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	bb0d6221c1
	
	
	
		
			
			These are much smaller than the previous BMP files Fixes https://github.com/libsdl-org/SDL/issues/14159
		
			
				
	
	
		
			1080 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1080 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely.
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| */
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| 
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| /* Note: This demo shows an example of using the SDL 2D renderer in combination
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|  *       with the full GPU API. This is purely to demonstrate offline rendering
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|  *       functionality of the GPU 2D renderer, and is not generally recommended
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|  *       for real applications.
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|  *
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|  *       A blog post demonstrating a highly efficient method for 2D sprite batching
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|  *       with the GPU API is available here:
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|  *          https://moonside.games/posts/sdl-gpu-sprite-batcher/
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|  */
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| 
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| #include <stdlib.h>
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten/emscripten.h>
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| #endif
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| 
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| #include <SDL3/SDL_test_common.h>
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| #include <SDL3/SDL_gpu.h>
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| #include <SDL3/SDL_main.h>
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| 
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| #include "icon.h"
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| 
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| /* Regenerate the shaders with testgpu/build-shaders.sh */
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| #include "testgpu/cube.frag.dxil.h"
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| #include "testgpu/cube.frag.msl.h"
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| #include "testgpu/cube.frag.spv.h"
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| #include "testgpu/cube.vert.dxil.h"
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| #include "testgpu/cube.vert.msl.h"
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| #include "testgpu/cube.vert.spv.h"
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| #include "testgpu/overlay.frag.dxil.h"
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| #include "testgpu/overlay.frag.msl.h"
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| #include "testgpu/overlay.frag.spv.h"
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| #include "testgpu/overlay.vert.dxil.h"
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| #include "testgpu/overlay.vert.msl.h"
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| #include "testgpu/overlay.vert.spv.h"
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| 
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| #define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
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| 
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| #define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s", thing, SDL_GetError()); quit(2); } }
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| 
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| static Uint32 frames = 0;
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| 
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| typedef struct RenderState
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| {
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|     SDL_GPUBuffer *buf_vertex;
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|     SDL_GPUGraphicsPipeline *pipeline;
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|     SDL_GPUSampleCount sample_count;
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| } RenderState;
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| 
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| #define NUM_SPRITES         100
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| #define MAX_SPRITE_SPEED    1
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| 
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| typedef struct SpriteRenderState
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| {
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|     SDL_Renderer *renderer;
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|     SDL_Texture *sprite;
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|     SDL_GPUGraphicsPipeline *pipeline;
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|     SDL_GPUSampler *sampler;
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|     bool show_sprites;
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| } SpriteRenderState;
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| 
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| typedef struct SpriteWindowState
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| {
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|     bool initialized;
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|     SDL_Texture *target;
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|     SDL_GPUTexture *texture;
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|     SDL_FRect positions[NUM_SPRITES];
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|     SDL_FPoint velocities[NUM_SPRITES];
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| } SpriteWindowState;
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| 
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| typedef struct WindowState
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| {
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|     int angle_x, angle_y, angle_z;
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|     SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve;
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|     Uint32 prev_drawablew, prev_drawableh;
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|     SpriteWindowState sprite_state;
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| } WindowState;
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| 
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| static SDL_GPUDevice *gpu_device = NULL;
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| static RenderState render_state;
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| static SpriteRenderState sprite_render_state;
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| static SDLTest_CommonState *state = NULL;
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| static WindowState *window_states = NULL;
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| 
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| static void QuitSpriteOverlay(SpriteRenderState *rs)
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| {
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|     int i;
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| 
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|     if (!rs->renderer) {
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|         return;
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|     }
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| 
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|     SDL_ReleaseGPUSampler(gpu_device, rs->sampler);
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|     SDL_ReleaseGPUGraphicsPipeline(gpu_device, rs->pipeline);
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| 
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|     for (i = 0; i < state->num_windows; ++i) {
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|         SpriteWindowState *ws = &window_states[i].sprite_state;
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|         if (ws->target) {
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|             SDL_DestroyTexture(ws->target);
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|             ws->target = NULL;
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|             ws->texture = NULL;
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|         }
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|     }
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|     SDL_DestroyRenderer(rs->renderer);
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| 
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|     SDL_zerop(rs);
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| }
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| 
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| static SDL_Texture *CreateSpriteTexture(SDL_Renderer *renderer, unsigned char *data, unsigned int len)
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| {
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|     SDL_Texture *texture = NULL;
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|     SDL_Surface *surface;
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|     SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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|     if (src) {
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|         surface = SDL_LoadPNG_IO(src, true);
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|         if (surface) {
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|             /* Treat white as transparent */
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|             SDL_SetSurfaceColorKey(surface, true, SDL_MapSurfaceRGB(surface, 255, 255, 255));
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| 
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|             texture = SDL_CreateTextureFromSurface(renderer, surface);
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|             SDL_DestroySurface(surface);
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|         }
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|     }
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|     return texture;
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| }
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| 
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| static SDL_GPUShader *LoadOverlayShader(bool is_vertex)
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| {
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|     SDL_GPUShaderCreateInfo createinfo;
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|     SDL_zero(createinfo);
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|     createinfo.num_samplers = is_vertex ? 0 : 1;
