Files
SDL/test/testgpu_spinning_cube.c
Sam Lantinga a864dcac25 Added support for using the GPU renderer as an offscreen renderer
SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer.

Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
2025-10-01 23:32:18 -07:00

1080 lines
35 KiB
C

/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Note: This demo shows an example of using the SDL 2D renderer in combination
* with the full GPU API. This is purely to demonstrate offline rendering
* functionality of the GPU 2D renderer, and is not generally recommended
* for real applications.
*
* A blog post demonstrating a highly efficient method for 2D sprite batching
* with the GPU API is available here:
* https://moonside.games/posts/sdl-gpu-sprite-batcher/
*/
#include <stdlib.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include <SDL3/SDL_test_common.h>
#include <SDL3/SDL_gpu.h>
#include <SDL3/SDL_main.h>
#include "icon.h"
/* Regenerate the shaders with testgpu/build-shaders.sh */
#include "testgpu/cube.frag.dxil.h"
#include "testgpu/cube.frag.msl.h"
#include "testgpu/cube.frag.spv.h"
#include "testgpu/cube.vert.dxil.h"
#include "testgpu/cube.vert.msl.h"
#include "testgpu/cube.vert.spv.h"
#include "testgpu/overlay.frag.dxil.h"
#include "testgpu/overlay.frag.msl.h"
#include "testgpu/overlay.frag.spv.h"
#include "testgpu/overlay.vert.dxil.h"
#include "testgpu/overlay.vert.msl.h"
#include "testgpu/overlay.vert.spv.h"
#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
#define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s", thing, SDL_GetError()); quit(2); } }
static Uint32 frames = 0;
typedef struct RenderState
{
SDL_GPUBuffer *buf_vertex;
SDL_GPUGraphicsPipeline *pipeline;
SDL_GPUSampleCount sample_count;
} RenderState;
#define NUM_SPRITES 100
#define MAX_SPRITE_SPEED 1
typedef struct SpriteRenderState
{
SDL_Renderer *renderer;
SDL_Texture *sprite;
SDL_GPUGraphicsPipeline *pipeline;
SDL_GPUSampler *sampler;
bool show_sprites;
} SpriteRenderState;
typedef struct SpriteWindowState
{
bool initialized;
SDL_Texture *target;
SDL_GPUTexture *texture;
SDL_FRect positions[NUM_SPRITES];
SDL_FPoint velocities[NUM_SPRITES];
} SpriteWindowState;
typedef struct WindowState
{
int angle_x, angle_y, angle_z;
SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve;
Uint32 prev_drawablew, prev_drawableh;
SpriteWindowState sprite_state;
} WindowState;
static SDL_GPUDevice *gpu_device = NULL;
static RenderState render_state;
static SpriteRenderState sprite_render_state;
static SDLTest_CommonState *state = NULL;
static WindowState *window_states = NULL;
static void QuitSpriteOverlay(SpriteRenderState *rs)
{
int i;
if (!rs->renderer) {
return;
}
SDL_ReleaseGPUSampler(gpu_device, rs->sampler);
SDL_ReleaseGPUGraphicsPipeline(gpu_device, rs->pipeline);
for (i = 0; i < state->num_windows; ++i) {
SpriteWindowState *ws = &window_states[i].sprite_state;
if (ws->target) {
SDL_DestroyTexture(ws->target);
ws->target = NULL;
ws->texture = NULL;
}
}
SDL_DestroyRenderer(rs->renderer);
SDL_zerop(rs);
}
static SDL_Texture *CreateSpriteTexture(SDL_Renderer *renderer, unsigned char *data, unsigned int len)
{
SDL_Texture *texture = NULL;
SDL_Surface *surface;
SDL_IOStream *src = SDL_IOFromConstMem(data, len);
if (src) {
surface = SDL_LoadBMP_IO(src, true);
if (surface) {
/* Treat white as transparent */
SDL_SetSurfaceColorKey(surface, true, SDL_MapSurfaceRGB(surface, 255, 255, 255));
texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
}
}
return texture;
}
static SDL_GPUShader *LoadOverlayShader(bool is_vertex)
{
SDL_GPUShaderCreateInfo createinfo;
SDL_zero(createinfo);
createinfo.num_samplers = is_vertex ? 0 : 1;
SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
if (format & SDL_GPU_SHADERFORMAT_DXIL) {
createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
createinfo.code = is_vertex ? overlay_vert_dxil : overlay_frag_dxil;
createinfo.code_size = is_vertex ? overlay_vert_dxil_len : overlay_frag_dxil_len;
