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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_internal.h"
- #ifdef SDL_VIDEO_RENDER_GPU
- #include "../../video/SDL_pixels_c.h"
- #include "../SDL_d3dmath.h"
- #include "../SDL_sysrender.h"
- #include "SDL_gpu_util.h"
- #include "SDL_pipeline_gpu.h"
- #include "SDL_shaders_gpu.h"
- typedef struct GPU_VertexShaderUniformData
- {
- Float4X4 mvp;
- SDL_FColor color;
- } GPU_VertexShaderUniformData;
- typedef struct GPU_FragmentShaderUniformData
- {
- float texel_width;
- float texel_height;
- float texture_width;
- float texture_height;
- } GPU_FragmentShaderUniformData;
- typedef struct GPU_RenderData
- {
- SDL_GPUDevice *device;
- GPU_Shaders shaders;
- GPU_PipelineCache pipeline_cache;
- struct
- {
- SDL_GPUTexture *texture;
- SDL_GPUTextureFormat format;
- Uint32 width;
- Uint32 height;
- } backbuffer;
- struct
- {
- SDL_GPUSwapchainComposition composition;
- SDL_GPUPresentMode present_mode;
- } swapchain;
- struct
- {
- SDL_GPUTransferBuffer *transfer_buf;
- SDL_GPUBuffer *buffer;
- Uint32 buffer_size;
- } vertices;
- struct
- {
- SDL_GPURenderPass *render_pass;
- SDL_Texture *render_target;
- SDL_GPUCommandBuffer *command_buffer;
- SDL_GPUColorTargetInfo color_attachment;
- SDL_GPUViewport viewport;
- SDL_Rect scissor;
- SDL_FColor draw_color;
- bool scissor_enabled;
- bool scissor_was_enabled;
- } state;
- SDL_GPUSampler *samplers[3][2];
- } GPU_RenderData;
- typedef struct GPU_TextureData
- {
- SDL_GPUTexture *texture;
- SDL_GPUTextureFormat format;
- GPU_FragmentShaderID shader;
- void *pixels;
- int pitch;
- SDL_Rect locked_rect;
- } GPU_TextureData;
- static bool GPU_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
- {
- SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
- SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
- SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
- SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
- SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
- SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- if (GPU_ConvertBlendFactor(srcColorFactor) == SDL_GPU_BLENDFACTOR_INVALID ||
- GPU_ConvertBlendFactor(srcAlphaFactor) == SDL_GPU_BLENDFACTOR_INVALID ||
- GPU_ConvertBlendOperation(colorOperation) == SDL_GPU_BLENDOP_INVALID ||
- GPU_ConvertBlendFactor(dstColorFactor) == SDL_GPU_BLENDFACTOR_INVALID ||
- GPU_ConvertBlendFactor(dstAlphaFactor) == SDL_GPU_BLENDFACTOR_INVALID ||
- GPU_ConvertBlendOperation(alphaOperation) == SDL_GPU_BLENDOP_INVALID) {
- return false;
- }
- return true;
- }
- static SDL_GPUTextureFormat PixFormatToTexFormat(SDL_PixelFormat pixel_format)
- {
- switch (pixel_format) {
- case SDL_PIXELFORMAT_BGRA32:
- case SDL_PIXELFORMAT_BGRX32:
- return SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
- case SDL_PIXELFORMAT_RGBA32:
- case SDL_PIXELFORMAT_RGBX32:
- return SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
- // YUV TODO
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_NV12:
- case SDL_PIXELFORMAT_NV21:
- case SDL_PIXELFORMAT_UYVY:
- default:
- return SDL_GPU_TEXTUREFORMAT_INVALID;
- }
- }
- static SDL_PixelFormat TexFormatToPixFormat(SDL_GPUTextureFormat tex_format)
- {
- switch (tex_format) {
- case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM:
- return SDL_PIXELFORMAT_RGBA32;
- case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM:
- return SDL_PIXELFORMAT_BGRA32;
- case SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM:
- return SDL_PIXELFORMAT_BGR565;
- case SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM:
- return SDL_PIXELFORMAT_BGRA5551;
- case SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM:
- return SDL_PIXELFORMAT_BGRA4444;
- case SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM:
- return SDL_PIXELFORMAT_ABGR2101010;
- case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM:
- return SDL_PIXELFORMAT_RGBA64;
- case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM:
- return SDL_PIXELFORMAT_RGBA32;
- case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT:
- return SDL_PIXELFORMAT_RGBA64_FLOAT;
- case SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT:
- return SDL_PIXELFORMAT_RGBA128_FLOAT;
- case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT:
- return SDL_PIXELFORMAT_RGBA32;
- case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT:
- return SDL_PIXELFORMAT_RGBA64;
- case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB:
- return SDL_PIXELFORMAT_RGBA32;
- case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB:
- return SDL_PIXELFORMAT_BGRA32;
- default:
- return SDL_PIXELFORMAT_UNKNOWN;
- }
- }