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| 
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|     SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
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|     if (format & SDL_GPU_SHADERFORMAT_DXIL) {
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|         createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
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|         createinfo.code = is_vertex ? overlay_vert_dxil : overlay_frag_dxil;
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|         createinfo.code_size = is_vertex ? overlay_vert_dxil_len : overlay_frag_dxil_len;
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|     } else if (format & SDL_GPU_SHADERFORMAT_MSL) {
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|         createinfo.format = SDL_GPU_SHADERFORMAT_MSL;
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|         createinfo.code = is_vertex ? overlay_vert_msl : overlay_frag_msl;
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|         createinfo.code_size = is_vertex ? overlay_vert_msl_len : overlay_frag_msl_len;
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|     } else {
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|         createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
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|         createinfo.code = is_vertex ? overlay_vert_spv : overlay_frag_spv;
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|         createinfo.code_size = is_vertex ? overlay_vert_spv_len : overlay_frag_spv_len;
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|     }
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| 
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|     createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
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|     return SDL_CreateGPUShader(gpu_device, &createinfo);
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| }
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| 
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| static bool InitSpriteOverlay(SpriteRenderState *rs, SDL_Window *window)
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| {
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|     SDL_GPUShader *vertex_shader, *fragment_shader;
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| 
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|     rs->renderer = SDL_CreateGPURenderer(gpu_device, NULL);
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|     if (!rs->renderer) {
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|         SDL_Log("Couldn't create renderer: %s\n", SDL_GetError());
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|         return false;
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|     }
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| 
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|     rs->sprite = CreateSpriteTexture(rs->renderer, icon_png, icon_png_len);
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|     if (!rs->sprite) {
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|         SDL_Log("Couldn't create sprite: %s\n", SDL_GetError());
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|         QuitSpriteOverlay(rs);
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|         return false;
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|     }
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| 
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|     vertex_shader = LoadOverlayShader(true);
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|     if (!vertex_shader) {
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|         SDL_Log("Couldn't create vertex shader: %s\n", SDL_GetError());
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|         QuitSpriteOverlay(rs);
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|         return false;
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|     }
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| 
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|     fragment_shader = LoadOverlayShader(false);
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|     if (!fragment_shader) {
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|         SDL_Log("Couldn't create vertex shader: %s\n", SDL_GetError());
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|         SDL_ReleaseGPUShader(gpu_device, vertex_shader);
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|         QuitSpriteOverlay(rs);
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|         return false;
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|     }
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| 
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|     SDL_GPUColorTargetDescription ctd;
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|     SDL_zero(ctd);
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|     ctd.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
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|     ctd.blend_state.enable_blend = true;
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|     ctd.blend_state.color_write_mask = 0xF;
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|     ctd.blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
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|     ctd.blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
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|     ctd.blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
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|     ctd.blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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|     ctd.blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
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|     ctd.blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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| 
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|     SDL_GPUGraphicsPipelineCreateInfo pci;
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|     SDL_zero(pci);
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|     pci.target_info.num_color_targets = 1;
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|     pci.target_info.color_target_descriptions = &ctd;
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|     pci.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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|     pci.vertex_shader = vertex_shader;
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|     pci.fragment_shader = fragment_shader;
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|     pci.rasterizer_state.enable_depth_clip = true;
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|     rs->pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pci);
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|     SDL_ReleaseGPUShader(gpu_device, vertex_shader);
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|     SDL_ReleaseGPUShader(gpu_device, fragment_shader);
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|     if (!rs->pipeline) {
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|         SDL_Log("Couldn't create pipeline: %s", SDL_GetError());
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|         QuitSpriteOverlay(rs);
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|         return false;
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|     }
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| 
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|     SDL_GPUSamplerCreateInfo sci;
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|     SDL_zero(sci);
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|     sci.min_filter = SDL_GPU_FILTER_NEAREST;
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|     sci.mag_filter = SDL_GPU_FILTER_NEAREST;
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|     sci.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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|     sci.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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|     sci.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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|     sci.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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|     rs->sampler = SDL_CreateGPUSampler(gpu_device, &sci);
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|     if (!rs->sampler) {
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|         SDL_Log("Couldn't create sampler: %s", SDL_GetError());
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|         QuitSpriteOverlay(rs);
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|         return false;
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|     }
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| 
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|     return true;
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| }
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| 
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| static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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| {
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|     SDL_Renderer *renderer = rs->renderer;
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|     SDL_Texture *target = ws->target;
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| 
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|     if (!target || target->w != w || target->w != h) {
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|         if (target) {
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|             SDL_DestroyTexture(target);
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|             ws->target = NULL;
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|         }
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| 
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|         target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, w, h);
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|         if (!target) {
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|             SDL_Log("Couldn't create render target: %s", SDL_GetError());
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|             return;
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|         }
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|         SDL_SetRenderTarget(renderer, target);
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| 
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|         ws->target = target;
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|         ws->texture = (SDL_GPUTexture *)SDL_GetPointerProperty(SDL_GetTextureProperties(target), SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER, NULL);