} else if (format & SDL_GPU_SHADERFORMAT_MSL) {
createinfo.format = SDL_GPU_SHADERFORMAT_MSL;
createinfo.code = is_vertex ? overlay_vert_msl : overlay_frag_msl;
createinfo.code_size = is_vertex ? overlay_vert_msl_len : overlay_frag_msl_len;
} else {
createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
createinfo.code = is_vertex ? overlay_vert_spv : overlay_frag_spv;
createinfo.code_size = is_vertex ? overlay_vert_spv_len : overlay_frag_spv_len;
}
createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
return SDL_CreateGPUShader(gpu_device, &createinfo);
}
static bool InitSpriteOverlay(SpriteRenderState *rs, SDL_Window *window)
{
SDL_GPUShader *vertex_shader, *fragment_shader;
rs->renderer = SDL_CreateGPURenderer(gpu_device, NULL);
if (!rs->renderer) {
SDL_Log("Couldn't create renderer: %s\n", SDL_GetError());
return false;
}
rs->sprite = CreateSpriteTexture(rs->renderer, icon_bmp, icon_bmp_len);
if (!rs->sprite) {
SDL_Log("Couldn't create sprite: %s\n", SDL_GetError());
QuitSpriteOverlay(rs);
return false;
}
vertex_shader = LoadOverlayShader(true);
if (!vertex_shader) {
SDL_Log("Couldn't create vertex shader: %s\n", SDL_GetError());
QuitSpriteOverlay(rs);
return false;
}
fragment_shader = LoadOverlayShader(false);
if (!fragment_shader) {
SDL_Log("Couldn't create vertex shader: %s\n", SDL_GetError());
SDL_ReleaseGPUShader(gpu_device, vertex_shader);
QuitSpriteOverlay(rs);
return false;
}
SDL_GPUColorTargetDescription ctd;
SDL_zero(ctd);
ctd.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
ctd.blend_state.enable_blend = true;
ctd.blend_state.color_write_mask = 0xF;
ctd.blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
ctd.blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
ctd.blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
ctd.blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
ctd.blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
ctd.blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
SDL_GPUGraphicsPipelineCreateInfo pci;
SDL_zero(pci);
pci.target_info.num_color_targets = 1;
pci.target_info.color_target_descriptions = &ctd;
pci.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pci.vertex_shader = vertex_shader;
pci.fragment_shader = fragment_shader;
pci.rasterizer_state.enable_depth_clip = true;
rs->pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pci);
SDL_ReleaseGPUShader(gpu_device, vertex_shader);
SDL_ReleaseGPUShader(gpu_device, fragment_shader);
if (!rs->pipeline) {
SDL_Log("Couldn't create pipeline: %s", SDL_GetError());
QuitSpriteOverlay(rs);
return false;
}
SDL_GPUSamplerCreateInfo sci;
SDL_zero(sci);
sci.min_filter = SDL_GPU_FILTER_NEAREST;
sci.mag_filter = SDL_GPU_FILTER_NEAREST;
sci.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
sci.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sci.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sci.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
rs->sampler = SDL_CreateGPUSampler(gpu_device, &sci);
if (!rs->sampler) {
SDL_Log("Couldn't create sampler: %s", SDL_GetError());
QuitSpriteOverlay(rs);
return false;
}
return true;
}
static void UpdateRenderTarget(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
{
SDL_Renderer *renderer = rs->renderer;
SDL_Texture *target = ws->target;
if (!target || target->w != w || target->w != h) {
if (target) {
SDL_DestroyTexture(target);
ws->target = NULL;
}
target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, w, h);
if (!target) {
SDL_Log("Couldn't create render target: %s", SDL_GetError());
return;
}
SDL_SetRenderTarget(renderer, target);
ws->target = target;
ws->texture = (SDL_GPUTexture *)SDL_GetPointerProperty(SDL_GetTextureProperties(target), SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER, NULL);
}
}
static void UpdateSprites(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
{
SDL_Texture *sprite = rs->sprite;
SDL_FRect *positions = ws->positions;
