| /* |
| Copyright (C) 1997-2024 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. |
| */ |
| |
| #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> |
| |
| /* Regenerate the shaders with testgpu/build-shaders.sh */ |
| #include "testgpu/testgpu_spirv.h" |
| #include "testgpu/testgpu_dxbc.h" |
| #include "testgpu/testgpu_dxil.h" |
| #include "testgpu/testgpu_metallib.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\n", thing, SDL_GetError()); quit(2); } } |
| |
| static Uint32 frames = 0; |
| |
| typedef struct RenderState |
| { |
| SDL_GPUBuffer *buf_vertex; |
| SDL_GPUGraphicsPipeline *pipeline; |
| SDL_GPUSampleCount sample_count; |
| } RenderState; |
| |
| typedef struct WindowState |
| { |
| int angle_x, angle_y, angle_z; |
| SDL_GPUTexture *tex_depth, *tex_msaa; |
| Uint32 prev_drawablew, prev_drawableh; |
| } WindowState; |
| |
| static SDL_GPUDevice *gpu_device = NULL; |
| static RenderState render_state; |
| static SDLTest_CommonState *state = NULL; |
| static WindowState *window_states = NULL; |
| |
| static void shutdownGPU(void) |
| { |
| 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_UnclaimGPUWindow(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 * 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(float *lhs, 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 depthtex_createinfo; |
| SDL_GPUTexture *result; |
| |
| depthtex_createinfo.type = SDL_GPU_TEXTURETYPE_2D; |
| depthtex_createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; |
| depthtex_createinfo.width = drawablew; |
| depthtex_createinfo.height = drawableh; |
| depthtex_createinfo.layerCountOrDepth = 1; |
| depthtex_createinfo.levelCount = 1; |
| depthtex_createinfo.sampleCount = render_state.sample_count; |
| depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT; |
| depthtex_createinfo.props = 0; |
| |
| result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo); |
| CHECK_CREATE(result, "Depth Texture") |
| |
| return result; |
| } |
| |
| static SDL_GPUTexture* |
| CreateMSAATexture(Uint32 drawablew, Uint32 drawableh) |
| { |
| SDL_GPUTextureCreateInfo msaatex_createinfo; |
| SDL_GPUTexture *result; |
| |
| if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) { |
| return NULL; |
| } |
| |
| msaatex_createinfo.type = SDL_GPU_TEXTURETYPE_2D; |
| msaatex_createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]); |
| msaatex_createinfo.width = drawablew; |
| msaatex_createinfo.height = drawableh; |
| msaatex_createinfo.layerCountOrDepth = 1; |
| msaatex_createinfo.levelCount = 1; |
| msaatex_createinfo.sampleCount = render_state.sample_count; |
| msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; |
| msaatex_createinfo.props = 0; |
| |
| result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo); |
| CHECK_CREATE(result, "MSAA Texture") |
| |
| return result; |
| } |
| |
| static void |
| Render(SDL_Window *window, const int windownum) |
| { |
| WindowState *winstate = &window_states[windownum]; |
| SDL_GPUTexture *swapchain; |
| SDL_GPUColorAttachmentInfo color_attachment; |
| SDL_GPUDepthStencilAttachmentInfo depth_attachment; |
| float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16]; |
| Uint32 drawablew, drawableh; |
| SDL_GPUCommandBuffer *cmd; |
| SDL_GPURenderPass *pass; |
| SDL_GPUBufferBinding vertex_binding; |
| SDL_GPUBlitRegion src_region; |
| SDL_GPUBlitRegion dst_region; |
| |
| /* Acquire the swapchain texture */ |
| |
| cmd = SDL_AcquireGPUCommandBuffer(gpu_device); |
| swapchain = SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &drawablew, &drawableh); |
| |
| if (!swapchain) { |
| /* No swapchain was acquired, probably too many frames in flight */ |
| SDL_SubmitGPU(cmd); |
| return; |
| } |
| |
| /* |
| * Do some rotation with Euler angles. It is not a fixed axis as |
| * quaterions 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); |
| winstate->tex_depth = CreateDepthTexture(drawablew, drawableh); |
| winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh); |
| } |
| winstate->prev_drawablew = drawablew; |
| winstate->prev_drawableh = drawableh; |
