| /* |
| Simple DirectMedia Layer |
| 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, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #ifdef SDL_VIDEO_RENDER_GPU |
| |
| #include "SDL_shaders_gpu.h" |
| |
| // SDL_GPU shader implementation |
| |
| typedef struct GPU_ShaderModuleSource |
| { |
| const unsigned char *code; |
| unsigned int code_len; |
| SDL_GPUShaderFormat format; |
| } GPU_ShaderModuleSource; |
| |
| #if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN |
| #define IF_VULKAN(...) __VA_ARGS__ |
| #define HAVE_SPIRV_SHADERS 1 |
| #include "shaders/spir-v.h" |
| #else |
| #define IF_VULKAN(...) |
| #define HAVE_SPIRV_SHADERS 0 |
| #endif |
| |
| #ifdef SDL_GPU_D3D12 |
| #define IF_D3D12(...) __VA_ARGS__ |
| #define HAVE_DXIL60_SHADERS 1 |
| #include "shaders/dxil.h" |
| #else |
| #define IF_D3D12(...) |
| #define HAVE_DXIL60_SHADERS 0 |
| #endif |
| |
| #ifdef SDL_GPU_METAL |
| #define IF_METAL(...) __VA_ARGS__ |
| #define HAVE_METAL_SHADERS 1 |
| #include "shaders/msl.h" |
| #else |
| #define IF_METAL(...) |
| #define HAVE_METAL_SHADERS 0 |
| #endif |
| |
| typedef struct GPU_ShaderSources |
| { |
| IF_VULKAN(GPU_ShaderModuleSource spirv;) |
| IF_D3D12(GPU_ShaderModuleSource dxil60;) |
| IF_METAL(GPU_ShaderModuleSource msl;) |
| unsigned int num_samplers; |
| unsigned int num_uniform_buffers; |
| } GPU_ShaderSources; |
| |
| #define SHADER_SPIRV(code) \ |
| IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, ) |
| |
| #define SHADER_DXIL60(code) \ |
| IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, ) |
| |
| #define SHADER_METAL(code) \ |
| IF_METAL(.msl = { code, sizeof(code), SDL_GPU_SHADERFORMAT_MSL }, ) |
| |
| // clang-format off |
| static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { |
| [VERT_SHADER_LINEPOINT] = { |
| .num_samplers = 0, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(linepoint_vert_spv) |
| SHADER_DXIL60(linepoint_vert_dxil) |
| SHADER_METAL(linepoint_vert_msl) |
| }, |
| [VERT_SHADER_TRI_COLOR] = { |
| .num_samplers = 0, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(tri_color_vert_spv) |
| SHADER_DXIL60(tri_color_vert_dxil) |
| SHADER_METAL(tri_color_vert_msl) |
| }, |
| [VERT_SHADER_TRI_TEXTURE] = { |
| .num_samplers = 0, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(tri_texture_vert_spv) |
| SHADER_DXIL60(tri_texture_vert_dxil) |
| SHADER_METAL(tri_texture_vert_msl) |
| }, |
| }; |
| |
| static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { |
| [FRAG_SHADER_COLOR] = { |
| .num_samplers = 0, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(color_frag_spv) |
| SHADER_DXIL60(color_frag_dxil) |
| SHADER_METAL(color_frag_msl) |
| }, |
| [FRAG_SHADER_TEXTURE_RGB] = { |
| .num_samplers = 1, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(texture_rgb_frag_spv) |
| SHADER_DXIL60(texture_rgb_frag_dxil) |
| SHADER_METAL(texture_rgb_frag_msl) |
| }, |
| [FRAG_SHADER_TEXTURE_RGBA] = { |
| .num_samplers = 1, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(texture_rgba_frag_spv) |
| SHADER_DXIL60(texture_rgba_frag_dxil) |
| SHADER_METAL(texture_rgba_frag_msl) |
| }, |
| [FRAG_SHADER_TEXTURE_ADVANCED] = { |
| .num_samplers = 3, |
| .num_uniform_buffers = 1, |
| SHADER_SPIRV(texture_advanced_frag_spv) |
| SHADER_DXIL60(texture_advanced_frag_dxil) |
| SHADER_METAL(texture_advanced_frag_msl) |
| }, |
| }; |
| // clang-format on |
| |
| static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage) |
| { |
| const GPU_ShaderModuleSource *sms = NULL; |
| SDL_GPUShaderFormat formats = SDL_GetGPUShaderFormats(device); |
| |