SDL_FPoint *velocities = ws->velocities;
SDL_FRect *position;
SDL_FPoint *velocity;
int i;
/* Initialize the sprite positions */
if (!ws->initialized) {
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = (float)SDL_rand(w - sprite->w);
positions[i].y = (float)SDL_rand(h - sprite->h);
positions[i].w = (float)sprite->w;
positions[i].h = (float)sprite->h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (float)(SDL_rand(MAX_SPRITE_SPEED * 2 + 1) - MAX_SPRITE_SPEED);
velocities[i].y = (float)(SDL_rand(MAX_SPRITE_SPEED * 2 + 1) - MAX_SPRITE_SPEED);
}
}
ws->initialized = true;
}
/* Move the sprite, bounce at the wall */
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (w - sprite->w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (h - sprite->h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
}
static void RenderSprites(SpriteRenderState *rs, SpriteWindowState *ws)
{
SDL_Renderer *renderer = rs->renderer;
SDL_Texture *sprite = rs->sprite;
const SDL_FRect *positions = ws->positions;
int i;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
SDL_RenderClear(renderer);
for (i = 0; i < NUM_SPRITES; ++i) {
SDL_RenderTexture(renderer, sprite, NULL, &positions[i]);
}
SDL_RenderPresent(renderer);
}
static void UpdateSpriteOverlay(SpriteRenderState *rs, SpriteWindowState *ws, int w, int h)
{
SDL_Renderer *renderer = rs->renderer;
UpdateRenderTarget(rs, ws, w, h);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
SDL_RenderClear(renderer);
if (rs->show_sprites) {
UpdateSprites(rs, ws, w, h);
RenderSprites(rs, ws);
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
SDL_RenderDebugText(renderer, 4.0f, 4.0f, "Press 'S' to toggle 2D sprites");
SDL_RenderPresent(renderer);
}
static void RenderSpriteOverlay(SDL_GPURenderPass *pass, SpriteRenderState *rs, SpriteWindowState *ws)
{
SDL_GPUTextureSamplerBinding binding;
SDL_zero(binding);
binding.texture = ws->texture;
binding.sampler = rs->sampler;
SDL_BindGPUGraphicsPipeline(pass, rs->pipeline);
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_DrawGPUPrimitives(pass, 6, 1, 0, 0);
}
static void shutdownGPU(void)
{
QuitSpriteOverlay(&sprite_render_state);
if (window_states) {
int i;
for (i = 0; i < state->num_windows; i++) {
WindowState *winstate = &window_states[i];
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
}
SDL_free(window_states);
window_states = NULL;
}
SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
SDL_DestroyGPUDevice(gpu_device);
SDL_zero(render_state);
gpu_device = NULL;
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
shutdownGPU();
SDLTest_CommonQuit(state);
exit(rc);
}
/*
* Simulates desktop's glRotatef. The matrix is returned in column-major
* order.
*/
static void rotate_matrix(float angle, float x, float y, float z, float *r)
{
float radians, c, s, c1, u[3], length;
int i, j;
radians = angle * SDL_PI_F / 180.0f;
c = SDL_cosf(radians);
s = SDL_sinf(radians);
c1 = 1.0f - SDL_cosf(radians);
length = (float)SDL_sqrt(x * x + y * y + z * z);
u[0] = x / length;
u[1] = y / length;
u[2] = z / length;
for (i = 0; i < 16; i++) {
r[i] = 0.0;
}
r[15] = 1.0;
for (i = 0; i < 3; i++) {
r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
}
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
}
}
}
/*
* Simulates gluPerspectiveMatrix
*/
static void perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
{
int i;
float f;
f = 1.0f/SDL_tanf((fovy / 180.0f) * SDL_PI_F * 0.5f);
for (i = 0; i < 16; i++) {
r[i] = 0.0;
}
r[0] = f / aspect;
r[5] = f;
r[10] = (znear + zfar) / (znear - zfar);
r[11] = -1.0f;
r[14] = (2.0f * znear * zfar) / (znear - zfar);
r[15] = 0.0f;
}
/*
* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
* major. In-place multiplication is supported.
*/
static void multiply_matrix(const float *lhs, const float *rhs, float *r)
{
int i, j, k;
float tmp[16];
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
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: */