SDL_shaders_gpu.c 8.7 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "SDL_internal.h"
  19. #ifdef SDL_VIDEO_RENDER_GPU
  20. #include "SDL_shaders_gpu.h"
  21. // SDL_GPU shader implementation
  22. typedef struct GPU_ShaderModuleSource
  23. {
  24. const unsigned char *code;
  25. unsigned int code_len;
  26. SDL_GPUShaderFormat format;
  27. } GPU_ShaderModuleSource;
  28. #if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN
  29. #define IF_VULKAN(...) __VA_ARGS__
  30. #define HAVE_SPIRV_SHADERS 1
  31. #include "shaders/spir-v.h"
  32. #else
  33. #define IF_VULKAN(...)
  34. #define HAVE_SPIRV_SHADERS 0
  35. #endif
  36. #ifdef SDL_GPU_D3D12
  37. #define IF_D3D12(...) __VA_ARGS__
  38. #define HAVE_DXIL60_SHADERS 1
  39. #include "shaders/dxil.h"
  40. #else
  41. #define IF_D3D12(...)
  42. #define HAVE_DXIL60_SHADERS 0
  43. #endif
  44. #ifdef SDL_GPU_METAL
  45. #define IF_METAL(...) __VA_ARGS__
  46. #define HAVE_METAL_SHADERS 1
  47. #include "shaders/msl.h"
  48. #else
  49. #define IF_METAL(...)
  50. #define HAVE_METAL_SHADERS 0
  51. #endif
  52. typedef struct GPU_ShaderSources
  53. {
  54. IF_VULKAN(GPU_ShaderModuleSource spirv;)
  55. IF_D3D12(GPU_ShaderModuleSource dxil60;)
  56. IF_METAL(GPU_ShaderModuleSource msl;)
  57. unsigned int num_samplers;
  58. unsigned int num_uniform_buffers;
  59. } GPU_ShaderSources;
  60. #define SHADER_SPIRV(code) \
  61. IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, )
  62. #define SHADER_DXIL60(code) \
  63. IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, )
  64. #define SHADER_METAL(code) \
  65. IF_METAL(.msl = { code, sizeof(code), SDL_GPU_SHADERFORMAT_MSL }, )
  66. // clang-format off
  67. static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
  68. [VERT_SHADER_LINEPOINT] = {
  69. .num_samplers = 0,
  70. .num_uniform_buffers = 1,
  71. SHADER_SPIRV(linepoint_vert_spv)
  72. SHADER_DXIL60(linepoint_vert_dxil)
  73. SHADER_METAL(linepoint_vert_msl)
  74. },
  75. [VERT_SHADER_TRI_COLOR] = {
  76. .num_samplers = 0,
  77. .num_uniform_buffers = 1,
  78. SHADER_SPIRV(tri_color_vert_spv)
  79. SHADER_DXIL60(tri_color_vert_dxil)
  80. SHADER_METAL(tri_color_vert_msl)
  81. },
  82. [VERT_SHADER_TRI_TEXTURE] = {
  83. .num_samplers = 0,
  84. .num_uniform_buffers = 1,
  85. SHADER_SPIRV(tri_texture_vert_spv)
  86. SHADER_DXIL60(tri_texture_vert_dxil)
  87. SHADER_METAL(tri_texture_vert_msl)
  88. },
  89. };
  90. static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
  91. [FRAG_SHADER_COLOR] = {
  92. .num_samplers = 0,
  93. .num_uniform_buffers = 0,
  94. SHADER_SPIRV(color_frag_spv)
  95. SHADER_DXIL60(color_frag_dxil)
  96. SHADER_METAL(color_frag_msl)
  97. },
  98. [FRAG_SHADER_TEXTURE_RGB] = {
  99. .num_samplers = 1,
  100. .num_uniform_buffers = 0,
  101. SHADER_SPIRV(texture_rgb_frag_spv)
  102. SHADER_DXIL60(texture_rgb_frag_dxil)
  103. SHADER_METAL(texture_rgb_frag_msl)
  104. },
  105. [FRAG_SHADER_TEXTURE_RGBA] = {
  106. .num_samplers = 1,
  107. .num_uniform_buffers = 0,
  108. SHADER_SPIRV(texture_rgba_frag_spv)
  109. SHADER_DXIL60(texture_rgba_frag_dxil)
  110. SHADER_METAL(texture_rgba_frag_msl)
  111. },
  112. [FRAG_SHADER_TEXTURE_RGB_PIXELART] = {
  113. .num_samplers = 1,
  114. .num_uniform_buffers = 1,
  115. SHADER_SPIRV(texture_rgb_pixelart_frag_spv)
  116. SHADER_DXIL60(texture_rgb_pixelart_frag_dxil)
  117. SHADER_METAL(texture_rgb_pixelart_frag_msl)
  118. },
  119. [FRAG_SHADER_TEXTURE_RGBA_PIXELART] = {
  120. .num_samplers = 1,
  121. .num_uniform_buffers = 1,
  122. SHADER_SPIRV(texture_rgba_pixelart_frag_spv)
  123. SHADER_DXIL60(texture_rgba_pixelart_frag_dxil)
  124. SHADER_METAL(texture_rgba_pixelart_frag_msl)
  125. },
  126. };
  127. // clang-format on
  128. static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage)
  129. {
  130. const GPU_ShaderModuleSource *sms = NULL;
  131. SDL_GPUShaderFormat formats = SDL_GetGPUShaderFormats(device);
