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- /*
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- 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.
- */
- #include <stdlib.h>
- #ifdef __EMSCRIPTEN__
- #include <emscripten/emscripten.h>
- #endif
- #include <SDL3/SDL_test_common.h>
- #include <SDL3/SDL_gpu.h>
- #include <SDL3/SDL_main.h>
- /* Regenerate the shaders with testgpu/build-shaders.sh */
- #include "testgpu/testgpu_spirv.h"
- #include "testgpu/testgpu_dxil.h"
- #include "testgpu/testgpu_metallib.h"
- #define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
- #define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s\n", thing, SDL_GetError()); quit(2); } }
- static Uint32 frames = 0;
- typedef struct RenderState
- {
- SDL_GPUBuffer *buf_vertex;
- SDL_GPUGraphicsPipeline *pipeline;
- SDL_GPUSampleCount sample_count;
- } RenderState;
- typedef struct WindowState
- {
- int angle_x, angle_y, angle_z;
- SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve;
- Uint32 prev_drawablew, prev_drawableh;
- } WindowState;
- static SDL_GPUDevice *gpu_device = NULL;
- static RenderState render_state;
- static SDLTest_CommonState *state = NULL;
- static WindowState *window_states = NULL;
- static void shutdownGPU(void)
- {
- if (window_states) {
- int i;
- for (i = 0; i < state->num_windows; i++) {
- WindowState *winstate = &window_states[i];
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
- SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
- }
- SDL_free(window_states);
- window_states = NULL;
- }
- SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
- SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
- SDL_DestroyGPUDevice(gpu_device);
- SDL_zero(render_state);
- gpu_device = NULL;
- }
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- shutdownGPU();
- SDLTest_CommonQuit(state);
- exit(rc);
- }
- /*
- * Simulates desktop's glRotatef. The matrix is returned in column-major
- * order.
- */
- static void
- rotate_matrix(float angle, float x, float y, float z, float *r)
- {
- float radians, c, s, c1, u[3], length;
- int i, j;
- radians = angle * SDL_PI_F / 180.0f;
- c = SDL_cosf(radians);
- s = SDL_sinf(radians);
- c1 = 1.0f - SDL_cosf(radians);
- length = (float)SDL_sqrt(x * x + y * y + z * z);
- u[0] = x / length;
- u[1] = y / length;
- u[2] = z / length;
- for (i = 0; i < 16; i++) {
- r[i] = 0.0;
- }
- r[15] = 1.0;
- for (i = 0; i < 3; i++) {
- r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
- r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
- }
- for (i = 0; i < 3; i++) {
- for (j = 0; j < 3; j++) {
- r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
- }
- }
- }
- /*
- * Simulates gluPerspectiveMatrix
- */
- static void
- perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
- {
- int i;
- float f;
- f = 1.0f/SDL_tanf(fovy * 0.5f);
- for (i = 0; i < 16; i++) {
- r[i] = 0.0;
- }
- r[0] = f / aspect;
- r[5] = f;
- r[10] = (znear + zfar) / (znear - zfar);
- r[11] = -1.0f;
- r[14] = (2.0f * znear * zfar) / (znear - zfar);
- r[15] = 0.0f;
- }
- /*
- * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
- * major. In-place multiplication is supported.
- */
- static void
- multiply_matrix(float *lhs, float *rhs, float *r)
- {
- int i, j, k;
- float tmp[16];
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- tmp[j * 4 + i] = 0.0;
- for (k = 0; k < 4; k++) {
- tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
- }
- }
- }
- for (i = 0; i < 16; i++) {
- r[i] = tmp[i];
- }
- }
- typedef struct VertexData
- {
- float x, y, z; /* 3D data. Vertex range -0.5..0.5 in all axes. Z -0.5 is near, 0.5 is far. */
- float red, green, blue; /* intensity 0 to 1 (alpha is always 1). */
- } VertexData;
- static const VertexData vertex_data[] = {
- /* Front face. */
- /* Bottom left */
- { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
- { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
- { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
- /* Top right */
- { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
- { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
- { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
- /* Left face */
- /* Bottom left */
- { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
- { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
- { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
- /* Top right */
- { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
- { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
- { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
- /* Top face */
- /* Bottom left */
- { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
- { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
- { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
- /* Top right */
- { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
- { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
- { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
- /* Right face */
- /* Bottom left */
- { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
- { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
- { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
- /* Top right */
- { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
- { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
- { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
- /* Back face */
- /* Bottom left */
- { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
- { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
- { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
- /* Top right */
- { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
- { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
- { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
- /* Bottom face */
- /* Bottom left */
- { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
- { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
- { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
- /* Top right */
- { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
- { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
- { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 } /* magenta */
- };
- static SDL_GPUTexture*
- CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
- {
- SDL_GPUTextureCreateInfo createinfo;
- SDL_GPUTexture *result;
- createinfo.type = SDL_GPU_TEXTURETYPE_2D;
- createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
- createinfo.width = drawablew;
- createinfo.height = drawableh;
- createinfo.layer_count_or_depth = 1;
- createinfo.num_levels = 1;
- createinfo.sample_count = render_state.sample_count;
- createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
- createinfo.props = 0;
- result = SDL_CreateGPUTexture(gpu_device, &createinfo);
- CHECK_CREATE(result, "Depth Texture")
- return result;
- }
- static SDL_GPUTexture*
- CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
- {
- SDL_GPUTextureCreateInfo createinfo;
- SDL_GPUTexture *result;
- if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
- return NULL;
- }
- createinfo.type = SDL_GPU_TEXTURETYPE_2D;
- createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
- createinfo.width = drawablew;
- createinfo.height = drawableh;
- createinfo.layer_count_or_depth = 1;
- createinfo.num_levels = 1;
- createinfo.sample_count = render_state.sample_count;
- createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
- createinfo.props = 0;
- result = SDL_CreateGPUTexture(gpu_device, &createinfo);
- CHECK_CREATE(result, "MSAA Texture")
- return result;
- }
- static SDL_GPUTexture *
- CreateResolveTexture(Uint32 drawablew, Uint32 drawableh)
- {
- SDL_GPUTextureCreateInfo createinfo;
- SDL_GPUTexture *result;
- if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
- return NULL;
- }
- createinfo.type = SDL_GPU_TEXTURETYPE_2D;
- createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
- createinfo.width = drawablew;
- createinfo.height = drawableh;
- createinfo.layer_count_or_depth = 1;
- createinfo.num_levels = 1;
- createinfo.sample_count = SDL_GPU_SAMPLECOUNT_1;
- createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
- createinfo.props = 0;
- result = SDL_CreateGPUTexture(gpu_device, &createinfo);
- CHECK_CREATE(result, "Resolve Texture")
- return result;
- }
- static void
- Render(SDL_Window *window, const int windownum)
- {
- WindowState *winstate = &window_states[windownum];
- SDL_GPUTexture *swapchainTexture;
- SDL_GPUColorTargetInfo color_target;
- SDL_GPUDepthStencilTargetInfo depth_target;
- float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
- SDL_GPUCommandBuffer *cmd;
- SDL_GPURenderPass *pass;
- SDL_GPUBufferBinding vertex_binding;
- SDL_GPUBlitInfo blit_info;
- Uint32 drawablew, drawableh;
- /* Acquire the swapchain texture */
- cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
- if (!cmd) {
- SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
- quit(2);
- }
- 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) {
- /* Swapchain is unavailable, cancel work */
- SDL_CancelGPUCommandBuffer(cmd);
- return;
- }
- /*
- * Do some rotation with Euler angles. It is not a fixed axis as
- * 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);
- multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
- rotate_matrix((float)winstate->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
- multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
- /* Pull the camera back from the cube */
- matrix_modelview[14] -= 2.5f;
- perspective_matrix(45.0f, (float)drawablew/drawableh, 0.01f, 100.0f, matrix_perspective);
- multiply_matrix(matrix_perspective, matrix_modelview, (float*) &matrix_final);
- winstate->angle_x += 3;
- winstate->angle_y += 2;
- winstate->angle_z += 1;
- if(winstate->angle_x >= 360) winstate->angle_x -= 360;
- if(winstate->angle_x < 0) winstate->angle_x += 360;
- if(winstate->angle_y >= 360) winstate->angle_y -= 360;
- if(winstate->angle_y < 0) winstate->angle_y += 360;
- if(winstate->angle_z >= 360) winstate->angle_z -= 360;
- if(winstate->angle_z < 0) winstate->angle_z += 360;
- /* Resize the depth buffer if the window size changed */
- if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
- SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
- winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
- winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
- winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
- }
- winstate->prev_drawablew = drawablew;
- winstate->prev_drawableh = drawableh;
- /* Set up the pass */
- SDL_zero(color_target);
- color_target.clear_color.a = 1.0f;
- if (winstate->tex_msaa) {
- color_target.load_op = SDL_GPU_LOADOP_CLEAR;
