Add load op and clear color to SDL_BlitGPUTexture (#10767)

This commit is contained in:
Evan Hemsley 2024-09-09 10:19:52 -07:00 committed by GitHub
parent 4728325044
commit 668e2f82d2
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GPG Key ID: B5690EEEBB952194
10 changed files with 151 additions and 178 deletions

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@ -1603,6 +1603,25 @@ typedef struct SDL_GPUDepthStencilTargetInfo
Uint8 padding3;
} SDL_GPUDepthStencilTargetInfo;
/**
* A structure containing parameters for a blit command.
*
* \since This struct is available since SDL 3.0.0
*
* \sa SDL_BlitGPUTexture
*/
typedef struct SDL_GPUBlitInfo {
SDL_GPUBlitRegion source; /**< The source region for the blit. */
SDL_GPUBlitRegion destination; /**< The destination region for the blit. */
SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */
SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
SDL_FlipMode flip_mode; /**< The flip mode for the source region. */
SDL_GPUFilter filter; /**< The filter mode used when blitting. */
SDL_bool cycle; /**< SDL_TRUE cycles the destination texture if it is already bound. */
Uint8 padding;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUBlitInfo;
/* Binding structs */
/**
@ -3053,22 +3072,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
* This function must not be called inside of any pass.
*
* \param command_buffer a command buffer.
* \param source the texture region to copy from.
* \param destination the texture region to copy to.
* \param flip_mode the flip mode for the source texture region.
* \param filter the filter mode that will be used when blitting.
* \param cycle if SDL_TRUE, cycles the destination texture if the destination
* texture is bound, otherwise overwrites the data.
* \param info the blit info struct containing the blit parameters.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flip_mode,
SDL_GPUFilter filter,
SDL_bool cycle);
const SDL_GPUBlitInfo *info);
/* Submission/Presentation */

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@ -85,7 +85,7 @@ SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, c
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, const SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BlitGPUTexture,(SDL_GPUCommandBuffer *a, const SDL_GPUBlitRegion *b, const SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_BlitGPUTexture,(SDL_GPUCommandBuffer *a, const SDL_GPUBlitInfo *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)

