GPU: Doc touch ups

This commit is contained in:
Lucas Murray
2024-12-26 12:46:42 +11:00
committed by Sam Lantinga
parent b8036bdd41
commit fe39509b85

View File

@@ -160,12 +160,32 @@
* So while these things are not in the "never" category, they are definitely
* not "near future" items either.
*
* **Question: Why is my shader not working?**
*
* Answer: A common oversight when using shaders is not properly laying out the
* shader resources/registers correctly. The GPU API is very strict with how it
* wants resources to be laid out and it's difficult for the API to
* automatically validate shaders to see if they have a compatible layout. See
* the documentation for SDL_CreateGPUShader() and
* SDL_CreateGPUComputePipeline() for information on the expected layout.
*
* Another common issue is not setting the correct number of samplers, textures,
* and buffers in SDL_GPUShaderCreateInfo. If possible use shader reflection to
* extract the required information from the shader automatically instead of
* manually filling in the struct's values.
*
* ## System Requirements
*
* **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain
* Android devices. Requires Vulkan 1.0 with the following extensions and
* device features: - `VK_KHR_swapchain` - `VK_KHR_maintenance1` -
* `independentBlend` - `imageCubeArray` - `depthClamp` - `shaderClipDistance`
* device features:
*
* - `VK_KHR_swapchain`
* - `VK_KHR_maintenance1`
* - `independentBlend`
* - `imageCubeArray`
* - `depthClamp`
* - `shaderClipDistance`
* - `drawIndirectFirstInstance`
*
* **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox
@@ -173,10 +193,78 @@
* 11_1.
*
* **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware
* requirements vary by operating system: - macOS requires an Apple Silicon or
* [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
* GPU - iOS/tvOS requires an A9 GPU or newer - iOS Simulator and tvOS
* Simulator are unsupported
* requirements vary by operating system:
*
* - macOS requires an Apple Silicon or
* [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc)
* GPU
* - iOS/tvOS requires an A9 GPU or newer
* - iOS Simulator and tvOS Simulator are unsupported
*
* ## Uniform Data
*
* Uniforms are for passing data to shaders. The uniform data will be constant
* across all executions of the shader.
*
* There are 4 available uniform slots per shader stage (where the stages are
* vertex, fragment, and compute). Uniform data pushed to a slot on a stage
* keeps its value throughout the command buffer until you call the relevant
* Push function on that slot again.
*
* For example, you could write your vertex shaders to read a camera matrix from
* uniform binding slot 0, push the camera matrix at the start of the command
* buffer, and that data will be used for every subsequent draw call.
*
* It is valid to push uniform data during a render or compute pass.
*
* Uniforms are best for pushing small amounts of data. If you are pushing more
* than a matrix or two per call you should consider using a storage buffer
* instead.
*
* ## A Note On Cycling
*
* When using a command buffer, operations do not occur immediately - they occur
* some time after the command buffer is submitted.
*
* When a resource is used in a pending or active command buffer, it is
* considered to be "bound". When a resource is no longer used in any pending or
* active command buffers, it is considered to be "unbound".
*
* If data resources are bound, it is unspecified when that data will be unbound
* unless you acquire a fence when submitting the command buffer and wait on it.
* However, this doesn't mean you need to track resource usage manually.
*
* All of the functions and structs that involve writing to a resource have a
* "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
* effectively function as ring buffers on internal resources. When cycle is
* true, if the resource is bound, the cycle rotates to the next unbound
* internal resource, or if none are available, a new one is created. This means
* you don't have to worry about complex state tracking and synchronization as
* long as cycling is correctly employed.
*
* For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
* SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
* time you write texture data to the transfer buffer, if you set the cycle
* param to true, you don't have to worry about overwriting any data that is not
* yet uploaded.
*
* Another example: If you are using a texture in a render pass every frame,
* this can cause a data dependency between frames. If you set cycle to true in
* the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
*
* Cycling will never undefine already bound data. When cycling, all data in the
* resource is considered to be undefined for subsequent commands until that
* data is written again. You must take care not to read undefined data.
*
* Note that when cycling a texture, the entire texture will be cycled, even if
* only part of the texture is used in the call, so you must consider the entire
* texture to contain undefined data after cycling.
*
* You must also take care not to overwrite a section of data that has been
* referenced in a command without cycling first. It is OK to overwrite
* unreferenced data in a bound resource without cycling, but overwriting a
* section of data that has already been referenced will produce unexpected
* results.
*/
#ifndef SDL_gpu_h_
@@ -1124,14 +1212,15 @@ typedef enum SDL_GPUPresentMode
