diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 432cacfc4d..242556c127 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -59,6 +59,7 @@ #include #include #include +#include #include /* Set up for C function definitions, even when using C++ */ @@ -2709,6 +2710,117 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetDefaultTextureScaleMode(SDL_Renderer *re */ extern SDL_DECLSPEC bool SDLCALL SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode); +/** + * GPU render state description. + * + * This structure should be initialized using SDL_INIT_INTERFACE(). + * + * \since This struct is available since SDL 3.4.0. + * + * \sa SDL_CreateGPURenderState + */ +typedef struct SDL_GPURenderStateDesc +{ + Uint32 version; /**< the version of this interface */ + + SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */ + + Sint32 num_sampler_bindings; /**< The number of additional fragment samplers to bind when this render state is active */ + const SDL_GPUTextureSamplerBinding *sampler_bindings; /** Additional fragment samplers to bind when this render state is active */ + + Sint32 num_storage_textures; /**< The number of storage textures to bind when this render state is active */ + SDL_GPUTexture *const *storage_textures; /** Storage textures to bind when this render state is active */ + + Sint32 num_storage_buffers; /**< The number of storage buffers to bind when this render state is active */ + SDL_GPUBuffer *const *storage_buffers; /** Storage buffers to bind when this render state is active */ +} SDL_GPURenderStateDesc; + +/* Check the size of SDL_GPURenderStateDesc + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_GPURenderStateDesc_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_GPURenderStateDesc) == 32) || + (sizeof(void *) == 8 && sizeof(SDL_GPURenderStateDesc) == 64)); + +/** + * A custom GPU render state. + * + * \since This struct is available since SDL 3.4.0. + * + * \sa SDL_CreateGPURenderState + * \sa SDL_SetGPURenderStateFragmentUniformData + * \sa SDL_SetRenderGPUState + * \sa SDL_DestroyGPURenderState + */ +typedef struct SDL_GPURenderState SDL_GPURenderState; + +/** + * Create custom GPU render state. + * + * \param renderer the renderer to use. + * \param desc GPU render state description, initialized using SDL_INIT_INTERFACE(). + * \returns a custom GPU render state or NULL on failure; call SDL_GetError() for more information. + * + * \threadsafety This function should be called on the thread that created the renderer. + * + * \since This function is available since SDL 3.4.0. + * + * \sa SDL_SetGPURenderStateFragmentUniformData + * \sa SDL_SetRenderGPUState + * \sa SDL_DestroyGPURenderState + */ +extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Renderer *renderer, SDL_GPURenderStateDesc *desc); + +/** + * Set fragment shader uniform variables in a custom GPU render state. + * + * The data is copied and will be pushed using SDL_PushGPUFragmentUniformData() during draw call execution. + * + * \param state the state to modify. + * \param slot_index the fragment uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should be called on the thread that created the renderer. + * + * \since This function is available since SDL 3.4.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniformData(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length); + +/** + * Set custom GPU render state. + * + * This function sets custom GPU render state for subsequent draw calls. This allows using custom shaders with the GPU renderer. + * + * \param renderer the renderer to use. + * \param state the state to to use, or NULL to clear custom GPU render state. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should be called on the thread that created the renderer. + * + * \since This function is available since SDL 3.4.