/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RmlUi_Renderer_SDL_GPU.h"
#include "RmlUi_SDL_GPU/ShadersCompiledSPV.h"
#include
#include
#include
#include
#include
using namespace Rml;
enum ShaderType {
ShaderTypeColor,
ShaderTypeTexture,
ShaderTypeVert,
ShaderTypeCount,
};
enum ShaderFormat {
ShaderFormatSPIRV,
ShaderFormatMSL,
ShaderFormatDXIL,
ShaderFormatCount,
};
struct Shader {
Span data[ShaderFormatCount];
int uniforms;
int samplers;
SDL_GPUShaderStage stage;
};
#undef X
#define X(name) \
Span \
{ \
name, sizeof(name) \
}
static const Shader shaders[ShaderTypeCount] = {
{{X(shader_frag_color_spirv), X(shader_frag_color_msl), X(shader_frag_color_dxil)}, 0, 0, SDL_GPU_SHADERSTAGE_FRAGMENT},
{{X(shader_frag_texture_spirv), X(shader_frag_texture_msl), X(shader_frag_texture_dxil)}, 0, 1, SDL_GPU_SHADERSTAGE_FRAGMENT},
{{X(shader_vert_spirv), X(shader_vert_msl), X(shader_vert_dxil)}, 2, 0, SDL_GPU_SHADERSTAGE_VERTEX}};
#undef X
static SDL_GPUShader* CreateShaderFromMemory(SDL_GPUDevice* device, ShaderType type)
{
SDL_GPUShaderFormat sdl_shader_format = SDL_GetGPUShaderFormats(device);
ShaderFormat format = ShaderFormatCount;
const char* entrypoint = nullptr;
if (sdl_shader_format & SDL_GPU_SHADERFORMAT_SPIRV)
{
sdl_shader_format = SDL_GPU_SHADERFORMAT_SPIRV;
format = ShaderFormatSPIRV;
entrypoint = "main";
}
else if (sdl_shader_format & SDL_GPU_SHADERFORMAT_DXIL)
{
sdl_shader_format = SDL_GPU_SHADERFORMAT_DXIL;
format = ShaderFormatDXIL;
entrypoint = "main";
}
else if (sdl_shader_format & SDL_GPU_SHADERFORMAT_MSL)
{
sdl_shader_format = SDL_GPU_SHADERFORMAT_MSL;
format = ShaderFormatMSL;
entrypoint = "main0";
}
else
{
RMLUI_ERRORMSG("Invalid shader format");
return nullptr;
}
const Shader& shader = shaders[type];
SDL_GPUShaderCreateInfo info{};
info.code = static_cast(shader.data[format].data());
info.code_size = shader.data[format].size();
info.entrypoint = entrypoint;
info.format = sdl_shader_format;
info.stage = shader.stage;
info.num_samplers = shader.samplers;
info.num_uniform_buffers = shader.uniforms;
SDL_GPUShader* sdl_shader = SDL_CreateGPUShader(device, &info);
if (!sdl_shader)
{
Log::Message(Log::LT_ERROR, "Failed to create shader: %s", SDL_GetError());
RMLUI_ERROR;
}
return sdl_shader;
}
void RenderInterface_SDL_GPU::CreatePipelines()
{
SDL_GPUShader* color_shader = CreateShaderFromMemory(device, ShaderTypeColor);
SDL_GPUShader* texture_shader = CreateShaderFromMemory(device, ShaderTypeTexture);
SDL_GPUShader* vert_shader = CreateShaderFromMemory(device, ShaderTypeVert);
SDL_GPUColorTargetDescription target{};
target.format = SDL_GetGPUSwapchainTextureFormat(device, window);
target.blend_state.enable_blend = true;
target.blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
target.blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
target.blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
target.blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
target.blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
target.blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
SDL_GPUVertexAttribute attrib[3]{};
attrib[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrib[0].location = 0;
attrib[0].offset = offsetof(Vertex, position);
attrib[1].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
attrib[1].location = 1;
attrib[1].offset = offsetof(Vertex, colour);
attrib[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrib[2].location = 2;
attrib[2].offset = offsetof(Vertex, tex_coord);
SDL_GPUVertexBufferDescription buffer{};