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|     }
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| }
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| 
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| static void UpdateSprites(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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| {
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|     SDL_Texture *sprite = rs->sprite;
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|     SDL_FRect *positions = ws->positions;
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|     SDL_FPoint *velocities = ws->velocities;
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|     SDL_FRect *position;
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|     SDL_FPoint *velocity;
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|     int i;
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| 
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|     /* Initialize the sprite positions */
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|     if (!ws->initialized) {
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|         for (i = 0; i < NUM_SPRITES; ++i) {
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|             positions[i].x = (float)SDL_rand(w - sprite->w);
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|             positions[i].y = (float)SDL_rand(h - sprite->h);
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|             positions[i].w = (float)sprite->w;
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|             positions[i].h = (float)sprite->h;
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|             velocities[i].x = 0.0f;
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|             velocities[i].y = 0.0f;
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|             while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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|                 velocities[i].x = (float)(SDL_rand(MAX_SPRITE_SPEED * 2 + 1) - MAX_SPRITE_SPEED);
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|                 velocities[i].y = (float)(SDL_rand(MAX_SPRITE_SPEED * 2 + 1) - MAX_SPRITE_SPEED);
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|             }
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|         }
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|         ws->initialized = true;
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|     }
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| 
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|     /* Move the sprite, bounce at the wall */
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|     for (i = 0; i < NUM_SPRITES; ++i) {
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|         position = &positions[i];
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|         velocity = &velocities[i];
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|         position->x += velocity->x;
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|         if ((position->x < 0) || (position->x >= (w - sprite->w))) {
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|             velocity->x = -velocity->x;
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|             position->x += velocity->x;
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|         }
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|         position->y += velocity->y;
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|         if ((position->y < 0) || (position->y >= (h - sprite->h))) {
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|             velocity->y = -velocity->y;
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|             position->y += velocity->y;
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|         }
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|     }
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| }
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| 
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| static void RenderSprites(SpriteRenderState *rs, SpriteWindowState *ws)
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| {
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|     SDL_Renderer *renderer = rs->renderer;
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|     SDL_Texture *sprite = rs->sprite;
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|     const SDL_FRect *positions = ws->positions;
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|     int i;
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| 
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|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
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|     SDL_RenderClear(renderer);
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|     for (i = 0; i < NUM_SPRITES; ++i) {
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|         SDL_RenderTexture(renderer, sprite, NULL, &positions[i]);
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|     }
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|     SDL_RenderPresent(renderer);
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| }
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| 
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| static void UpdateSpriteOverlay(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
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| {
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|     SDL_Renderer *renderer = rs->renderer;
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| 
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|     UpdateRenderTarget(rs, ws, w, h);
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| 
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|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
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|     SDL_RenderClear(renderer);
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| 
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|     if (rs->show_sprites) {
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|         UpdateSprites(rs, ws, w, h);
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|         RenderSprites(rs, ws);
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|     }
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| 
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|     SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
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|     SDL_RenderDebugText(renderer, 4.0f, 4.0f, "Press 'S' to toggle 2D sprites");
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|     SDL_RenderPresent(renderer);
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| }
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| 
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| static void RenderSpriteOverlay(SDL_GPURenderPass *pass, SpriteRenderState *rs, SpriteWindowState *ws)
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| {
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|     SDL_GPUTextureSamplerBinding binding;
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| 
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|     SDL_zero(binding);
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|     binding.texture = ws->texture;
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|     binding.sampler = rs->sampler;
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| 
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|     SDL_BindGPUGraphicsPipeline(pass, rs->pipeline);
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|     SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
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|     SDL_DrawGPUPrimitives(pass, 6, 1, 0, 0);
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| }
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| 
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| static void shutdownGPU(void)
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| {
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|     QuitSpriteOverlay(&sprite_render_state);
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| 
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|     if (window_states) {
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|         int i;
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|         for (i = 0; i < state->num_windows; i++) {
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|             WindowState *winstate = &window_states[i];
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|             SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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|             SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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|             SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
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|             SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
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|         }
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|         SDL_free(window_states);
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|         window_states = NULL;
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|     }
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| 
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|     SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
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|     SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
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|     SDL_DestroyGPUDevice(gpu_device);
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| 
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|     SDL_zero(render_state);
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|     gpu_device = NULL;
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| }
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| 
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| 
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| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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| static void
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| quit(int rc)
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| {
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|     shutdownGPU();
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|     SDLTest_CommonQuit(state);
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|     exit(rc);
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| }
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| 
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| /*
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|  * Simulates desktop's glRotatef. The matrix is returned in column-major
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|  * order.