- static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
- {
- GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal;
- GPU_TextureData *data;
- SDL_GPUTextureFormat format;
- SDL_GPUTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
- format = PixFormatToTexFormat(texture->format);
- if (format == SDL_GPU_TEXTUREFORMAT_INVALID) {
- return SDL_SetError("Texture format %s not supported by SDL_GPU",
- SDL_GetPixelFormatName(texture->format));
- }
- data = (GPU_TextureData *)SDL_calloc(1, sizeof(*data));
- if (!data) {
- return false;
- }
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- size_t size;
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- size = (size_t)texture->h * data->pitch;
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- // Need to add size for the U and V planes
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
- }
- if (texture->format == SDL_PIXELFORMAT_NV12 ||
- texture->format == SDL_PIXELFORMAT_NV21) {
- // Need to add size for the U/V plane
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
- }
- data->pixels = SDL_calloc(1, size);
- if (!data->pixels) {
- SDL_free(data);
- return false;
- }
- // TODO allocate a persistent transfer buffer
- }
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
- }
- texture->internal = data;
- SDL_GPUTextureCreateInfo tci;
- SDL_zero(tci);
- tci.format = format;
- tci.layer_count_or_depth = 1;
- tci.num_levels = 1;
- tci.usage = usage;
- tci.width = texture->w;
- tci.height = texture->h;
- tci.sample_count = SDL_GPU_SAMPLECOUNT_1;
- data->format = format;
- data->texture = SDL_CreateGPUTexture(renderdata->device, &tci);
- if (!data->texture) {
- return false;
- }
- if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) {
- data->shader = FRAG_SHADER_TEXTURE_RGBA;
- } else {
- data->shader = FRAG_SHADER_TEXTURE_RGB;
- }
- return true;
- }
- static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, const void *pixels, int pitch)
- {
- GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal;
- GPU_TextureData *data = (GPU_TextureData *)texture->internal;
- const Uint32 texturebpp = SDL_BYTESPERPIXEL(texture->format);
- size_t row_size, data_size;
- if (!SDL_size_mul_check_overflow(rect->w, texturebpp, &row_size) ||
- !SDL_size_mul_check_overflow(rect->h, row_size, &data_size)) {
- return SDL_SetError("update size overflow");
- }
- SDL_GPUTransferBufferCreateInfo tbci;
- SDL_zero(tbci);
- tbci.size = (Uint32)data_size;
- tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(renderdata->device, &tbci);
- if (tbuf == NULL) {
- return false;
- }
- Uint8 *output = SDL_MapGPUTransferBuffer(renderdata->device, tbuf, false);
- if ((size_t)pitch == row_size) {
- SDL_memcpy(output, pixels, data_size);
- } else {
- // FIXME is negative pitch supposed to work?
- // If not, maybe use SDL_GPUTextureTransferInfo::pixels_per_row instead of this
- const Uint8 *input = pixels;
- for (int i = 0; i < rect->h; ++i) {
- SDL_memcpy(output, input, row_size);
- output += row_size;
- input += pitch;
- }
- }
- SDL_UnmapGPUTransferBuffer(renderdata->device, tbuf);
- SDL_GPUCommandBuffer *cbuf = renderdata->state.command_buffer;
- SDL_GPUCopyPass *cpass = SDL_BeginGPUCopyPass(cbuf);
- SDL_GPUTextureTransferInfo tex_src;
- SDL_zero(tex_src);
- tex_src.transfer_buffer = tbuf;
- tex_src.rows_per_layer = rect->h;
- tex_src.pixels_per_row = rect->w;
- SDL_GPUTextureRegion tex_dst;
- SDL_zero(tex_dst);
- tex_dst.texture = data->texture;
- tex_dst.x = rect->x;
- tex_dst.y = rect->y;
- tex_dst.w = rect->w;
- tex_dst.h = rect->h;
- tex_dst.d = 1;
- SDL_UploadToGPUTexture(cpass, &tex_src, &tex_dst, false);
- SDL_EndGPUCopyPass(cpass);
- SDL_ReleaseGPUTransferBuffer(renderdata->device, tbuf);
- return true;
- }
- static bool GPU_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect, void **pixels, int *pitch)
- {
- GPU_TextureData *data = (GPU_TextureData *)texture->internal;
- data->locked_rect = *rect;
- *pixels =
- (void *)((Uint8 *)data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = data->pitch;
- return true;
- }
- static void GPU_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GPU_TextureData *data = (GPU_TextureData *)texture->internal;
- const SDL_Rect *rect;
- void *pixels;
- rect = &data->locked_rect;
- pixels =
- (void *)((Uint8 *)data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- GPU_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
- }
- static bool GPU_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- data->state.render_target = texture;
- return true;
- }
- static bool GPU_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
- {
- return true; // nothing to do in this backend.