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderGPUState(SDL_Renderer *renderer, SDL_GPURenderState *state); + +/** + * Destroy custom GPU render state. + * + * \param state the state to destroy. + * + * \threadsafety This function should be called on the thread that created the renderer. + * + * \since This function is available since SDL 3.4.0. + * + * \sa SDL_CreateGPURenderState + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state); + /* Ends C function definitions when using C++ */ #ifdef __cplusplus } diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym index ecf08a7d93..d40edd2320 100644 --- a/src/dynapi/SDL_dynapi.sym +++ b/src/dynapi/SDL_dynapi.sym @@ -1238,6 +1238,10 @@ SDL3_0.0.0 { SDL_RenderTexture9GridTiled; SDL_SetDefaultTextureScaleMode; SDL_GetDefaultTextureScaleMode; + SDL_CreateGPURenderState; + SDL_SetGPURenderStateFragmentUniformData; + SDL_SetRenderGPUState; + SDL_DestroyGPURenderState; # extra symbols go here (don't modify this line) local: *; }; diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h index 2b35173adc..31f8229eaf 100644 --- a/src/dynapi/SDL_dynapi_overrides.h +++ b/src/dynapi/SDL_dynapi_overrides.h @@ -1263,3 +1263,7 @@ #define SDL_RenderTexture9GridTiled SDL_RenderTexture9GridTiled_REAL #define SDL_SetDefaultTextureScaleMode SDL_SetDefaultTextureScaleMode_REAL #define SDL_GetDefaultTextureScaleMode SDL_GetDefaultTextureScaleMode_REAL +#define SDL_CreateGPURenderState SDL_CreateGPURenderState_REAL +#define SDL_SetGPURenderStateFragmentUniformData SDL_SetGPURenderStateFragmentUniformData_REAL +#define SDL_SetRenderGPUState SDL_SetRenderGPUState_REAL +#define SDL_DestroyGPURenderState SDL_DestroyGPURenderState_REAL diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index 6ea49ff7c9..c87a014dfb 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -1271,3 +1271,7 @@ SDL_DYNAPI_PROC(bool,SDL_SetRelativeMouseTransform,(SDL_MouseMotionTransformCall SDL_DYNAPI_PROC(bool,SDL_RenderTexture9GridTiled,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,float d,float e,float f,float g,float h,const SDL_FRect *i,float j),(a,b,c,d,e,f,g,h,i,j),return) SDL_DYNAPI_PROC(bool,SDL_SetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode b),(a,b),return) SDL_DYNAPI_PROC(bool,SDL_GetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode *b),(a,b),return) +SDL_DYNAPI_PROC(SDL_GPURenderState*,SDL_CreateGPURenderState,(SDL_Renderer *a,SDL_GPURenderStateDesc *b),(a,b),return) +SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateFragmentUniformData,(SDL_GPURenderState *a,Uint32 b,const void *c,Uint32 d),(a,b,c,d),return) +SDL_DYNAPI_PROC(bool,SDL_SetRenderGPUState,(SDL_Renderer *a,SDL_GPURenderState *b),(a,b),return) +SDL_DYNAPI_PROC(void,SDL_DestroyGPURenderState,(SDL_GPURenderState *a),(a),) diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index a03796a4e6..8622e3a1af 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -346,6 +346,16 @@ static bool FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture) return true; } +static bool FlushRenderCommandsIfGPURenderStateNeeded(SDL_GPURenderState *state) +{ + SDL_Renderer *renderer = state->renderer; + if (state->last_command_generation == renderer->render_command_generation) { + // the current command queue depends on this state, flush the queue now before it changes + return FlushRenderCommands(renderer); + } + return true; +} + bool SDL_FlushRenderer(SDL_Renderer *renderer) { if (!FlushRenderCommands(renderer)) { @@ -577,6 +587,10 @@ static SDL_RenderCommand *PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_Ren cmd->data.draw.texture_scale_mode = texture->scaleMode; } cmd->data.draw.texture_address_mode = SDL_TEXTURE_ADDRESS_CLAMP; + cmd->data.draw.gpu_render_state = renderer->gpu_render_state; + if (renderer->gpu_render_state) { + renderer->gpu_render_state->last_command_generation = renderer->render_command_generation; + } } } return cmd; @@ -5824,3 +5838,142 @@ bool SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale } return true; } + +SDL_GPURenderState *SDL_CreateGPURenderState(SDL_Renderer *renderer, SDL_GPURenderStateDesc *desc) +{ + CHECK_RENDERER_MAGIC(renderer, false); + + if (!desc) { + SDL_InvalidParamError("desc"); + return