- color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
- color_target.texture = winstate->tex_msaa;
- color_target.resolve_texture = winstate->tex_resolve;
- color_target.cycle = true;
- color_target.cycle_resolve_texture = true;
- } else {
- color_target.load_op = SDL_GPU_LOADOP_CLEAR;
- color_target.store_op = SDL_GPU_STOREOP_STORE;
- color_target.texture = swapchainTexture;
- }
- SDL_zero(depth_target);
- depth_target.clear_depth = 1.0f;
- depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
- depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
- depth_target.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE;
- depth_target.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE;
- depth_target.texture = winstate->tex_depth;
- depth_target.cycle = true;
- /* Set up the bindings */
- vertex_binding.buffer = render_state.buf_vertex;
- vertex_binding.offset = 0;
- /* Draw the cube! */
- SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
- pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target);
- SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
- SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
- SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
- SDL_EndGPURenderPass(pass);
- /* Blit MSAA resolve target to swapchain, if needed */
- if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
- SDL_zero(blit_info);
- blit_info.source.texture = winstate->tex_resolve;
- blit_info.source.w = drawablew;
- blit_info.source.h = drawableh;
- blit_info.destination.texture = swapchainTexture;
- blit_info.destination.w = drawablew;
- blit_info.destination.h = drawableh;
- blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
- blit_info.filter = SDL_GPU_FILTER_LINEAR;
- SDL_BlitGPUTexture(cmd, &blit_info);
- }
- /* Submit the command buffer! */
- SDL_SubmitGPUCommandBuffer(cmd);
- ++frames;
- }
- static SDL_GPUShader*
- load_shader(bool is_vertex)
- {
- SDL_GPUShaderCreateInfo createinfo;
- createinfo.num_samplers = 0;
- createinfo.num_storage_buffers = 0;
- createinfo.num_storage_textures = 0;
- createinfo.num_uniform_buffers = is_vertex ? 1 : 0;
- createinfo.props = 0;
- SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
- if (format & SDL_GPU_SHADERFORMAT_DXIL) {
- createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
- createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
- createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
- createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
- } else if (format & SDL_GPU_SHADERFORMAT_METALLIB) {
- createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB;
- createinfo.code = is_vertex ? cube_vert_metallib : cube_frag_metallib;
- createinfo.code_size = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len;
- createinfo.entrypoint = is_vertex ? "vs_main" : "fs_main";
- } else {
- createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
- createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv;
- createinfo.code_size = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
- createinfo.entrypoint = "main";
- }
- createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
- return SDL_CreateGPUShader(gpu_device, &createinfo);
- }
- static void
- init_render_state(int msaa)
- {
- SDL_GPUCommandBuffer *cmd;
- SDL_GPUTransferBuffer *buf_transfer;
- void *map;
- SDL_GPUTransferBufferLocation buf_location;
- SDL_GPUBufferRegion dst_region;
- SDL_GPUCopyPass *copy_pass;
- SDL_GPUBufferCreateInfo buffer_desc;
- SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
- SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
- SDL_GPUColorTargetDescription color_target_desc;
- Uint32 drawablew, drawableh;
- SDL_GPUVertexAttribute vertex_attributes[2];
- SDL_GPUVertexBufferDescription vertex_buffer_desc;
- SDL_GPUShader *vertex_shader;
- SDL_GPUShader *fragment_shader;
- int i;
- gpu_device = SDL_CreateGPUDevice(
- TESTGPU_SUPPORTED_FORMATS,
- true,
- state->gpudriver
- );
- CHECK_CREATE(gpu_device, "GPU device");
- /* Claim the windows */
- for (i = 0; i < state->num_windows; i++) {
- SDL_ClaimWindowForGPUDevice(
- gpu_device,
- state->windows[i]
- );
- }
- /* Create shaders */
- vertex_shader = load_shader(true);
- CHECK_CREATE(vertex_shader, "Vertex Shader")
- fragment_shader = load_shader(false);
- CHECK_CREATE(fragment_shader, "Fragment Shader")
- /* Create buffers */
- buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
- buffer_desc.size = sizeof(vertex_data);
- buffer_desc.props = 0;
- render_state.buf_vertex = SDL_CreateGPUBuffer(
- gpu_device,
- &buffer_desc
- );
- CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer")
- SDL_SetGPUBufferName(gpu_device, render_state.buf_vertex, "космонавт");
- transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
- transfer_buffer_desc.size = sizeof(vertex_data);
- transfer_buffer_desc.props = 0;
- buf_transfer = SDL_CreateGPUTransferBuffer(
- gpu_device,
- &transfer_buffer_desc
- );
- CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
- /* We just need to upload the static data once. */
- map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false);
- SDL_memcpy(map, vertex_data, sizeof(vertex_data));
- SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer);
- cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
- copy_pass = SDL_BeginGPUCopyPass(cmd);
