diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 6543ba4fe3..5df28471e9 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -401,6 +401,7 @@ add_sdl_test_executable(testcontroller TESTUTILS SOURCES testcontroller.c gamepa add_sdl_test_executable(testgeometry TESTUTILS SOURCES testgeometry.c) 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) if(ANDROID) target_link_libraries(testgles PRIVATE GLESv1_CM) diff --git a/test/testgpu_simple_clear.c b/test/testgpu_simple_clear.c new file mode 100644 index 0000000000..f2aac76062 --- /dev/null +++ b/test/testgpu_simple_clear.c @@ -0,0 +1,125 @@ +/* + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely. +*/ + +#define SDL_MAIN_USE_CALLBACKS 1 +#include +#include +#include + +/* we don't actually use any shaders in this one, so just give us lots of options for backends. */ +#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB) + +static SDLTest_CommonState *state; +static SDL_GPUDevice *gpu_device; +static Uint64 then = 0; +static Uint64 frames = 0; + +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + const SDL_DisplayMode *mode; + int dw, dh; + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return SDL_APP_FAILURE; + } + + /* Enable standard application logging */ + SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + state->skip_renderer = 1; + + if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) { + SDLTest_CommonQuit(state); + return SDL_APP_FAILURE; + } + + gpu_device = SDL_CreateGPUDevice(TESTGPU_SUPPORTED_FORMATS, SDL_TRUE, NULL); + if (!gpu_device) { + SDL_Log("SDL_CreateGPUDevice failed: %s", SDL_GetError()); + return -1; + } + + if (!SDL_ClaimWindowForGPUDevice(gpu_device, state->windows[0])) { + SDL_Log("SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError()); + return -1; + } + + mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay()); + if (mode) { + SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode->format)); + } + SDL_GetWindowSize(state->windows[0], &dw, &dh); + SDL_Log("Window Size : %d,%d\n", dw, dh); + SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh); + SDL_Log("Draw Size : %d,%d\n", dw, dh); + SDL_Log("\n"); + + then = SDL_GetTicks(); + + return SDL_APP_CONTINUE; +} + +SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event) +{ + return SDLTest_CommonEventMainCallbacks(state, event); +} + +SDL_AppResult SDL_AppIterate(void *appstate) +{ + Uint32 w, h; + SDL_GPUCommandBuffer *cmdbuf = SDL_AcquireGPUCommandBuffer(gpu_device); + + if (cmdbuf == NULL) { + SDL_Log("SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + SDL_GPUTexture *swapchainTexture = SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &w, &h); + if (swapchainTexture != NULL) { + const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency(); + SDL_GPURenderPass *renderPass; + SDL_GPUColorAttachmentInfo colorAttachmentInfo; + SDL_zero(colorAttachmentInfo); + colorAttachmentInfo.texture = swapchainTexture; + colorAttachmentInfo.clearColor.r = (float)(0.5 + 0.5 * SDL_sin(currentTime)); + colorAttachmentInfo.clearColor.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3)); + colorAttachmentInfo.clearColor.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));; + colorAttachmentInfo.clearColor.a = 1.0f; + colorAttachmentInfo.loadOp = SDL_GPU_LOADOP_CLEAR; + colorAttachmentInfo.storeOp = SDL_GPU_STOREOP_STORE; + + renderPass = SDL_BeginGPURenderPass(cmdbuf, &colorAttachmentInfo, 1, NULL); + SDL_EndGPURenderPass(renderPass); + } + + SDL_SubmitGPUCommandBuffer(cmdbuf); + + frames++; + + return SDL_APP_CONTINUE; +} + +void SDL_AppQuit(void *appstate) +{ + /* Print out some timing information */ + const Uint64 now = SDL_GetTicks(); + if (now > then) { + SDL_Log("%2.2f frames per second\n", ((double)frames * 1000) / (now - then)); + } + + SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[0]); + SDL_DestroyGPUDevice(gpu_device); + SDLTest_CommonQuit(state); +} +