* claiming the window if you wish to change the swapchain composition from
* SDR.
*
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB
* encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in
* nonlinear sRGB encoding.
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
* stored in memory in sRGB encoding but accessed in shaders in "linear sRGB"
* encoding which is sRGB but with a linear transfer function.
* - HDR_EXTENDED_LINEAR: R16G16B16A16_SFLOAT swapchain. Pixel values are in
* extended linear encoding.
* extended linear sRGB encoding and permits values outside of the [0, 1]
* range.
* - HDR10_ST2048: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in
* PQ ST2048 encoding.
* BT.2020 ST2084 (PQ) encoding.
*
* \since This enum is available since SDL 3.1.3
*
@@ -2563,6 +2652,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
* acquired on. The command buffer should be submitted on the thread it was
* acquired on.
*
* It is valid to acquire multiple command buffers on the same thread at once.
* In fact a common design pattern is to acquire two command buffers per frame
* where one is dedicated to render and compute passes and the other is
* dedicated to copy passes and other preparatory work such as generating
* mipmaps. Interleaving commands between the two command buffers reduces the
* total amount of passes overall which improves rendering performance.
*
* \param device a GPU context.
* \returns a command buffer, or NULL on failure; call SDL_GetError() for more
* information.
@@ -2575,25 +2671,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device);
/*
* UNIFORM DATA
*
* Uniforms are for passing data to shaders.
* The uniform data will be constant across all executions of the shader.
*
* There are 4 available uniform slots per shader stage (vertex, fragment, compute).
* Uniform data pushed to a slot on a stage keeps its value throughout the command buffer
* until you call the relevant Push function on that slot again.
*
* For example, you could write your vertex shaders to read a camera matrix from uniform binding slot 0,
* push the camera matrix at the start of the command buffer, and that data will be used for every
* subsequent draw call.
*
* It is valid to push uniform data during a render or compute pass.
*
* Uniforms are best for pushing small amounts of data.
* If you are pushing more than a matrix or two per call you should consider using a storage buffer instead.
*/
/* Uniform Data */
/**
* Pushes data to a vertex uniform slot on the command buffer.
@@ -2649,45 +2727,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
const void *data,
Uint32 length);
/*
* A NOTE ON CYCLING
*
* When using a command buffer, operations do not occur immediately -
* they occur some time after the command buffer is submitted.
*
* When a resource is used in a pending or active command buffer, it is considered to be "bound".
* When a resource is no longer used in any pending or active command buffers, it is considered to be "unbound".
*
* If data resources are bound, it is unspecified when that data will be unbound
* unless you acquire a fence when submitting the command buffer and wait on it.
* However, this doesn't mean you need to track resource usage manually.
*
* All of the functions and structs that involve writing to a resource have a "cycle" bool.
* GPUTransferBuffer, GPUBuffer, and GPUTexture all effectively function as ring buffers on internal resources.
* When cycle is true, if the resource is bound, the cycle rotates to the next unbound internal resource,
* or if none are available, a new one is created.
* This means you don't have to worry about complex state tracking and synchronization as long as cycling is correctly employed.
*
* For example: you can call MapTransferBuffer, write texture data, UnmapTransferBuffer, and then UploadToTexture.
* The next time you write texture data to the transfer buffer, if you set the cycle param to true, you don't have
* to worry about overwriting any data that is not yet uploaded.
*
* Another example: If you are using a texture in a render pass every frame, this can cause a data dependency between frames.
* If you set cycle to true in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
*
* Cycling will never undefine already bound data.
* When cycling, all data in the resource is considered to be undefined for subsequent commands until that data is written again.
* You must take care not to read undefined data.
*
* Note that when cycling a texture, the entire texture will be cycled,
* even if only part of the texture is used in the call,
* so you must consider the entire texture to contain undefined data after cycling.
*
* You must also take care not to overwrite a section of data that has been referenced in a command without cycling first.
* It is OK to overwrite unreferenced data in a bound resource without cycling,
* but overwriting a section of data that has already been referenced will produce unexpected results.
*/
/* Graphics State */
/**
@@ -3299,8 +3338,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
const SDL_GPUTextureRegion *destination,
bool cycle);
/* Uploads data from a TransferBuffer to a Buffer. */
/**
* Uploads data from a transfer buffer to a buffer.
*
@@ -3347,8 +3384,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
Uint32 d,
bool cycle);
/* Copies data from a buffer to a buffer. */
/**
* Performs a buffer-to-buffer copy.
*