- buf_location.transfer_buffer = buf_transfer;
- buf_location.offset = 0;
- dst_region.buffer = render_state.buf_vertex;
- dst_region.offset = 0;
- dst_region.size = sizeof(vertex_data);
- SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, false);
- SDL_EndGPUCopyPass(copy_pass);
- SDL_SubmitGPUCommandBuffer(cmd);
- SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
- /* Determine which sample count to use */
- render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
- if (msaa && SDL_GPUTextureSupportsSampleCount(
- gpu_device,
- SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
- SDL_GPU_SAMPLECOUNT_4)) {
- render_state.sample_count = SDL_GPU_SAMPLECOUNT_4;
- }
- /* Set up the graphics pipeline */
- SDL_zero(pipelinedesc);
- SDL_zero(color_target_desc);
- color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
- pipelinedesc.target_info.num_color_targets = 1;
- pipelinedesc.target_info.color_target_descriptions = &color_target_desc;
- pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
- pipelinedesc.target_info.has_depth_stencil_target = true;
- pipelinedesc.depth_stencil_state.enable_depth_test = true;
- pipelinedesc.depth_stencil_state.enable_depth_write = true;
- pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
- pipelinedesc.multisample_state.sample_count = render_state.sample_count;
- pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
- pipelinedesc.vertex_shader = vertex_shader;
- pipelinedesc.fragment_shader = fragment_shader;
- vertex_buffer_desc.slot = 0;
- vertex_buffer_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
- vertex_buffer_desc.instance_step_rate = 0;
- vertex_buffer_desc.pitch = sizeof(VertexData);
- vertex_attributes[0].buffer_slot = 0;
- vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
- vertex_attributes[0].location = 0;
- vertex_attributes[0].offset = 0;
- vertex_attributes[1].buffer_slot = 0;
- vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
- vertex_attributes[1].location = 1;
- vertex_attributes[1].offset = sizeof(float) * 3;
- pipelinedesc.vertex_input_state.num_vertex_buffers = 1;
- pipelinedesc.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc;
- pipelinedesc.vertex_input_state.num_vertex_attributes = 2;
- pipelinedesc.vertex_input_state.vertex_attributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
- pipelinedesc.props = 0;
- render_state.pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pipelinedesc);
- CHECK_CREATE(render_state.pipeline, "Render Pipeline")
- /* These are reference-counted; once the pipeline is created, you don't need to keep these. */
- SDL_ReleaseGPUShader(gpu_device, vertex_shader);
- SDL_ReleaseGPUShader(gpu_device, fragment_shader);
- /* Set up per-window state */
- window_states = (WindowState *) SDL_calloc(state->num_windows, sizeof (WindowState));
- if (!window_states) {
- SDL_Log("Out of memory!\n");
- quit(2);
- }
- for (i = 0; i < state->num_windows; i++) {
- WindowState *winstate = &window_states[i];
- /* create a depth texture for the window */
- SDL_GetWindowSizeInPixels(state->windows[i], (int*) &drawablew, (int*) &drawableh);
- winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
- winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
- winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
- /* make each window different */
- winstate->angle_x = (i * 10) % 360;
- winstate->angle_y = (i * 20) % 360;
- winstate->angle_z = (i * 30) % 360;
- }
- }
- static int done = 0;
- void loop(void)
- {
- SDL_Event event;
- int i;
- /* Check for events */
- while (SDL_PollEvent(&event) && !done) {
- SDLTest_CommonEvent(state, &event, &done);
- }
- if (!done) {
- for (i = 0; i < state->num_windows; ++i) {
- Render(state->windows[i], i);
- }
- }
- #ifdef __EMSCRIPTEN__
- else {
- emscripten_cancel_main_loop();
- }
- #endif
- }
- int
- main(int argc, char *argv[])
- {
- int msaa;
- int i;
- const SDL_DisplayMode *mode;
- Uint64 then, now;
- /* Initialize params */
- msaa = 0;
- /* Initialize test framework */
- state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
- if (!state) {
- return 1;
- }
- for (i = 1; i < argc;) {
- int consumed;
- consumed = SDLTest_CommonArg(state, i);
- if (consumed == 0) {
- if (SDL_strcasecmp(argv[i], "--msaa") == 0) {
- ++msaa;
- consumed = 1;
- } else {
- consumed = -1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = { "[--msaa]", NULL };
- SDLTest_CommonLogUsage(state, argv[0], options);
- quit(1);
- }
- i += consumed;
- }
- state->skip_renderer = 1;
- state->window_flags |= SDL_WINDOW_RESIZABLE;
- if (!SDLTest_CommonInit(state)) {
- quit(2);
- return 0;
- }
- mode = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(state->windows[0]));
- SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode->format));
- init_render_state(msaa);
- /* Main render loop */
- frames = 0;
- then = SDL_GetTicks();
- done = 0;
- #ifdef __EMSCRIPTEN__
- emscripten_set_main_loop(loop, 0, 1);
- #else
- while (!done) {
- loop();
- }
- #endif
- /* Print out some timing information */
- now = SDL_GetTicks();
- if (now > then) {
- SDL_Log("%2.2f frames per second\n",
- ((double) frames * 1000) / (now - then));
- }
- #if !defined(__ANDROID__)
- quit(0);
- #endif
- return 0;
- }
- /* vi: set ts=4 sw=4 expandtab: */
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