SmolSharp.HelloWorld/ │ │ ├── Program.cs │ │ └── SmolSharp.HelloWorld.csproj │ ├── SmolSharp.Mandelbrot/ │ │ ├── FractalRenderer.cs │ │ ├── Program.cs │ │ └── SmolSharp.Mandelbrot.csproj │ ├── SmolSharp.Ocean/ │ │ ├── Buffers.cs │ │ ├── GLLoader.cs │ │ ├── Program.cs │ │ ├── Shaders/ │ │ │ ├── OceanShader.cs │ │ │ ├── frag-min.glsl │ │ │ └── frag.glsl │ │ └── SmolSharp.Ocean.csproj │ ├── SmolSharp.Win32/ │ │ ├── CompressAPI.cs │ │ ├── GDI/ │ │ │ ├── GDIPaintStruct.cs │ │ │ ├── GDIPoint.cs │ │ │ ├── GDIRect.cs │ │ │ ├── Gdi32.cs │ │ │ └── OpenGL/ │ │ │ ├── GL.cs │ │ │ └── PixelFormatDescriptor.cs │ │ ├── Kernel32.cs │ │ ├── SmolSharp.Win32.projitems │ │ ├── SmolSharp.Win32.shproj │ │ ├── User32.cs │ │ ├── WinMM.cs │ │ ├── WindowClassA.cs │ │ └── WndMessage.cs │ ├── SmolSharp.props │ └── SmolSharp.sln └── tools/ └── readme.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ tools/*.exe ## 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Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: Copyright (C) This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read . ================================================ FILE: README.md ================================================ # 🐜 SmolSharp SmolSharp is a repository that demonstrates the ability to use NativeAOT to build extremely small binaries without any kind of external utility or linker. For example, for a simple hello world program, by default, NAOT produces a binary that is `2998272` bytes in size with the following properties: ```xml true true Size true ``` With the `SmolSharp.props` file being imported, the compiler produces a binary that is only `2021` bytes in size - a 0.07% of the original file-size. ## Project overview | Project Name | Binary size | Description | | ---------------- | ----------- | ------------------------------------------------------------------ | | HelloWorld | 2021 B | A console program that outputs "Hello World". | Mandelbrot | 2879 B | A windowed program that renders a fractal (the Mandelbrot set). | Ocean | 7316 B | A windowed OpenGL program that renders a ray-marched stylized ocean. As of pull-request [Compile as x86](https://github.com/ascpixi/smolsharp/pull/3) by [Michal Strehovský](https://github.com/MichalStrehovsky), the projects may also be compiled in 32-bit mode, which reduces file sizes even further: | Project Name | Binary size | Description | | ---------------- | ----------- | ------------------------------------------------------------------ | | HelloWorld | 1711 B | A console program that outputs "Hello World". | Mandelbrot | 2299 B | A windowed program that renders a fractal (the Mandelbrot set). | Ocean | 5832 B | A windowed OpenGL program that renders a ray-marched stylized ocean. You may find this version in the [`/bit32`](https://github.com/ascpixi/smolsharp/tree/bit32) branch. https://github.com/ascpixi/smolsharp/assets/44982772/c70e1e20-7cef-473d-bbf5-67079bec2487 ###### Screen capture of the Ocean demo ## Inner-workings All of the functionality of SmolSharp is contained in the `SmolSharp.props` file. The following techniques are employed in order to achieve minimal binary sizes: 1. **Custom standard library** - SmolSharp uses the [bflat zerolib](https://github.com/bflattened/bflat/tree/master/src/zerolib) standard library, serving as the primary size-saving technique. However, this results in the lack of any kind of GC and removes all built-in BCL classes and functionality, requiring the use of raw P/Invokes to interface with Windows' APIs. 2. **Raw P/Invokes** - all external `[DllImport]` declarations are specified in the `` list in the MSBuild `.props` file, removing the need for a dynamic loader. To prevent redundant `RhpReversePInvoke` calls, every `[DllImport]` is marked with the `[SuppressGCTransition]` attribute. 3. **ILC configuration** - several MSBuild properties instruct the IL compiler (ILC) to optimize and generate code with binary size as its top priority. All Win32 resources (usually embedded in the `.rsrc` section) are omitted by setting the internal property `_Win32ResFile` to an empty string, in a target that executes before the `LinkNative` target (or for .NET 8+, by setting an undocumented property). 4. **Native object file manipulation** - the alignment of all sections in the native object file is set to their minimum accepted value using `objcopy`. Additionally, since no exception handling is used, the SEH exception data directory (the `.pdata` section) is removed. 5. **Linker flags** - several MSVC linker flags are specified, significantly reducing the size of the final binary image: - `/align:16` - sets section alignment to 16 bytes, which, based on testing, is the minimum accepted value - `/manifestuac:no` - forces the linker to never embed any UAC manifest - `/opt:ref /opt:icf` - enables linker reference optimization - `/safeseh:no` - allows the linker to skip embedding SEH data - `/emittoolversioninfo:no` - removes linker/compiler version information (the Rich header). **Undocumented.** - `/emitpogophaseinfo` - removes the debug directory from the final output. **Undocumented.** - `/nodefaultlib` - excludes CRT libraries from the binary - `/fixed` - instructs the operating system to load the binary at a static address, disabling relocations and making the linker skip emitting the `.reloc` section - `/merge:.modules=.rdata` - merges the `.modules` and `.rdata` sections due to their identical attributes - `/merge:.managedcode=.text` - merges the `.managedcode` and `.text` sections due to their identical attributes 6. **Finishing touches** - all trailing null bytes are stripped from the binary. Please note that these steps also may be performed without the use of MSBuild - this is demonstrated by the [`MichalStrehovsky/zerosharp`](https://github.com/MichalStrehovsky/zerosharp) repository. ## Caveats As mentioned in the [Inner-workings](#Inner-workings) section, the lack of a GC means that object allocations are frowned upon, and all memory retrieved via dynamic allocation should be disposed of manually, similarly to C. As all of the BCL classes are missing, this also means that they have to be either re-implemented, or alternatives need to be used, like the host OS's built-in APIs. This project also only works on Windows - it depends on importing Win32 classes, and assumes the output binary format is PE, which is only majorly supported by NT-based OS's. ## Potential improvements As this repository focuses on avoiding any kind of external tools, the default MSVC linker was used. However, specialized linkers such as the [Crinkler](https://github.com/runestubbe/Crinkler) may be used in order to compress the whole binary and avoid any unnecessary sections. ## Building In order to build any given project, in the project's root folder (near the .csproj file), simply run: ```console dotnet publish -r win-x64 -c release ``` For the OpenGL ocean demo, you can quickly compress a GLSL fragment shader by using the `ShaderCompressor` project, included with the repository. The shader compressor is a simple C++ program that uses Windows's built-in cabinet compression API in order to create byte arrays that can then be consumed by the compiled application. It's recommended to also minify your shader - for example, with [`laurentlb/Shader_Minifier`](https://github.com/laurentlb/Shader_Minifier). The `shaderpkg` batch file will use the `shader_minifier` binary in the `./tools` directory. The main fragment shader for `SmolSharp.Ocean` is located in `./src/SmolSharp.Ocean/Shaders/frag.glsl`. ================================================ FILE: shaderpkg.bat ================================================ @echo off "./tools/shader_minifier.exe" -o minified.glsl --format text --smoothstep --aggressive-inlining %1 "./src/ShaderCompressor/bin/x64/Release/ShaderCompressor.exe" minified.glsl compressed.txt ================================================ FILE: src/BFlat.ZeroLib/BFlat.ZeroLib.projitems ================================================  $(MSBuildAllProjects);$(MSBuildThisFileFullPath) true 5898fe8d-6758-42d0-9303-2aeaae32c47b BFlat.ZeroLib ================================================ FILE: src/BFlat.ZeroLib/BFlat.ZeroLib.shproj ================================================ 5898fe8d-6758-42d0-9303-2aeaae32c47b 14.0 ================================================ FILE: src/BFlat.ZeroLib/Internal/Startup.Efi.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if UEFI using System; using System.Runtime; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace Internal.Runtime.CompilerHelpers { unsafe partial class StartupCodeHelpers { internal static EFI_SYSTEM_TABLE* s_efiSystemTable; [RuntimeImport("*", "__managed__Main")] [MethodImpl(MethodImplOptions.InternalCall)] static extern int ManagedMain(int argc, char** argv); [RuntimeExport("EfiMain")] static long EfiMain(IntPtr imageHandle, EFI_SYSTEM_TABLE* systemTable) { s_efiSystemTable = systemTable; ManagedMain(0, null); while (true) ; } internal static unsafe void InitializeCommandLineArgsW(int argc, char** argv) { // argc and argv are garbage because EfiMain didn't pass any } private static string[] GetMainMethodArguments() { return new string[0]; } } [StructLayout(LayoutKind.Sequential)] struct EFI_HANDLE { private IntPtr _handle; } [StructLayout(LayoutKind.Sequential)] unsafe readonly struct EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL { private readonly IntPtr _pad0; public readonly delegate* unmanaged OutputString; private readonly IntPtr _pad1; private readonly IntPtr _pad2; private readonly IntPtr _pad3; public readonly delegate* unmanaged SetAttribute; private readonly IntPtr _pad4; public readonly delegate* unmanaged SetCursorPosition; } [StructLayout(LayoutKind.Sequential)] readonly struct EFI_INPUT_KEY { public readonly ushort ScanCode; public readonly ushort UnicodeChar; } [StructLayout(LayoutKind.Sequential)] unsafe readonly struct EFI_SIMPLE_TEXT_INPUT_PROTOCOL { private readonly IntPtr _pad0; public readonly delegate* ReadKeyStroke; } [StructLayout(LayoutKind.Sequential)] readonly struct EFI_TABLE_HEADER { public readonly ulong Signature; public readonly uint Revision; public readonly uint HeaderSize; public readonly uint Crc32; public readonly uint Reserved; } [StructLayout(LayoutKind.Sequential)] unsafe readonly struct EFI_SYSTEM_TABLE { public readonly EFI_TABLE_HEADER Hdr; public readonly char* FirmwareVendor; public readonly uint FirmwareRevision; public readonly EFI_HANDLE ConsoleInHandle; public readonly EFI_SIMPLE_TEXT_INPUT_PROTOCOL* ConIn; public readonly EFI_HANDLE ConsoleOutHandle; public readonly EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL* ConOut; public