Add the SDL_GPU API

Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
This commit is contained in:
cosmonaut
2024-03-18 11:43:23 -07:00
committed by Sam Lantinga
parent 8ddb099d3e
commit 2e7d5bb429
96 changed files with 60218 additions and 66 deletions

31
test/testgpu/cube.glsl Normal file
View File

@@ -0,0 +1,31 @@
#version 450
#ifdef VERTEX
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_color;
layout (location = 0) out vec4 out_color;
layout (set = 1, binding = 0) uniform UBO
{
mat4x4 modelViewProj;
};
void main()
{
out_color = vec4(in_color, 1.0);
gl_Position = modelViewProj * vec4(in_position, 1.0);
}
#else
layout (location = 0) in vec4 in_color;
layout (location = 0) out vec4 out_color;
void main()
{
out_color = in_color;
}
#endif