buffer.pitch = sizeof(Vertex);
SDL_GPUGraphicsPipelineCreateInfo info{};
info.vertex_shader = vert_shader;
info.target_info.num_color_targets = 1;
info.target_info.color_target_descriptions = ⌖
info.vertex_input_state.num_vertex_attributes = 3;
info.vertex_input_state.num_vertex_buffers = 1;
info.vertex_input_state.vertex_attributes = attrib;
info.vertex_input_state.vertex_buffer_descriptions = &buffer;
info.fragment_shader = color_shader;
color_pipeline = SDL_CreateGPUGraphicsPipeline(device, &info);
if (!color_pipeline)
{
Log::Message(Log::LT_ERROR, "Failed to create color pipeline: %s", SDL_GetError());
RMLUI_ERROR;
}
info.fragment_shader = texture_shader;
texture_pipeline = SDL_CreateGPUGraphicsPipeline(device, &info);
if (!texture_pipeline)
{
Log::Message(Log::LT_ERROR, "Failed to create texture pipeline: %s", SDL_GetError());
RMLUI_ERROR;
}
SDL_ReleaseGPUShader(device, color_shader);
SDL_ReleaseGPUShader(device, texture_shader);
SDL_ReleaseGPUShader(device, vert_shader);
}
RenderInterface_SDL_GPU::RenderInterface_SDL_GPU(SDL_GPUDevice* device, SDL_Window* window) :
device(device), window(window), copy_pass(nullptr), render_pass(nullptr)
{
CreatePipelines();
SDL_GPUSamplerCreateInfo info{};
info.min_filter = SDL_GPU_FILTER_LINEAR;
info.mag_filter = SDL_GPU_FILTER_LINEAR;
info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
linear_sampler = SDL_CreateGPUSampler(device, &info);
if (!linear_sampler)
{
Log::Message(Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
return;
}
}
void RenderInterface_SDL_GPU::Shutdown()
{
for (Rml::UniquePtr& command : commands)
{
command->Update(*this);
}
for (Rml::UniquePtr& buffer : buffers)
{
SDL_ReleaseGPUTransferBuffer(device, buffer->transfer_buffer);
SDL_ReleaseGPUBuffer(device, buffer->buffer);
}
SDL_ReleaseGPUSampler(device, linear_sampler);
SDL_ReleaseGPUGraphicsPipeline(device, color_pipeline);
SDL_ReleaseGPUGraphicsPipeline(device, texture_pipeline);
}
void RenderInterface_SDL_GPU::BeginFrame(SDL_GPUCommandBuffer* command_buffer, SDL_GPUTexture* swapchain_texture, uint32_t width, uint32_t height)
{
this->command_buffer = command_buffer;
this->swapchain_texture = swapchain_texture;
swapchain_width = width;
swapchain_height = height;
proj = Matrix4f::ProjectOrtho(0.0f, static_cast(width), static_cast(height), 0.0f, 0.0f, 1.0f);
SetTransform(nullptr);
EnableScissorRegion(false);
}
void RenderInterface_SDL_GPU::EndFrame()
{
for (Rml::UniquePtr& command : commands)
{
command->Update(*this);
}
commands.clear();
if (copy_pass)
{
SDL_EndGPUCopyPass(copy_pass);
copy_pass = nullptr;
}
if (render_pass)
{
SDL_EndGPURenderPass(render_pass);
render_pass = nullptr;
}
}
bool RenderInterface_SDL_GPU::BeginCopyPass()
{
if (copy_pass)
{
return true;
}
if (render_pass)
{
SDL_EndGPURenderPass(render_pass);
render_pass = nullptr;
}
copy_pass = SDL_BeginGPUCopyPass(command_buffer);
if (!copy_pass)
{
Log::Message(Log::LT_ERROR, "Failed to begin copy pass: %s", SDL_GetError());
return false;
}
return true;
}
bool RenderInterface_SDL_GPU::BeginRenderPass()
{
if (render_pass)
{
return true;
}
if (copy_pass)
{
SDL_EndGPUCopyPass(copy_pass);
copy_pass = nullptr;
}
SDL_GPUColorTargetInfo color_info{};
color_info.texture = swapchain_texture;
color_info.load_op = SDL_GPU_LOADOP_LOAD;
color_info.store_op = SDL_GPU_STOREOP_STORE;
render_pass = SDL_BeginGPURenderPass(command_buffer, &color_info, 1, nullptr);
if (!render_pass)
{
Log::Message(Log::LT_ERROR, "Failed to begin render pass: %s", SDL_GetError());
return false;
}
return true;