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@ -221,11 +221,7 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
void SDL_GPU_BlitCommon(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flip_mode,
SDL_GPUFilter filter,
bool cycle,
const SDL_GPUBlitInfo *info,
SDL_GPUSampler *blit_linear_sampler,
SDL_GPUSampler *blit_nearest_sampler,
SDL_GPUShader *blit_vertex_shader,
@ -239,8 +235,8 @@ void SDL_GPU_BlitCommon(
{
CommandBufferCommonHeader *cmdbufHeader = (CommandBufferCommonHeader *)command_buffer;
SDL_GPURenderPass *render_pass;
TextureCommonHeader *src_header = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dst_header = (TextureCommonHeader *)destination->texture;
TextureCommonHeader *src_header = (TextureCommonHeader *)info->source.texture;
TextureCommonHeader *dst_header = (TextureCommonHeader *)info->destination.texture;
SDL_GPUGraphicsPipeline *blit_pipeline;
SDL_GPUColorTargetInfo color_target_info;
SDL_GPUViewport viewport;
@ -266,24 +262,14 @@ void SDL_GPU_BlitCommon(
return;
}
// If the entire destination is blitted, we don't have to load
if (
dst_header->info.layer_count_or_depth == 1 &&
dst_header->info.num_levels == 1 &&
dst_header->info.type != SDL_GPU_TEXTURETYPE_3D &&
destination->w == dst_header->info.width &&
destination->h == dst_header->info.height) {
color_target_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
} else {
color_target_info.load_op = SDL_GPU_LOADOP_LOAD;
}
color_target_info.load_op = info->load_op;
color_target_info.clear_color = info->clear_color;
color_target_info.store_op = SDL_GPU_STOREOP_STORE;
color_target_info.texture = destination->texture;
color_target_info.mip_level = destination->mip_level;
color_target_info.layer_or_depth_plane = destination->layer_or_depth_plane;
color_target_info.cycle = cycle;
color_target_info.texture = info->destination.texture;
color_target_info.mip_level = info->destination.mip_level;
color_target_info.layer_or_depth_plane = info->destination.layer_or_depth_plane;
color_target_info.cycle = info->cycle;
render_pass = SDL_BeginGPURenderPass(
command_buffer,
@ -291,10 +277,10 @@ void SDL_GPU_BlitCommon(
1,
NULL);
viewport.x = (float)destination->x;
viewport.y = (float)destination->y;
viewport.w = (float)destination->w;
viewport.h = (float)destination->h;
viewport.x = (float)info->destination.x;
viewport.y = (float)info->destination.y;
viewport.w = (float)info->destination.w;
viewport.h = (float)info->destination.h;
viewport.min_depth = 0;
viewport.max_depth = 1;
@ -306,9 +292,9 @@ void SDL_GPU_BlitCommon(
render_pass,
blit_pipeline);
texture_sampler_binding.texture = source->texture;
texture_sampler_binding.texture = info->source.texture;
texture_sampler_binding.sampler =
filter == SDL_GPU_FILTER_NEAREST ? blit_nearest_sampler : blit_linear_sampler;
info->filter == SDL_GPU_FILTER_NEAREST ? blit_nearest_sampler : blit_linear_sampler;
SDL_BindGPUFragmentSamplers(
render_pass,
@ -316,21 +302,21 @@ void SDL_GPU_BlitCommon(
&texture_sampler_binding,
1);
blit_fragment_uniforms.left = (float)source->x / (src_header->info.width >> source->mip_level);
blit_fragment_uniforms.top = (float)source->y / (src_header->info.height >> source->mip_level);
blit_fragment_uniforms.width = (float)source->w / (src_header->info.width >> source->mip_level);
blit_fragment_uniforms.height = (float)source->h / (src_header->info.height >> source->mip_level);
blit_fragment_uniforms.mip_level = source->mip_level;
blit_fragment_uniforms.left = (float)info->source.x / (src_header->info.width >> info->source.mip_level);
blit_fragment_uniforms.top = (float)info->source.y / (src_header->info.height >> info->source.mip_level);
blit_fragment_uniforms.width = (float)info->source.w / (src_header->info.width >> info->source.mip_level);
blit_fragment_uniforms.height = (float)info->source.h / (src_header->info.height >> info->source.mip_level);
blit_fragment_uniforms.mip_level = info->source.mip_level;
layer_divisor = (src_header->info.type == SDL_GPU_TEXTURETYPE_3D) ? src_header->info.layer_count_or_depth : 1;
blit_fragment_uniforms.layer_or_depth = (float)source->layer_or_depth_plane / layer_divisor;
blit_fragment_uniforms.layer_or_depth = (float)info->source.layer_or_depth_plane / layer_divisor;
if (flip_mode & SDL_FLIP_HORIZONTAL) {
if (info->flip_mode & SDL_FLIP_HORIZONTAL) {
blit_fragment_uniforms.left += blit_fragment_uniforms.width;
blit_fragment_uniforms.width *= -1;
}
if (flip_mode & SDL_FLIP_VERTICAL) {
if (info->flip_mode & SDL_FLIP_VERTICAL) {
blit_fragment_uniforms.top += blit_fragment_uniforms.height;
blit_fragment_uniforms.height *= -1;
}
@ -2120,22 +2106,14 @@ void SDL_GenerateMipmapsForGPUTexture(
void SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flip_mode,
SDL_GPUFilter filter,
SDL_bool cycle)
const SDL_GPUBlitInfo *info)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
if (info == NULL) {
SDL_InvalidParamError("info");
return;
}
@ -2145,11 +2123,15 @@ void SDL_BlitGPUTexture(
// Validation
bool failed = false;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)info->source.texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)info->destination.texture;
if (srcHeader == NULL || dstHeader == NULL) {
SDL_assert_release(!"Blit source and destination textures must be non-NULL");
if (srcHeader == NULL) {
SDL_assert_release(!"Blit source texture must be non-NULL");
return; // attempting to proceed will crash
}
if (dstHeader == NULL) {
SDL_assert_release(!"Blit destination texture must be non-NULL");
return; // attempting to proceed will crash
}
if ((srcHeader->info.usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
@ -2164,7 +2146,7 @@ void SDL_BlitGPUTexture(
SDL_assert_release(!"Blit source texture cannot have a depth format");
failed = true;
}
if (source->w == 0 || source->h == 0 || destination->w == 0 || destination->h == 0) {
if (info->source.w == 0 || info->source.h == 0 || info->destination.w == 0 || info->destination.h == 0) {
SDL_assert_release(!"Blit source/destination regions must have non-zero width, height, and depth");
failed = true;
}
@ -2176,11 +2158,7 @@ void SDL_BlitGPUTexture(
COMMAND_BUFFER_DEVICE->Blit(
command_buffer,
source,
destination,
flip_mode,
filter,
cycle);
info);
}
// Submission/Presentation