readonly EFI_HANDLE StandardErrorHandle; public readonly EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL* StdErr; public readonly EFI_RUNTIME_SERVICES* RuntimeServices; public readonly EFI_BOOT_SERVICES* BootServices; } [StructLayout(LayoutKind.Sequential)] struct EFI_TIME { public ushort Year; public byte Month; public byte Day; public byte Hour; public byte Minute; public byte Second; public byte Pad1; public uint Nanosecond; public short TimeZone; public byte Daylight; public byte PAD2; } [StructLayout(LayoutKind.Sequential)] unsafe readonly struct EFI_RUNTIME_SERVICES { public readonly EFI_TABLE_HEADER Hdr; public readonly delegate* GetTime; } [StructLayout(LayoutKind.Sequential)] unsafe readonly struct EFI_BOOT_SERVICES { readonly EFI_TABLE_HEADER Hdr; private readonly void* pad0; private readonly void* pad1; private readonly void* pad2; private readonly void* pad3; private readonly void* pad4; public readonly delegate* AllocatePool; private readonly void* pad6; private readonly void* pad7; private readonly void* pad8; private readonly void* pad9; private readonly void* pad10; private readonly void* pad11; private readonly void* pad12; private readonly void* pad13; private readonly void* pad14; private readonly void* pad15; private readonly void* pad16; private readonly void* pad17; private readonly void* pad18; private readonly void* pad19; private readonly void* pad20; private readonly void* pad21; private readonly void* pad22; private readonly void* pad23; private readonly void* pad24; private readonly void* pad25; private readonly void* pad26; private readonly void* pad27; public readonly delegate* Stall; } } #endif ================================================ FILE: src/BFlat.ZeroLib/Internal/Startup.Unix.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if LINUX using System; using System.Runtime; using System.Runtime.InteropServices; namespace Internal.Runtime.CompilerHelpers { unsafe partial class StartupCodeHelpers { static int s_argc; static sbyte** s_argv; internal static unsafe void InitializeCommandLineArgs(int argc, sbyte** argv) { s_argc = argc; s_argv = argv; } private static string[] GetMainMethodArguments() { string[] args = new string[s_argc - 1]; for (int i = 1; i < s_argc; ++i) { args[i - 1] = new string(s_argv[i]); } return args; } } } #endif ================================================ FILE: src/BFlat.ZeroLib/Internal/Startup.Windows.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if WINDOWS using System; using System.Runtime; using System.Runtime.InteropServices; namespace Internal.Runtime.CompilerHelpers { unsafe partial class StartupCodeHelpers { internal static unsafe void InitializeCommandLineArgsW(int argc, char** argv) { // argc and argv are a lie because CRT didn't start the process on Windows } private static string[] GetMainMethodArguments() { int argc; char** argv = CommandLineToArgvW(GetCommandLineW(), &argc); [DllImport("kernel32")] static extern char* GetCommandLineW(); [DllImport("shell32")] static extern char** CommandLineToArgvW(char* lpCmdLine, int* pNumArgs); string[] args = new string[argc - 1]; for (int i = 1; i < argc; ++i) { args[i - 1] = new string(argv[i]); } return args; } } } #endif ================================================ FILE: src/BFlat.ZeroLib/Internal/Stubs.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System; using System.Runtime; using System.Runtime.InteropServices; using System.Runtime.CompilerServices; namespace System.Runtime { internal sealed class RuntimeExportAttribute : Attribute { public RuntimeExportAttribute(string entry) { } } internal sealed class RuntimeImportAttribute : Attribute { public RuntimeImportAttribute(string lib) { } public RuntimeImportAttribute(string lib, string entry) { } } internal unsafe struct MethodTable { internal ushort _usComponentSize; private ushort _usFlags; internal uint _uBaseSize; internal MethodTable* _relatedType; private ushort _usNumVtableSlots; private ushort _usNumInterfaces; private uint _uHashCode; } } namespace Internal.Runtime.CompilerHelpers { static class ThrowHelpers { static void ThrowIndexOutOfRangeException() => Environment.FailFast(null); static void ThrowDivideByZeroException() => Environment.FailFast(null); } static class InteropHelpers { } // A class that the compiler looks for that has helpers to initialize the // process. The compiler can gracefully handle the helpers not being present, // but the class itself being absent is unhandled. Let's add an empty class. unsafe partial class StartupCodeHelpers { // A couple symbols the generated code will need we park them in this class // for no particular reason. These aid in transitioning to/from managed code. // Since we don't have a GC, the transition is a no-op. [RuntimeExport("RhpReversePInvoke")] static void RhpReversePInvoke() { } [RuntimeExport("RhpReversePInvokeReturn")] static void RhpReversePInvokeReturn() { } [RuntimeExport("RhpPInvoke")] static void RhpPInvoke() { } [RuntimeExport("RhpPInvokeReturn")] static void RhpPInvokeReturn() { } [RuntimeExport("RhpFallbackFailFast")] static void RhpFallbackFailFast() { #if PERFORM_CHECKS Environment.FailFast(null); #endif } [RuntimeExport("RhpNewFast")] static unsafe void* RhpNewFast(MethodTable* pMT) { MethodTable** result = AllocObject(pMT->_uBaseSize); *result = pMT; return result; } [RuntimeExport("RhpNewArray")] static unsafe void* RhpNewArray(MethodTable* pMT, int numElements) { #if PERFORM_CHECKS if (numElements < 0) Environment.FailFast(null); #endif MethodTable** result = AllocObject((uint)(pMT->_uBaseSize + numElements * pMT->_usComponentSize)); *result = pMT; *(int*)(result + 1) = numElements; return result; } // These are exported, so that SuppressGCTransition works. // SuppressGCTransition avoids generating calls to RhpReversePInvoke // (an empty method, in our case), which saves us a lot of bytes. // (warning: this is not present in the original BFlat zerolib!) [RuntimeExport("RhpGcPoll")] static void RhpGcPoll() { } [RuntimeExport("RhpTrapThreads")] static void RhpTrapThreads() { } internal struct ArrayElement { public object Value; } [RuntimeExport("RhpStelemRef")] public static unsafe void StelemRef(Array array, nint index, object obj) { ref object element = ref Unsafe.As(array)[index].Value; MethodTable* elementType = array.m_pMethodTable->_relatedType; if (obj == null) goto assigningNull; #if PERFORM_CHECKS if (elementType != obj.m_pMethodTable) Environment.FailFast(null); /* covariance */ #endif doWrite: element = obj; return; assigningNull: element = null; return; } [RuntimeExport("RhpCheckedAssignRef")] public static unsafe void RhpCheckedAssignRef(void** dst, void* r) { *dst = r; } [RuntimeExport("RhpAssignRef")] public static unsafe void RhpAssignRef(void** dst, void* r) { *dst = r; } static unsafe MethodTable** AllocObject(uint size) { #if WINDOWS [DllImport("kernel32")] static extern MethodTable** LocalAlloc(uint flags, uint size); MethodTable** result = LocalAlloc(0x40, size); #elif LINUX [DllImport("libSystem.Native")] static extern MethodTable** SystemNative_Malloc(nuint size); MethodTable** result = SystemNative_Malloc(size); #elif UEFI MethodTable** result; StartupCodeHelpers.s_efiSystemTable->BootServices->AllocatePool(2 /* LoaderData*/, (nint)size, (void**)&result); #endif return result; } } } ================================================ FILE: src/BFlat.ZeroLib/System/AppContext.cs ================================================ using System; namespace System { public static class AppContext { public static void SetData(string name, object? data) { } } } ================================================ FILE: src/BFlat.ZeroLib/System/Array.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public abstract class Array { private readonly int _length; public int Length => _length; } class Array : Array { } } ================================================ FILE: src/BFlat.ZeroLib/System/Attribute.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public abstract class Attribute { } public enum AttributeTargets { } public sealed class AttributeUsageAttribute : Attribute { //Constructors public AttributeUsageAttribute(AttributeTargets validOn) { } public bool AllowMultiple { get { return false; } set { } } public bool Inherited { get { return false; } set { } } } } ================================================ FILE: src/BFlat.ZeroLib/System/Console.Efi.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if UEFI using Internal.Runtime.CompilerHelpers; namespace System { public static unsafe partial class Console { public static unsafe void Write(char c) { int cc = c; EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; tbl->ConOut->OutputString(tbl->ConOut, (char*)&cc); } public static unsafe ConsoleColor ForegroundColor { set { EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; tbl->ConOut->SetAttribute(tbl->ConOut, (uint)value); } } public static void SetCursorPosition(int x, int y) { EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; tbl->ConOut->SetCursorPosition( tbl->ConOut, (uint)x, (uint)y); } static char s_keyBuffer; static ushort s_scanCodeBuffer; private static unsafe bool FillBuffer() { if (s_scanCodeBuffer == 0) { EFI_INPUT_KEY key; EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; if (tbl->ConIn->ReadKeyStroke(tbl->ConIn, &key) == 0) { s_keyBuffer = (char)key.UnicodeChar; s_scanCodeBuffer = key.ScanCode; return true; } return false; } return true; } public static bool KeyAvailable => FillBuffer(); public static ConsoleKeyInfo ReadKey(bool intercept) { if (FillBuffer()) { ConsoleKey key = s_scanCodeBuffer switch { 1 => ConsoleKey.UpArrow, 2 => ConsoleKey.DownArrow, 3 => ConsoleKey.RightArrow, 4 => ConsoleKey.LeftArrow, _ => default(ConsoleKey), }; s_scanCodeBuffer = 0; return new ConsoleKeyInfo(s_keyBuffer, key, false, false, false); } return default; } public static unsafe void SetWindowSize(int x, int y) { } public static void SetBufferSize(int x, int y) { } public static unsafe string Title { set { _ = value; } } public static unsafe bool CursorVisible { set { _ = value; } } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Console.Unix.