}
CompiledGeometryHandle RenderInterface_SDL_GPU::CompileGeometry(Span vertices, Span indices)
{
if (!BeginCopyPass())
{
return 0;
}
uint32_t vertex_size = static_cast(vertices.size() * sizeof(Vertex));
uint32_t index_size = static_cast(indices.size() * sizeof(int));
GeometryView* geometry = new GeometryView();
geometry->vertex_buffer = RequestBuffer(vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
geometry->index_buffer = RequestBuffer(index_size, SDL_GPU_BUFFERUSAGE_INDEX);
if (!geometry->vertex_buffer || !geometry->index_buffer)
{
Log::Message(Log::LT_ERROR, "Failed to request buffer(s)");
delete geometry;
return 0;
}
void* vertex_data = SDL_MapGPUTransferBuffer(device, geometry->vertex_buffer->transfer_buffer, true);
void* index_data = SDL_MapGPUTransferBuffer(device, geometry->index_buffer->transfer_buffer, true);
if (!vertex_data || !index_data)
{
Log::Message(Log::LT_ERROR, "Failed to map transfer buffer(s): %s", SDL_GetError());
delete geometry;
return 0;
}
std::memcpy(vertex_data, vertices.data(), vertex_size);
std::memcpy(index_data, indices.data(), index_size);
SDL_UnmapGPUTransferBuffer(device, geometry->vertex_buffer->transfer_buffer);
SDL_UnmapGPUTransferBuffer(device, geometry->index_buffer->transfer_buffer);
SDL_GPUTransferBufferLocation location{};
SDL_GPUBufferRegion region{};
location.transfer_buffer = geometry->vertex_buffer->transfer_buffer;
region.buffer = geometry->vertex_buffer->buffer;
region.size = vertex_size;
SDL_UploadToGPUBuffer(copy_pass, &location, ®ion, false);
location.transfer_buffer = geometry->index_buffer->transfer_buffer;
region.buffer = geometry->index_buffer->buffer;
region.size = index_size;
SDL_UploadToGPUBuffer(copy_pass, &location, ®ion, false);
geometry->num_indices = static_cast(indices.size());
geometry->vertex_buffer->in_use = true;
geometry->index_buffer->in_use = true;
return reinterpret_cast(geometry);
}
void RenderInterface_SDL_GPU::ReleaseGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
{
(void)interface;
GeometryView* geometry = reinterpret_cast(handle);
geometry->vertex_buffer->in_use = false;
geometry->index_buffer->in_use = false;
delete geometry;
}
void RenderInterface_SDL_GPU::ReleaseGeometry(CompiledGeometryHandle handle)
{
commands.push_back(Rml::MakeUnique(handle));
}
void RenderInterface_SDL_GPU::RenderGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
{
if (!interface.BeginRenderPass())
{
return;
}
GeometryView* geometry = reinterpret_cast(handle);
if (texture != 0)
{
SDL_BindGPUGraphicsPipeline(interface.render_pass, interface.texture_pipeline);
SDL_GPUTextureSamplerBinding texture_binding{};
texture_binding.texture = reinterpret_cast(texture);
texture_binding.sampler = interface.linear_sampler;
SDL_BindGPUFragmentSamplers(interface.render_pass, 0, &texture_binding, 1);
}
else
{
SDL_BindGPUGraphicsPipeline(interface.render_pass, interface.color_pipeline);
}
SDL_GPUBufferBinding vertex_buffer_binding{};
SDL_GPUBufferBinding index_buffer_binding{};
vertex_buffer_binding.buffer = geometry->vertex_buffer->buffer;
index_buffer_binding.buffer = geometry->index_buffer->buffer;
SDL_BindGPUVertexBuffers(interface.render_pass, 0, &vertex_buffer_binding, 1);
SDL_BindGPUIndexBuffer(interface.render_pass, &index_buffer_binding, SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_SetGPUScissor(interface.render_pass, &interface.scissor);
SDL_PushGPUVertexUniformData(interface.command_buffer, 0, &interface.transform, sizeof(interface.transform));
