mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-03 08:28:29 +00:00

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().
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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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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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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/* 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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#include <stdlib.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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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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#include "icon.h"
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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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#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
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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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static Uint32 frames = 0;
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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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#define NUM_SPRITES 100
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#define MAX_SPRITE_SPEED 1
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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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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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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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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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static void QuitSpriteOverlay(SpriteRenderState *rs)
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{
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int i;
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if (!rs->renderer) {
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return;
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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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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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SDL_zerop(rs);
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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_LoadBMP_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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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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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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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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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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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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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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rs->sprite = CreateSpriteTexture(rs->renderer, icon_bmp, icon_bmp_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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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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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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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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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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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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return true;
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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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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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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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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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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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/* 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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/* 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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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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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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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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UpdateRenderTarget(rs, ws, w, h);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_TRANSPARENT);
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SDL_RenderClear(renderer);
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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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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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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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SDL_zero(binding);
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binding.texture = ws->texture;
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binding.sampler = rs->sampler;
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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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static void shutdownGPU(void)
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{
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QuitSpriteOverlay(&sprite_render_state);
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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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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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SDL_zero(render_state);
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gpu_device = NULL;
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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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* 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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radians = angle * SDL_PI_F / 180.0f;
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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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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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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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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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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/*
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* Simulates gluPerspectiveMatrix
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*/
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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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f = 1.0f/SDL_tanf((fovy / 180.0f) * SDL_PI_F * 0.5f);
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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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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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{
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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++) {
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for (j = 0; j < 4; j++) {
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tmp[j * 4 + i] = 0.0;
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for (k = 0; k < 4; k++) {
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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: */
|