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if LINUX using System.Runtime.InteropServices; namespace System { public static unsafe partial class Console { public static unsafe string Title { set { _ = value; } } public static unsafe bool CursorVisible { set { _ = value; } } public static unsafe void SetWindowSize(int x, int y) { } public static void SetBufferSize(int x, int y) { } public static ConsoleColor ForegroundColor { set { ConsoleColor adjusted = value; if (value >= ConsoleColor.DarkBlue && value <= ConsoleColor.Gray) adjusted = value - ConsoleColor.DarkBlue + ConsoleColor.Blue; int colorCode = adjusted switch { ConsoleColor.Black => 30, ConsoleColor.Blue => 34, ConsoleColor.Green => 32, ConsoleColor.Cyan => 36, ConsoleColor.Red => 31, ConsoleColor.Magenta => 35, ConsoleColor.Yellow => 33, _ => 37, }; byte* pBuf = stackalloc byte[16]; pBuf[0] = 0x1B; pBuf[1] = (byte)'['; byte* pCur = Append(&pBuf[2], colorCode); *pCur++ = (byte)'m'; SystemNative_Log(pBuf, (int)(pCur - pBuf)); } } public static void SetCursorPosition(int x, int y) { byte* pBuf = stackalloc byte[32]; pBuf[0] = 0x1B; pBuf[1] = (byte)'['; byte* cur = Append(&pBuf[2], y); *cur++ = (byte)';'; cur = Append(cur, x); *cur++ = (byte)'H'; SystemNative_Log(pBuf, (int)(cur - pBuf)); } static byte* Append(byte* b, int x) { if (x >= 10) b = Append(b, x / 10); *b = (byte)((x % 10) + '0'); return ++b; } [DllImport("libSystem.Native")] private static extern void SystemNative_Log(void* pBuffer, int length); public static void Write(char c) { if (c <= 0x7F) { SystemNative_Log(&c, 1); } else if (c <= 0x7FF) { ushort twoByte; byte* pOut = (byte*)&twoByte; *pOut++ = (byte)(0xC0 | (c >> 6)); *pOut++ = (byte)(0x80 | (c & 0x3F)); SystemNative_Log(&twoByte, 2); } else { int threeByte; byte* pOut = (byte*)&threeByte; *pOut++ = (byte)(0xE0 | (c >> 12)); *pOut++ = (byte)(0x80 | ((c >> 6) & 0x3F)); *pOut++ = (byte)(0x80 | (c & 0x3F)); SystemNative_Log(&threeByte, 3); } } public static bool KeyAvailable => StdInReader.KeyAvailable(); public static ConsoleKeyInfo ReadKey(bool intercept) => StdInReader.ReadKey(); static class StdInReader { static StdInReader() { SystemNative_InitializeTerminalAndSignalHandling(); [DllImport("libSystem.Native")] static extern int SystemNative_InitializeTerminalAndSignalHandling(); } private static StdInBuffer s_buffer; struct StdInBuffer { public const int Size = 256; public int StartIndex; public int EndIndex; public bool Empty => StartIndex >= EndIndex; public fixed char Chars[Size]; } public static bool KeyAvailable() { return SystemNative_StdinReady(1) != 0; [DllImport("libSystem.Native")] static extern int SystemNative_StdinReady(int distinguishNewLines); } public static ConsoleKeyInfo ReadKey() { SystemNative_InitializeConsoleBeforeRead(0, 1, 0); [DllImport("libSystem.Native")] static extern void SystemNative_InitializeConsoleBeforeRead(int distinguishNewLines, byte minChars, byte decisecondsTimeout); try { if (s_buffer.Empty) { byte* bufPtr = stackalloc byte[StdInBuffer.Size]; int result = SystemNative_ReadStdin(bufPtr, StdInBuffer.Size); [DllImport("libSystem.Native")] static extern unsafe int SystemNative_ReadStdin(byte* buffer, int bufferSize); if (result <= 0) { return default; } s_buffer.StartIndex = 0; s_buffer.EndIndex = result; for (int i = 0; i < result; i++) { char c = (char)bufPtr[i]; if (c > 0x7F) Environment.FailFast(null); s_buffer.Chars[i] = c; } } if (s_buffer.EndIndex - s_buffer.StartIndex >= 3 && s_buffer.Chars[s_buffer.StartIndex] == 0x1B && s_buffer.Chars[s_buffer.StartIndex + 1] == '[') { char code = s_buffer.Chars[s_buffer.StartIndex + 2]; s_buffer.StartIndex += 3; switch (code) { case 'A': return new ConsoleKeyInfo(default, ConsoleKey.UpArrow, false, false, false); case 'B': return new ConsoleKeyInfo(default, ConsoleKey.DownArrow, false, false, false); case 'C': return new ConsoleKeyInfo(default, ConsoleKey.RightArrow, false, false, false); case 'D': return new ConsoleKeyInfo(default, ConsoleKey.LeftArrow, false, false, false); default: Environment.FailFast(null); return default; } } return default; } finally { SystemNative_UninitializeConsoleAfterRead(); [DllImport("libSystem.Native")] static extern void SystemNative_UninitializeConsoleAfterRead(); } } } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Console.Windows.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if WINDOWS using System.Runtime.InteropServices; namespace System { public static partial class Console { private enum BOOL : int { FALSE = 0, TRUE = 1, } [DllImport("kernel32")] private static unsafe extern IntPtr GetStdHandle(int c); private readonly static IntPtr s_outputHandle = GetStdHandle(-11); private readonly static IntPtr s_inputHandle = GetStdHandle(-10); [DllImport("kernel32", EntryPoint = "SetConsoleTitleW")] private static unsafe extern BOOL SetConsoleTitle(char* c); public static unsafe string Title { set { fixed (char* c = value) SetConsoleTitle(c); } } [StructLayout(LayoutKind.Sequential)] struct CONSOLE_CURSOR_INFO { public uint Size; public BOOL Visible; } [DllImport("kernel32")] private static unsafe extern BOOL SetConsoleCursorInfo(IntPtr handle, CONSOLE_CURSOR_INFO* cursorInfo); public static unsafe bool CursorVisible { set { CONSOLE_CURSOR_INFO cursorInfo = new CONSOLE_CURSOR_INFO { Size = 1, Visible = value ? BOOL.TRUE : BOOL.FALSE }; SetConsoleCursorInfo(s_outputHandle, &cursorInfo); } } [DllImport("kernel32")] private static unsafe extern BOOL SetConsoleTextAttribute(IntPtr handle, ushort attribute); public static ConsoleColor ForegroundColor { set { SetConsoleTextAttribute(s_outputHandle, (ushort)value); } } [StructLayout(LayoutKind.Sequential)] private struct KEY_EVENT_RECORD { public BOOL KeyDown; public short RepeatCount; public short VirtualKeyCode; public short VirtualScanCode; public short UChar; public int ControlKeyState; } [StructLayout(LayoutKind.Sequential)] private struct INPUT_RECORD { public short EventType; public KEY_EVENT_RECORD KeyEvent; } [DllImport("kernel32", EntryPoint = "PeekConsoleInputW", CharSet = CharSet.Unicode)] private static unsafe extern BOOL PeekConsoleInput(IntPtr hConsoleInput, INPUT_RECORD* lpBuffer, uint nLength, uint* lpNumberOfEventsRead); public static unsafe bool KeyAvailable { get { uint nRead; INPUT_RECORD buffer; while (true) { PeekConsoleInput(s_inputHandle, &buffer, 1, &nRead); if (nRead == 0) return false; if (buffer.EventType == 1 && buffer.KeyEvent.KeyDown != BOOL.FALSE) return true; ReadConsoleInput(s_inputHandle, &buffer, 1, &nRead); } } } [DllImport("kernel32", EntryPoint = "ReadConsoleInputW", CharSet = CharSet.Unicode)] private static unsafe extern BOOL ReadConsoleInput(IntPtr hConsoleInput, INPUT_RECORD* lpBuffer, uint nLength, uint* lpNumberOfEventsRead); public static unsafe ConsoleKeyInfo ReadKey() { uint nRead; INPUT_RECORD buffer; do { ReadConsoleInput(s_inputHandle, &buffer, 1, &nRead); } while (buffer.EventType != 1 || buffer.KeyEvent.KeyDown == BOOL.FALSE); return new ConsoleKeyInfo((char)buffer.KeyEvent.UChar, (ConsoleKey)buffer.KeyEvent.VirtualKeyCode, false, false, false); } struct SMALL_RECT { public short Left, Top, Right, Bottom; } [DllImport("kernel32")] private static unsafe extern BOOL SetConsoleWindowInfo(IntPtr handle, BOOL absolute, SMALL_RECT* consoleWindow); public static unsafe void SetWindowSize(int x, int y) { SMALL_RECT rect = new SMALL_RECT { Left = 0, Top = 0, Right = (short)(x - 1), Bottom = (short)(y - 1), }; SetConsoleWindowInfo(s_outputHandle, BOOL.TRUE, &rect); } [StructLayout(LayoutKind.Sequential)] struct COORD { public short X, Y; } [DllImport("kernel32")] private static unsafe extern BOOL SetConsoleScreenBufferSize(IntPtr handle, COORD size); public static void SetBufferSize(int x, int y) { SetConsoleScreenBufferSize(s_outputHandle, new COORD { X = (short)x, Y = (short)y }); } [DllImport("kernel32")] private static unsafe extern BOOL SetConsoleCursorPosition(IntPtr handle, COORD position); public static void SetCursorPosition(int x, int y) { SetConsoleCursorPosition(s_outputHandle, new COORD { X = (short)x, Y = (short)y }); } [DllImport("kernel32", EntryPoint = "WriteConsoleW")] private static unsafe extern BOOL WriteConsole(IntPtr handle, void* buffer, int numChars, int* charsWritten, void* reserved); public static unsafe void Write(char c) { int dummy; WriteConsole(s_outputHandle, &c, 1, &dummy, null); } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Console.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public enum ConsoleColor { Black, DarkBlue, DarkGreen, DarkCyan, DarkRed, DarkMagenta, DarkYellow, Gray, DarkGray, Blue, Green, Cyan, Red, Magenta, Yellow, White } public enum ConsoleKey { Escape = 27, LeftArrow = 37, UpArrow = 38, RightArrow = 39, DownArrow = 40, } public readonly struct ConsoleKeyInfo { public ConsoleKeyInfo(char keyChar, ConsoleKey key, bool shift, bool alt, bool control) { Key = key; } public readonly ConsoleKey Key; } public static unsafe partial class Console { public static void WriteLine(string s) { fixed (char* pStr = s) { for (int i = 0; i < s.Length; i++) { Write(pStr[i]); } } #if WINDOWS || UEFI Write('\r'); #endif Write('\n'); } } } ================================================ FILE: src/BFlat.ZeroLib/System/Delegate.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public abstract class Delegate { internal object _firstParameter; internal object _helperObject; internal nint _extraFunctionPointerOrData; internal IntPtr _functionPointer; private void InitializeClosedStaticThunk(object firstParameter, IntPtr functionPointer, IntPtr functionPointerThunk) { _extraFunctionPointerOrData = functionPointer; _helperObject = firstParameter; _functionPointer = functionPointerThunk; _firstParameter = this; } private void InitializeOpenStaticThunk(object firstParameter, IntPtr functionPointer, IntPtr functionPointerThunk) { _firstParameter = this; _functionPointer = functionPointerThunk; _extraFunctionPointerOrData = functionPointer; } private void InitializeClosedInstance(object firstParameter, IntPtr functionPointer) { _functionPointer = functionPointer; _firstParameter = firstParameter; } } public abstract class MulticastDelegate : Delegate { } } ================================================ FILE: src/BFlat.ZeroLib/System/Enum.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public abstract class Enum : ValueType { } } ================================================ FILE: src/BFlat.ZeroLib/System/Environment.Efi.