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- /*
- * 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 <RmlUi/Core/Core.h>
- #include <RmlUi/Core/FileInterface.h>
- #include <RmlUi/Core/Log.h>
- #include <RmlUi/Core/Types.h>
- #include <SDL3_image/SDL_image.h>
- using namespace Rml;
- enum ShaderType {
- ShaderTypeColor,
- ShaderTypeTexture,
- ShaderTypeVert,
- ShaderTypeCount,
- };
- enum ShaderFormat {
- ShaderFormatSPIRV,
- ShaderFormatMSL,
- ShaderFormatDXIL,
- ShaderFormatCount,
- };
- struct Shader {
- Span<const byte> data[ShaderFormatCount];
- int uniforms;
- int samplers;
- SDL_GPUShaderStage stage;
- };
- #undef X
- #define X(name) \
- Span<const byte> \
- { \
- 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<const Uint8*>(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>& command : commands)
- {
- command->Update(*this);
- }
- for (Rml::UniquePtr<Buffer>& 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<float>(width), static_cast<float>(height), 0.0f, -10'000.f, 10'000.f);
- SetTransform(nullptr);
- EnableScissorRegion(false);
- }
- void RenderInterface_SDL_GPU::EndFrame()
- {
- for (Rml::UniquePtr<Command>& 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<const Vertex> vertices, Span<const int> indices)
- {
- if (!BeginCopyPass())
- {
- return 0;
- }
- uint32_t vertex_size = static_cast<int>(vertices.size() * sizeof(Vertex));
- uint32_t index_size = static_cast<int>(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<int>(indices.size());
- geometry->vertex_buffer->in_use = true;
- geometry->index_buffer->in_use = true;
- return reinterpret_cast<Rml::CompiledGeometryHandle>(geometry);
- }
- void RenderInterface_SDL_GPU::ReleaseGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
- {
- (void)interface;
- GeometryView* geometry = reinterpret_cast<GeometryView*>(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<ReleaseGeometryCommand>(handle));
- }
- void RenderInterface_SDL_GPU::RenderGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
- {
- if (!interface.BeginRenderPass())
- {
- return;
- }
- GeometryView* geometry = reinterpret_cast<GeometryView*>(handle);
- if (texture != 0)
- {
- SDL_BindGPUGraphicsPipeline(interface.render_pass, interface.texture_pipeline);
- SDL_GPUTextureSamplerBinding texture_binding{};
- texture_binding.texture = reinterpret_cast<SDL_GPUTexture*>(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<RenderGeometryCommand>(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<EnableScissorRegionCommand>(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<SetScissorRegionCommand>(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<byte[]> 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<byte*>(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<const byte> data{static_cast<const byte*>(surface->pixels), static_cast<size_t>(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<const byte> 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<TextureHandle>(texture);
- }
- void RenderInterface_SDL_GPU::ReleaseTextureCommand::Update(RenderInterface_SDL_GPU& interface)
- {
- SDL_GPUTexture* texture = reinterpret_cast<SDL_GPUTexture*>(handle);
- SDL_ReleaseGPUTexture(interface.device, texture);
- }
- void RenderInterface_SDL_GPU::ReleaseTexture(TextureHandle texture_handle)
- {
- commands.push_back(Rml::MakeUnique<ReleaseTextureCommand>(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<SetTransformCommand>(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<Buffer>& 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> buffer = Rml::MakeUnique<Buffer>();
- {
- 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();
- }
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