| |
| /* Set up the pass */ |
| |
| SDL_zero(color_attachment); |
| color_attachment.clearColor.a = 1.0f; |
| color_attachment.loadOp = SDL_GPU_LOADOP_CLEAR; |
| color_attachment.storeOp = SDL_GPU_STOREOP_STORE; |
| color_attachment.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain; |
| |
| SDL_zero(depth_attachment); |
| depth_attachment.depthStencilClearValue.depth = 1.0f; |
| depth_attachment.loadOp = SDL_GPU_LOADOP_CLEAR; |
| depth_attachment.storeOp = SDL_GPU_STOREOP_DONT_CARE; |
| depth_attachment.texture = winstate->tex_depth; |
| depth_attachment.cycle = SDL_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_attachment, 1, &depth_attachment); |
| SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline); |
| SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1); |
| SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0); |
| SDL_EndGPURenderPass(pass); |
| |
| /* Blit MSAA to swapchain, if needed */ |
| if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) { |
| SDL_zero(src_region); |
| src_region.texture = winstate->tex_msaa; |
| src_region.w = drawablew; |
| src_region.h = drawableh; |
| |
| dst_region = src_region; |
| dst_region.texture = swapchain; |
| |
| SDL_BlitGPU(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE); |
| } |
| |
| /* Submit the command buffer! */ |
| SDL_SubmitGPU(cmd); |
| |
| ++frames; |
| } |
| |
| static SDL_GPUShader* |
| load_shader(SDL_bool is_vertex) |
| { |
| SDL_GPUShaderCreateInfo createinfo; |
| createinfo.samplerCount = 0; |
| createinfo.storageBufferCount = 0; |
| createinfo.storageTextureCount = 0; |
| createinfo.uniformBufferCount = is_vertex ? 1 : 0; |
| createinfo.props = 0; |
| |
| SDL_GPUDriver backend = SDL_GetGPUDriver(gpu_device); |
| if (backend == SDL_GPU_DRIVER_D3D11) { |
| createinfo.format = SDL_GPU_SHADERFORMAT_DXBC; |
| createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag; |
| createinfo.codeSize = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag); |
| createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain"; |
| } else if (backend == SDL_GPU_DRIVER_D3D12) { |
| createinfo.format = SDL_GPU_SHADERFORMAT_DXIL; |
| createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag; |
| createinfo.codeSize = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag); |
| createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain"; |
| } else if (backend == SDL_GPU_DRIVER_METAL) { |
| createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB; |
| createinfo.code = is_vertex ? cube_vert_metallib : cube_frag_metallib; |
| createinfo.codeSize = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len; |
| createinfo.entryPointName = is_vertex ? "vs_main" : "fs_main"; |
| } else { |
| createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV; |
| createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv; |
| createinfo.codeSize = is_vertex ? cube_vert_spv_len : cube_frag_spv_len; |
| createinfo.entryPointName = "main"; |
| } |
| |
| 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_GPUColorAttachmentDescription color_attachment_desc; |
| Uint32 drawablew, drawableh; |
| SDL_GPUVertexAttribute vertex_attributes[2]; |
| SDL_GPUVertexBinding vertex_binding; |
| SDL_GPUShader *vertex_shader; |
| SDL_GPUShader *fragment_shader; |
| int i; |
| |
| gpu_device = SDL_CreateGPUDevice( |
| TESTGPU_SUPPORTED_FORMATS, |
| SDL_TRUE, |
| state->gpudriver |
| ); |
| CHECK_CREATE(gpu_device, "GPU device"); |
| |
| /* Claim the windows */ |
| |
| for (i = 0; i < state->num_windows; i++) { |
| SDL_ClaimGPUWindow( |
| gpu_device, |
| state->windows[i] |
| ); |
| } |
| |
| /* Create shaders */ |
| |
| vertex_shader = load_shader(SDL_TRUE); |
| CHECK_CREATE(vertex_shader, "Vertex Shader") |
| fragment_shader = load_shader(SDL_FALSE); |
| CHECK_CREATE(fragment_shader, "Fragment Shader") |
| |
| /* Create buffers */ |
| |
| buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT; |
| buffer_desc.sizeInBytes = sizeof(vertex_data); |
| buffer_desc.props = 0; |
| render_state.buf_vertex = SDL_CreateGPUBuffer( |
| gpu_device, |
| &buffer_desc |