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if UEFI using System.Runtime.InteropServices; using Internal.Runtime.CompilerHelpers; namespace System { public static partial class Environment { public unsafe static void FailFast(string message) { EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; fixed (char* pMessage = message) { tbl->ConOut->OutputString(tbl->ConOut, pMessage); } while (true) ; } static internal long s_lastTickCount; static internal long s_stallSinceLastTickCount; public static unsafe long TickCount64 { get { EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable; EFI_TIME time; tbl->RuntimeServices->GetTime(&time, null); long days = time.Year * 365 + time.Month * 31 + time.Day; long seconds = days * 24 * 60 * 60 + time.Hour * 60 * 60 + time.Minute * 60 + time.Second; long milliseconds = seconds * 1000 + time.Nanosecond / 1000000; // HACK: some systems will report a zero Nanosecond part. We keep track of Stall getting // previously called with the same tickcount and artificially inflate the tick count // by the amount of stall if it occured within the same TickCount. if (s_lastTickCount == milliseconds) { milliseconds += s_stallSinceLastTickCount; } else { s_lastTickCount = milliseconds; s_stallSinceLastTickCount = 0; } return milliseconds; } } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Environment.Unix.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if LINUX using System.Runtime.InteropServices; namespace System { public static partial class Environment { [DllImport("libSystem.Native")] public static extern long SystemNative_GetTimestamp(); public static long TickCount64 => SystemNative_GetTimestamp() / 1_000_000; [DllImport("libSystem.Native")] public static extern void SystemNative_Abort(); public static void FailFast(string message) { SystemNative_Abort(); } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Environment.Windows.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if WINDOWS using System.Runtime.InteropServices; namespace System { public static partial class Environment { [DllImport("kernel32")] private static extern long GetTickCount64(); public static long TickCount64 => GetTickCount64(); [DllImport("kernel32")] private static extern void RaiseFailFastException(IntPtr a, IntPtr b, int flags); public static void FailFast(string message) { RaiseFailFastException(default, default, default); } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Nullable.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public struct Nullable where T : struct { private readonly bool _hasValue; private T _value; public Nullable(T value) => (_hasValue, _value) = (true, value); public readonly bool HasValue => _hasValue; public readonly T Value { get { if (!_hasValue) Environment.FailFast(null); return _value; } } public static implicit operator Nullable(T value) => new Nullable(value); public static explicit operator T(Nullable value) => value.Value; } } ================================================ FILE: src/BFlat.ZeroLib/System/Object.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime; namespace System { public class Object { #pragma warning disable 169 // The layout of object is a contract with the compiler. internal unsafe MethodTable* m_pMethodTable; #pragma warning restore 169 } } ================================================ FILE: src/BFlat.ZeroLib/System/Primitives.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public struct Void { } // The layout of primitive types is special cased because it would be recursive. // These really don't need any fields to work. public struct Boolean { } public struct Char { } public struct SByte { } public struct Byte { } public struct Int16 { } public struct UInt16 { } public struct Int32 { } public struct UInt32 { } public struct Int64 { } public struct UInt64 { } public struct IntPtr { } public struct UIntPtr { } public struct Single { } public struct Double { } } ================================================ FILE: src/BFlat.ZeroLib/System/ReadOnlySpan.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace System { public readonly ref struct ReadOnlySpan { private readonly ref T _reference; public readonly int Length; public ReadOnlySpan(in T element) { _reference = element; Length = 1; } public ReadOnlySpan(T[] array) { if (array == null) { this = default; return; } _reference = ref MemoryMarshal.GetArrayDataReference(array); Length = array.Length; } public ReadOnlySpan(T[] array, int start, int length) { } public unsafe ReadOnlySpan(void* pointer, int length) { _reference = ref Unsafe.As(ref *(byte*)pointer); Length = length; } public unsafe T* AsPointer() { return (T*)Unsafe.AsPointer(ref _reference); } public ref readonly T this[int index] { [Intrinsic] get { if ((uint)index >= (uint)Length) Environment.FailFast(null); return ref Unsafe.Add(ref _reference, (nint)(uint)index); } } public static implicit operator ReadOnlySpan(T[] array) => new ReadOnlySpan(array); } } ================================================ FILE: src/BFlat.ZeroLib/System/Reflection/ReflectionAttributes.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System.Reflection { public sealed class DefaultMemberAttribute : Attribute { public DefaultMemberAttribute(string memberName) { } } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/ClassConstructorRunner.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime.InteropServices; namespace System.Runtime.CompilerServices { // A class responsible for running static constructors. The compiler will call into this // code to ensure static constructors run and that they only run once. internal static class ClassConstructorRunner { private static IntPtr CheckStaticClassConstructionReturnNonGCStaticBase(ref StaticClassConstructionContext context, IntPtr nonGcStaticBase) { CheckStaticClassConstruction(ref context); return nonGcStaticBase; } private static unsafe void CheckStaticClassConstruction(ref StaticClassConstructionContext context) { // Not dealing with multithreading issues. if (context.Initialized != 1) { context.Initialized = 1; context.ClassConstructor(); } } } // This data structure is a contract with the compiler. It holds the address of a static // constructor and a flag that specifies whether the constructor already executed. internal unsafe struct StaticClassConstructionContext { public delegate* ClassConstructor; public int Initialized; } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/CompilerAttributes.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System.Runtime.CompilerServices { internal sealed class IntrinsicAttribute : Attribute { } public enum MethodImplOptions { Unmanaged = 0x0004, NoInlining = 0x0008, ForwardRef = 0x0010, Synchronized = 0x0020, NoOptimization = 0x0040, PreserveSig = 0x0080, AggressiveInlining = 0x0100, AggressiveOptimization = 0x0200, InternalCall = 0x1000 } public sealed class MethodImplAttribute : Attribute { public MethodImplAttribute(MethodImplOptions methodImplOptions) { } } public sealed class IndexerNameAttribute: Attribute { public IndexerNameAttribute(string indexerName) { } } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeFeature.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System.Runtime.CompilerServices { public static class RuntimeFeature { public const string PortablePdb = nameof(PortablePdb); public const string DefaultImplementationsOfInterfaces = nameof(DefaultImplementationsOfInterfaces); public const string UnmanagedSignatureCallingConvention = nameof(UnmanagedSignatureCallingConvention); public const string CovariantReturnsOfClasses = nameof(CovariantReturnsOfClasses); public const string ByRefFields = nameof(ByRefFields); public const string VirtualStaticsInInterfaces = nameof(VirtualStaticsInInterfaces); public const string NumericIntPtr = nameof(NumericIntPtr); } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeHelpers.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime.InteropServices; namespace System.Runtime.CompilerServices { public class RuntimeHelpers { public static unsafe int OffsetToStringData => sizeof(IntPtr) + sizeof(int); } [StructLayout(LayoutKind.Sequential)] internal class RawArrayData { public uint Length; // Array._numComponents padded to IntPtr public uint Padding; public byte Data; } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/Unsafe.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System.Runtime.CompilerServices { public static unsafe partial class Unsafe { // The body of this method is generated by the compiler. // It will do what Unsafe.Add is expected to do. It's just not possible to express it in C#. [Intrinsic] public static extern ref T Add(ref T source, int elementOffset); [Intrinsic] public static extern ref T Add(ref T source, IntPtr elementOffset); [Intrinsic] public static extern ref TTo As(ref TFrom source); [Intrinsic] public static extern T As(object o) where T : class; [Intrinsic] public static extern void* AsPointer(ref T value); } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/InteropAttributes.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System.Runtime.InteropServices { public enum CharSet { None = 1, Ansi = 2, Unicode = 3, Auto = 4, } public sealed class DllImportAttribute : Attribute { public string EntryPoint; public CharSet CharSet; public bool ExactSpelling; public DllImportAttribute(string dllName) { } } public sealed class UnmanagedCallersOnlyAttribute : Attribute { public string EntryPoint; public UnmanagedCallersOnlyAttribute() { } } public enum LayoutKind { Sequential = 0, Explicit = 2, Auto = 3, } public sealed class StructLayoutAttribute : Attribute { public int Size; public StructLayoutAttribute(LayoutKind layoutKind) { } } public sealed class SuppressGCTransitionAttribute : Attribute { public SuppressGCTransitionAttribute() { } } public sealed class InAttribute : Attribute { } public sealed class OutAttribute : Attribute { } } ================================================ FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/MemoryMarshal.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime.CompilerServices; namespace System.Runtime.InteropServices { public static class MemoryMarshal { [Intrinsic] [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ref T GetArrayDataReference(T[] array) => ref Unsafe.As(ref Unsafe.As(array).Data); } } ================================================ FILE: src/BFlat.ZeroLib/System/RuntimeHandles.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public struct RuntimeTypeHandle { } public struct RuntimeMethodHandle { } public struct RuntimeFieldHandle { } } ================================================ FILE: src/BFlat.ZeroLib/System/String.