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@ -263,11 +263,7 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
void SDL_GPU_BlitCommon(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle,
const SDL_GPUBlitInfo *info,
SDL_GPUSampler *blitLinearSampler,
SDL_GPUSampler *blitNearestSampler,
SDL_GPUShader *blitVertexShader,
@ -605,11 +601,7 @@ struct SDL_GPUDevice
void (*Blit)(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle);
const SDL_GPUBlitInfo *info);
// Submission/Presentation

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@ -4173,11 +4173,7 @@ static void D3D11_PushFragmentUniformData(
static void D3D11_Blit(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle)
const SDL_GPUBlitInfo *info)
{
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@ -4185,11 +4181,7 @@ static void D3D11_Blit(
SDL_GPU_BlitCommon(
commandBuffer,
source,
destination,
flipMode,
filter,
cycle,
info,
renderer->blitLinearSampler,
renderer->blitNearestSampler,
NULL,
@ -5281,7 +5273,6 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
// Check for window size changes and resize the swapchain if needed.
IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
SDL_GetWindowSize(window, &windowW, &windowH);
SDL_Log("%d x %d", windowW, windowH);
if ((UINT)windowW != swapchainDesc.BufferDesc.Width || (UINT)windowH != swapchainDesc.BufferDesc.Height) {
res = D3D11_INTERNAL_ResizeSwapchain(

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@ -5729,7 +5729,6 @@ static void D3D12_GenerateMipmaps(
D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
SDL_GPUGraphicsPipeline *blitPipeline;
SDL_GPUBlitRegion srcRegion, dstRegion;
blitPipeline = SDL_GPU_FetchBlitPipeline(
renderer->sdlGPUDevice,
@ -5752,30 +5751,31 @@ static void D3D12_GenerateMipmaps(
// We have to do this one subresource at a time
for (Uint32 layerOrDepthIndex = 0; layerOrDepthIndex < container->header.info.layer_count_or_depth; layerOrDepthIndex += 1) {
for (Uint32 levelIndex = 1; levelIndex < container->header.info.num_levels; levelIndex += 1) {
SDL_GPUBlitInfo blitInfo;
SDL_zero(blitInfo);
srcRegion.texture = texture;
srcRegion.mip_level = levelIndex - 1;
srcRegion.layer_or_depth_plane = layerOrDepthIndex;
srcRegion.x = 0;
srcRegion.y = 0;
srcRegion.w = container->header.info.width >> (levelIndex - 1);
srcRegion.h = container->header.info.height >> (levelIndex - 1);
blitInfo.source.texture = texture;
blitInfo.source.mip_level = levelIndex - 1;
blitInfo.source.layer_or_depth_plane = layerOrDepthIndex;
blitInfo.source.x = 0;
blitInfo.source.y = 0;
blitInfo.source.w = container->header.info.width >> (levelIndex - 1);
blitInfo.source.h = container->header.info.height >> (levelIndex - 1);
dstRegion.texture = texture;
dstRegion.mip_level = levelIndex;
dstRegion.layer_or_depth_plane = layerOrDepthIndex;
dstRegion.x = 0;
dstRegion.y = 0;
dstRegion.w = container->header.info.width >> levelIndex;
dstRegion.h = container->header.info.height >> levelIndex;
blitInfo.destination.texture = texture;
blitInfo.destination.mip_level = levelIndex;
blitInfo.destination.layer_or_depth_plane = layerOrDepthIndex;
blitInfo.destination.x = 0;
blitInfo.destination.y = 0;
blitInfo.destination.w = container->header.info.width >> levelIndex;
blitInfo.destination.h = container->header.info.height >> levelIndex;
blitInfo.load_op = SDL_GPU_LOADOP_DONT_CARE;
blitInfo.filter = SDL_GPU_FILTER_LINEAR;
SDL_BlitGPUTexture(
commandBuffer,
&srcRegion,
&dstRegion,
SDL_FLIP_NONE,
SDL_GPU_FILTER_LINEAR,
false);
&blitInfo);
}
}
@ -5784,22 +5784,14 @@ static void D3D12_GenerateMipmaps(
static void D3D12_Blit(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle)
const SDL_GPUBlitInfo *info)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Renderer *renderer = (D3D12Renderer *)d3d12CommandBuffer->renderer;
SDL_GPU_BlitCommon(
commandBuffer,
source,
destination,
flipMode,
filter,
cycle,
info,
renderer->blitLinearSampler,
renderer->blitNearestSampler,
renderer->blitVertexShader,