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|  */
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| static void rotate_matrix(float angle, float x, float y, float z, float *r)
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| {
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|     float radians, c, s, c1, u[3], length;
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|     int i, j;
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| 
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|     radians = angle * SDL_PI_F / 180.0f;
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| 
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|     c = SDL_cosf(radians);
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|     s = SDL_sinf(radians);
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| 
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|     c1 = 1.0f - SDL_cosf(radians);
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| 
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|     length = (float)SDL_sqrt(x * x + y * y + z * z);
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| 
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|     u[0] = x / length;
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|     u[1] = y / length;
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|     u[2] = z / length;
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| 
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|     for (i = 0; i < 16; i++) {
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|         r[i] = 0.0;
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|     }
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| 
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|     r[15] = 1.0;
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| 
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|     for (i = 0; i < 3; i++) {
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|         r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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|         r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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|     }
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| 
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|     for (i = 0; i < 3; i++) {
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|         for (j = 0; j < 3; j++) {
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|             r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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|         }
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|     }
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| }
 | |
| 
 | |
| /*
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|  * Simulates gluPerspectiveMatrix
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|  */
 | |
| static void perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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| {
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|     int i;
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|     float f;
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| 
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|     f = 1.0f/SDL_tanf((fovy / 180.0f) * SDL_PI_F  * 0.5f);
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| 
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|     for (i = 0; i < 16; i++) {
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|         r[i] = 0.0;
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|     }
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| 
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|     r[0] = f / aspect;
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|     r[5] = f;
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|     r[10] = (znear + zfar) / (znear - zfar);
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|     r[11] = -1.0f;
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|     r[14] = (2.0f * znear * zfar) / (znear - zfar);
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|     r[15] = 0.0f;
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| }
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| 
 | |
| /*
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|  * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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|  * major. In-place multiplication is supported.
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|  */
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| static void multiply_matrix(const float *lhs, const float *rhs, float *r)
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| {
 | |
|     int i, j, k;
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|     float tmp[16];
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| 
 | |
|     for (i = 0; i < 4; i++) {
 | |
|         for (j = 0; j < 4; j++) {
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|             tmp[j * 4 + i] = 0.0;
 | |
| 
 | |
|             for (k = 0; k < 4; k++) {
 | |
|                 tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     for (i = 0; i < 16; i++) {
 | |
|         r[i] = tmp[i];
 | |
|     }
 | |
| }
 | |
| 
 | |
| typedef struct VertexData
 | |
| {
 | |
|     float x, y, z; /* 3D data. Vertex range -0.5..0.5 in all axes. Z -0.5 is near, 0.5 is far. */
 | |
|     float red, green, blue;  /* intensity 0 to 1 (alpha is always 1). */
 | |
| } VertexData;
 | |
| 
 | |
| static const VertexData vertex_data[] = {
 | |
|     /* Front face. */
 | |
|     /* Bottom left */
 | |
|     { -0.5,  0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
 | |
|     {  0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
 | |
|     { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
 | |
| 
 | |
|     /* Top right */
 | |