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . using System.Runtime; using System.Runtime.CompilerServices; namespace System { public sealed class String { // The layout of the string type is a contract with the compiler. private readonly int _length; private char _firstChar; public int Length => _length; [IndexerName("Chars")] public unsafe char this[int index] { [System.Runtime.CompilerServices.Intrinsic] get { return System.Runtime.CompilerServices.Unsafe.Add(ref _firstChar, index); } } [MethodImpl(MethodImplOptions.InternalCall)] public extern unsafe String(char* value); private static unsafe string Ctor(char* ptr) { char* cur = ptr; while (*cur++ != 0) ; string result = FastNewString((int)(cur - ptr - 1)); for (int i = 0; i < cur - ptr - 1; i++) Unsafe.Add(ref result._firstChar, i) = ptr[i]; return result; } [MethodImpl(MethodImplOptions.InternalCall)] public extern unsafe String(sbyte* value); private static unsafe string Ctor(sbyte* ptr) { sbyte* cur = ptr; while (*cur++ != 0) ; string result = FastNewString((int)(cur - ptr - 1)); for (int i = 0; i < cur - ptr - 1; i++) { if (ptr[i] > 0x7F) Environment.FailFast(null); Unsafe.Add(ref result._firstChar, i) = (char)ptr[i]; } return result; } static unsafe string FastNewString(int numChars) { return NewString("".m_pMethodTable, numChars); [MethodImpl(MethodImplOptions.InternalCall)] [RuntimeImport("*", "RhpNewArray")] static extern string NewString(MethodTable* pMT, int numElements); } } } ================================================ FILE: src/BFlat.ZeroLib/System/Thread.Efi.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if UEFI using Internal.Runtime.CompilerHelpers; namespace System.Threading { public static class Thread { public static unsafe void Sleep(int delayMs) { StartupCodeHelpers.s_efiSystemTable->BootServices->Stall(1000 * (uint)delayMs); Environment.s_stallSinceLastTickCount += delayMs; } } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Thread.Unix.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if LINUX using System.Runtime.InteropServices; namespace System.Threading { public static class Thread { [DllImport("libSystem.Native")] private static extern IntPtr SystemNative_LowLevelMonitor_Create(); [DllImport("libSystem.Native")] private static extern void SystemNative_LowLevelMonitor_TimedWait(IntPtr mon, int ms); private static IntPtr s_dummyMonitor = SystemNative_LowLevelMonitor_Create(); public static void Sleep(int delayMs) => SystemNative_LowLevelMonitor_TimedWait(s_dummyMonitor, delayMs); } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Thread.Windows.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if WINDOWS using System.Runtime.InteropServices; namespace System.Threading { public static class Thread { [DllImport("kernel32")] public static extern void Sleep(int delayMs); } } #endif ================================================ FILE: src/BFlat.ZeroLib/System/Type.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public class Type { } public class RuntimeType : Type { } } ================================================ FILE: src/BFlat.ZeroLib/System/ValueTuple.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public struct ValueTuple { public T1 Item1; public T2 Item2; public ValueTuple(T1 t1, T2 t2) { Item1 = t1; Item2 = t2; } } } ================================================ FILE: src/BFlat.ZeroLib/System/ValueType.cs ================================================ // bflat minimal runtime library // Copyright (C) 2021-2022 Michal Strehovsky // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . namespace System { public abstract class ValueType { } } ================================================ FILE: src/BFlat.ZeroLib/UnmanagedExports.cs ================================================ using System; using System.Runtime; using System.Runtime.InteropServices; namespace BFlat.ZeroLib { internal unsafe static class UnmanagedExports { [RuntimeExport("memcpy")] public static void Memcpy(byte* dest, byte* src, ulong num) { for (ulong i = 0; i < num; i++) { dest[i] = src[i]; } } } } ================================================ FILE: src/ShaderCompressor/ShaderCompressor.cpp ================================================ #include #include #include #include #include #include #pragma comment(lib, "Cabinet.lib") const char* algoNames[] = { "(invalid)", "(null)", "COMPRESS_ALGORITHM_MSZIP", "COMPRESS_ALGORITHM_XPRESS", "COMPRESS_ALGORITHM_XPRESS_HUFF", "COMPRESS_ALGORITHM_LZMS" }; int main(int argc, const char* argv[]) { if (argc != 3) { std::cout << "usage: " << argv[0] << " " << std::endl; return 1; } std::ifstream inFile(argv[1], std::ios::binary | std::ios::ate); if (!inFile.good()) { std::cout << "error: could not open input file '" << argv[1] << "'" << std::endl; return 1; } auto inSize = inFile.tellg(); inFile.seekg(0, std::ios::beg); std::vector inBuffer(inSize); inFile.read(inBuffer.data(), inSize); inFile.close(); std::vector outBuffer(inSize * 2); std::vector finalBuffer(outBuffer.size()); DWORD bestAlgo; SIZE_T bestSize = SIZE_MAX; for (DWORD algo = 2; algo < COMPRESS_ALGORITHM_MAX; algo++) { COMPRESSOR_HANDLE hCompressor; SIZE_T currentSize; BOOL success; success = CreateCompressor(algo, nullptr, &hCompressor); if (!success) { std::cout << "warning: could not create compressor " << algoNames[algo] << ", error " << GetLastError() << std::endl; continue; } success = Compress( hCompressor, inBuffer.data(), inBuffer.size(), outBuffer.data(), outBuffer.size(), ¤tSize ); if (!success) { std::cout << "warning: could not compress using " << algoNames[algo] << ", error " << GetLastError() << std::endl; continue; } if (currentSize < bestSize) { bestSize = currentSize; bestAlgo = algo; memcpy(finalBuffer.data(), outBuffer.data(), bestSize); } } std::cout << "Algorithm: " << algoNames[bestAlgo] << std::endl; std::cout << "Compressed size: " << bestSize << std::endl; std::cout << "Original size: " << inBuffer.size() << std::endl; std::cout << "Compression ratio: " << (bestSize / (float)inBuffer.size()) << std::endl; std::ofstream outFile(argv[2]); if (!outFile.good()) { std::cout << "error: could not open output file '" << argv[2] << "'" << std::endl; return 1; } for (size_t i = 0; i < bestSize; i++) { outFile << "0x" << std::hex << (uint32_t)(uint8_t)(finalBuffer[i]); if (i != bestSize - 1) outFile << ", "; if (i % 32 == 0 && i != 0) outFile << std::endl; } outFile.close(); std::cout << "Output written to '" << argv[2] << "'."; return 0; } ================================================ FILE: src/ShaderCompressor/ShaderCompressor.vcxproj ================================================ Debug Win32 Release Win32 Debug x64 Release x64 16.0 Win32Proj {825d439a-cadc-4473-9381-f06e728d4a9b} ShaderCompressor 10.0 Application true v143 Unicode Application false v143 true Unicode Application true v143 Unicode Application false v143 true Unicode bin\$(Platform)\$(Configuration)\ obj\$(Platform)\$(Configuration)\ bin\$(Platform)\$(Configuration)\ obj\$(Platform)\$(Configuration)\ Level3 true WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) true Console true Level3 true true true WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) true Console true true true Level3 true _DEBUG;_CONSOLE;%(PreprocessorDefinitions) true Console true Level3 true true true NDEBUG;_CONSOLE;%(PreprocessorDefinitions) true Console true true true ================================================ FILE: src/ShaderCompressor/ShaderCompressor.vcxproj.filters ================================================  {4FC737F1-C7A5-4376-A066-2A32D752A2FF} cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx {93995380-89BD-4b04-88EB-625FBE52EBFB} h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms Source Files ================================================ FILE: src/SmolSharp.HelloWorld/Program.cs ================================================ #define USE_ASCII using System; using System.Runtime.InteropServices; namespace SmolSharp { internal class Program { // dummy method static void Main() { } [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")] unsafe static void UnmanagedMain() { #if USE_ASCII var hi = "Hello World!"u8; for (int i = 0; i < hi.Length; i++) { Console.Write((char)hi[i]); } #else Console.WriteLine("Hello World!"); #endif } } } ================================================ FILE: src/SmolSharp.HelloWorld/SmolSharp.HelloWorld.csproj ================================================  Exe net7.0 enable ================================================ FILE: src/SmolSharp.Mandelbrot/FractalRenderer.cs ================================================ using SmolSharp.Win32.GDI; namespace SmolSharp.Mandelbrot { internal static class FractalRenderer { const float OffsetX = 0; const float OffsetY = 0; const int Iterations = 15; const float Zoom = 4f; public static void Render(nint hdc) { for (int x = 0; x < 640; x++) { for (int y = 0; y < 480; y++) { float a = x / 640f; float b = y / 480f; // Taken from my GLSL implementation @ https://www.shadertoy.com/view/dlG3RR a = (a - 0.5f) * Zoom + OffsetX; b = (b - 0.5f) * Zoom * (480f / 640f) + OffsetY; float c = 0.0f; // current real float d = 0.0f; // current imaginary for (int n = 0; n < Iterations; n++) { float re = c * c - d * d + a; float im = 2.0f * c * d + b; c = re; d = im; } uint r = (byte)(255 * c); uint g = (byte)(255 * d); uint color = (r) | (g << 8); Gdi32.SetPixel(hdc, x, y, color); } } } } } ================================================ FILE: src/SmolSharp.Mandelbrot/Program.cs ================================================ using SmolSharp.Mandelbrot; using SmolSharp.Win32; using System; using System.Runtime.InteropServices; namespace SmolSharp.Raytracer { internal static class Program { static void Main() { } [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")] public static unsafe int UnmanagedMain(nint hInstance, nint hPrevInstance, char* pCmdLine, int nCmdShow) { var name = "Demo"u8.AsPointer(); var wndClass = new WindowClassA() { WndProc = &WndProc, HInstance = hInstance, ClassName = name }; User32.RegisterClass(&wndClass); nint hwnd = User32.CreateWindowEx( 0, name, name, (0x00000000 | 0x00C00000 | 0x00080000 | /*0x00040000 |*/ 0x00020000 /*| 0x00010000*/), 64, 64, 640, 480, 0, 0, hInstance, 0 ); User32.ShowWindow(hwnd, 5); WndMessage msg = default; while (User32.GetMessage(&msg, default, 0, 0) > 0) { //User32.TranslateMessage(&msg); User32.DispatchMessage(&msg); } return 0; } [UnmanagedCallersOnly] unsafe static nint WndProc(nint hwnd, uint msg, nuint wParam, nint lParam) { switch (msg) { case 0xF: // WM_PAINT //GDIPaintStruct ps = default; //nint hdc = User32.BeginPaint(hwnd, &ps); nint hdc = User32.GetDC(hwnd); // using the HDC directly saves us a couple of bytes FractalRenderer.Render(hdc); //User32.EndPaint(hdc, &ps); break; case 0x10: // WM_DESTROY *(byte*)0 = 1; // intentionally crash //User32.PostQuitMessage(0); break; } return User32.DefWindowProc(hwnd, msg, wParam, lParam); } } } ================================================ FILE: src/SmolSharp.Mandelbrot/SmolSharp.Mandelbrot.csproj ================================================ WinExe net7.0 enable ================================================ FILE: src/SmolSharp.Ocean/Buffers.