- }
- static SDL_FColor GetDrawCmdColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
- {
- SDL_FColor color = cmd->data.color.color;
- if (SDL_RenderingLinearSpace(renderer)) {
- SDL_ConvertToLinear(&color);
- }
- color.r *= cmd->data.color.color_scale;
- color.g *= cmd->data.color.color_scale;
- color.b *= cmd->data.color.color_scale;
- return color;
- }
- static bool GPU_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
- {
- float *verts = (float *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(float), 0, &cmd->data.draw.first);
- if (!verts) {
- return false;
- }
- cmd->data.draw.count = count;
- for (int i = 0; i < count; i++) {
- *(verts++) = 0.5f + points[i].x;
- *(verts++) = 0.5f + points[i].y;
- }
- return true;
- }
- static bool GPU_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
- const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
- int num_vertices, const void *indices, int num_indices, int size_indices,
- float scale_x, float scale_y)
- {
- int i;
- int count = indices ? num_indices : num_vertices;
- float *verts;
- size_t sz = 2 * sizeof(float) + 4 * sizeof(float) + (texture ? 2 : 0) * sizeof(float);
- const float color_scale = cmd->data.draw.color_scale;
- bool convert_color = SDL_RenderingLinearSpace(renderer);
- verts = (float *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
- if (!verts) {
- return false;
- }
- cmd->data.draw.count = count;
- size_indices = indices ? size_indices : 0;
- for (i = 0; i < count; i++) {
- int j;
- float *xy_;
- SDL_FColor col_;
- if (size_indices == 4) {
- j = ((const Uint32 *)indices)[i];
- } else if (size_indices == 2) {
- j = ((const Uint16 *)indices)[i];
- } else if (size_indices == 1) {
- j = ((const Uint8 *)indices)[i];
- } else {
- j = i;
- }
- xy_ = (float *)((char *)xy + j * xy_stride);
- *(verts++) = xy_[0] * scale_x;
- *(verts++) = xy_[1] * scale_y;
- col_ = *(SDL_FColor *)((char *)color + j * color_stride);
- if (convert_color) {
- SDL_ConvertToLinear(&col_);
- }
- // FIXME: The Vulkan backend doesn't multiply by color_scale. GL does. I'm not sure which one is wrong.
- // ANSWER: The color scale should be applied in linear space when using the scRGB colorspace. This is done in shaders in the Vulkan backend.
- *(verts++) = col_.r * color_scale;
- *(verts++) = col_.g * color_scale;
- *(verts++) = col_.b * color_scale;
- *(verts++) = col_.a;
- if (texture) {
- float *uv_ = (float *)((char *)uv + j * uv_stride);
- *(verts++) = uv_[0];
- *(verts++) = uv_[1];
- }
- }
- return true;
- }
- static void GPU_InvalidateCachedState(SDL_Renderer *renderer)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- data->state.render_target = NULL;
- data->state.scissor_enabled = false;
- }
- static SDL_GPURenderPass *RestartRenderPass(GPU_RenderData *data)
- {
- if (data->state.render_pass) {
- SDL_EndGPURenderPass(data->state.render_pass);
- }
- data->state.render_pass = SDL_BeginGPURenderPass(
- data->state.command_buffer, &data->state.color_attachment, 1, NULL);
- // *** FIXME ***
- // This is busted. We should be able to know which load op to use.
- // LOAD is incorrect behavior most of the time, unless we had to break a render pass.