|     { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
 | |
|     { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
 | |
|     { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
 | |
| 
 | |
|     /* Left face */
 | |
|     /* Bottom left */
 | |
|     { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
 | |
|     { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
 | |
|     { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
 | |
| 
 | |
|     /* Top right */
 | |
|     { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
 | |
|     { -0.5,  0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
 | |
|     { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
 | |
| 
 | |
|     /* Top face */
 | |
|     /* Bottom left */
 | |
|     { -0.5, 0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
 | |
|     {  0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
 | |
|     { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
 | |
| 
 | |
|     /* Top right */
 | |
|     { -0.5, 0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
 | |
|     {  0.5, 0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
 | |
|     {  0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
 | |
| 
 | |
|     /* Right face */
 | |
|     /* Bottom left */
 | |
|     { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
 | |
|     { 0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
 | |
|     { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
 | |
| 
 | |
|     /* Top right */
 | |
|     { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
 | |
|     { 0.5,  0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
 | |
|     { 0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
 | |
| 
 | |
|     /* Back face */
 | |
|     /* Bottom left */
 | |
|     {  0.5,  0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
 | |
|     { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
 | |
|     {  0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
 | |
| 
 | |
|     /* Top right */
 | |
|     {  0.5,  0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
 | |
|     { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
 | |
|     { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
 | |
| 
 | |
|     /* Bottom face */
 | |
|     /* Bottom left */
 | |
|     { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
 | |
|     {  0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
 | |
|     { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
 | |
| 
 | |
|     /* Top right */
 | |
|     { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
 | |
|     {  0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
 | |
|     {  0.5, -0.5,  0.5, 1.0, 0.0, 1.0 } /* magenta */
 | |
| };
 | |
| 
 | |
| static SDL_GPUTexture *CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
 | |
| {
 | |
|     SDL_GPUTextureCreateInfo createinfo;
 | |
|     SDL_GPUTexture *result;
 | |
| 
 | |
|     createinfo.type = SDL_GPU_TEXTURETYPE_2D;
 | |
|     createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
 | |
|     createinfo.width = drawablew;
 | |
|     createinfo.height = drawableh;
 | |
|     createinfo.layer_count_or_depth = 1;
 | |
|     createinfo.num_levels = 1;
 | |
|     createinfo.sample_count = render_state.sample_count;
 | |
|     createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
 | |
|     createinfo.props = 0;
 | |
| 
 | |
|     result = SDL_CreateGPUTexture(gpu_device, &createinfo);
 | |
|     CHECK_CREATE(result, "Depth Texture")
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| static SDL_GPUTexture *CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
 | |
| {
 | |
|     SDL_GPUTextureCreateInfo createinfo;
 | |
|     SDL_GPUTexture *result;
 | |
| 
 | |
|     if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
 | |
|         return NULL;
 | |
|     }
 | |
| 
 | |
|     createinfo.type = SDL_GPU_TEXTURETYPE_2D;
 | |
|     createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 | |
|     createinfo.width = drawablew;
 | |
|     createinfo.height = drawableh;
 | |
|     createinfo.layer_count_or_depth = 1;
 | |
|     createinfo.num_levels = 1;
 | |
|     createinfo.sample_count = render_state.sample_count;
 | |
|     createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 | |
|     createinfo.props = 0;
 | |
| 
 | |
|     result = SDL_CreateGPUTexture(gpu_device, &createinfo);
 | |
|     CHECK_CREATE(result, "MSAA Texture")
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| static SDL_GPUTexture *CreateResolveTexture(Uint32 drawablew, Uint32 drawableh)
 | |
| {
 | |
|     SDL_GPUTextureCreateInfo createinfo;
 | |
|     SDL_GPUTexture *result;
 | |
| 
 | |
|     if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
 | |
|         return NULL;
 | |
|     }
 | |
| 
 | |
|     createinfo.type = SDL_GPU_TEXTURETYPE_2D;
 | |
|     createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 | |
|     createinfo.width = drawablew;
 | |
|     createinfo.height = drawableh;
 | |
|     createinfo.layer_count_or_depth = 1;
 | |
|     createinfo.num_levels = 1;
 | |
|     createinfo.sample_count = SDL_GPU_SAMPLECOUNT_1;
 | |
|     createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
 | |
|     createinfo.props = 0;
 | |
| 
 | |
|     result = SDL_CreateGPUTexture(gpu_device, &createinfo);
 | |
|     CHECK_CREATE(result, "Resolve Texture")
 | |
| 
 | |
|     return result;
 | |
| }
 | |
| 
 | |
| static void Render(SDL_Window *window, const int windownum)
 | |
| {
 | |
|     WindowState *winstate = &window_states[windownum];
 | |
|     SDL_GPUTexture *swapchainTexture;
 | |
|     SDL_GPUColorTargetInfo color_target;
 | |
|     SDL_GPUDepthStencilTargetInfo depth_target;
 | |
|     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
 | |
|     SDL_GPUCommandBuffer *cmd;
 | |
|     SDL_GPURenderPass *pass;
 | |
|     SDL_GPUBufferBinding vertex_binding;
 | |
|     SDL_GPUBlitInfo blit_info;
 | |