SDL_PushGPUVertexUniformData(interface.command_buffer, 1, &translation, sizeof(translation));
SDL_DrawGPUIndexedPrimitives(interface.render_pass, geometry->num_indices, 1, 0, 0, 0);
}
void RenderInterface_SDL_GPU::RenderGeometry(CompiledGeometryHandle handle, Vector2f translation, TextureHandle texture)
{
commands.push_back(Rml::MakeUnique(handle, translation, texture));
}
void RenderInterface_SDL_GPU::EnableScissorRegionCommand::Update(RenderInterface_SDL_GPU& interface)
{
if (!enable)
{
interface.scissor.x = 0;
interface.scissor.y = 0;
interface.scissor.w = interface.swapchain_width;
interface.scissor.h = interface.swapchain_height;
}
}
void RenderInterface_SDL_GPU::EnableScissorRegion(bool enable)
{
commands.push_back(Rml::MakeUnique(enable));
}
void RenderInterface_SDL_GPU::SetScissorRegionCommand::Update(RenderInterface_SDL_GPU& interface)
{
interface.scissor.x = region.Left();
interface.scissor.w = region.Width();
interface.scissor.y = region.Top();
interface.scissor.h = region.Height();
}
void RenderInterface_SDL_GPU::SetScissorRegion(Rectanglei region)
{
commands.push_back(Rml::MakeUnique(region));
}
TextureHandle RenderInterface_SDL_GPU::LoadTexture(Vector2i& texture_dimensions, const String& source)
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
{
return 0;
}
file_interface->Seek(file_handle, 0, SEEK_END);
size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
using Rml::byte;
Rml::UniquePtr buffer(new byte[buffer_size]);
file_interface->Read(buffer.get(), buffer_size, file_handle);
file_interface->Close(file_handle);
const size_t i_ext = source.rfind('.');
Rml::String extension = (i_ext == Rml::String::npos ? Rml::String() : source.substr(i_ext + 1));
SDL_Surface* surface = IMG_LoadTyped_IO(SDL_IOFromMem(buffer.get(), int(buffer_size)), 1, extension.c_str());
if (!surface)
{
return 0;
}
texture_dimensions = {surface->w, surface->h};
if (surface->format != SDL_PIXELFORMAT_RGBA32)
{
SDL_Surface* converted_surface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA32);
SDL_DestroySurface(surface);
if (!converted_surface)
{
return 0;
}
surface = converted_surface;
}
// Convert colors to premultiplied alpha, which is necessary for correct alpha compositing.
const size_t pixels_byte_size = surface->w * surface->h * 4;
byte* pixels = static_cast(surface->pixels);
for (size_t i = 0; i < pixels_byte_size; i += 4)
{
const byte alpha = pixels[i + 3];
for (size_t j = 0; j < 3; ++j)
{
pixels[i + j] = byte(int(pixels[i + j]) * int(alpha) / 255);
}
}
Span data{static_cast(surface->pixels), static_cast(surface->pitch * surface->h)};
texture_dimensions = {surface->w, surface->h};
TextureHandle handle = GenerateTexture(data, texture_dimensions);
SDL_DestroySurface(surface);
return handle;
}
TextureHandle RenderInterface_SDL_GPU::GenerateTexture(Span source, Vector2i source_dimensions)
{
SDL_GPUTransferBuffer* transfer_buffer;
{
SDL_GPUTransferBufferCreateInfo info{};
info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
info.size = source_dimensions.x * source_dimensions.y * 4;
transfer_buffer = SDL_CreateGPUTransferBuffer(device, &info);
if (!transfer_buffer)
{
Log::Message(Log::LT_ERROR, "Failed to create transfer buffer: %s", SDL_GetError());
return 0;
}
}
void* dst = SDL_MapGPUTransferBuffer(device, transfer_buffer, false);
if (!dst)
{
SDL_Log("Failed to map transfer buffer: %s", SDL_GetError());
return 0;
}
std::memcpy(dst, source.data(), source_dimensions.x * source_dimensions.y * 4);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
SDL_GPUTexture* texture;
{
SDL_GPUTextureCreateInfo info{};