- // -cosmonaut
- data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD;
- data->state.scissor_was_enabled = false;
- return data->state.render_pass;
- }
- static void PushVertexUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
- {
- GPU_VertexShaderUniformData uniforms;
- SDL_zero(uniforms);
- uniforms.mvp.m[0][0] = 2.0f / data->state.viewport.w;
- uniforms.mvp.m[1][1] = -2.0f / data->state.viewport.h;
- uniforms.mvp.m[2][2] = 1.0f;
- uniforms.mvp.m[3][0] = -1.0f;
- uniforms.mvp.m[3][1] = 1.0f;
- uniforms.mvp.m[3][3] = 1.0f;
- uniforms.color = data->state.draw_color;
- SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
- }
- static void PushFragmentUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
- {
- if (cmd->data.draw.texture &&
- cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
- SDL_Texture *texture = cmd->data.draw.texture;
- GPU_FragmentShaderUniformData uniforms;
- SDL_zero(uniforms);
- uniforms.texture_width = texture->w;
- uniforms.texture_height = texture->h;
- uniforms.texel_width = 1.0f / uniforms.texture_width;
- uniforms.texel_height = 1.0f / uniforms.texture_height;
- SDL_PushGPUFragmentUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
- }
- }
- static SDL_GPUSampler **SamplerPointer(GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
- {
- SDL_assert(scale_mode < SDL_arraysize(data->samplers));
- SDL_assert((address_mode - 1) < SDL_arraysize(data->samplers[0]));
- return &data->samplers[scale_mode][address_mode - 1];
- }
- static void SetViewportAndScissor(GPU_RenderData *data)
- {
- SDL_SetGPUViewport(data->state.render_pass, &data->state.viewport);
- if (data->state.scissor_enabled) {
- SDL_SetGPUScissor(data->state.render_pass, &data->state.scissor);
- data->state.scissor_was_enabled = true;
- } else if (data->state.scissor_was_enabled) {
- SDL_Rect r;
- r.x = (int)data->state.viewport.x;
- r.y = (int)data->state.viewport.y;
- r.w = (int)data->state.viewport.w;
- r.h = (int)data->state.viewport.h;
- SDL_SetGPUScissor(data->state.render_pass, &r);
- data->state.scissor_was_enabled = false;
- }
- }
- static void Draw(
- GPU_RenderData *data, SDL_RenderCommand *cmd,
- Uint32 num_verts,
- Uint32 offset,
- SDL_GPUPrimitiveType prim)
- {
- if (!data->state.render_pass || data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) {
- RestartRenderPass(data);
- }
- SDL_GPURenderPass *pass = data->state.render_pass;
- GPU_VertexShaderID v_shader;
- GPU_FragmentShaderID f_shader;
- if (prim == SDL_GPU_PRIMITIVETYPE_TRIANGLELIST) {
- SDL_Texture *texture = cmd->data.draw.texture;
- if (texture) {
- v_shader = VERT_SHADER_TRI_TEXTURE;
- if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) {
- if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
- f_shader = FRAG_SHADER_TEXTURE_RGBA_PIXELART;
- } else {
- f_shader = FRAG_SHADER_TEXTURE_RGBA;
- }
- } else {
- if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
- f_shader = FRAG_SHADER_TEXTURE_RGB_PIXELART;
- } else {
- f_shader = FRAG_SHADER_TEXTURE_RGB;
- }
- }
- } else {
- v_shader = VERT_SHADER_TRI_COLOR;
- f_shader = FRAG_SHADER_COLOR;
- }
- } else {
- v_shader = VERT_SHADER_LINEPOINT;
- f_shader = FRAG_SHADER_COLOR;
- }
- GPU_PipelineParameters pipe_params;
- SDL_zero(pipe_params);
- pipe_params.blend_mode = cmd->data.draw.blend;
- pipe_params.vert_shader = v_shader;
- pipe_params.frag_shader = f_shader;
- pipe_params.primitive_type = prim;
- if (data->state.render_target) {
- pipe_params.attachment_format = ((GPU_TextureData *)data->state.render_target->internal)->format;
- } else {
- pipe_params.attachment_format = data->backbuffer.format;
- }
- SDL_GPUGraphicsPipeline *pipe = GPU_GetPipeline(&data->pipeline_cache, &data->shaders, data->device, &pipe_params);
- if (!pipe) {
- return;
- }
- SDL_BindGPUGraphicsPipeline(pass, pipe);
- if (cmd->data.draw.texture) {
- GPU_TextureData *tdata = (GPU_TextureData *)cmd->data.draw.texture->internal;
- SDL_GPUTextureSamplerBinding sampler_bind;
- SDL_zero(sampler_bind);
- sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture_scale_mode);
- sampler_bind.texture = tdata->texture;
- SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1);
- }
- PushFragmentUniforms(data, cmd);
- SDL_GPUBufferBinding buffer_bind;
- SDL_zero(buffer_bind);
- buffer_bind.buffer = data->vertices.buffer;
- buffer_bind.offset = offset;
- SDL_BindGPUVertexBuffers(pass, 0, &buffer_bind, 1);
- PushVertexUniforms(data, cmd);
- SetViewportAndScissor(data);
- SDL_DrawGPUPrimitives(pass, num_verts, 1, 0, 0);
- }
- static void ReleaseVertexBuffer(GPU_RenderData *data)
- {
- if (data->vertices.buffer) {
- SDL_ReleaseGPUBuffer(data->device, data->vertices.buffer);
- }
- if (data->vertices.transfer_buf) {
- SDL_ReleaseGPUTransferBuffer(data->device, data->vertices.transfer_buf);
- }
- data->vertices.buffer_size = 0;
- }
- static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
- {
- SDL_GPUBufferCreateInfo bci;
- SDL_zero(bci);
- bci.size = size;
- bci.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
- data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci);
- if (!data->vertices.buffer) {
- return false;
- }
- SDL_GPUTransferBufferCreateInfo tbci;
- SDL_zero(tbci);
- tbci.size = size;
- tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- data->vertices.transfer_buf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
- if (!data->vertices.transfer_buf) {
- return false;
- }
- return true;
- }
- static bool UploadVertices(GPU_RenderData *data, void *vertices, size_t vertsize)
- {
- if (vertsize == 0) {
- return true;
- }
- if (vertsize > data->vertices.buffer_size) {
- ReleaseVertexBuffer(data);
- if (!InitVertexBuffer(data, (Uint32)vertsize)) {
- return false;
- }
- }
- void *staging_buf = SDL_MapGPUTransferBuffer(data->device, data->vertices.transfer_buf, true);
- SDL_memcpy(staging_buf, vertices, vertsize);
- SDL_UnmapGPUTransferBuffer(data->device, data->vertices.transfer_buf);
- SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer);
- if (!pass) {
- return false;
- }
- SDL_GPUTransferBufferLocation src;
- SDL_zero(src);
- src.transfer_buffer = data->vertices.transfer_buf;
- SDL_GPUBufferRegion dst;
- SDL_zero(dst);
- dst.buffer = data->vertices.buffer;
- dst.size = (Uint32)vertsize;
- SDL_UploadToGPUBuffer(pass, &src, &dst, true);
- SDL_EndGPUCopyPass(pass);
- return true;
- }
- // *** FIXME ***
- // We might be able to run these data uploads on a separate command buffer
- // which would allow us to avoid breaking render passes.