NULL; + } + + if (desc->version < sizeof(*desc)) { + // Update this to handle older versions of this interface + SDL_SetError("Invalid desc, should be initialized with SDL_INIT_INTERFACE()"); + return NULL; + } + + if (!desc->fragment_shader) { + SDL_SetError("desc->fragment_shader is required"); + return NULL; + } + + SDL_GPUDevice *device = (SDL_GPUDevice *)SDL_GetPointerProperty(renderer->props, SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL); + if (!device) { + SDL_SetError("Renderer isn't associated with a GPU device"); + return NULL; + } + + SDL_GPURenderState *state = (SDL_GPURenderState *)SDL_calloc(1, sizeof(*state)); + if (!state) { + return NULL; + } + + state->renderer = renderer; + state->fragment_shader = desc->fragment_shader; + + if (desc->num_sampler_bindings > 0) { + state->sampler_bindings = (SDL_GPUTextureSamplerBinding *)SDL_calloc(desc->num_sampler_bindings, sizeof(*state->sampler_bindings)); + if (!state->sampler_bindings) { + SDL_DestroyGPURenderState(state); + return NULL; + } + SDL_memcpy(state->sampler_bindings, desc->sampler_bindings, desc->num_sampler_bindings * sizeof(*state->sampler_bindings)); + state->num_sampler_bindings = desc->num_sampler_bindings; + } + + if (desc->num_storage_textures > 0) { + state->storage_textures = (SDL_GPUTexture **)SDL_calloc(desc->num_storage_textures, sizeof(*state->storage_textures)); + if (!state->storage_textures) { + SDL_DestroyGPURenderState(state); + return NULL; + } + SDL_memcpy(state->storage_textures, desc->storage_textures, desc->num_storage_textures * sizeof(*state->storage_textures)); + state->num_storage_textures = desc->num_storage_textures; + } + + if (desc->num_storage_buffers > 0) { + state->storage_buffers = (SDL_GPUBuffer **)SDL_calloc(desc->num_storage_buffers, sizeof(*state->storage_buffers)); + if (!state->storage_buffers) { + SDL_DestroyGPURenderState(state); + return NULL; + } + SDL_memcpy(state->storage_buffers, desc->storage_buffers, desc->num_storage_buffers * sizeof(*state->storage_buffers)); + state->num_storage_buffers = desc->num_storage_buffers; + } + + return state; +} + +bool SDL_SetGPURenderStateFragmentUniformData(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length) +{ + if (!state) { + return SDL_InvalidParamError("state"); + } + + if (!FlushRenderCommandsIfGPURenderStateNeeded(state)) { + return false; + } + + for (int i = 0; i < state->num_uniform_buffers; i++) { + SDL_GPURenderStateUniformBuffer *buffer = &state->uniform_buffers[i]; + if (buffer->slot_index == slot_index) { + void *new_data = SDL_realloc(buffer->data, length); + if (!new_data) { + return false; + } + SDL_memcpy(new_data, data, length); + buffer->data = new_data; + buffer->length = length; + return true; + } + } + + SDL_GPURenderStateUniformBuffer *buffers = (SDL_GPURenderStateUniformBuffer *)SDL_realloc(state->uniform_buffers, (state->num_uniform_buffers + 1) * sizeof(*state->uniform_buffers)); + if (!buffers) { + return false; + } + + SDL_GPURenderStateUniformBuffer *buffer = &buffers[state->num_uniform_buffers]; + buffer->slot_index = slot_index; + buffer->length = length; + buffer->data = SDL_malloc(length); + if (!buffer->data) { + SDL_free(buffers); + return false; + } + SDL_memcpy(buffer->data, data, length); + + state->uniform_buffers = buffers; + ++state->num_uniform_buffers; + return true; +} + +bool SDL_SetRenderGPUState(SDL_Renderer *renderer, SDL_GPURenderState *state) +{ + CHECK_RENDERER_MAGIC(renderer, false); + + renderer->gpu_render_state = state; + return true; +} + +void SDL_DestroyGPURenderState(SDL_GPURenderState *state) +{ + if (!state) { + return; + } + + FlushRenderCommandsIfGPURenderStateNeeded(state); + + if (state->num_uniform_buffers > 0) { + for (int i = 0; i < state->num_uniform_buffers; i++) { + SDL_free(state->uniform_buffers[i].data); + } + SDL_free(state->uniform_buffers); + } + SDL_free(state->sampler_bindings); + SDL_free(state->storage_textures); + SDL_free(state->storage_buffers); + SDL_free(state); +} diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 