mirror of https://github.com/libsdl-org/SDL
718 lines
22 KiB
C
718 lines
22 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <stdlib.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_gpu.h>
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#include <SDL3/SDL_main.h>
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/* Regenerate the shaders with testgpu/build-shaders.sh */
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#include "testgpu/testgpu_spirv.h"
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#include "testgpu/testgpu_dxbc.h"
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#include "testgpu/testgpu_dxil.h"
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#include "testgpu/testgpu_metallib.h"
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#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
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#define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s\n", thing, SDL_GetError()); quit(2); } }
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static Uint32 frames = 0;
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typedef struct RenderState
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{
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SDL_GPUBuffer *buf_vertex;
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SDL_GPUGraphicsPipeline *pipeline;
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SDL_GPUSampleCount sample_count;
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} RenderState;
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typedef struct WindowState
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{
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int angle_x, angle_y, angle_z;
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SDL_GPUTexture *tex_depth, *tex_msaa;
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Uint32 prev_drawablew, prev_drawableh;
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} WindowState;
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static SDL_GPUDevice *gpu_device = NULL;
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static RenderState render_state;
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static SDLTest_CommonState *state = NULL;
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static WindowState *window_states = NULL;
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static void shutdownGPU(void)
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{
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if (window_states) {
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int i;
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for (i = 0; i < state->num_windows; i++) {
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WindowState *winstate = &window_states[i];
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
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}
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SDL_free(window_states);
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window_states = NULL;
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}
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SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
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SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
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SDL_DestroyGPUDevice(gpu_device);
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SDL_zero(render_state);
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gpu_device = NULL;
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}
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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shutdownGPU();
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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/*
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* Simulates desktop's glRotatef. The matrix is returned in column-major
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* order.
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*/
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static void
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rotate_matrix(float angle, float x, float y, float z, float *r)
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{
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float radians, c, s, c1, u[3], length;
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int i, j;
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radians = angle * SDL_PI_F / 180.0f;
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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u[0] = x / length;
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u[1] = y / length;
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u[2] = z / length;
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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for (i = 0; i < 3; i++) {
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r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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}
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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}
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}
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}
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/*
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* Simulates gluPerspectiveMatrix
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*/
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static void
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perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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{
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int i;
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float f;
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f = 1.0f/SDL_tanf(fovy * 0.5f);
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[0] = f / aspect;
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r[5] = f;
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r[10] = (znear + zfar) / (znear - zfar);
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r[11] = -1.0f;
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r[14] = (2.0f * znear * zfar) / (znear - zfar);
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r[15] = 0.0f;
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}
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/*
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* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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* major. In-place multiplication is supported.
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*/
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static void
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multiply_matrix(float *lhs, float *rhs, float *r)
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{
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int i, j, k;
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float tmp[16];
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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tmp[j * 4 + i] = 0.0;
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for (k = 0; k < 4; k++) {
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tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
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}
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}
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}
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for (i = 0; i < 16; i++) {
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r[i] = tmp[i];
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}
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}
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typedef struct VertexData
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{
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float x, y, z; /* 3D data. Vertex range -0.5..0.5 in all axes. Z -0.5 is near, 0.5 is far. */
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float red, green, blue; /* intensity 0 to 1 (alpha is always 1). */
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} VertexData;
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static const VertexData vertex_data[] = {
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/* Front face. */
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/* Bottom left */
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{ -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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{ 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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{ -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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/* Top right */
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{ -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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{ 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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{ 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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/* Left face */
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/* Bottom left */
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{ -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
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{ -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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{ -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
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/* Top right */
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{ -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
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{ -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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{ -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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/* Top face */
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/* Bottom left */
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{ -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
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{ 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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{ -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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/* Top right */
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{ -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
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{ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
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{ 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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/* Right face */
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/* Bottom left */
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{ 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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{ 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
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{ 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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/* Top right */
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{ 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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{ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
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{ 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
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/* Back face */
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/* Bottom left */
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{ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
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{ -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
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{ 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
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/* Top right */
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{ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
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{ -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */
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{ -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
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/* Bottom face */
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/* Bottom left */
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{ -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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{ 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
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{ -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
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/* Top right */
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{ -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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{ 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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{ 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 } /* magenta */
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};
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static SDL_GPUTexture*
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CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
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{
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SDL_GPUTextureCreateInfo depthtex_createinfo;
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SDL_GPUTexture *result;
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depthtex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
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depthtex_createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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depthtex_createinfo.width = drawablew;
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depthtex_createinfo.height = drawableh;
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depthtex_createinfo.layer_count_or_depth = 1;
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depthtex_createinfo.num_levels = 1;
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depthtex_createinfo.sample_count = render_state.sample_count;
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depthtex_createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
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depthtex_createinfo.props = 0;
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result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
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CHECK_CREATE(result, "Depth Texture")
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return result;
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}
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static SDL_GPUTexture*
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CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
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{
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SDL_GPUTextureCreateInfo msaatex_createinfo;
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SDL_GPUTexture *result;
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if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
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return NULL;
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}
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msaatex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
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msaatex_createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
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msaatex_createinfo.width = drawablew;
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msaatex_createinfo.height = drawableh;
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msaatex_createinfo.layer_count_or_depth = 1;
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msaatex_createinfo.num_levels = 1;
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msaatex_createinfo.sample_count = render_state.sample_count;
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msaatex_createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
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msaatex_createinfo.props = 0;
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result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
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CHECK_CREATE(result, "MSAA Texture")
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return result;
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}
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static void
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Render(SDL_Window *window, const int windownum)
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{
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WindowState *winstate = &window_states[windownum];
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SDL_GPUTexture *swapchain;
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SDL_GPUColorTargetInfo color_target;
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SDL_GPUDepthStencilTargetInfo depth_target;
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float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
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Uint32 drawablew, drawableh;
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SDL_GPUCommandBuffer *cmd;
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SDL_GPURenderPass *pass;
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SDL_GPUBufferBinding vertex_binding;
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SDL_GPUBlitInfo blit_info;
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/* Acquire the swapchain texture */
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cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
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swapchain = SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &drawablew, &drawableh);
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if (!swapchain) {
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/* No swapchain was acquired, probably too many frames in flight */
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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/*
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* Do some rotation with Euler angles. It is not a fixed axis as
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* quaterions would be, but the effect is cool.
