render: Update GPU backend to use the new present workflow

This commit is contained in:
Lucas Murray
2024-12-26 14:46:35 +11:00
committed by Sam Lantinga
parent a0e537b9c0
commit cc24518c41

View File

@@ -41,7 +41,6 @@ typedef struct GPU_RenderData
SDL_GPUDevice *device;
GPU_Shaders shaders;
GPU_PipelineCache pipeline_cache;
SDL_GPUFence *present_fence;
struct
{
@@ -959,16 +958,13 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
SDL_GPUTexture *swapchain;
Uint32 swapchain_texture_width, swapchain_texture_height;
bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height);
bool result = SDL_WaitAndAcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height);
if (!result) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError());
}
if (swapchain == NULL) {
goto submit;
}
if (swapchain != NULL) {
SDL_GPUBlitInfo blit_info;
SDL_zero(blit_info);
@@ -983,28 +979,15 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
SDL_BlitGPUTexture(data->state.command_buffer, &blit_info);
// *** FIXME ***
// This is going to block if there is ever a frame in flight.
// We should do something similar to FNA3D
// where we keep track of MAX_FRAMES_IN_FLIGHT number of fences
// and only block if we have maxed out the backpressure.
// -cosmonaut
submit:
#if 1
if (data->present_fence) {
SDL_WaitForGPUFences(data->device, true, &data->present_fence, 1);
SDL_ReleaseGPUFence(data->device, data->present_fence);
}
data->present_fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
#else
SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
#endif
if (swapchain != NULL && (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height)) {
if (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height) {
SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
CreateBackbuffer(data, swapchain_texture_width, swapchain_texture_height, SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window));
}
} else {
SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
}
data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
@@ -1038,11 +1021,6 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
return;
}
if (data->present_fence) {
SDL_WaitForGPUFences(data->device, true, &data->present_fence, 1);
SDL_ReleaseGPUFence(data->device, data->present_fence);
}
if (data->state.command_buffer) {
SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
data->state.command_buffer = NULL;
@@ -1262,6 +1240,8 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
SDL_SetGPUSwapchainParameters(data->device, window, data->swapchain.composition, data->swapchain.present_mode);
SDL_SetGPUAllowedFramesInFlight(data->device, 1);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);