tests: Update GPU tests to use new swapchain best practice

This commit is contained in:
cosmonaut
2024-12-19 15:55:04 -08:00
parent 401c8f8e4e
commit e46d8756e5
2 changed files with 17 additions and 24 deletions

View File

@@ -82,26 +82,25 @@ SDL_AppResult SDL_AppIterate(void *appstate)
}
SDL_GPUTexture *swapchainTexture;
if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
SDL_Log("SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (swapchainTexture != NULL) {
const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
SDL_GPURenderPass *renderPass;
SDL_GPUColorTargetInfo color_target_info;
SDL_zero(color_target_info);
color_target_info.texture = swapchainTexture;
color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
color_target_info.clear_color.a = 1.0f;
color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
color_target_info.store_op = SDL_GPU_STOREOP_STORE;
renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
SDL_EndGPURenderPass(renderPass);
}
const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
SDL_GPURenderPass *renderPass;
SDL_GPUColorTargetInfo color_target_info;
SDL_zero(color_target_info);
color_target_info.texture = swapchainTexture;
color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
color_target_info.clear_color.a = 1.0f;
color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
color_target_info.store_op = SDL_GPU_STOREOP_STORE;
renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
SDL_EndGPURenderPass(renderPass);
SDL_SubmitGPUCommandBuffer(cmdbuf);

View File

@@ -341,20 +341,14 @@ Render(SDL_Window *window, const int windownum)
SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
quit(2);
}
if (!SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError());
quit(2);
}
if (swapchainTexture == NULL) {
/* No swapchain was acquired, probably too many frames in flight */
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
/*
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
* quaternions would be, but the effect is cool.
*/
rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);