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*/
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rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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rotate_matrix((float)winstate->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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/* Pull the camera back from the cube */
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matrix_modelview[14] -= 2.5f;
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perspective_matrix(45.0f, (float)drawablew/drawableh, 0.01f, 100.0f, matrix_perspective);
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multiply_matrix(matrix_perspective, matrix_modelview, (float*) &matrix_final);
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winstate->angle_x += 3;
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winstate->angle_y += 2;
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winstate->angle_z += 1;
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if(winstate->angle_x >= 360) winstate->angle_x -= 360;
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if(winstate->angle_x < 0) winstate->angle_x += 360;
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if(winstate->angle_y >= 360) winstate->angle_y -= 360;
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if(winstate->angle_y < 0) winstate->angle_y += 360;
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if(winstate->angle_z >= 360) winstate->angle_z -= 360;
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if(winstate->angle_z < 0) winstate->angle_z += 360;
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/* Resize the depth buffer if the window size changed */
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if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
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winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
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}
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winstate->prev_drawablew = drawablew;
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winstate->prev_drawableh = drawableh;
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/* Set up the pass */
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SDL_zero(color_target);
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color_target.clear_color.a = 1.0f;
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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color_target.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
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SDL_zero(depth_target);
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depth_target.clear_depth = 1.0f;
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depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
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depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
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depth_target.texture = winstate->tex_depth;
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depth_target.cycle = SDL_TRUE;
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/* Set up the bindings */
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vertex_binding.buffer = render_state.buf_vertex;
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vertex_binding.offset = 0;
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/* Draw the cube! */
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SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
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pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target);
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SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
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SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
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SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
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SDL_EndGPURenderPass(pass);
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/* Blit MSAA to swapchain, if needed */
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if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
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SDL_zero(blit_info);
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blit_info.source.texture = winstate->tex_msaa;
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blit_info.source.w = drawablew;
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blit_info.source.h = drawableh;
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blit_info.destination.texture = swapchain;
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blit_info.destination.w = drawablew;
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blit_info.destination.h = drawableh;
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blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
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blit_info.filter = SDL_GPU_FILTER_LINEAR;
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SDL_BlitGPUTexture(cmd, &blit_info);
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}
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/* Submit the command buffer! */
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SDL_SubmitGPUCommandBuffer(cmd);
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++frames;
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}
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static SDL_GPUShader*
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load_shader(SDL_bool is_vertex)
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{
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SDL_GPUShaderCreateInfo createinfo;
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createinfo.num_samplers = 0;
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createinfo.num_storage_buffers = 0;
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createinfo.num_storage_textures = 0;
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createinfo.num_uniform_buffers = is_vertex ? 1 : 0;
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createinfo.props = 0;
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SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
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if (format & SDL_GPU_SHADERFORMAT_DXBC) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXBC;
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createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
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createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
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} else if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
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createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
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createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
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createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
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} else if (format & SDL_GPU_SHADERFORMAT_METALLIB) {
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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,
|
|
SDL_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(SDL_TRUE);
|
|
CHECK_CREATE(vertex_shader, "Vertex Shader")
|
|
fragment_shader = load_shader(SDL_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, SDL_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, SDL_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 = SDL_TRUE;
|
|
|
|
pipelinedesc.depth_stencil_state.enable_depth_test = SDL_TRUE;
|
|
pipelinedesc.depth_stencil_state.enable_depth_write = SDL_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);
|
|
|
|
/* 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: */
|