|     Uint32 drawablew, drawableh;
 | |
| 
 | |
|     /* Acquire the swapchain texture */
 | |
| 
 | |
|     cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
 | |
|     if (!cmd) {
 | |
|         SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
 | |
|         quit(2);
 | |
|     }
 | |
|     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) {
 | |
|         /* Swapchain is unavailable, cancel work */
 | |
|         SDL_CancelGPUCommandBuffer(cmd);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (sprite_render_state.renderer) {
 | |
|         /* Update the sprite positions and render to the 2D render target.
 | |
|          * Since we are rendering here, no other render pass should be active.
 | |
|          */
 | |
|         UpdateSpriteOverlay(&sprite_render_state, &winstate->sprite_state, drawablew, drawableh);
 | |
|     }
 | |
| 
 | |
|     /*
 | |
|      * Do some rotation with Euler angles. It is not a fixed axis as
 | |
|      * 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);
 | |
| 
 | |
|     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | |
| 
 | |
|     rotate_matrix((float)winstate->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
 | |
| 
 | |
|     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | |
| 
 | |
|     /* Pull the camera back from the cube */
 | |
|     matrix_modelview[14] -= 2.5f;
 | |
| 
 | |
|     perspective_matrix(45.0f, (float)drawablew/drawableh, 0.01f, 100.0f, matrix_perspective);
 | |
|     multiply_matrix(matrix_perspective, matrix_modelview, (float*) &matrix_final);
 | |
| 
 | |
|     winstate->angle_x += 3;
 | |
|     winstate->angle_y += 2;
 | |
|     winstate->angle_z += 1;
 | |
| 
 | |
|     if(winstate->angle_x >= 360) winstate->angle_x -= 360;
 | |
|     if(winstate->angle_x < 0) winstate->angle_x += 360;
 | |
|     if(winstate->angle_y >= 360) winstate->angle_y -= 360;
 | |
|     if(winstate->angle_y < 0) winstate->angle_y += 360;
 | |
|     if(winstate->angle_z >= 360) winstate->angle_z -= 360;
 | |
|     if(winstate->angle_z < 0) winstate->angle_z += 360;
 | |
| 
 | |
|     /* Resize the depth buffer if the window size changed */
 | |
| 
 | |
|     if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
 | |
|         SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
 | |
|         SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
 | |
|         SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
 | |
|         winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
 | |
|         winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
 | |
|         winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
 | |
|     }
 | |
|     winstate->prev_drawablew = drawablew;
 | |
|     winstate->prev_drawableh = drawableh;
 | |
| 
 | |
|     /* Set up the pass */
 | |
| 
 | |
|     SDL_zero(color_target);
 | |
|     color_target.clear_color.a = 1.0f;
 | |
|     if (winstate->tex_msaa) {
 | |
|         color_target.load_op = SDL_GPU_LOADOP_CLEAR;
 | |
|         color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
 | |
|         color_target.texture = winstate->tex_msaa;
 | |
|         color_target.resolve_texture = winstate->tex_resolve;
 | |
|         color_target.cycle = true;
 | |
|         color_target.cycle_resolve_texture = true;
 | |
|     } else {
 | |
|         color_target.load_op = SDL_GPU_LOADOP_CLEAR;
 | |
|         color_target.store_op = SDL_GPU_STOREOP_STORE;
 | |
|         color_target.texture = swapchainTexture;
 | |
|     }
 | |
| 
 | |
|     SDL_zero(depth_target);
 | |
|     depth_target.clear_depth = 1.0f;
 | |
|     depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
 | |
|     depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
 | |
|     depth_target.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE;
 | |
|     depth_target.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE;
 | |
|     depth_target.texture = winstate->tex_depth;
 | |
|     depth_target.cycle = true;
 | |
| 
 | |
|     /* Set up the bindings */
 | |
| 
 | |
|     vertex_binding.buffer = render_state.buf_vertex;
 | |
|     vertex_binding.offset = 0;
 | |
| 
 | |
|     /* Draw the cube! */
 | |
| 
 | |
|     SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
 | |
| 
 | |
|     pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target);
 | |
|     SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
 | |
|     SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
 | |
|     SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
 | |
|     SDL_EndGPURenderPass(pass);
 | |
| 
 | |
|     /* Render the sprite overlay! */
 | |
| 
 | |
|     if (sprite_render_state.renderer) {
 | |
|         /* Load the existing color target so we can blend with it */
 | |
|         color_target.load_op = SDL_GPU_LOADOP_LOAD;
 | |
| 
 | |
|         pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, NULL);
 | |
|         RenderSpriteOverlay(pass, &sprite_render_state, &winstate->sprite_state);
 | |
|         SDL_EndGPURenderPass(pass);
 | |
|     }
 | |
| 
 | |
|     /* Blit MSAA resolve target to swapchain, if needed */
 | |
|     if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
 | |
|         SDL_zero(blit_info);
 | |
|         blit_info.source.texture = winstate->tex_resolve;
 | |
|         blit_info.source.w = drawablew;
 | |
|         blit_info.source.h = drawableh;
 | |
| 
 | |
|         blit_info.destination.texture = swapchainTexture;
 | |
|         blit_info.destination.w = drawablew;
 | |
|         blit_info.destination.h = drawableh;
 | |
| 
 | |
|         blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
 | |
|         blit_info.filter = SDL_GPU_FILTER_LINEAR;
 | |
| 
 | |
|         SDL_BlitGPUTexture(cmd, &blit_info);
 | |
|     }
 | |
| 
 | |
|     /* Submit the command buffer! */
 | |
|     SDL_SubmitGPUCommandBuffer(cmd);
 | |
| 
 | |
|     ++frames;
 | |
| }
 | |
| 
 | |
| static SDL_GPUShader *load_shader(bool is_vertex)
 | |
