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GPU: Add swapchain dimension out params (#11003)
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@@ -957,7 +957,8 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
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SDL_GPUTexture *swapchain;
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bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain);
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Uint32 swapchain_texture_width, swapchain_texture_height;
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bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height);
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if (!result) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError());
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@@ -967,8 +968,6 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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goto submit;
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}
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SDL_GPUTextureFormat swapchain_fmt = SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window);
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SDL_GPUBlitInfo blit_info;
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SDL_zero(blit_info);
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@@ -976,18 +975,13 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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blit_info.source.w = data->backbuffer.width;
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blit_info.source.h = data->backbuffer.height;
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blit_info.destination.texture = swapchain;
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blit_info.destination.w = renderer->output_pixel_w;
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blit_info.destination.h = renderer->output_pixel_h;
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blit_info.destination.w = swapchain_texture_width;
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blit_info.destination.h = swapchain_texture_height;
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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(data->state.command_buffer, &blit_info);
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if (renderer->output_pixel_w != data->backbuffer.width || renderer->output_pixel_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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CreateBackbuffer(data, renderer->output_pixel_w, renderer->output_pixel_h, swapchain_fmt);
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}
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// *** FIXME ***
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// This is going to block if there is ever a frame in flight.
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// We should do something similar to FNA3D
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@@ -1006,6 +1000,11 @@ submit:
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SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
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#endif
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if (swapchain != NULL && (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height)) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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CreateBackbuffer(data, swapchain_texture_width, swapchain_texture_height, SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window));
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}
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data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
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return true;
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