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

@@ -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)) {