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@ -2903,22 +2903,14 @@ static void METAL_PushFragmentUniformData(
static void METAL_Blit(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle)
const SDL_GPUBlitInfo *info)
{
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
MetalRenderer *renderer = (MetalRenderer *)metalCommandBuffer->renderer;
SDL_GPU_BlitCommon(
commandBuffer,
source,
destination,
flipMode,
filter,
cycle,
info,
renderer->blitLinearSampler,
renderer->blitNearestSampler,
renderer->blitVertexShader,

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@ -9252,35 +9252,49 @@ static void VULKAN_EndCopyPass(
static void VULKAN_Blit(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filter,
bool cycle)
const SDL_GPUBlitInfo *info)
{
VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)info->source.texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)info->destination.texture;
VkImageBlit region;
Uint32 srcLayer = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : source->layer_or_depth_plane;
Uint32 srcDepth = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? source->layer_or_depth_plane : 0;
Uint32 dstLayer = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : destination->layer_or_depth_plane;
Uint32 dstDepth = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? destination->layer_or_depth_plane : 0;
Uint32 srcLayer = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : info->source.layer_or_depth_plane;
Uint32 srcDepth = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? info->source.layer_or_depth_plane : 0;
Uint32 dstLayer = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : info->destination.layer_or_depth_plane;
Uint32 dstDepth = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? info->destination.layer_or_depth_plane : 0;
int32_t swap;
// Using BeginRenderPass to clear because vkCmdClearColorImage requires barriers anyway
if (info->load_op == SDL_GPU_LOADOP_CLEAR) {
SDL_GPUColorTargetInfo targetInfo;
targetInfo.texture = info->destination.texture;
targetInfo.mip_level = info->destination.mip_level;
targetInfo.layer_or_depth_plane = info->destination.layer_or_depth_plane;
targetInfo.load_op = SDL_GPU_LOADOP_CLEAR;
targetInfo.store_op = SDL_GPU_STOREOP_STORE;
targetInfo.clear_color = info->clear_color;
targetInfo.cycle = info->cycle;
VULKAN_BeginRenderPass(
commandBuffer,
&targetInfo,
1,
NULL);
VULKAN_EndRenderPass(commandBuffer);
}
VulkanTextureSubresource *srcSubresource = VULKAN_INTERNAL_FetchTextureSubresource(
(VulkanTextureContainer *)source->texture,
(VulkanTextureContainer *)info->source.texture,
srcLayer,
source->mip_level);
info->source.mip_level);
VulkanTextureSubresource *dstSubresource = VULKAN_INTERNAL_PrepareTextureSubresourceForWrite(
renderer,
vulkanCommandBuffer,
(VulkanTextureContainer *)destination->texture,
(VulkanTextureContainer *)info->destination.texture,
dstLayer,
destination->mip_level,
cycle,
info->destination.mip_level,
info->cycle,
VULKAN_TEXTURE_USAGE_MODE_COPY_DESTINATION);
VULKAN_INTERNAL_TextureSubresourceTransitionFromDefaultUsage(
@ -9293,21 +9307,21 @@ static void VULKAN_Blit(
region.srcSubresource.baseArrayLayer = srcSubresource->layer;
region.srcSubresource.layerCount = 1;
region.srcSubresource.mipLevel = srcSubresource->level;
region.srcOffsets[0].x = source->x;
region.srcOffsets[0].y = source->y;
region.srcOffsets[0].x = info->source.x;
region.srcOffsets[0].y = info->source.y;
region.srcOffsets[0].z = srcDepth;
region.srcOffsets[1].x = source->x + source->w;
region.srcOffsets[1].y = source->y + source->h;
region.srcOffsets[1].x = info->source.x + info->source.w;
region.srcOffsets[1].y = info->source.y + info->source.h;
region.srcOffsets[1].z = srcDepth + 1;
if (flipMode & SDL_FLIP_HORIZONTAL) {
if (info->flip_mode & SDL_FLIP_HORIZONTAL) {
// flip the x positions
swap = region.srcOffsets[0].x;
region.srcOffsets[0].x = region.srcOffsets[1].x;
region.srcOffsets[1].x = swap;
}
if (flipMode & SDL_FLIP_VERTICAL) {
if (info->flip_mode & SDL_FLIP_VERTICAL) {
// flip the y positions
swap = region.srcOffsets[0].y;
region.srcOffsets[0].y = region.srcOffsets[1].y;
@ -9318,11 +9332,11 @@ static void VULKAN_Blit(
region.dstSubresource.baseArrayLayer = dstSubresource->layer;
region.dstSubresource.layerCount = 1;
region.dstSubresource.mipLevel = dstSubresource->level;
region.dstOffsets[0].x = destination->x;
region.dstOffsets[0].y = destination->y;
region.dstOffsets[0].x = info->destination.x;
region.dstOffsets[0].y = info->destination.y;
region.dstOffsets[0].z = dstDepth;
region.dstOffsets[1].x = destination->x + destination->w;
region.dstOffsets[1].y = destination->y + destination->h;
region.dstOffsets[1].x = info->destination.x + info->destination.w;
region.dstOffsets[1].y = info->destination.y + info->destination.h;
region.dstOffsets[1].z = dstDepth + 1;
renderer->vkCmdBlitImage(
@ -9333,7 +9347,7 @@ static void VULKAN_Blit(
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&region,
SDLToVK_Filter[filter]);
SDLToVK_Filter[info->filter]);
VULKAN_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
renderer,