- // Honestly I'm a little skeptical of this entire approach,
- // we already have a command buffer structure
- // so it feels weird to be deferring the operations manually.
- // We could also fairly easily run the geometry transformations
- // on compute shaders instead of the CPU, which would be a HUGE performance win.
- // -cosmonaut
- static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- if (!UploadVertices(data, vertices, vertsize)) {
- return false;
- }
- data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD;
- if (renderer->target) {
- GPU_TextureData *tdata = renderer->target->internal;
- data->state.color_attachment.texture = tdata->texture;
- } else {
- data->state.color_attachment.texture = data->backbuffer.texture;
- }
- if (!data->state.color_attachment.texture) {
- return SDL_SetError("Render target texture is NULL");
- }
- while (cmd) {
- switch (cmd->command) {
- case SDL_RENDERCMD_SETDRAWCOLOR:
- {
- data->state.draw_color = GetDrawCmdColor(renderer, cmd);
- break;
- }
- case SDL_RENDERCMD_SETVIEWPORT:
- {
- SDL_Rect *viewport = &cmd->data.viewport.rect;
- data->state.viewport.x = viewport->x;
- data->state.viewport.y = viewport->y;
- data->state.viewport.w = viewport->w;
- data->state.viewport.h = viewport->h;
- break;
- }
- case SDL_RENDERCMD_SETCLIPRECT:
- {
- const SDL_Rect *rect = &cmd->data.cliprect.rect;
- data->state.scissor.x = (int)data->state.viewport.x + rect->x;
- data->state.scissor.y = (int)data->state.viewport.y + rect->y;
- data->state.scissor.w = rect->w;
- data->state.scissor.h = rect->h;
- data->state.scissor_enabled = cmd->data.cliprect.enabled;
- break;
- }
- case SDL_RENDERCMD_CLEAR:
- {
- data->state.color_attachment.clear_color = GetDrawCmdColor(renderer, cmd);
- data->state.color_attachment.load_op = SDL_GPU_LOADOP_CLEAR;
- break;
- }
- case SDL_RENDERCMD_FILL_RECTS: // unused
- break;
- case SDL_RENDERCMD_COPY: // unused
- break;
- case SDL_RENDERCMD_COPY_EX: // unused
- break;
- case SDL_RENDERCMD_DRAW_LINES:
- {
- Uint32 count = (Uint32)cmd->data.draw.count;
- Uint32 offset = (Uint32)cmd->data.draw.first;
- if (count > 2) {
- // joined lines cannot be grouped
- Draw(data, cmd, count, offset, SDL_GPU_PRIMITIVETYPE_LINESTRIP);
- } else {
- // let's group non joined lines
- SDL_RenderCommand *finalcmd = cmd;
- SDL_RenderCommand *nextcmd = cmd->next;
- SDL_BlendMode thisblend = cmd->data.draw.blend;
- while (nextcmd) {
- const SDL_RenderCommandType nextcmdtype = nextcmd->command;
- if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
- break; // can't go any further on this draw call, different render command up next.
- } else if (nextcmd->data.draw.count != 2) {
- break; // can't go any further on this draw call, those are joined lines
- } else if (nextcmd->data.draw.blend != thisblend) {
- break; // can't go any further on this draw call, different blendmode copy up next.
- } else {
- finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
- count += (Uint32)nextcmd->data.draw.count;
- }
- nextcmd = nextcmd->next;
- }
- Draw(data, cmd, count, offset, SDL_GPU_PRIMITIVETYPE_LINELIST);
- cmd = finalcmd; // skip any copy commands we just combined in here.
