render: Add Suspend/Resume calls for GDK support

This commit is contained in:
Ethan Lee
2026-03-04 20:26:54 -05:00
parent 0c57e99b4a
commit ee5c5cf755
12 changed files with 108 additions and 34 deletions

View File

@@ -667,9 +667,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
* This should be called from an event watch in response to an
* `SDL_EVENT_DID_ENTER_BACKGROUND` event.
*
* When using SDL_Render, your event watch should be added _after_ creating
* the `SDL_Renderer`; this allows the timing of the D3D12 command queue
* suspension to execute in the correct order.
* When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.
*
* When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
*

View File

@@ -3082,6 +3082,40 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, S
*/
extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
#ifdef SDL_PLATFORM_GDK
/**
* Call this to suspend Render operations on Xbox when you receive the
* SDL_EVENT_DID_ENTER_BACKGROUND event.
*
* Do NOT call any SDL_Render functions after calling this function! This must
* also be called before calling SDL_GDKSuspendComplete.
*
* \param renderer the renderer which should suspend operation
*
* \since This function is available since SDL 3.6.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
/**
* Call this to resume Render operations on Xbox when you receive the
* SDL_EVENT_WILL_ENTER_FOREGROUND event.
*
* When resuming, this function MUST be called before calling any other
* SDL_Render functions.
*
* \param renderer the renderer which should resume operation
*
* \since This function is available since SDL 3.6.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
#endif /* SDL_PLATFORM_GDK */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}

View File

@@ -69,6 +69,14 @@ void SDL_GDKResumeGPU(SDL_GPUDevice *device)
{
}
void SDL_GDKSuspendRenderer(SDL_Renderer *renderer)
{
}
void SDL_GDKResumeRenderer(SDL_Renderer *renderer)
{
}
#endif /* !SDL_PLATFORM_GDK */
#if !defined(SDL_PLATFORM_WINDOWS)

View File

@@ -35,6 +35,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKDefaultUser(XUserHandle *outUserHandle);
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
#endif /* !SDL_PLATFORM_GDK */
#if !defined(SDL_PLATFORM_WINDOWS)

View File

@@ -1283,6 +1283,8 @@ SDL3_0.0.0 {
SDL_SetGPURenderStateSamplerBindings;
SDL_SetGPURenderStateStorageTextures;
SDL_SetGPURenderStateStorageBuffers;
SDL_GDKSuspendRenderer;
SDL_GDKResumeRenderer;
# extra symbols go here (don't modify this line)
local: *;
};

View File

@@ -1309,3 +1309,5 @@
#define SDL_SetGPURenderStateSamplerBindings SDL_SetGPURenderStateSamplerBindings_REAL
#define SDL_SetGPURenderStateStorageTextures SDL_SetGPURenderStateStorageTextures_REAL
#define SDL_SetGPURenderStateStorageBuffers SDL_SetGPURenderStateStorageBuffers_REAL
#define SDL_GDKSuspendRenderer SDL_GDKSuspendRenderer_REAL
#define SDL_GDKResumeRenderer SDL_GDKResumeRenderer_REAL

View File

@@ -1317,3 +1317,5 @@ SDL_DYNAPI_PROC(SDL_Tray*,SDL_CreateTrayWithProperties,(SDL_PropertiesID a),(a),
SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateSamplerBindings,(SDL_GPURenderState *a,int b,const SDL_GPUTextureSamplerBinding *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateStorageTextures,(SDL_GPURenderState *a,int b,SDL_GPUTexture *const*c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateStorageBuffers,(SDL_GPURenderState *a,int b,SDL_GPUBuffer *const*c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendRenderer,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKResumeRenderer,(SDL_Renderer *a),(a),)

View File

@@ -6347,3 +6347,23 @@ void SDL_DestroyGPURenderState(SDL_GPURenderState *state)
SDL_free(state->storage_buffers);
SDL_free(state);
}
#ifdef SDL_PLATFORM_GDK
void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer,);
if (renderer->GDKSuspendRenderer != NULL) {
renderer->GDKSuspendRenderer(renderer);
}
}
void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer,);
if (renderer->GDKResumeRenderer != NULL) {
renderer->GDKResumeRenderer(renderer);
}
}
#endif /* SDL_PLATFORM_GDK */