View File

@ -965,19 +965,20 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
}
SDL_GPUTextureFormat swapchain_fmt = SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window);
SDL_GPUBlitRegion src;
SDL_zero(src);
src.texture = data->backbuffer.texture;
src.w = data->backbuffer.width;
src.h = data->backbuffer.height;
SDL_GPUBlitRegion dst;
SDL_zero(dst);
dst.texture = swapchain;
dst.w = swapchain_w;
dst.h = swapchain_h;
SDL_GPUBlitInfo blit_info;
SDL_zero(blit_info);
SDL_BlitGPUTexture(data->state.command_buffer, &src, &dst, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, true);
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_w;
blit_info.destination.h = swapchain_h;
blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
blit_info.filter = SDL_GPU_FILTER_LINEAR;
SDL_BlitGPUTexture(data->state.command_buffer, &blit_info);
if (swapchain_w != data->backbuffer.width || swapchain_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);

View File

@ -306,8 +306,7 @@ Render(SDL_Window *window, const int windownum)
SDL_GPUCommandBuffer *cmd;
SDL_GPURenderPass *pass;
SDL_GPUBufferBinding vertex_binding;
SDL_GPUBlitRegion src_region;
SDL_GPUBlitRegion dst_region;
SDL_GPUBlitInfo blit_info;
/* Acquire the swapchain texture */
@ -393,15 +392,19 @@ Render(SDL_Window *window, const int windownum)
/* Blit MSAA to swapchain, if needed */
if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
SDL_zero(src_region);
src_region.texture = winstate->tex_msaa;
src_region.w = drawablew;
src_region.h = drawableh;
SDL_zero(blit_info);
blit_info.source.texture = winstate->tex_msaa;
blit_info.source.w = drawablew;
blit_info.source.h = drawableh;
dst_region = src_region;
dst_region.texture = swapchain;
blit_info.destination.texture = swapchain;
blit_info.destination.w = drawablew;
blit_info.destination.h = drawableh;
SDL_BlitGPUTexture(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
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! */