  132. if (formats == SDL_GPU_SHADERFORMAT_INVALID) {
  133. // SDL_GetGPUShaderFormats already set the error
  134. return NULL;
  135. #if HAVE_SPIRV_SHADERS
  136. } else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) {
  137. sms = &sources->spirv;
  138. #endif // HAVE_SPIRV_SHADERS
  139. #if HAVE_DXIL60_SHADERS
  140. } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
  141. sms = &sources->dxil60;
  142. #endif // HAVE_DXIL60_SHADERS
  143. #if HAVE_METAL_SHADERS
  144. } else if (formats & SDL_GPU_SHADERFORMAT_MSL) {
  145. sms = &sources->msl;
  146. #endif // HAVE_METAL_SHADERS
  147. } else {
  148. SDL_SetError("Unsupported GPU backend");
  149. return NULL;
  150. }
  151. SDL_GPUShaderCreateInfo sci = { 0 };
  152. sci.code = sms->code;
  153. sci.code_size = sms->code_len;
  154. sci.format = sms->format;
  155. // FIXME not sure if this is correct
  156. sci.entrypoint =
  157. #if HAVE_METAL_SHADERS
  158. (sms == &sources->msl) ? "main0" :
  159. #endif // HAVE_METAL_SHADERS
  160. "main";
  161. sci.num_samplers = sources->num_samplers;
  162. sci.num_uniform_buffers = sources->num_uniform_buffers;
  163. sci.stage = stage;
  164. return SDL_CreateGPUShader(device, &sci);
  165. }
  166. bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
  167. {
  168. for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) {
  169. shaders->vert_shaders[i] = CompileShader(
  170. &vert_shader_sources[i], device, SDL_GPU_SHADERSTAGE_VERTEX);
  171. if (shaders->vert_shaders[i] == NULL) {
  172. GPU_ReleaseShaders(shaders, device);
  173. return false;
  174. }
  175. }
  176. for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) {
  177. if (i == FRAG_SHADER_TEXTURE_CUSTOM) {
  178. continue;
  179. }
  180. shaders->frag_shaders[i] = CompileShader(
  181. &frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT);
  182. if (shaders->frag_shaders[i] == NULL) {
  183. GPU_ReleaseShaders(shaders, device);
  184. return false;
  185. }
  186. }
  187. return true;
  188. }
  189. void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
  190. {
  191. for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) {
  192. SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]);
  193. shaders->vert_shaders[i] = NULL;
  194. }
  195. for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) {
  196. if (i == FRAG_SHADER_TEXTURE_CUSTOM) {
  197. continue;
  198. }
  199. SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]);
  200. shaders->frag_shaders[i] = NULL;
  201. }
  202. }
  203. SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id)
  204. {
  205. SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders));
  206. SDL_GPUShader *shader = shaders->vert_shaders[id];
  207. SDL_assert(shader != NULL);
  208. return shader;
  209. }
  210. SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id)
  211. {
  212. SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders));
  213. SDL_GPUShader *shader = shaders->frag_shaders[id];
  214. SDL_assert(shader != NULL);
  215. return shader;
  216. }
  217. void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
  218. {
  219. bool custom_shaders = false;
  220. if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, false)) {
  221. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
  222. custom_shaders = true;
  223. }
  224. if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, false)) {
  225. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
  226. custom_shaders = true;
  227. }
  228. if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, false)) {
  229. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
  230. custom_shaders = true;
  231. }
  232. if (!custom_shaders) {
  233. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
  234. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
  235. SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
  236. }
  237. }
  238. #endif // SDL_VIDEO_RENDER_GPU