58692388ff..2e6cc76cde 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -118,6 +118,36 @@ struct SDL_Texture SDL_Texture *next; }; +// Define the GPU render state structure +typedef struct SDL_GPURenderStateUniformBuffer +{ + Uint32 slot_index; + void *data; + Uint32 length; +} SDL_GPURenderStateUniformBuffer; + +// Define the GPU render state structure +struct SDL_GPURenderState +{ + SDL_Renderer *renderer; + + Uint32 last_command_generation; // last command queue generation this state was in. + + SDL_GPUShader *fragment_shader; + + int num_sampler_bindings; + SDL_GPUTextureSamplerBinding *sampler_bindings; + + int num_storage_textures; + SDL_GPUTexture **storage_textures; + + int num_storage_buffers; + SDL_GPUBuffer **storage_buffers; + + int num_uniform_buffers; + SDL_GPURenderStateUniformBuffer *uniform_buffers; +}; + typedef enum { SDL_RENDERCMD_NO_OP, @@ -158,6 +188,7 @@ typedef struct SDL_RenderCommand SDL_Texture *texture; SDL_ScaleMode texture_scale_mode; SDL_TextureAddressMode texture_address_mode; + SDL_GPURenderState *gpu_render_state; } draw; struct { @@ -282,6 +313,7 @@ struct SDL_Renderer SDL_FColor color; /**< Color for drawing operations values */ SDL_BlendMode blendMode; /**< The drawing blend mode */ SDL_TextureAddressMode texture_address_mode; + SDL_GPURenderState *gpu_render_state; SDL_RenderCommand *render_commands; SDL_RenderCommand *render_commands_tail; diff --git a/src/render/gpu/SDL_pipeline_gpu.c b/src/render/gpu/SDL_pipeline_gpu.c index 078337401b..31da279777 100644 --- a/src/render/gpu/SDL_pipeline_gpu.c +++ b/src/render/gpu/SDL_pipeline_gpu.c @@ -27,40 +27,10 @@ #include "../SDL_sysrender.h" -struct GPU_PipelineCacheKeyStruct -{ - Uint64 blend_mode : 28; - Uint64 frag_shader : 4; - Uint64 vert_shader : 4; - Uint64 attachment_format : 6; - Uint64 primitive_type : 3; -}; - -typedef union GPU_PipelineCacheKeyConverter -{ - struct GPU_PipelineCacheKeyStruct as_struct; - Uint64 as_uint64; -} GPU_PipelineCacheKeyConverter; - -SDL_COMPILE_TIME_ASSERT(GPU_PipelineCacheKeyConverter_Size, sizeof(GPU_PipelineCacheKeyConverter) <= sizeof(Uint64)); - static Uint32 SDLCALL HashPipelineCacheKey(void *userdata, const void *key) { const GPU_PipelineParameters *params = (const GPU_PipelineParameters *) key; - GPU_PipelineCacheKeyConverter cvt; - cvt.as_uint64 = 0; - cvt.as_struct.blend_mode = params->blend_mode; - cvt.as_struct.frag_shader = params->frag_shader; - cvt.as_struct.vert_shader = params->vert_shader; - cvt.as_struct.attachment_format = params->attachment_format; - cvt.as_struct.primitive_type = params->primitive_type; - - // 64-bit uint hash function stolen from taisei (which stole it from somewhere else) - Uint64 x = cvt.as_uint64; - x = (x ^ (x >> 30)) * UINT64_C(0xbf58476d1ce4e5b9); - x = (x ^ (x >> 27)) * UINT64_C(0x94d049bb133111eb); - x = x ^ (x >> 31); - return (Uint32)(x & 0xffffffff); + return SDL_murmur3_32(params, sizeof(*params), 0); } static bool SDLCALL MatchPipelineCacheKey(void *userdata, const void *a, const void *b) diff --git a/src/render/gpu/SDL_pipeline_gpu.h b/src/render/gpu/SDL_pipeline_gpu.h index c3fc39bc69..96e7bd9433 100644 --- a/src/render/gpu/SDL_pipeline_gpu.h +++ b/src/render/gpu/SDL_pipeline_gpu.h @@ -33,6 +33,7 @@ typedef struct GPU_PipelineParameters GPU_VertexShaderID vert_shader; SDL_GPUTextureFormat attachment_format; SDL_GPUPrimitiveType primitive_type; + SDL_GPUShader *custom_frag_shader; } GPU_PipelineParameters; typedef struct GPU_PipelineCache diff --git a/src/render/gpu/SDL_render_gpu.c b/src/render/gpu/SDL_render_gpu.c index d7604f9290..da28b7e55b 100644 --- a/src/render/gpu/SDL_render_gpu.c +++ b/src/render/gpu/SDL_render_gpu.c @@ -541,6 +541,8 @@ static void Draw( } SDL_GPURenderPass *pass = data->state.render_pass; + SDL_GPURenderState *custom_state = cmd->data.draw.gpu_render_state; + SDL_GPUShader *custom_frag_shader = custom_state ? custom_state->fragment_shader : NULL; GPU_VertexShaderID