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Ocean { [StructLayout(LayoutKind.Explicit, Size = 32)] public struct Buffer32 { public const int Size = 32; } [StructLayout(LayoutKind.Explicit, Size = 24)] public struct Buffer24 { public const int Size = 24; } [StructLayout(LayoutKind.Explicit, Size = 8192)] public struct Buffer8192 { public const int Size = 8192; } } ================================================ FILE: src/SmolSharp.Ocean/GLLoader.cs ================================================ using BFlat.ZeroLib; using SmolSharp.Win32; using SmolSharp.Win32.GDI.OpenGL; using System; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace SmolSharp.Ocean { internal static unsafe class GLLoader { static ReadOnlySpan SymbolBlob() { return "CreateShaderCompileShaderAttachShaderSourceCreateProgramLinkProgramUseProgramVertexAttribPointerEnableVertexAttribArrayGenVertexArraysGenBuffersBindVertexArrayBindBufferDataGetUniformLocationUniform3f"u8; } [StructLayout(LayoutKind.Explicit, Size = 32)] struct Buffer32 { } public static void* ImportFromBlob(int idx, int length) { return Import(SymbolBlob().AsPointer() + idx, length); } public static void* Import(byte* name, int nameLength) { var buffer = new Buffer32(); byte* str = (byte*)&buffer; str[0] = (byte)'g'; str[1] = (byte)'l'; for (int i = 0; i < nameLength; i++) str[i + 2] = name[i]; return GL.GetProcAddress(str); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static void* Import(ReadOnlySpan name) => Import(name.AsPointer(), name.Length); } } ================================================ FILE: src/SmolSharp.Ocean/Program.cs ================================================ using SmolSharp.Win32.GDI.OpenGL; using SmolSharp.Win32; using System; using System.Runtime.InteropServices; using SmolSharp.Win32.GDI; using SmolSharp.Ocean.Shaders; namespace SmolSharp.Ocean { internal class Program { static ushort windowWidth, windowHeight; static bool windowDimensionsChanged; static void Main() { } [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")] public static unsafe int UnmanagedMain(nint hInstance, nint hPrevInstance, char* pCmdLine, int nCmdShow) { void* name = "Demo"u8.AsPointer(); var wndClass = new WindowClassA() { WndProc = &WndProc, HInstance = hInstance, ClassName = name }; User32.RegisterClass(&wndClass); nint hwnd = User32.CreateWindowEx( 0, name, name, (0x00000000 | 0x00C00000 | 0x00080000 | 0x00040000 | 0x00020000 | 0x00010000), 64, 64, 640, 480, 0, 0, hInstance, 0 ); windowWidth = 640; windowHeight = 480; User32.ShowWindow(hwnd, 5); Kernel32.CreateThread(0, 0, &RenderThread, hwnd); WndMessage msg = default; while (User32.GetMessage(&msg, default, 0, 0) > 0) { User32.DispatchMessage(&msg); } return 0; } [UnmanagedCallersOnly] static unsafe uint RenderThread(nint hwnd) { var pfd = new PixelFormatDescriptor() { Size = 40, Version = 1, Flags = PFDFlags.DoubleBuffered | PFDFlags.DrawToWindow | PFDFlags.SupportOpenGL, // Type = PFD_TYPE_RGBA, // (0) ColorBits = 32, DepthBits = 24, StencilBits = 8 }; nint hdc = User32.GetDC(hwnd); int autoFormat = Gdi32.ChoosePixelFormat(hdc, &pfd); Gdi32.SetPixelFormat(hdc, autoFormat, &pfd); nint glCtx = GL.CreateContext(hdc); GL.MakeCurrent(hdc, glCtx); #region GL imports // Unfortunately, Windows's GDI only has GL1.1 methods defined... // We have to import them ourselves. For this, we use a decoder // that uses encoded tokens in order to reduce repetition. // This is only done to conserve space, and you could just as well // call GL.GetProcAddress directly. var glCreateShader = (delegate* unmanaged) GLLoader.ImportFromBlob(0, 12); var glCompileShader = (delegate* unmanaged) GLLoader.ImportFromBlob(12, 13); var glAttachShader = (delegate* unmanaged) GLLoader.ImportFromBlob(25, 12); var glShaderSource = (delegate* unmanaged) GLLoader.ImportFromBlob(31, 12); var glCreateProgram = (delegate* unmanaged) GLLoader.ImportFromBlob(43, 13); var glLinkProgram = (delegate* unmanaged) GLLoader.ImportFromBlob(56, 11); var glUseProgram = (delegate* unmanaged) GLLoader.ImportFromBlob(67, 10); var glVertexAttribPointer = (delegate* unmanaged) GLLoader.ImportFromBlob(77, 19); var glEnableVertexAttribArray = (delegate* unmanaged) GLLoader.ImportFromBlob(96, 23); var glGenVertexArrays = (delegate* unmanaged) GLLoader.ImportFromBlob(119, 15); var glGenBuffers = (delegate* unmanaged) GLLoader.ImportFromBlob(134, 10); var glBindVertexArray = (delegate* unmanaged) GLLoader.ImportFromBlob(144, 15); var glBindBuffer = (delegate* unmanaged) GLLoader.ImportFromBlob(159, 10); var glBufferData = (delegate* unmanaged) GLLoader.ImportFromBlob(163, 10); var glGetUniformLocation = (delegate* unmanaged) GLLoader.ImportFromBlob(173, 18); var glUniform3f = (delegate* unmanaged) GLLoader.ImportFromBlob(191, 9); #if DEBUG var glGetShaderiv = (delegate* unmanaged) GLLoader.Import("GetShaderiv"u8); var glGetShaderInfoLog = (delegate* unmanaged) GLLoader.Import("GetShaderInfoLog"u8); var glGetProgramiv = (delegate* unmanaged) GLLoader.Import("GetProgramiv"u8); var glGetProgramInfoLog = (delegate* unmanaged) GLLoader.Import("GetProgramInfoLog"u8); #endif #endregion // Initialize vertices, shaders, etc... uint vertexShader = glCreateShader(GL.VERTEX_SHADER); var vertexShaderCode = OceanShader.VertexShader(); glShaderSource(vertexShader, 1, &vertexShaderCode, null); glCompileShader(vertexShader); var compressedFragShader = OceanShader.FragmentShader(); var fragBuffer = Kernel32.GlobalAlloc(default, 8192); nint hDcmp; nint fragLength; bool success; success = CompressAPI.CreateDecompressor(CompressAlgorithm.MSZip, default, &hDcmp); success = CompressAPI.Decompress( hDcmp, compressedFragShader.AsPointer(), compressedFragShader.Length, fragBuffer, 8192, &fragLength ); uint fragShader = glCreateShader(GL.FRAGMENT_SHADER); glShaderSource(fragShader, 1, (byte**)&fragBuffer, (int*)&fragLength); glCompileShader(fragShader); #if DEBUG int fragShaderCompiled = 0; glGetShaderiv(fragShader, 35713, &fragShaderCompiled); if (fragShaderCompiled == 0) { byte* fragLog = (byte*)Kernel32.GlobalAlloc(0, 4096); glGetShaderInfoLog(fragShader, 4096, null, fragLog); ReportError("Couldn't compile the fragment shader!\n\n", fragLog); } #endif uint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragShader); glLinkProgram(shaderProgram); #if DEBUG int shaderLinked = 0; glGetProgramiv(shaderProgram, 35714, &shaderLinked); if (shaderLinked == 0) { byte* linkLog = (byte*)Kernel32.GlobalAlloc(0, 4096); glGetProgramInfoLog(shaderProgram, 4096, null, linkLog); ReportError("Couldn't link the shader program!\n\n", linkLog); } #endif // We use a clipped full-screen triangle in order to render // the fragment shader to the whole screen. This is usually // faster than a quad (see https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pass.html) // and shaves a couple of bytes of the final binary. var buffer = new Buffer24(); float* v = (float*)&buffer; v[0] = -1.0f; v[1] = 3.0f; v[2] = -1.0f; v[3] = -1.0f; v[4] = 3.0f; v[5] = -1.0f; uint vbo = 0, vao = 0; glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); glBindVertexArray(vao); glBindBuffer(GL.ARRAY_BUFFER, vbo); glBufferData(GL.ARRAY_BUFFER, 24, v, GL.STATIC_DRAW); glVertexAttribPointer(0, 2, GL.FLOAT, 0, 2 * sizeof(float), null); glEnableVertexAttribArray(0); uint begin = WinMM.GetTime(); do { //GL.SetClearColor(0f, 0f, 0f, 1f); //GL.Clear(GL.COLOR_BUFFER_BIT); uint timeMs = WinMM.GetTime() - begin; float time = timeMs / 1000f; if (windowDimensionsChanged) { GL.Viewport(0, 0, windowWidth, windowHeight); windowDimensionsChanged = false; } int location = glGetUniformLocation(shaderProgram, "s"u8.AsPointer()); glUseProgram(shaderProgram); glUniform3f( location, windowWidth, windowHeight, time ); GL.DrawArrays(GL.TRIANGLES, 0, 3); Gdi32.SwapBuffers(hdc); } while (true); } #if DEBUG unsafe static void ReportError(string error, byte* log) { Kernel32.AllocConsole(); Console.WriteLine(error); byte c; while ((c = *log++) != 0x00) Console.Write((char)c); Console.WriteLine("\n\n(end)"); Kernel32.Sleep(10000); } #endif [UnmanagedCallersOnly] unsafe static nint WndProc(nint hwnd, uint msg, nuint wParam, nint lParam) { switch (msg) { case 0x10: // WM_DESTROY *(byte*)0 = 1; // intentionally crash break; case 0x05: // WM_SIZE windowWidth = (ushort)(lParam & 0xFFFF); windowHeight = (ushort)(lParam >> 16); windowDimensionsChanged = true; break; } return User32.DefWindowProc(hwnd, msg, wParam, lParam); } } } ================================================ FILE: src/SmolSharp.Ocean/Shaders/OceanShader.cs ================================================ using System; using System.Runtime.CompilerServices; namespace SmolSharp.Ocean.Shaders { internal static unsafe class OceanShader { // no const utf-8 literal support makes me sad :( [MethodImpl(MethodImplOptions.AggressiveInlining)] public static byte* VertexShader() { return """ #version 330 in vec3 p;void main(){gl_Position=vec4(p,1);} """u8 .AsPointer(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ReadOnlySpan FragmentShader() { return new byte[] { 0xa, 0x51, 0xe5, 0xc0, 0x18, 0x0, 0x98, 0x2, 0x9c, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x9c, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xbf, 0x3, 0x0, 0x0, 0x43, 0x4b, 0x5d, 0x55, 0x5d, 0x6f, 0xab, 0x38, 0x10, 0x7d, 0xdf, 0x5f, 0x11, 0x69, 0x5f, 0x6c, 0x33, 0x38, 0x40, 0x48, 0xda, 0x8a, 0xeb, 0xfb, 0x52, 0x69, 0xff, 0xc6, 0x2a, 0x4b, 0xf0, 0xbd, 0x48, 0x21, 0xe4, 0x62, 0x4a, 0x81, 0xaa, 0xff, 0x7d, 0xcf, 0x18, 0x93, 0xa4, 0x8d, 0x94, 0xf8, 0x63, 0x6c, 0xcf, 0xcc, 0x39, 0x67, 0x26, 0x7f, 0xf, 0x55, 0xe7, 0xea, 0xf6, 0xb2, 0xd9, 0xed, 0x92, 0xbf, 0xda, 0xb7, 0x7e, 0x33, 0x54, 0x65, 0xbe, 0x19, 0x8a, 0xb7, 0x4b, 0x6d, 0xdb, 0xae, 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// Ported from https://stackoverflow.com/a/53437900/13153269 vec3 getPlaneIntersection(vec3 rayP, vec3 rayD, vec3 planeP, vec3 planeN) { float d = dot(planeP, -planeN); float t = -(d + dot(rayP, planeN)) / dot(rayD, planeN); return rayP + (rayD * t); } mat3 rotationMatrix(vec3 axis, float angle) { float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return mat3( oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c ); } // Gets the normalized direction of a ray pointing forward, beginning // from the camera's origin, using the normalized UV screen coordinates. vec3 getRayDirection(vec2 uv) { vec2 ndc = (uv * 2.0f) - 1.0f; // [-1.0; 1.0] ndc.x *= (vals.x / vals.y); vec3 forward = normalize(vec3(ndc, 1.5)); vec2 angles = getYawPitch(); return rotationMatrix(vec3(0.0, -1.0, 0.0), ((angles.x / 180.0) * 2.0 - 1.0)) * rotationMatrix(vec3(1.0, 0.0, 0.0), ((angles.y / 180.0) * 2.0 - 1.0)) * forward; } // Computes the sky color. vec3 getSkyColor(vec3 rd) { return