Sokol: Cross-platform libraries for C, C++, and Wasm, written in C

4 days ago 3

Simple STB-style cross-platform libraries for C and C++, written in C.

See what's new (15-Mar-2025 sokol_gfx.h: new vertex formats and related behaviour cleanup)

Build Bindings build build OdinRustDlangC3

Examples and Related Projects

  • sokol_gfx.h: 3D-API wrapper (GL/GLES3/WebGL2 + Metal + D3D11 + WebGPU)
  • sokol_app.h: app framework wrapper (entry + window + 3D-context + input)
  • sokol_time.h: time measurement
  • sokol_audio.h: minimal buffer-streaming audio playback
  • sokol_fetch.h: asynchronous data streaming from HTTP and local filesystem
  • sokol_args.h: unified cmdline/URL arg parser for web and native apps
  • sokol_log.h: provides a standard logging callback for the other sokol headers

'Official' Language Bindings

These are automatically updated on changes to the C headers:

WebAssembly is a 'first-class citizen', one important motivation for the Sokol headers is to provide a collection of cross-platform APIs with a minimal footprint on the web platform while still being useful.

The core headers are standalone and can be used independently from each other.

  • easier integration with other languages
  • easier integration into other projects
  • adds only minimal size overhead to executables

A blog post with more background info: A Tour of sokol_gfx.h

  • simple, modern wrapper around GLES3/WebGL2, GL3.3, D3D11, Metal, and WebGPU
  • buffers, images, shaders, pipeline-state-objects and render-passes
  • does not handle window creation or 3D API context initialization
  • does not provide shader dialect cross-translation (BUT there's now an 'official' shader-cross-compiler solution which seamlessly integrates with sokol_gfx.h and IDEs: see here for details

A minimal cross-platform application-wrapper library:

  • unified application entry
  • single window or canvas for 3D rendering
  • 3D context initialization
  • event-based keyboard, mouse and touch input
  • supported platforms: Win32, MacOS, Linux (X11), iOS, WASM, Android, UWP
  • supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES3/WebGL2

The vanilla Hello-Triangle using sokol_gfx.h, sokol_app.h and the sokol-shdc shader compiler (shader code not shown):

#include "sokol_app.h" #include "sokol_gfx.h" #include "sokol_log.h" #include "sokol_glue.h" #include "triangle-sapp.glsl.h" static struct { sg_pipeline pip; sg_bindings bind; sg_pass_action pass_action; } state; static void init(void) { sg_setup(&(sg_desc){ .environment = sglue_environment(), .logger.func = slog_func, }); float vertices[] = { 0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }; state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .data = SG_RANGE(vertices), }); state.pip = sg_make_pipeline(&(sg_pipeline_desc){ .shader = sg_make_shader(triangle_shader_desc(sg_query_backend())), .layout = { .attrs = { [ATTR_triangle_position].format = SG_VERTEXFORMAT_FLOAT3, [ATTR_triangle_color0].format = SG_VERTEXFORMAT_FLOAT4 } }, }); state.pass_action = (sg_pass_action) { .colors[0] = { .load_action=SG_LOADACTION_CLEAR, .clear_value={0.0f, 0.0f, 0.0f, 1.0f } } }; } void frame(void) { sg_begin_pass(&(sg_pass){ .action = state.pass_action, .swapchain = sglue_swapchain() }); sg_apply_pipeline(state.pip); sg_apply_bindings(&state.bind); sg_draw(0, 3, 1); sg_end_pass(); sg_commit(); } void cleanup(void) { sg_shutdown(); } sapp_desc sokol_main(int argc, char* argv[]) { (void)argc; (void)argv; return (sapp_desc){ .init_cb = init, .frame_cb = frame, .cleanup_cb = cleanup, .width = 640, .height = 480, .window_title = "Triangle", .icon.sokol_default = true, .logger.func = slog_func, }; }

A minimal audio-streaming API:

  • you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
  • two ways to provide the data:
    1. directly fill backend audio buffer from your callback function running in the audio thread
    2. alternatively push small packets of audio data from your main loop, or a separate thread created by you
  • platform backends:
    • Windows: WASAPI
    • macOS/iOS: CoreAudio
    • Linux: ALSA
    • emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)