v_shader; GPU_FragmentShaderID f_shader; @@ -570,12 +572,18 @@ static void Draw( f_shader = FRAG_SHADER_COLOR; } + if (custom_frag_shader) { + f_shader = FRAG_SHADER_TEXTURE_CUSTOM; + data->shaders.frag_shaders[FRAG_SHADER_TEXTURE_CUSTOM] = custom_frag_shader; + } + GPU_PipelineParameters pipe_params; SDL_zero(pipe_params); pipe_params.blend_mode = cmd->data.draw.blend; pipe_params.vert_shader = v_shader; pipe_params.frag_shader = f_shader; pipe_params.primitive_type = prim; + pipe_params.custom_frag_shader = custom_frag_shader; if (data->state.render_target) { pipe_params.attachment_format = ((GPU_TextureData *)data->state.render_target->internal)->format; @@ -590,15 +598,34 @@ static void Draw( SDL_BindGPUGraphicsPipeline(pass, pipe); + Uint32 sampler_slot = 0; if (cmd->data.draw.texture) { GPU_TextureData *tdata = (GPU_TextureData *)cmd->data.draw.texture->internal; SDL_GPUTextureSamplerBinding sampler_bind; SDL_zero(sampler_bind); sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture_scale_mode); sampler_bind.texture = tdata->texture; - SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1); + SDL_BindGPUFragmentSamplers(pass, sampler_slot++, &sampler_bind, 1); + } + if (custom_state) { + if (custom_state->num_sampler_bindings > 0) { + SDL_BindGPUFragmentSamplers(pass, sampler_slot, custom_state->sampler_bindings, custom_state->num_sampler_bindings); + } + if (custom_state->num_storage_textures > 0) { + SDL_BindGPUFragmentStorageTextures(pass, 0, custom_state->storage_textures, custom_state->num_storage_textures); + } + if (custom_state->num_storage_buffers > 0) { + SDL_BindGPUFragmentStorageBuffers(pass, 0, custom_state->storage_buffers, custom_state->num_storage_buffers); + } + if (custom_state->num_uniform_buffers > 0) { + for (int i = 0; i < custom_state->num_uniform_buffers; i++) { + SDL_GPURenderStateUniformBuffer *ub = &custom_state->uniform_buffers[i]; + SDL_PushGPUFragmentUniformData(data->state.command_buffer, ub->slot_index, ub->data, ub->length); + } + } + } else { + PushFragmentUniforms(data, cmd); } - PushFragmentUniforms(data, cmd); SDL_GPUBufferBinding buffer_bind; SDL_zero(buffer_bind); diff --git a/src/render/gpu/SDL_shaders_gpu.c b/src/render/gpu/SDL_shaders_gpu.c index 04e06f69db..f09a40e468 100644 --- a/src/render/gpu/SDL_shaders_gpu.c +++ b/src/render/gpu/SDL_shaders_gpu.c @@ -196,6 +196,9 @@ bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) } for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) { + if (i == FRAG_SHADER_TEXTURE_CUSTOM) { + continue; + } shaders->frag_shaders[i] = CompileShader( &frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT); if (shaders->frag_shaders[i] == NULL) { @@ -215,6 +218,9 @@ void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) } for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) { + if (i == FRAG_SHADER_TEXTURE_CUSTOM) { + continue; + } SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]); shaders->frag_shaders[i] = NULL; } diff --git a/src/render/gpu/SDL_shaders_gpu.h b/src/render/gpu/SDL_shaders_gpu.h index d3190fa227..9dc03b6efa 100644 --- a/src/render/gpu/SDL_shaders_gpu.h +++ b/src/render/gpu/SDL_shaders_gpu.h @@ -44,6 +44,7 @@ typedef enum FRAG_SHADER_TEXTURE_RGBA, FRAG_SHADER_TEXTURE_RGB_PIXELART, FRAG_SHADER_TEXTURE_RGBA_PIXELART, + FRAG_SHADER_TEXTURE_CUSTOM, NUM_FRAG_SHADERS, } GPU_FragmentShaderID; diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 3be04e215e..efbea0c485 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -39,7 +39,7 @@ add_library(sdltests_utils OBJECT ) target_link_libraries(sdltests_utils PRIVATE SDL3::Headers) -file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt) +file(GLOB RESOURCE_FILES *.bmp *.wav *.csv *.hex moose.dat utf8.txt) option(SDLTEST_TRACKMEM "Run tests with --trackmem" OFF) @@ -348,6 +348,7 @@ add_sdl_test_executable(testgl SOURCES testgl.c) add_sdl_test_executable(testgles SOURCES testgles.c) add_sdl_test_executable(testgpu_simple_clear SOURCES testgpu_simple_clear.c) add_sdl_test_executable(testgpu_spinning_cube