View File

@@ -280,6 +280,11 @@ struct SDL_Renderer
bool (*AddVulkanRenderSemaphores)(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
#ifdef SDL_PLATFORM_GDK
void (*GDKSuspendRenderer)(SDL_Renderer *renderer);
void (*GDKResumeRenderer)(SDL_Renderer *renderer);
#endif
// The current renderer info
const char *name;
SDL_PixelFormat *texture_formats;

View File

@@ -563,25 +563,25 @@ static HRESULT D3D12_IssueBatch(D3D12_RenderData *data)
}
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
static bool SDLCALL D3D12_GDKEventFilter(void* userdata, SDL_Event* event)
static void D3D12_GDKSuspendRenderer(SDL_Renderer *renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)userdata;
if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
data->commandQueue->SuspendX(0);
} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
data->commandQueue->ResumeX();
}
return true;
D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
data->commandQueue->SuspendX(0);
}
static void D3D12_GDKResumeRenderer(SDL_Renderer *renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
data->commandQueue->ResumeX();
}
#endif
static void D3D12_DestroyRenderer(SDL_Renderer *renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
if (data) {
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
SDL_RemoveEventWatch(D3D12_GDKEventFilter, data);
#endif
D3D12_WaitForGPU(data);
D3D12_ReleaseAll(renderer);
SDL_free(data);
@@ -1128,10 +1128,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice);
SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue);
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
SDL_AddEventWatch(D3D12_GDKEventFilter, data);
#endif
done:
D3D_SAFE_RELEASE(d3dDevice);
return result;
@@ -3517,6 +3513,10 @@ bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Proper
renderer->DestroyTexture = D3D12_DestroyTexture;
renderer->DestroyRenderer = D3D12_DestroyRenderer;
renderer->SetVSync = D3D12_SetVSync;
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
renderer->GDKSuspendRenderer = D3D12_GDKSuspendRenderer;
renderer->GDKResumeRenderer = D3D12_GDKResumeRenderer;
#endif
renderer->internal = data;
D3D12_InvalidateCachedState(renderer);

View File

@@ -1563,17 +1563,19 @@ static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
#ifdef SDL_PLATFORM_GDK
static bool SDLCALL GPU_GDKEventFilter(void *userdata, SDL_Event *event)
static void GPU_GDKSuspendRenderer(SDL_Renderer *renderer)
{
GPU_RenderData *data = (GPU_RenderData *)userdata;
SDL_assert(!data->external_device);
if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
SDL_GDKSuspendGPU(data->device);
} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
SDL_GDKResumeGPU(data->device);
}
return true;
GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
SDL_GDKSuspendGPU(data->device);
}
static void GPU_GDKResumeRenderer(SDL_Renderer *renderer)
{
GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
SDL_GDKResumeGPU(data->device);
}
#endif
static void GPU_DestroyRenderer(SDL_Renderer *renderer)
@@ -1609,9 +1611,6 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
if (data->device) {
GPU_ReleaseShaders(&data->shaders, data->device);
if (!data->external_device) {
#ifdef SDL_PLATFORM_GDK
SDL_RemoveEventWatch(GPU_GDKEventFilter, data);
#endif
SDL_DestroyGPUDevice(data->device);
}
}
@@ -1722,6 +1721,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->DestroyTexture = GPU_DestroyTexture;
renderer->DestroyRenderer = GPU_DestroyRenderer;
renderer->SetVSync = GPU_SetVSync;
#ifdef SDL_PLATFORM_GDK
renderer->GDKSuspendRenderer = GPU_GDKSuspendRenderer;
renderer->GDKResumeRenderer = GPU_GDKResumeRenderer;
#endif
renderer->internal = data;
renderer->window = window;
renderer->name = GPU_RenderDriver.name;
@@ -1775,10 +1778,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
if (!data->device) {
return false;
}
#ifdef SDL_PLATFORM_GDK
SDL_AddEventWatch(GPU_GDKEventFilter, data);
#endif
}
if (!GPU_InitShaders(&data->shaders, data->device)) {

View File

@@ -40,6 +40,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(void);
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
extern SDL_DECLSPEC void SDLCALL SDL_GetGDKDefaultUser(void);
extern SDL_DECLSPEC void SDLCALL SDL_GetGDKTaskQueue(void);
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(void);
extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(void);
#endif
#if !defined(SDL_PLATFORM_IOS)