| {
 | |
|     SDL_GPUShaderCreateInfo createinfo;
 | |
|     SDL_zero(createinfo);
 | |
|     createinfo.num_uniform_buffers = is_vertex ? 1 : 0;
 | |
| 
 | |
|     SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
 | |
|     if (format & SDL_GPU_SHADERFORMAT_DXIL) {
 | |
|         createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
 | |
|         createinfo.code = is_vertex ? cube_vert_dxil : cube_frag_dxil;
 | |
|         createinfo.code_size = is_vertex ? cube_vert_dxil_len : cube_frag_dxil_len;
 | |
|     } else if (format & SDL_GPU_SHADERFORMAT_MSL) {
 | |
|         createinfo.format = SDL_GPU_SHADERFORMAT_MSL;
 | |
|         createinfo.code = is_vertex ? cube_vert_msl : cube_frag_msl;
 | |
|         createinfo.code_size = is_vertex ? cube_vert_msl_len : cube_frag_msl_len;
 | |
|     } else {
 | |
|         createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
 | |
|         createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv;
 | |
|         createinfo.code_size = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
 | |
|     }
 | |
| 
 | |
|     createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
 | |
|     return SDL_CreateGPUShader(gpu_device, &createinfo);
 | |
| }
 | |
| 
 | |
| static void init_render_state(int msaa)
 | |
| {
 | |
|     SDL_GPUCommandBuffer *cmd;
 | |
|     SDL_GPUTransferBuffer *buf_transfer;
 | |
|     void *map;
 | |
|     SDL_GPUTransferBufferLocation buf_location;
 | |
|     SDL_GPUBufferRegion dst_region;
 | |
|     SDL_GPUCopyPass *copy_pass;
 | |
|     SDL_GPUBufferCreateInfo buffer_desc;
 | |
|     SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
 | |
|     SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
 | |
|     SDL_GPUColorTargetDescription color_target_desc;
 | |
|     Uint32 drawablew, drawableh;
 | |
|     SDL_GPUVertexAttribute vertex_attributes[2];
 | |
|     SDL_GPUVertexBufferDescription vertex_buffer_desc;
 | |
|     SDL_GPUShader *vertex_shader;
 | |
|     SDL_GPUShader *fragment_shader;
 | |
|     int i;
 | |
| 
 | |
|     gpu_device = SDL_CreateGPUDevice(
 | |
|         TESTGPU_SUPPORTED_FORMATS,
 | |
|         true,
 | |
|         state->gpudriver
 | |
|     );
 | |
|     CHECK_CREATE(gpu_device, "GPU device");
 | |
| 
 | |
|     /* Claim the windows */
 | |
| 
 | |
|     for (i = 0; i < state->num_windows; i++) {
 | |
|         SDL_ClaimWindowForGPUDevice(
 | |
|             gpu_device,
 | |
|             state->windows[i]
 | |
|         );
 | |
|     }
 | |
| 
 | |
|     /* Create shaders */
 | |
| 
 | |
|     vertex_shader = load_shader(true);
 | |
|     CHECK_CREATE(vertex_shader, "Vertex Shader")
 | |
|     fragment_shader = load_shader(false);
 | |
|     CHECK_CREATE(fragment_shader, "Fragment Shader")
 | |
| 
 | |
|     /* Create buffers */
 | |
| 
 | |
|     buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
 | |
|     buffer_desc.size = sizeof(vertex_data);
 | |
|     buffer_desc.props = SDL_CreateProperties();
 | |
|     SDL_SetStringProperty(buffer_desc.props, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "космонавт");
 | |
|     render_state.buf_vertex = SDL_CreateGPUBuffer(
 | |
|         gpu_device,
 | |
|         &buffer_desc
 | |
|     );
 | |
|     CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer")
 | |
|     SDL_DestroyProperties(buffer_desc.props);
 | |
| 
 | |
|     transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 | |
|     transfer_buffer_desc.size = sizeof(vertex_data);
 | |
|     transfer_buffer_desc.props = SDL_CreateProperties();
 | |
|     SDL_SetStringProperty(transfer_buffer_desc.props, SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING, "Transfer Buffer");
 | |
|     buf_transfer = SDL_CreateGPUTransferBuffer(
 | |
|         gpu_device,
 | |
|         &transfer_buffer_desc
 | |
|     );
 | |
|     CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
 | |
|     SDL_DestroyProperties(transfer_buffer_desc.props);
 | |
| 
 | |
|     /* We just need to upload the static data once. */
 | |
|     map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false);
 | |
|     SDL_memcpy(map, vertex_data, sizeof(vertex_data));
 | |
|     SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer);
 | |
| 
 | |
|     cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
 | |
|     copy_pass = SDL_BeginGPUCopyPass(cmd);
 | |
|     buf_location.transfer_buffer = buf_transfer;
 | |
|     buf_location.offset = 0;
 | |
|     dst_region.buffer = render_state.buf_vertex;
 | |
|     dst_region.offset = 0;
 | |
|     dst_region.size = sizeof(vertex_data);
 | |
|     SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, false);
 | |
|     SDL_EndGPUCopyPass(copy_pass);
 | |
|     SDL_SubmitGPUCommandBuffer(cmd);
 | |
| 
 | |
|     SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
 | |
| 
 | |
|     /* Determine which sample count to use */
 | |
|     render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
 | |
|     if (msaa && SDL_GPUTextureSupportsSampleCount(
 | |
|         gpu_device,
 | |
|         SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
 | |
|         SDL_GPU_SAMPLECOUNT_4)) {
 | |
|         render_state.sample_count = SDL_GPU_SAMPLECOUNT_4;
 | |
|     }
 | |
| 
 | |
|     /* Set up the graphics pipeline */
 | |
| 
 | |
|     SDL_zero(pipelinedesc);
 | |
|     SDL_zero(color_target_desc);
 | |
| 
 | |
|     color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 | |
| 
 | |
|     pipelinedesc.target_info.num_color_targets = 1;
 | |
|     pipelinedesc.target_info.color_target_descriptions = &color_target_desc;
 | |
|     pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
 | |
|     pipelinedesc.target_info.has_depth_stencil_target = true;
 | |
| 
 | |
|     pipelinedesc.depth_stencil_state.enable_depth_test = true;
 | |
|     pipelinedesc.depth_stencil_state.enable_depth_write = true;
 | |
|     pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
 | |
| 
 | |
