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tests: Update GPU tests to use new swapchain best practice

cosmonaut 4 months ago
parent
commit
e46d8756e5
2 changed files with 18 additions and 25 deletions
  1. 16 17
      test/testgpu_simple_clear.c
  2. 2 8
      test/testgpu_spinning_cube.c

+ 16 - 17
test/testgpu_simple_clear.c

@@ -82,26 +82,25 @@ SDL_AppResult SDL_AppIterate(void *appstate)
 	}
 
     SDL_GPUTexture *swapchainTexture;
-	if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
+	if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
         SDL_Log("SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
-	if (swapchainTexture != NULL) {
-        const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
-        SDL_GPURenderPass *renderPass;
-		SDL_GPUColorTargetInfo color_target_info;
-        SDL_zero(color_target_info);
-		color_target_info.texture = swapchainTexture;
-		color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
-		color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
-		color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
-		color_target_info.clear_color.a = 1.0f;
-		color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
-		color_target_info.store_op = SDL_GPU_STOREOP_STORE;
-
-		renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
-		SDL_EndGPURenderPass(renderPass);
-	}
+
+    const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
+    SDL_GPURenderPass *renderPass;
+    SDL_GPUColorTargetInfo color_target_info;
+    SDL_zero(color_target_info);
+    color_target_info.texture = swapchainTexture;
+    color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
+    color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
+    color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
+    color_target_info.clear_color.a = 1.0f;
+    color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
+    color_target_info.store_op = SDL_GPU_STOREOP_STORE;
+
+    renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
+    SDL_EndGPURenderPass(renderPass);
 
 	SDL_SubmitGPUCommandBuffer(cmdbuf);
 

+ 2 - 8
test/testgpu_spinning_cube.c

@@ -341,20 +341,14 @@ Render(SDL_Window *window, const int windownum)
         SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
         quit(2);
     }
-    if (!SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
+    if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
         SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError());
         quit(2);
     }
 
-    if (swapchainTexture == NULL) {
-        /* No swapchain was acquired, probably too many frames in flight */
-        SDL_SubmitGPUCommandBuffer(cmd);
-        return;
-    }
-
     /*
     * Do some rotation with Euler angles. It is not a fixed axis as
-    * quaterions would be, but the effect is cool.
+    * quaternions would be, but the effect is cool.
     */
     rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
     rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);