- }
- break;
- }
- case SDL_RENDERCMD_DRAW_POINTS:
- case SDL_RENDERCMD_GEOMETRY:
- {
- /* as long as we have the same copy command in a row, with the
- same texture, we can combine them all into a single draw call. */
- SDL_Texture *thistexture = cmd->data.draw.texture;
- SDL_BlendMode thisblend = cmd->data.draw.blend;
- SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
- SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
- const SDL_RenderCommandType thiscmdtype = cmd->command;
- SDL_RenderCommand *finalcmd = cmd;
- SDL_RenderCommand *nextcmd = cmd->next;
- Uint32 count = (Uint32)cmd->data.draw.count;
- Uint32 offset = (Uint32)cmd->data.draw.first;
- while (nextcmd) {
- const SDL_RenderCommandType nextcmdtype = nextcmd->command;
- if (nextcmdtype != thiscmdtype) {
- break; // can't go any further on this draw call, different render command up next.
- } else if (nextcmd->data.draw.texture != thistexture ||
- nextcmd->data.draw.texture_scale_mode != thisscalemode ||
- nextcmd->data.draw.texture_address_mode != thisaddressmode ||
- nextcmd->data.draw.blend != thisblend) {
- // FIXME should we check address mode too?
- break; // can't go any further on this draw call, different texture/blendmode copy up next.
- } else {
- finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
- count += (Uint32)nextcmd->data.draw.count;
- }
- nextcmd = nextcmd->next;
- }
- SDL_GPUPrimitiveType prim = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; // SDL_RENDERCMD_GEOMETRY
- if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
- prim = SDL_GPU_PRIMITIVETYPE_POINTLIST;
- }
- Draw(data, cmd, count, offset, prim);
- cmd = finalcmd; // skip any copy commands we just combined in here.
- break;
- }
- case SDL_RENDERCMD_NO_OP:
- break;
- }
- cmd = cmd->next;
- }
- if (data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) {
- RestartRenderPass(data);
- }
- if (data->state.render_pass) {
- SDL_EndGPURenderPass(data->state.render_pass);
- data->state.render_pass = NULL;
- }
- return true;
- }
- static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- SDL_GPUTexture *gpu_tex;
- SDL_PixelFormat pixfmt;
- if (data->state.render_target) {
- SDL_Texture *texture = data->state.render_target;
- GPU_TextureData *texdata = texture->internal;
- gpu_tex = texdata->texture;
- pixfmt = texture->format;
- } else {
- gpu_tex = data->backbuffer.texture;
- pixfmt = TexFormatToPixFormat(data->backbuffer.format);
- if (pixfmt == SDL_PIXELFORMAT_UNKNOWN) {
- SDL_SetError("Unsupported backbuffer format");
- return NULL;
- }
- }
- Uint32 bpp = SDL_BYTESPERPIXEL(pixfmt);
- size_t row_size, image_size;
- if (!SDL_size_mul_check_overflow(rect->w, bpp, &row_size) ||
- !SDL_size_mul_check_overflow(rect->h, row_size, &image_size)) {
- SDL_SetError("read size overflow");
- return NULL;
- }
- SDL_Surface *surface = SDL_CreateSurface(rect->w, rect->h, pixfmt);
- if (!surface) {
- return NULL;
- }
- SDL_GPUTransferBufferCreateInfo tbci;
- SDL_zero(tbci);
- tbci.size = (Uint32)image_size;
- tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD;
- SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
- if (!tbuf) {
- return NULL;
- }
- SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer);
- SDL_GPUTextureRegion src;
- SDL_zero(src);
- src.texture = gpu_tex;
- src.x = rect->x;
- src.y = rect->y;
- src.w = rect->w;
- src.h = rect->h;
- src.d = 1;
- SDL_GPUTextureTransferInfo dst;
- SDL_zero(dst);
- dst.transfer_buffer = tbuf;
- dst.rows_per_layer = rect->h;
- dst.pixels_per_row = rect->w;
- SDL_DownloadFromGPUTexture(pass, &src, &dst);
- SDL_EndGPUCopyPass(pass);
- SDL_GPUFence *fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
- SDL_WaitForGPUFences(data->device, true, &fence, 1);
- SDL_ReleaseGPUFence(data->device, fence);
- data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
- void *mapped_tbuf = SDL_MapGPUTransferBuffer(data->device, tbuf, false);
- if ((size_t)surface->pitch == row_size) {
- SDL_memcpy(surface->pixels, mapped_tbuf, image_size);