skyBaseColor - rd.y * 0.4; // keep it simple, silly! } float computeGerstnerWaves(vec2 pos, float t, float steepness, float amplitude, float lambda, vec2 dir) { const float g = 9.81; float k = (2.0 * 3.14) / lambda; float x = (sqrt(g * k)) * t - k * dot(dir, pos); return amplitude * pow(sin(x) * 0.5 + 0.5, steepness); } // Gets the height of the water at (pos). float getWaterHeightAt(vec2 position, int iterations) { float height = 0.0; float time = vals.z * 0.5; float steepness = 3.0; float amplitude = 1.65; float lambda = 8.0; const float angle = (3.14 * 2.0) * 0.15; const mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle)); const vec2 beginDir = vec2(sin(0.9), cos(1.2)); vec2 dir = beginDir; for(int i = 0; i < iterations; i++) { height += computeGerstnerWaves(position, time, steepness, amplitude, lambda, dir); steepness *= 1.04; amplitude *= 0.82; lambda *= 0.85; dir *= rotation; } return height / 8.0; } vec3 getWaterNormal(vec2 pos) { float p0 = getWaterHeightAt(pos.xy, 32) * 1.0; // center float p1 = getWaterHeightAt(pos.xy - vec2(0.01, 0), 32) * 1.0; // left neighbor float p2 = getWaterHeightAt(pos.xy + vec2(0, 0.01), 32) * 1.0; // bottom neighbor vec3 a = vec3(pos.x, p0, pos.y); return normalize(cross(a - vec3(pos.x - 0.01, p1, pos.y), a - vec3(pos.x, p2, pos.y + 0.01))); } // Returns the water intersection position on the given ray (line). vec3 raymarch(vec3 rayStart, vec3 rayEnd) { vec3 pos = rayStart; vec3 dir = normalize(rayEnd - rayStart); for (int i = 0; i < 32; i++) { // Sample the water height-map. This in theory could be just a perlin // noise texture, but we're using gerstner waves for our purposes instead float y = getWaterHeightAt(pos.xz, 16) * 1.0 - 1.0; if (y + 0.01 > pos.y) { return pos; } pos += dir * (pos.y - y); } return rayStart; } vec3 aces(vec3 x) { const float a = 2.31; // brightness const float b = 0.07; const float c = 2.4; // gamma const float d = 0.54; const float e = 0.04; return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0); } vec3 applyTonemapping(vec3 color) { return aces(color * 2.0); } vec3 getSunDirection() { return normalize( vec3( sin(2.0 * 3.14), 0.05 + vals.z * 0.02, cos(2.0 * 3.14) ) ); } vec3 getSun(vec3 dir) { float baseScalar = pow(max(0.0, dot(dir, getSunDirection())), 720.0); vec3 base = vec3(baseScalar, baseScalar, baseScalar); vec3 sun = smoothstep(0.5, 1.0, base * 40.0); vec3 haze = base * 60.0; return sun + haze; } void main() { vec2 uv = gl_FragCoord.xy / vals.xy; vec3 rayDir = getRayDirection(uv); vec3 origin = getOrigin(); vec3 fColor; // final color if (rayDir.y >= 0.0) { // Ray is pointing upwards - render the sky. fColor = getSkyColor(rayDir) + getSun(rayDir); } else { // Ray is pointing downwards - render the water. // Calculate the intersection between the low and high planes. vec3 hp = getPlaneIntersection(origin, rayDir, vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0)); vec3 lp = getPlaneIntersection(origin, rayDir, vec3(0.0, -1.0, 0.0), vec3(0.0, 1.0, 0.0)); // Raymarch through the water plane, using the water height-map function (getWaterHeightAt). vec3 wpos = raymarch(hp, lp); float dist = distance(origin, wpos); vec3 norm = getWaterNormal(wpos.xz); norm = mix(norm, vec3(0.0, 1.0, 0.0), 0.7 * min(1.0, sqrt(dist * 0.01) * 1.1)); float fresnel = (0.04 + (1.0 - 0.04) * (pow(1.0 - max(0.0, dot(-norm, rayDir)), 5.0))); vec3 reflectDir = normalize(reflect(rayDir, norm)); reflectDir.y = abs(reflectDir.y); vec3 reflectColor = getSkyColor(reflectDir) + getSun(reflectDir); vec3 waterColor = waterBaseColor * (0.2 + (wpos.y + 1.0) / 1.0); fColor = fresnel * reflectColor + (1.0 - fresnel) * waterColor; } vec2 uvf = uv * (1.0 - uv.yx); float vig = uvf.x * uvf.y * 32.0; vig = pow(vig, 0.5); fColor *= vig; FragColor = vec4(applyTonemapping(fColor), 1.0); } ================================================ FILE: src/SmolSharp.Ocean/Shaders/frag.glsl ================================================ // This is a port of my ocean shader @ https://www.shadertoy.com/view/DtsBzX. // Stored as a single vec3 in order to minimize code size in the host uniform vec3 uniformValues; #define TIME uniformValues.z #define ASPECT_RATIO (uniformValues.x / uniformValues.y) #define RESOLUTION uniformValues.xy // === Settings #define RAYMARCH_ITERATIONS 32 #define WATER_ITERATIONS 16 #define WATER_ITERATIONS_NORM 32 #define WAVE_AMPLITUDE 1.65 #define WAVE_STEEPNESS 3.0 #define WAVE_LENGTH 8.0 #define WAVE_SPEED 0.5 #define WAVE_DIVISOR 8.0 #define WAVE_D_STEEPNESS 1.04 #define WAVE_D_AMPLITUDE 0.82 #define WAVE_D_LAMBDA 0.85 #define FOV 1.5f #define PI 3.141592653589793238 // replace when minimizing! #define WATER_HEIGHT 1.0f #define UP vec3(0.0f, 1.0f, 0.0f) #define ONE vec3(1.0f, 1.0f, 1.0f) const vec3 waterBaseColor = vec3(0.04f, 0.16f, 0.15f); const vec3 skyBaseColor = vec3(0.4f, 0.77f, 0.95f); // ===================== Animation =================== // vec2 getYawPitch() { return vec2(TIME * 12.0, sin(TIME) * 20.0 + 45.0); } vec3 getOrigin() { return vec3( sin(TIME / 2.0) * 4.0, 1.5 + (sin(TIME)), cos(TIME / 2.0) * 4.0 ); } // =================================================== // // =============== Ray-marching utilties ============= // // Calculates the intersection between a ray and a plane. // Ported from https://stackoverflow.com/a/53437900/13153269 vec3 getPlaneIntersection(vec3 rayP, vec3 rayD, vec3 planeP, vec3 planeN) { float d = dot(planeP, -planeN); float t = -(d + dot(rayP, planeN)) / dot(rayD, planeN); return rayP + (rayD * t); } mat3 rotationMatrix(vec3 axis, float angle) { float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return mat3( oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c ); } // Gets the normalized direction of a ray pointing forward, beginning // from the camera's origin, using the normalized UV screen coordinates. vec3 getRayDirection(vec2 uv) { vec2 ndc = (uv * 2.0f) - 1.0f; // [-1.0; 1.0] ndc.x *= ASPECT_RATIO; vec3 forward = normalize(vec3(ndc, FOV)); vec2 angles = getYawPitch(); return rotationMatrix(vec3(0.0, -1.0, 0.0), ((angles.x / 180.0) * 2.0 - 1.0)) * rotationMatrix(vec3(1.0, 0.0, 0.0), ((angles.y / 180.0) * 2.0 - 1.0)) * forward; } // Computes the sky color. vec3 getSkyColor(vec3 rd) { return skyBaseColor - rd.y * 0.4; // keep it simple, silly! } float computeGerstnerWaves(vec2 pos, float t, float steepness, float amplitude, float lambda, vec2 dir) { const float g = 9.81; float k = (2.0 * PI) / lambda; float x = (sqrt(g * k)) * t - k * dot(dir, pos); return amplitude * pow(sin(x) * 0.5 + 0.5, steepness); } // Gets the height of the water at (pos). float getWaterHeightAt(vec2 position, int iterations) { float height = 0.0; float time = TIME * WAVE_SPEED; float steepness = WAVE_STEEPNESS; float amplitude = WAVE_AMPLITUDE; float lambda = WAVE_LENGTH; const float angle = (PI * 2.0) * 0.15; const mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle)); const vec2 beginDir = vec2(sin(0.9), cos(1.2)); vec2 dir = beginDir; for(int i = 0; i < iterations; i++) { height += computeGerstnerWaves(position, time, steepness, amplitude, lambda, dir); steepness *= WAVE_D_STEEPNESS; amplitude *= WAVE_D_AMPLITUDE; lambda *= WAVE_D_LAMBDA; dir *= rotation; } return height / WAVE_DIVISOR; } vec3 getWaterNormal(vec2 pos) { float p0 = getWaterHeightAt(pos.xy, WATER_ITERATIONS_NORM) * WATER_HEIGHT; // center float p1 = getWaterHeightAt(pos.xy - vec2(0.01, 0), WATER_ITERATIONS_NORM) * WATER_HEIGHT; // left neighbor float p2 = getWaterHeightAt(pos.xy + vec2(0, 0.01), WATER_ITERATIONS_NORM) * WATER_HEIGHT; // bottom neighbor vec3 a = vec3(pos.x, p0, pos.y); return normalize(cross(a - vec3(pos.x - 0.01, p1, pos.y), a - vec3(pos.x, p2, pos.y + 0.01))); } // Returns the water intersection position on the given ray (line). vec3 raymarch(vec3 rayStart, vec3 rayEnd) { vec3 pos = rayStart; vec3 dir = normalize(rayEnd - rayStart); for (int i = 0; i < RAYMARCH_ITERATIONS; i++) { // Sample the water height-map. This in theory could be just a perlin // noise texture, but we're using gerstner waves for our purposes instead float y = getWaterHeightAt(pos.xz, WATER_ITERATIONS) * WATER_HEIGHT - WATER_HEIGHT; if (y + 0.01 > pos.y) { return pos; } pos += dir * (pos.y - y); } return rayStart; } vec3 aces(vec3 x) { const float a = 2.31; // brightness const float b = 0.07; const float c = 2.4; // gamma const float d = 0.54; const float e = 0.04; return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0); } vec3 applyTonemapping(vec3 color) { return aces(color * 2.0); } vec3 getSunDirection() { return normalize( vec3( sin(2.0 * PI), 0.05 + TIME * 0.02, cos(2.0 * PI) ) ); } vec3 getSun(vec3 dir) { float baseScalar = pow(max(0.0, dot(dir, getSunDirection())), 720.0); vec3 base = vec3(baseScalar, baseScalar, baseScalar); vec3 sun = smoothstep(0.5, 1.0, base * 40.0); vec3 haze = base * 60.0; return sun + haze; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord / RESOLUTION; vec3 rayDir = getRayDirection(uv); vec3 origin = getOrigin(); vec3 fColor; // final color if (rayDir.y >= 0.0) { // Ray is pointing upwards - render the sky. fColor = getSkyColor(rayDir) + getSun(rayDir); } else { // Ray is pointing downwards - render the water. // Calculate the intersection between the low and high planes. vec3 hp = getPlaneIntersection(origin, rayDir, vec3(0.0, 0.0, 0.0), UP); vec3 lp = getPlaneIntersection(origin, rayDir, vec3(0.0, -WATER_HEIGHT, 0.0), UP); // Raymarch through the water plane, using the water height-map function (getWaterHeightAt). vec3 wpos = raymarch(hp, lp); float dist = distance(origin, wpos); vec3 norm = getWaterNormal(wpos.xz); norm = mix(norm, vec3(0.0, 1.0, 0.0), 0.7 * min(1.0, sqrt(dist * 0.01) * 1.1)); float fresnel = (0.04 + (1.0 - 0.04) * (pow(1.0 - max(0.0, dot(-norm, rayDir)), 5.0))); vec3 reflectDir = normalize(reflect(rayDir, norm)); reflectDir.y = abs(reflectDir.y); vec3 reflectColor = getSkyColor(reflectDir) + getSun(reflectDir); vec3 waterColor = waterBaseColor * (0.2 + (wpos.y + WATER_HEIGHT) / WATER_HEIGHT); fColor = fresnel * reflectColor + (1.0 - fresnel) * waterColor; } vec2 uvf = uv * (1.0 - uv.yx); float vig = uvf.x * uvf.y * 32.0; vig = pow(vig, 0.5); fColor *= vig; fragColor = vec4(applyTonemapping(fColor), 1.0); } ================================================ FILE: src/SmolSharp.Ocean/SmolSharp.Ocean.csproj ================================================ WinExe net7.0 enable ================================================ FILE: src/SmolSharp.Win32/CompressAPI.