info.type = SDL_GPU_TEXTURETYPE_2D;
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
info.width = source_dimensions.x;
info.height = source_dimensions.y;
info.layer_count_or_depth = 1;
info.num_levels = 1;
texture = SDL_CreateGPUTexture(device, &info);
if (!texture)
{
Log::Message(Log::LT_ERROR, "Failed to create texture: %s", SDL_GetError());
return 0;
}
}
SDL_GPUTextureTransferInfo transfer_info{};
SDL_GPUTextureRegion region{};
transfer_info.transfer_buffer = transfer_buffer;
region.texture = texture;
region.w = source_dimensions.x;
region.h = source_dimensions.y;
region.d = 1;
// We can get calls out outside of Begin/End Frame so always acquire a command buffer here
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(device);
if (!command_buffer)
{
Log::Message(Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
return 0;
}
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
if (!copy_pass)
{
Log::Message(Log::LT_ERROR, "Failed to begin copy pass: %s", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_ReleaseGPUTexture(device, texture);
SDL_CancelGPUCommandBuffer(command_buffer);
return 0;
}
SDL_UploadToGPUTexture(copy_pass, &transfer_info, ®ion, false);
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(command_buffer);
return reinterpret_cast(texture);
}
void RenderInterface_SDL_GPU::ReleaseTextureCommand::Update(RenderInterface_SDL_GPU& interface)
{
SDL_GPUTexture* texture = reinterpret_cast(handle);
SDL_ReleaseGPUTexture(interface.device, texture);
}
void RenderInterface_SDL_GPU::ReleaseTexture(TextureHandle texture_handle)
{
commands.push_back(Rml::MakeUnique(texture_handle));
}
RenderInterface_SDL_GPU::SetTransformCommand::SetTransformCommand(const Rml::Matrix4f* new_transform)
{
if (new_transform)
{
has_transform = true;
transform = *new_transform;
}
else
{
has_transform = false;
}
}
void RenderInterface_SDL_GPU::SetTransformCommand::Update(RenderInterface_SDL_GPU& interface)
{
if (has_transform)
{
interface.transform = interface.proj * transform;
}
else
{
interface.transform = interface.proj;
}
}
void RenderInterface_SDL_GPU::SetTransform(const Rml::Matrix4f* new_transform)
{
commands.push_back(Rml::MakeUnique(new_transform));
}
RenderInterface_SDL_GPU::Buffer* RenderInterface_SDL_GPU::RequestBuffer(int capacity, SDL_GPUBufferUsageFlags usage)
{
auto it = std::lower_bound(buffers.begin(), buffers.end(), capacity,
[](const Rml::UniquePtr& lhs, int capacity) { return lhs->capacity < capacity; });
for (auto tmp_it = it; tmp_it != buffers.end(); ++tmp_it)
{
const auto& buffer = *tmp_it;
if (!buffer->in_use && buffer->usage == usage)
{
// set in_use as false and expect the caller to set it to true themselves
buffer->in_use = false;
return buffer.get();
}
}
Rml::UniquePtr buffer = Rml::MakeUnique();
{
SDL_GPUTransferBufferCreateInfo info{};
info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
info.size = capacity;
buffer->transfer_buffer = SDL_CreateGPUTransferBuffer(device, &info);
}
{
SDL_GPUBufferCreateInfo info{};
info.usage = usage;
info.size = capacity;
buffer->buffer = SDL_CreateGPUBuffer(device, &info);
}
if (!buffer->transfer_buffer || !buffer->buffer)
{
Log::Message(Log::LT_ERROR, "Failed to create buffer(s): %s", SDL_GetError());
SDL_ReleaseGPUTransferBuffer(device, buffer->transfer_buffer);
SDL_ReleaseGPUBuffer(device, buffer->buffer);
return {};
}
buffer->usage = usage;
buffer->in_use = false;
buffer->capacity = capacity;
auto inserted_it = buffers.insert(it, std::move(buffer));
return inserted_it->get();
}