|     pipelinedesc.multisample_state.sample_count = render_state.sample_count;
 | |
| 
 | |
|     pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
 | |
| 
 | |
|     pipelinedesc.vertex_shader = vertex_shader;
 | |
|     pipelinedesc.fragment_shader = fragment_shader;
 | |
| 
 | |
|     vertex_buffer_desc.slot = 0;
 | |
|     vertex_buffer_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
 | |
|     vertex_buffer_desc.instance_step_rate = 0;
 | |
|     vertex_buffer_desc.pitch = sizeof(VertexData);
 | |
| 
 | |
|     vertex_attributes[0].buffer_slot = 0;
 | |
|     vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
 | |
|     vertex_attributes[0].location = 0;
 | |
|     vertex_attributes[0].offset = 0;
 | |
| 
 | |
|     vertex_attributes[1].buffer_slot = 0;
 | |
|     vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
 | |
|     vertex_attributes[1].location = 1;
 | |
|     vertex_attributes[1].offset = sizeof(float) * 3;
 | |
| 
 | |
|     pipelinedesc.vertex_input_state.num_vertex_buffers = 1;
 | |
|     pipelinedesc.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc;
 | |
|     pipelinedesc.vertex_input_state.num_vertex_attributes = 2;
 | |
|     pipelinedesc.vertex_input_state.vertex_attributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
 | |
| 
 | |
|     pipelinedesc.props = 0;
 | |
| 
 | |
|     render_state.pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pipelinedesc);
 | |
|     CHECK_CREATE(render_state.pipeline, "Render Pipeline")
 | |
| 
 | |
|     /* These are reference-counted; once the pipeline is created, you don't need to keep these. */
 | |
|     SDL_ReleaseGPUShader(gpu_device, vertex_shader);
 | |
|     SDL_ReleaseGPUShader(gpu_device, fragment_shader);
 | |
| 
 | |
|     /* Set up per-window state */
 | |
| 
 | |
|     window_states = (WindowState *) SDL_calloc(state->num_windows, sizeof (WindowState));
 | |
|     if (!window_states) {
 | |
|         SDL_Log("Out of memory!");
 | |
|         quit(2);
 | |
|     }
 | |
| 
 | |
|     for (i = 0; i < state->num_windows; i++) {
 | |
|         WindowState *winstate = &window_states[i];
 | |
| 
 | |
|         /* create a depth texture for the window */
 | |
|         SDL_GetWindowSizeInPixels(state->windows[i], (int*) &drawablew, (int*) &drawableh);
 | |
|         winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
 | |
|         winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
 | |
|         winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
 | |
| 
 | |
|         /* make each window different */
 | |
|         winstate->angle_x = (i * 10) % 360;
 | |
|         winstate->angle_y = (i * 20) % 360;
 | |
|         winstate->angle_z = (i * 30) % 360;
 | |
|     }
 | |
| 
 | |
|     /* Set up 2D sprite render state */
 | |
|     InitSpriteOverlay(&sprite_render_state, state->windows[0]);
 | |
| }
 | |
| 
 | |
| static int done = 0;
 | |
| 
 | |
| void loop(void)
 | |
| {
 | |
|     SDL_Event event;
 | |
|     int i;
 | |
| 
 | |
|     /* Check for events */
 | |
|     while (SDL_PollEvent(&event) && !done) {
 | |
|         SDLTest_CommonEvent(state, &event, &done);
 | |
| 
 | |
|         if (event.type == SDL_EVENT_KEY_UP) {
 | |
|             if (event.key.key == SDLK_S) {
 | |
|                 /* Toggle 2D sprite drawing */
 | |
|                 sprite_render_state.show_sprites = !sprite_render_state.show_sprites;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
|     if (!done) {
 | |
|         for (i = 0; i < state->num_windows; ++i) {
 | |
|             Render(state->windows[i], i);
 | |
|         }
 | |
|     }
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     else {
 | |
|         emscripten_cancel_main_loop();
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| int
 | |
| main(int argc, char *argv[])
 | |
| {
 | |
|     int msaa;
 | |
|     int i;
 | |
|     const SDL_DisplayMode *mode;
 | |
|     Uint64 then, now;
 | |
| 
 | |
|     /* Initialize params */
 | |
|     msaa = 0;
 | |
| 
 | |
|     /* Initialize test framework */
 | |
|     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | |
|     if (!state) {
 | |
|         return 1;
 | |
|     }
 | |
|     for (i = 1; i < argc;) {
 | |
|         int consumed;
 | |
| 
 | |
|         consumed = SDLTest_CommonArg(state, i);
 | |
|         if (consumed == 0) {
 | |
|             if (SDL_strcasecmp(argv[i], "--msaa") == 0) {
 | |
|                 ++msaa;
 | |
|                 consumed = 1;
 | |
|             } else {
 | |
|                 consumed = -1;
 | |
|             }
 | |
|         }
 | |
|         if (consumed < 0) {
 | |
|             static const char *options[] = { "[--msaa]", NULL };
 | |
|             SDLTest_CommonLogUsage(state, argv[0], options);
 | |
|             quit(1);
 | |
|         }
 | |
|         i += consumed;
 | |
|     }
 | |
| 
 | |
|     state->skip_renderer = 1;
 | |
|     state->window_flags |= SDL_WINDOW_RESIZABLE;
 | |
| 
 | |
|     if (!SDLTest_CommonInit(state)) {
 | |
|         quit(2);
 | |
|         return 0;
 | |
|     }
 | |
| 
 | |
|     mode = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(state->windows[0]));
 | |
|     SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format));
 | |
| 
 | |
|     init_render_state(msaa);
 | |
| 
 | |
|     /* Main render loop */
 | |
|     frames = 0;
 | |
|     then = SDL_GetTicks();
 | |
|     done = 0;
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     emscripten_set_main_loop(loop, 0, 1);
 | |
| #else
 | |
|     while (!done) {
 | |
|         loop();
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     /* Print out some timing information */
 | |
|     now = SDL_GetTicks();
 | |
|     if (now > then) {
 | |
|         SDL_Log("%2.2f frames per second",
 | |
|                ((double) frames * 1000) / (now - then));
 | |
|     }
 | |
| #if !defined(__ANDROID__)
 | |
|     quit(0);
 | |
| #endif
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 |