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32 { internal static unsafe class CompressAPI { [SuppressGCTransition, DllImport("Cabinet")] public static extern bool CreateDecompressor( CompressAlgorithm algorithm, nint allocationRoutines, nint* decompressorHandle ); [SuppressGCTransition, DllImport("Cabinet")] public static extern bool Decompress( nint decompressorHandle, void* compressedData, nint compressedDataSize, void* uncompressedBuffer, nint uncompressedBufferSize, nint* uncompressedDataSize ); } public enum CompressAlgorithm : uint { MSZip = 2, Xpress = 3, XpressHuffman = 4, LZMS = 5 } } ================================================ FILE: src/SmolSharp.Win32/GDI/GDIPaintStruct.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI { [StructLayout(LayoutKind.Sequential)] internal unsafe struct GDIPaintStruct { public nint Hdc; public int Erase; // BOOL public GDIRect RcPaint; public int Restore; // BOOL public int IncUpdate; // BOOL public fixed byte RgbReserved[32]; } } ================================================ FILE: src/SmolSharp.Win32/GDI/GDIPoint.cs ================================================ using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI { [StructLayout(LayoutKind.Sequential)] internal struct GDIPoint { public int X; public int Y; } } ================================================ FILE: src/SmolSharp.Win32/GDI/GDIRect.cs ================================================ using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI { [StructLayout(LayoutKind.Sequential)] internal struct GDIRect { public int Left; public int Top; public int Right; public int Bottom; } } ================================================ FILE: src/SmolSharp.Win32/GDI/Gdi32.cs ================================================ using SmolSharp.Win32.GDI.OpenGL; using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI { internal static unsafe class Gdi32 { [SuppressGCTransition, DllImport("gdi32")] public static extern uint SetPixel( nint hdc, int x, int y, uint color ); [SuppressGCTransition, DllImport("gdi32")] public static extern int ChoosePixelFormat( nint hdc, PixelFormatDescriptor* ppfd ); [SuppressGCTransition, DllImport("gdi32")] public static extern bool SetPixelFormat( nint hdc, int format, PixelFormatDescriptor* ppfd ); [SuppressGCTransition, DllImport("gdi32")] public static extern bool SwapBuffers( nint hdc ); } } ================================================ FILE: src/SmolSharp.Win32/GDI/OpenGL/GL.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI.OpenGL { internal static class GL { public const uint COLOR_BUFFER_BIT = 0x00004000; public const uint FRAGMENT_SHADER = 35632; public const uint VERTEX_SHADER = 35633; public const uint ARRAY_BUFFER = 34962; public const uint STATIC_DRAW = 35044; public const uint FLOAT = 0x1406; public const uint FALSE = 0; public const uint TRIANGLES = 0x4; [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "wglCreateContext")] public static extern nint CreateContext(nint hdc); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "wglMakeCurrent")] public static extern bool MakeCurrent(nint hdc, nint ctx); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "glClearColor")] public static extern void SetClearColor(float r, float g, float b, float a); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "glClear")] public static extern void Clear(uint mask); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "wglGetProcAddress")] public static unsafe extern void* GetProcAddress(byte* name); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "glDrawArrays")] public static extern void DrawArrays( uint mode, int first, int count ); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "glViewport")] public static extern void Viewport(int x, int y, uint width, uint height); [SuppressGCTransition] [DllImport("opengl32", EntryPoint = "glGetError")] public static extern uint GetError(); } } ================================================ FILE: src/SmolSharp.Win32/GDI/OpenGL/PixelFormatDescriptor.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32.GDI.OpenGL { [StructLayout(LayoutKind.Sequential)] public struct PixelFormatDescriptor { public ushort Size; public ushort Version; public PFDFlags Flags; public byte PixelType; public byte ColorBits; public byte RedBits; public byte RedShift; public byte GreenBits; public byte GreenShift; public byte BlueBits; public byte BlueShift; public byte AlphaBits; public byte AlphaShift; public byte AccumBits; public byte AccumRedBits; public byte AccumGreenBits; public byte AccumBlueBits; public byte AccumAlphaBits; public byte DepthBits; public byte StencilBits; public byte AuxBuffers; public byte LayerType; public byte Reserved; public uint LayerMask; public uint VisibleMask; public uint DamageMask; } public enum PFDFlags : uint { DrawToWindow = 0x00000004, SupportOpenGL = 0x00000020, DoubleBuffered = 0x00000001 } } ================================================ FILE: src/SmolSharp.Win32/Kernel32.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32 { internal static unsafe class Kernel32 { [SuppressGCTransition, DllImport("kernel32")] public static extern nint CreateThread( nint threadAttributes, nint stackSize, delegate* unmanaged lpStartAddress, nint lpParameter = 0, uint creationFlags = 0, nint lpThreadId = 0 ); [SuppressGCTransition, DllImport("kernel32")] public static extern void* GlobalAlloc(uint dwFlags, nint dwBytes); [SuppressGCTransition, DllImport("kernel32")] public static extern bool AllocConsole(); [SuppressGCTransition, DllImport("kernel32")] public static extern void Sleep(uint ms); } } ================================================ FILE: src/SmolSharp.Win32/SmolSharp.Win32.projitems ================================================  $(MSBuildAllProjects);$(MSBuildThisFileFullPath) true 29d02aaa-5c78-42ed-b1b4-5b30357d78a7 SmolSharp.Win32 ================================================ FILE: src/SmolSharp.Win32/SmolSharp.Win32.shproj ================================================ 29d02aaa-5c78-42ed-b1b4-5b30357d78a7 14.0 ================================================ FILE: src/SmolSharp.Win32/User32.cs ================================================ using SmolSharp.Win32.GDI; using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32 { internal static unsafe class User32 { [SuppressGCTransition] [DllImport("user32", EntryPoint = "CreateWindowExA")] public static extern nint CreateWindowEx( uint dwExStyles, void* lpClassName, void* lpWindowName, uint dwStyle, int x, int y, int nWidth, int nHeight, nint hwndParent = 0, nint hMenu = 0, nint hInstance = 0, nint lpParam = 0 ); [SuppressGCTransition] [DllImport("user32", EntryPoint = "RegisterClassA")] public static extern nint RegisterClass(WindowClassA* lpWndClass); [SuppressGCTransition] [DllImport("user32", EntryPoint = "ShowWindow")] public static extern nint ShowWindow(nint hWnd, int nCmdShow); [SuppressGCTransition] [DllImport("user32", EntryPoint = "GetMessageA")] public static extern int GetMessage( WndMessage* lpMsg, nint hwnd, uint wMsgFilterMin, uint wMsgFilterMax ); [SuppressGCTransition] [DllImport("user32", EntryPoint = "TranslateMessage")] public static extern bool TranslateMessage(WndMessage* lpMsg); [SuppressGCTransition] [DllImport("user32", EntryPoint = "DispatchMessageA")] public static extern bool DispatchMessage(WndMessage* lpMsg); [SuppressGCTransition] [DllImport("user32", EntryPoint = "DefWindowProcA")] public static extern nint DefWindowProc( nint hwnd, uint msg, nuint wParam, nint lParam ); [SuppressGCTransition] [DllImport("user32")] public static extern nint GetDC(nint hwnd); //[DllImport("user32")] //public static extern nint BeginPaint( // nint hWnd, // GDIPaintStruct* lpPaint //); //[DllImport("user32")] //public static extern bool EndPaint( // nint hWnd, // GDIPaintStruct* lpPaint //); [SuppressGCTransition] [DllImport("user32")] public static extern bool GetWindowRect( nint hwnd, GDIRect* lpRect ); [SuppressGCTransition] [DllImport("user32")] public static extern void PostQuitMessage(int nExitCode); } } ================================================ FILE: src/SmolSharp.Win32/WinMM.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32 { internal static class WinMM { [SuppressGCTransition] [DllImport("winmm.dll", EntryPoint = "timeGetTime")] public static extern uint GetTime(); } } ================================================ FILE: src/SmolSharp.Win32/WindowClassA.cs ================================================ using System; using System.Runtime.InteropServices; namespace SmolSharp.Win32 { [StructLayout(LayoutKind.Sequential)] internal unsafe struct WindowClassA { public uint Style; public delegate* unmanaged WndProc; public int ClsExtra; public int WndExtra; public nint HInstance; public nint HIcon; public nint HCursor; public nint HBrBackground; public void* MenuName; public void* ClassName; } } ================================================ FILE: src/SmolSharp.Win32/WndMessage.cs ================================================ using System; using System.Runtime.InteropServices; using SmolSharp.Win32.GDI; namespace SmolSharp.Win32 { [StructLayout(LayoutKind.Sequential)] internal struct WndMessage { public nint Hwnd; public uint Message; public nuint WParam; public nint LParam; public int Time; public GDIPoint Point; private readonly int lPrivate; } } ================================================ FILE: src/SmolSharp.props ================================================ WINDOWS true disable true true false false v4.0.30319 $(MSBuildProjectName) true smolsharp_main none true false false true false false true Size <_Win32ResFile> ================================================ FILE: src/SmolSharp.sln ================================================  Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.5.33530.505 MinimumVisualStudioVersion = 10.0.40219.1 Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "BFlat.ZeroLib", "BFlat.ZeroLib\BFlat.ZeroLib.shproj", "{5898FE8D-6758-42D0-9303-2AEAAE32C47B}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{CE20C05D-F7EE-485F-B8CA-51A0B3EFC47F}" ProjectSection(SolutionItems) = preProject SmolSharp.props = SmolSharp.props EndProjectSection EndProject Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "SmolSharp.Win32", "SmolSharp.Win32\SmolSharp.Win32.shproj", "{29D02AAA-5C78-42ED-B1B4-5B30357D78A7}" EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SmolSharp.HelloWorld", "SmolSharp.HelloWorld\SmolSharp.HelloWorld.csproj", "{AAF9AE2C-43E1-4739-97CB-5B0B096A1042}" EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SmolSharp.Mandelbrot", "SmolSharp.Mandelbrot\SmolSharp.Mandelbrot.csproj", 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No binaries are included by default. Get `shader_minifier.exe` from [here](https://github.com/laurentlb/Shader_Minifier/releases/).