- } else {
- Uint8 *input = mapped_tbuf;
- Uint8 *output = surface->pixels;
- for (int row = 0; row < rect->h; ++row) {
- SDL_memcpy(output, input, row_size);
- output += surface->pitch;
- input += row_size;
- }
- }
- SDL_UnmapGPUTransferBuffer(data->device, tbuf);
- SDL_ReleaseGPUTransferBuffer(data->device, tbuf);
- return surface;
- }
- static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTextureFormat fmt)
- {
- SDL_GPUTextureCreateInfo tci;
- SDL_zero(tci);
- tci.width = w;
- tci.height = h;
- tci.format = fmt;
- tci.layer_count_or_depth = 1;
- tci.num_levels = 1;
- tci.sample_count = SDL_GPU_SAMPLECOUNT_1;
- tci.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
- data->backbuffer.texture = SDL_CreateGPUTexture(data->device, &tci);
- data->backbuffer.width = w;
- data->backbuffer.height = h;
- data->backbuffer.format = fmt;
- if (!data->backbuffer.texture) {
- return false;
- }
- return true;
- }
- static bool GPU_RenderPresent(SDL_Renderer *renderer)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- SDL_GPUTexture *swapchain;
- Uint32 swapchain_texture_width, swapchain_texture_height;
- bool result = SDL_WaitAndAcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height);
- if (!result) {
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError());
- }
- if (swapchain != NULL) {
- SDL_GPUBlitInfo blit_info;
- SDL_zero(blit_info);
- blit_info.source.texture = data->backbuffer.texture;
- blit_info.source.w = data->backbuffer.width;
- blit_info.source.h = data->backbuffer.height;
- blit_info.destination.texture = swapchain;
- blit_info.destination.w = swapchain_texture_width;
- blit_info.destination.h = swapchain_texture_height;
- blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
- blit_info.filter = SDL_GPU_FILTER_LINEAR;
- SDL_BlitGPUTexture(data->state.command_buffer, &blit_info);
- SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
- if (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height) {
- SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
- CreateBackbuffer(data, swapchain_texture_width, swapchain_texture_height, SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window));
- }
- } else {
- SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
- }
- data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
- return true;
- }
- static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal;
- GPU_TextureData *data = (GPU_TextureData *)texture->internal;
- if (renderdata->state.render_target == texture) {
- renderdata->state.render_target = NULL;
- }
- if (!data) {
- return;
- }
- SDL_ReleaseGPUTexture(renderdata->device, data->texture);
- SDL_free(data->pixels);
- SDL_free(data);
- texture->internal = NULL;
- }
- static void GPU_DestroyRenderer(SDL_Renderer *renderer)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- if (!data) {
- return;
- }
- if (data->state.command_buffer) {
- SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
- data->state.command_buffer = NULL;
- }
- for (Uint32 i = 0; i < sizeof(data->samplers) / sizeof(SDL_GPUSampler *); ++i) {
- SDL_ReleaseGPUSampler(data->device, ((SDL_GPUSampler **)data->samplers)[i]);
- }
- if (data->backbuffer.texture) {
- SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
- }
- if (renderer->window) {
- SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
- }
- ReleaseVertexBuffer(data);
- GPU_DestroyPipelineCache(&data->pipeline_cache);
- GPU_ReleaseShaders(&data->shaders, data->device);
- SDL_DestroyGPUDevice(data->device);
- SDL_free(data);
- }
- static bool ChoosePresentMode(SDL_GPUDevice *device, SDL_Window *window, const int vsync, SDL_GPUPresentMode *out_mode)
- {
- SDL_GPUPresentMode mode;
- switch (vsync) {
- case 0:
- mode = SDL_GPU_PRESENTMODE_MAILBOX;
- if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
- mode = SDL_GPU_PRESENTMODE_IMMEDIATE;
- if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
- mode = SDL_GPU_PRESENTMODE_VSYNC;
- }
- }
- // FIXME should we return an error if both mailbox and immediate fail?