| if (formats == SDL_GPU_SHADERFORMAT_INVALID) { |
| // SDL_GetGPUShaderFormats already set the error |
| return NULL; |
| #if HAVE_SPIRV_SHADERS |
| } else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { |
| sms = &sources->spirv; |
| #endif // HAVE_SPIRV_SHADERS |
| #if HAVE_DXIL60_SHADERS |
| } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) { |
| sms = &sources->dxil60; |
| #endif // HAVE_DXIL60_SHADERS |
| #if HAVE_METAL_SHADERS |
| } else if (formats & SDL_GPU_SHADERFORMAT_MSL) { |
| sms = &sources->msl; |
| #endif // HAVE_METAL_SHADERS |
| } else { |
| SDL_SetError("Unsupported GPU backend"); |
| return NULL; |
| } |
| |
| SDL_GPUShaderCreateInfo sci = { 0 }; |
| sci.code = sms->code; |
| sci.code_size = sms->code_len; |
| sci.format = sms->format; |
| // FIXME not sure if this is correct |
| sci.entrypoint = |
| #if HAVE_METAL_SHADERS |
| (sms == &sources->msl) ? "main0" : |
| #endif // HAVE_METAL_SHADERS |
| "main"; |
| sci.num_samplers = sources->num_samplers; |
| sci.num_uniform_buffers = sources->num_uniform_buffers; |
| sci.stage = stage; |
| |
| return SDL_CreateGPUShader(device, &sci); |
| } |
| |
| bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) |
| { |
| for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) { |
| shaders->vert_shaders[i] = CompileShader( |
| &vert_shader_sources[i], device, SDL_GPU_SHADERSTAGE_VERTEX); |
| if (shaders->vert_shaders[i] == NULL) { |
| GPU_ReleaseShaders(shaders, device); |
| return false; |
| } |
| } |
| |
| for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) { |
| if (i == FRAG_SHADER_TEXTURE_CUSTOM) { |
| continue; |
| } |
| shaders->frag_shaders[i] = CompileShader( |
| &frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT); |
| if (shaders->frag_shaders[i] == NULL) { |
| GPU_ReleaseShaders(shaders, device); |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) |
| { |
| for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) { |
| SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]); |
| shaders->vert_shaders[i] = NULL; |
| } |
| |
| for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) { |
| if (i == FRAG_SHADER_TEXTURE_CUSTOM) { |
| continue; |
| } |
| SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]); |
| shaders->frag_shaders[i] = NULL; |
| } |
| } |
| |
| SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id) |
| { |
| SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders)); |
| SDL_GPUShader *shader = shaders->vert_shaders[id]; |
| SDL_assert(shader != NULL); |
| return shader; |
| } |
| |
| SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id) |
| { |
| SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders)); |
| SDL_GPUShader *shader = shaders->frag_shaders[id]; |
| SDL_assert(shader != NULL); |
| return shader; |
| } |
| |
| void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) |
| { |
| bool custom_shaders = false; |
| if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, false)) { |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); |
| custom_shaders = true; |
| } |
| if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, false)) { |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); |
| custom_shaders = true; |
| } |
| if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, false)) { |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); |
| custom_shaders = true; |
| } |
| if (!custom_shaders) { |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); |
| SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); |
| } |
| } |
| |
| #endif // SDL_VIDEO_RENDER_GPU |