SOURCES testgpu_spinning_cube.c) +add_sdl_test_executable(testgpurender_msdf MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testgpurender_msdf.c) if(ANDROID) target_link_libraries(testgles PRIVATE GLESv1_CM) elseif(IOS OR TVOS) diff --git a/test/msdf_font.bmp b/test/msdf_font.bmp new file mode 100755 index 0000000000..43d7b72709 Binary files /dev/null and b/test/msdf_font.bmp differ diff --git a/test/msdf_font.csv b/test/msdf_font.csv new file mode 100755 index 0000000000..28fa0d63c6 --- /dev/null +++ b/test/msdf_font.csv @@ -0,0 +1,95 @@ +32,0.259765625,0,-0,0,-0,0,256,0,256 +33,0.26416015625,0.04259963723256735,-0.74801901743264665,0.22009567526743265,0.063391442155309036,167.5,44.5,174.5,76.5 +34,0.3984375,0.034401000396196514,-0.74801901743264665,0.36403649960380352,-0.41838351822503961,242.5,175.5,255.5,188.5 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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. +*/ + +#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ +#include +#include + +#include "testutils.h" + +/* This font was created with: + * ./msdf-atlas-gen.exe -font OpenSans-VariableFont_wdth,wght.ttf -chars '[32,126]' -type msdf -potr -yorigin top -imageout msdf_font.bmp -csv msdf_font.csv + */ + +/* This is the distance field range in pixels used when generating the font atlas, defaults to 2 */ +#define DISTANCE_FIELD_RANGE 2.0f + +/* MSDF shaders */ +#include "testgpurender_msdf.frag.dxil.h" +#include "testgpurender_msdf.frag.msl.h" +#include "testgpurender_msdf.frag.spv.h" + +typedef struct +{ + float distance_field_range; + float texture_width; + float texture_height; + float padding; +} MSDFShaderUniforms; + +static SDL_Window *window = NULL; +static SDL_Renderer *renderer = NULL; +static SDL_Texture *font_texture = NULL; +static SDL_GPUDevice *device = NULL; +static SDL_GPUShader *shader = NULL; +static SDL_GPURenderState *render_state = NULL; + +typedef struct +{ + bool loaded; + SDL_FRect src; + SDL_FRect dst; + float advance; +} GlyphInfo; + +static GlyphInfo glyphs[128]; + +static bool LoadFontTexture(void) +{ + font_texture = LoadTexture(renderer, "msdf_font.bmp", false, NULL, NULL); + if (!font_texture) { + SDL_Log("Failed to create font texture: %s", SDL_GetError()); + return false; + } + SDL_SetTextureBlendMode(font_texture, SDL_BLENDMODE_BLEND); + + /* Set the font color, doesn't need to be done every frame */ + SDL_SetTextureColorMod(font_texture, 0, 0, 0); + + return true; +} + +static bool LoadFontLayout(void) +{ + const char *file = "msdf_font.csv"; + char *path; + int offset = 0, len, codepoint; + float src_left, src_top, src_right, src_bottom; + float dst_left, dst_top, dst_right, dst_bottom; + float advance; + char *font_layout; + + path = GetNearbyFilename(file); + if (path) { + font_layout = (char *)SDL_LoadFile(path, NULL); + SDL_free(path); + } else { + font_layout = (char *)SDL_LoadFile(file, NULL); + } + if (!font_layout) { + SDL_Log("Failed to load font layout: %s", SDL_GetError()); + return false; + } + + while (SDL_sscanf(&font_layout[offset], "%d,%f,%f,%f,%f,%f,%f,%f,%f,%f%n", + &codepoint, &advance, + &dst_left, &dst_top, &dst_right, &dst_bottom, + &src_left, &src_top, &src_right, &src_bottom, &len) == 10) { + if (codepoint >= 0 && codepoint < SDL_arraysize(glyphs)) { + GlyphInfo *glyph = &glyphs[codepoint]; + glyph->loaded = true; + glyph->src.x = src_left; + glyph->src.y = src_top; + glyph->src.w = src_right - src_left; + glyph->src.h = src_bottom - src_top; + glyph->dst.x = dst_left; + glyph->dst.y = dst_top; + glyph->dst.w = dst_right - dst_left; + glyph->dst.h = dst_bottom - dst_top; + glyph->advance = advance; + } + offset += len; + } + SDL_free(font_layout); + return true; +} + +static float MeasureText(const char *text, float font_size) +{ + float width = 0.0f; + + while (*text) { + GlyphInfo *glyph; + Uint32 codepoint = SDL_StepUTF8(&text, NULL); + if (codepoint >= SDL_arraysize(glyphs)) { + continue; + } + + glyph = &glyphs[codepoint]; + if (!glyph->loaded) { + continue; + } + width += (glyph->advance * font_size); + } + return width; +} + +static void RenderText(const char *text, float font_size, float x, float y) +{ + SDL_FRect dst; + + /* The y coordinate is actually the baseline for the text */ + + while (*text) { + GlyphInfo *glyph; + Uint32 codepoint = SDL_StepUTF8(&text, NULL); + if (codepoint >= SDL_arraysize(glyphs)) { + continue; + } + + glyph = &glyphs[codepoint]; + if (!glyph->loaded) { + continue; + } + + dst.x = x + glyph->dst.x * font_size; + dst.y = y + glyph->dst.y * font_size; + dst.w = glyph->dst.w * font_size; + dst.h = glyph->dst.h * font_size; + SDL_RenderTexture(renderer, font_texture, &glyph->src, &dst); + x += (glyph->advance * font_size); + } +} + +static bool InitGPURenderState(void) +{ + SDL_GPUShaderFormat formats; + SDL_GPUShaderCreateInfo info; + SDL_GPURenderStateDesc desc; + MSDFShaderUniforms uniforms; + + device = (SDL_GPUDevice *)SDL_GetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL); + if (!device) { + SDL_Log("Couldn't get GPU device"); + return false; + } + + formats = SDL_GetGPUShaderFormats(device); + if (formats == SDL_GPU_SHADERFORMAT_INVALID) { + SDL_Log("Couldn't get supported shader formats: %s", SDL_GetError()); + return false; + } + + SDL_zero(info); + if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { + info.format = SDL_GPU_SHADERFORMAT_SPIRV; + info.code = testgpurender_msdf_frag_spv; + info.code_size = testgpurender_msdf_frag_spv_len; + info.entrypoint = "main"; + } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) { + info.format = SDL_GPU_SHADERFORMAT_DXIL; + info.code = testgpurender_msdf_frag_dxil; + info.code_size = testgpurender_msdf_frag_dxil_len; + info.entrypoint = "main"; + } else if (formats & SDL_GPU_SHADERFORMAT_MSL) { + info.format = SDL_GPU_SHADERFORMAT_MSL; + info.code = testgpurender_msdf_frag_msl; + info.code_size = testgpurender_msdf_frag_msl_len; + info.entrypoint = "main0"; + } else { + SDL_Log("No supported shader format found"); + return false; + } + info.num_samplers = 1; + info.num_uniform_buffers = 1; + info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; + shader = SDL_CreateGPUShader(device, &info); + if (!shader) { + SDL_Log("Couldn't create shader: %s", SDL_GetError()); + return false; + } + + SDL_INIT_INTERFACE(&desc); + desc.fragment_shader = shader; + render_state = SDL_CreateGPURenderState(renderer, &desc); + if (!render_state) { + SDL_Log("Couldn't create render state: %s", SDL_GetError()); + return false; + } + + SDL_zero(uniforms); + uniforms.distance_field_range = DISTANCE_FIELD_RANGE; + uniforms.texture_width = (float)font_texture->w; + uniforms.texture_height = (float)font_texture->h; + if (!SDL_SetGPURenderStateFragmentUniformData(render_state, 0, &uniforms, sizeof(uniforms))) { + SDL_Log("Couldn't set uniform data: %s", SDL_GetError()); + return false; + } + + return true; +} + +static void QuitGPURenderState(void) +{ + if (render_state) { + SDL_DestroyGPURenderState(render_state); + render_state = NULL; + } + if (shader) { + SDL_ReleaseGPUShader(device, shader); + shader = NULL; + } +} + +/* This function runs once at startup. */ +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + const char *description = "GPU render MSDF example"; + + SDL_SetAppMetadata(description, "1.0", "com.example.testgpurender_msdf"); + + if (!SDL_Init(SDL_INIT_VIDEO)) { + SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + window = SDL_CreateWindow(description, 640, 480, 0); + if (!window) { + SDL_Log("Couldn't create window: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + renderer = SDL_CreateRenderer(window, "gpu"); + if (!renderer) { + SDL_Log("Couldn't create renderer: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + SDL_SetRenderVSync(renderer, 1); + + if (!LoadFontTexture() || !LoadFontLayout()) { + return SDL_APP_FAILURE; + } + + if (!InitGPURenderState()) { + return SDL_APP_FAILURE; + } + + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ +SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) +{ + if (event->type == SDL_EVENT_QUIT || + (event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_ESCAPE)) { + return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ + } + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs once per frame, and is the heart of the program. */ +SDL_AppResult SDL_AppIterate(void *appstate) +{ + const char *text = "Hello world!"; + float text_width; + float text_height; + float x, y; + int output_width, output_height; + + SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); + SDL_RenderClear(renderer); + + text_height = 72.0f; + text_width = MeasureText(text, text_height); + SDL_GetCurrentRenderOutputSize(renderer, &output_width, &output_height); + x = (output_width - text_width) / 2; + y = (output_height - text_height) / 2; + SDL_SetRenderGPUState(renderer, render_state); + RenderText("Hello World!", text_height, x, y); + SDL_SetRenderGPUState(renderer, NULL); + + SDL_RenderPresent(renderer); + + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs once at shutdown. */ +void SDL_AppQuit(void *appstate, SDL_AppResult result) +{ + /* SDL will clean up the window/renderer for us. */ + QuitGPURenderState(); +} + diff --git a/test/testgpurender_msdf.frag.dxil.h b/test/testgpurender_msdf.frag.dxil.h new file mode 100644 index 0000000000..6a3037a702 --- /dev/null +++ b/test/testgpurender_msdf.frag.dxil.h @@ -0,0 +1,399 @@ +static const unsigned char testgpurender_msdf_frag_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x2e, 0x49, 0xe7, 0xd0, 0x3a, 0xbb, 0xb2, 0xf2, + 0x7d, 0x23, 0x3a, 0x6b, 0x9a, 0xa6, 0x80, 0x0a, 0x01, 0x00, 0x00, 0x00, + 0x88, 0x12, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00, + 0xf0, 0x01, 0x00, 0x00, 0xa0, 0x09, 0x00, 0x00, 0xbc, 0x09, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 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0x04, + 0x03, 0x04, 0x17, 0xee, 0x00, 0x16, 0x60, 0xe1, 0x14, 0xce, 0x60, 0xc4, + 0x20, 0x01, 0x40, 0x10, 0x0c, 0x10, 0x5c, 0xb8, 0x03, 0x58, 0x80, 0x05, + 0x3f, 0x30, 0x83, 0x11, 0x83, 0x04, 0x00, 0x41, 0x30, 0x40, 0x70, 0xe1, + 0x0e, 0x60, 0x01, 0x16, 0x4c, 0xa1, 0x0c, 0x46, 0x0c, 0x12, 0x00, 0x04, + 0xc1, 0x00, 0xc1, 0x85, 0x3b, 0x80, 0x05, 0x58, 0xe8, 0x83, 0x00, 0x01, + 0x00, 0x00, 0x00, 0x00 +}; +static const unsigned int testgpurender_msdf_frag_dxil_len = 4744; diff --git a/test/testgpurender_msdf.frag.hlsl b/test/testgpurender_msdf.frag.hlsl new file mode 100644 index 0000000000..2d852fbfcc --- /dev/null +++ b/test/testgpurender_msdf.frag.hlsl @@ -0,0 +1,37 @@ +cbuffer Context : register(b0, space3) { + float distance_field_range; + float2 texture_size; +}; + +Texture2D u_texture : register(t0, space2); +SamplerState u_sampler : register(s0, space2); + +struct PSInput { + float4 v_color : COLOR0; + float2 v_uv : TEXCOORD0; +}; + +struct PSOutput { + float4 o_color : SV_Target; +}; + +float median(float r, float g, float b) { + return max(min(r, g), min(max(r, g), b)); +} + +float screenPxRange(float2 texCoord) { + float2 unitRange = float2(distance_field_range, distance_field_range)/texture_size; + float2 screenTexSize = float2(1.0, 1.0)/fwidth(texCoord); + return max(0.5*dot(unitRange, screenTexSize), 1.0); +} + +PSOutput main(PSInput input) { + PSOutput output; + float3 msd = u_texture.Sample(u_sampler, input.v_uv).rgb; + float sd = median(msd.r, msd.g, msd.b); + float screenPxDistance = screenPxRange(input.v_uv)*(sd - 0.5); + float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); + output.o_color.rgb = input.v_color.rgb; + output.o_color.a = (input.v_color.a * opacity); + return output; +} diff --git a/test/testgpurender_msdf.frag.msl.h b/test/testgpurender_msdf.frag.msl.h new file mode 100644 index 0000000000..6fc854f66a --- /dev/null +++ b/test/testgpurender_msdf.frag.msl.h @@ -0,0 +1,97 @@ +static const unsigned char testgpurender_msdf_frag_msl[] = { 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0x01, 0x00 +}; +static const unsigned int testgpurender_msdf_frag_spv_len = 1904;