A simple mono square-wave generator using the callback model:

// the sample callback, running in audio thread static void stream_cb(float* buffer, int num_frames, int num_channels) { assert(1 == num_channels); static uint32_t count = 0; for (int i = 0; i < num_frames; i++) { buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f; } } int main() { // init sokol-audio with default params saudio_setup(&(saudio_desc){ .stream_cb = stream_cb, .logger.func = slog_func, }); // run main loop ... // shutdown sokol-audio saudio_shutdown(); return 0;

The same code using the push-model

#define BUF_SIZE (32) int main() { // init sokol-audio with default params, no callback saudio_setup(&(saudio_desc){ .logger.func = slog_func, }); assert(saudio_channels() == 1); // a small intermediate buffer so we don't need to push // individual samples, which would be quite inefficient float buf[BUF_SIZE]; int buf_pos = 0; uint32_t count = 0; // push samples from main loop bool done = false; while (!done) { // generate and push audio samples... int num_frames = saudio_expect(); for (int i = 0; i < num_frames; i++) { // simple square wave generator buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f; if (buf_pos == BUF_SIZE) { buf_pos = 0; saudio_push(buf, BUF_SIZE); } } // handle other per-frame stuff... ... } // shutdown sokol-audio saudio_shutdown(); return 0; }

Load entire files, or stream data asynchronously over HTTP (emscripten/wasm) or the local filesystem (all native platforms).

Simple C99 example loading a file into a static buffer:

#include "sokol_fetch.h" #include "sokol_log.h" static void response_callback(const sfetch_response*); #define MAX_FILE_SIZE (1024*1024) static uint8_t buffer[MAX_FILE_SIZE]; // application init static void init(void) { ... // setup sokol-fetch with default config: sfetch_setup(&(sfetch_desc_t){ .logger.func = slog_func }); // start loading a file into a statically allocated buffer: sfetch_send(&(sfetch_request_t){ .path = "hello_world.txt", .callback = response_callback .buffer_ptr = buffer, .buffer_size = sizeof(buffer) }); } // per frame... static void frame(void) { ... // need to call sfetch_dowork() once per frame to 'turn the gears': sfetch_dowork(); ... } // the response callback is where the interesting stuff happens: static void response_callback(const sfetch_response_t* response) { if (response->fetched) { // data has been loaded into the provided buffer, do something // with the data... const void* data = response->buffer_ptr; uint64_t data_size = response->fetched_size; } // the finished flag is set both on success and failure if (response->failed) { // oops, something went wrong switch (response->error_code) { SFETCH_ERROR_FILE_NOT_FOUND: ... SFETCH_ERROR_BUFFER_TOO_SMALL: ... ... } } } // application shutdown static void shutdown(void) { ... sfetch_shutdown(); ... }

Simple cross-platform time measurement:

#include "sokol_time.h" ... /* initialize sokol_time */ stm_setup(); /* take start timestamp */ uint64_t start = stm_now(); ...some code to measure... /* compute elapsed time */ uint64_t elapsed = stm_since(start); /* convert to time units */ double seconds = stm_sec(elapsed); double milliseconds = stm_ms(elapsed); double microseconds = stm_us(elapsed); double nanoseconds = stm_ns(elapsed); /* difference between 2 time stamps */ uint64_t start = stm_now(); ... uint64_t end = stm_now(); uint64_t elapsed = stm_diff(end, start); /* compute a 'lap time' (e.g. for fps) */ uint64_t last_time = 0; while (!done) { ...render something... double frame_time_ms = stm_ms(stm_laptime(&last_time)); }

Unified argument parsing for web and native apps. Uses argc/argv on native platforms and the URL query string on the web.

Example URL with one arg:

https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4

The same as command line app:

kc85 type=kc85_4

Parsed like this:

#include "sokol_args.h" int main(int argc, char* argv[]) { sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv }); if (sargs_exists("type")) { if (sargs_equals("type", "kc85_4")) { // start as KC85/4 } else if (sargs_equals("type", "kc85_3")) { // start as KC85/3 } else { // start as KC85/2 } } sargs_shutdown(); return 0; }

See the sokol_args.h header for a more complete documentation, and the Tiny Emulators for more interesting usage examples.

Read Entire Article