- break;
- case 1:
- mode = SDL_GPU_PRESENTMODE_VSYNC;
- break;
- default:
- return SDL_Unsupported();
- }
- *out_mode = mode;
- return true;
- }
- static bool GPU_SetVSync(SDL_Renderer *renderer, const int vsync)
- {
- GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
- SDL_GPUPresentMode mode = SDL_GPU_PRESENTMODE_VSYNC;
- if (!ChoosePresentMode(data->device, renderer->window, vsync, &mode)) {
- return false;
- }
- if (mode != data->swapchain.present_mode) {
- // XXX returns bool instead of SDL-style error code
- if (SDL_SetGPUSwapchainParameters(data->device, renderer->window, data->swapchain.composition, mode)) {
- data->swapchain.present_mode = mode;
- return true;
- } else {
- return false;
- }
- }
- return true;
- }
- static bool InitSamplers(GPU_RenderData *data)
- {
- struct
- {
- struct
- {
- SDL_TextureAddressMode address_mode;
- SDL_ScaleMode scale_mode;
- } sdl;
- struct
- {
- SDL_GPUSamplerAddressMode address_mode;
- SDL_GPUFilter filter;
- SDL_GPUSamplerMipmapMode mipmap_mode;
- Uint32 anisotropy;
- } gpu;
- } configs[] = {
- {
- { SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_NEAREST },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
- },
- {
- { SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_LINEAR },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 },
- },
- {
- { SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_PIXELART },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
- },
- {
- { SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_NEAREST },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
- },
- {
- { SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_LINEAR },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 },
- },
- {
- { SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_PIXELART },
- { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
- },
- };
- for (Uint32 i = 0; i < SDL_arraysize(configs); ++i) {
- SDL_GPUSamplerCreateInfo sci;
- SDL_zero(sci);
- sci.max_anisotropy = configs[i].gpu.anisotropy;
- sci.enable_anisotropy = configs[i].gpu.anisotropy > 0;
- sci.address_mode_u = sci.address_mode_v = sci.address_mode_w = configs[i].gpu.address_mode;
- sci.min_filter = sci.mag_filter = configs[i].gpu.filter;
- sci.mipmap_mode = configs[i].gpu.mipmap_mode;
- SDL_GPUSampler *sampler = SDL_CreateGPUSampler(data->device, &sci);
- if (sampler == NULL) {
- return false;
- }
- *SamplerPointer(data, configs[i].sdl.address_mode, configs[i].sdl.scale_mode) = sampler;
- }
- return true;
- }
- static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
- {
- GPU_RenderData *data = NULL;
- SDL_SetupRendererColorspace(renderer, create_props);
- if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
- // TODO
- return SDL_SetError("Unsupported output colorspace");
- }
- data = (GPU_RenderData *)SDL_calloc(1, sizeof(*data));
- if (!data) {
- return false;
- }
- renderer->SupportsBlendMode = GPU_SupportsBlendMode;
- renderer->CreateTexture = GPU_CreateTexture;
- renderer->UpdateTexture = GPU_UpdateTexture;
- renderer->LockTexture = GPU_LockTexture;
- renderer->UnlockTexture = GPU_UnlockTexture;
- renderer->SetRenderTarget = GPU_SetRenderTarget;
- renderer->QueueSetViewport = GPU_QueueNoOp;
- renderer->QueueSetDrawColor = GPU_QueueNoOp;
- renderer->QueueDrawPoints = GPU_QueueDrawPoints;
- renderer->QueueDrawLines = GPU_QueueDrawPoints; // lines and points queue vertices the same way.
- renderer->QueueGeometry = GPU_QueueGeometry;
- renderer->InvalidateCachedState = GPU_InvalidateCachedState;
- renderer->RunCommandQueue = GPU_RunCommandQueue;
- renderer->RenderReadPixels = GPU_RenderReadPixels;
- renderer->RenderPresent = GPU_RenderPresent;
- renderer->DestroyTexture = GPU_DestroyTexture;
- renderer->DestroyRenderer = GPU_DestroyRenderer;
- renderer->SetVSync = GPU_SetVSync;
- renderer->internal = data;
- renderer->window = window;
- renderer->name = GPU_RenderDriver.name;
- bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false);
- bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
- // Prefer environment variables/hints if they exist, otherwise defer to properties
- debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug);
- lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower);
- SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug);
- SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower);
- GPU_FillSupportedShaderFormats(create_props);
- data->device = SDL_CreateGPUDeviceWithProperties(create_props);
- if (!data->device) {
- return false;
- }
- if (!GPU_InitShaders(&data->shaders, data->device)) {
- return false;
- }
- if (!GPU_InitPipelineCache(&data->pipeline_cache, data->device)) {
- return false;
- }
- // XXX what's a good initial size?
- if (!InitVertexBuffer(data, 1 << 16)) {
- return false;
- }
- if (!InitSamplers(data)) {
- return false;
- }
- if (!SDL_ClaimWindowForGPUDevice(data->device, window)) {
- return false;
- }
- data->swapchain.composition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR;
- data->swapchain.present_mode = SDL_GPU_PRESENTMODE_VSYNC;
- int vsync = (int)SDL_GetNumberProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 0);
- ChoosePresentMode(data->device, window, vsync, &data->swapchain.present_mode);
- SDL_SetGPUSwapchainParameters(data->device, window, data->swapchain.composition, data->swapchain.present_mode);
- SDL_SetGPUAllowedFramesInFlight(data->device, 1);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
- SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384);
- data->state.draw_color.r = 1.0f;
- data->state.draw_color.g = 1.0f;
- data->state.draw_color.b = 1.0f;
- data->state.draw_color.a = 1.0f;
- data->state.viewport.min_depth = 0;
- data->state.viewport.max_depth = 1;
- data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
- int w, h;
- SDL_GetWindowSizeInPixels(window, &w, &h);
- if (!CreateBackbuffer(data, w, h, SDL_GetGPUSwapchainTextureFormat(data->device, window))) {
- return false;
- }
- SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, data->device);
- return true;
- }
- SDL_RenderDriver GPU_RenderDriver = {
- GPU_CreateRenderer, "gpu"
- };
- #endif // SDL_VIDEO_RENDER_GPU
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