| ); |
| CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer") |
| |
| SDL_SetGPUBufferName(gpu_device, render_state.buf_vertex, "космонавт"); |
| |
| transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; |
| transfer_buffer_desc.sizeInBytes = sizeof(vertex_data); |
| transfer_buffer_desc.props = 0; |
| buf_transfer = SDL_CreateGPUTransferBuffer( |
| gpu_device, |
| &transfer_buffer_desc |
| ); |
| CHECK_CREATE(buf_transfer, "Vertex transfer buffer") |
| |
| /* We just need to upload the static data once. */ |
| map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, SDL_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.transferBuffer = 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, SDL_FALSE); |
| SDL_EndGPUCopyPass(copy_pass); |
| SDL_SubmitGPU(cmd); |
| |
| SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer); |
| |
| /* Determine which sample count to use */ |
| render_state.sample_count = SDL_GPU_SAMPLECOUNT_1; |
| if (msaa && SDL_SupportsGPUSampleCount( |
| 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); |
| |
| color_attachment_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]); |
| |
| color_attachment_desc.blendState.blendEnable = 0; |
| color_attachment_desc.blendState.alphaBlendOp = SDL_GPU_BLENDOP_ADD; |
| color_attachment_desc.blendState.colorBlendOp = SDL_GPU_BLENDOP_ADD; |
| color_attachment_desc.blendState.colorWriteMask = 0xF; |
| color_attachment_desc.blendState.srcAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ONE; |
| color_attachment_desc.blendState.dstAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ZERO; |
| color_attachment_desc.blendState.srcColorBlendFactor = SDL_GPU_BLENDFACTOR_ONE; |
| color_attachment_desc.blendState.dstColorBlendFactor = SDL_GPU_BLENDFACTOR_ZERO; |
| |
| pipelinedesc.attachmentInfo.colorAttachmentCount = 1; |
| pipelinedesc.attachmentInfo.colorAttachmentDescriptions = &color_attachment_desc; |
| pipelinedesc.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; |
| pipelinedesc.attachmentInfo.hasDepthStencilAttachment = SDL_TRUE; |
| |
| pipelinedesc.depthStencilState.depthTestEnable = 1; |
| pipelinedesc.depthStencilState.depthWriteEnable = 1; |
| pipelinedesc.depthStencilState.compareOp = SDL_GPU_COMPAREOP_LESS_OR_EQUAL; |
| |
| pipelinedesc.multisampleState.sampleCount = render_state.sample_count; |
| pipelinedesc.multisampleState.sampleMask = 0xF; |
| |
| pipelinedesc.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; |
| |
| pipelinedesc.vertexShader = vertex_shader; |
| pipelinedesc.fragmentShader = fragment_shader; |
| |
| vertex_binding.binding = 0; |
| vertex_binding.inputRate = SDL_GPU_VERTEXINPUTRATE_VERTEX; |
| vertex_binding.instanceStepRate = 0; |
| vertex_binding.stride = sizeof(VertexData); |
| |
| vertex_attributes[0].binding = 0; |
| vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; |
| vertex_attributes[0].location = 0; |
| vertex_attributes[0].offset = 0; |
| |
| vertex_attributes[1].binding = 0; |
| vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; |
| vertex_attributes[1].location = 1; |
| vertex_attributes[1].offset = sizeof(float) * 3; |
| |
| pipelinedesc.vertexInputState.vertexBindingCount = 1; |
| pipelinedesc.vertexInputState.vertexBindings = &vertex_binding; |
| pipelinedesc.vertexInputState.vertexAttributeCount = 2; |
| pipelinedesc.vertexInputState.vertexAttributes = (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!\n"); |
| 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); |
| |
| /* make each window different */ |
| winstate->angle_x = (i * 10) % 360; |
| winstate->angle_y = (i * 20) % 360; |
| winstate->angle_z = (i * 30) % 360; |
| } |
| } |
| |
| static int done = 0; |
| |
| void loop() |
| { |
| SDL_Event event; |
| int i; |
| |
| /* Check for events */ |
| while (SDL_PollEvent(&event) && !done) { |
| SDLTest_CommonEvent(state, &event, &done); |
| } |
| 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\n", 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\n", |
| ((double) frames * 1000) / (now - then)); |
| } |
| #if !defined(__ANDROID__) |
| quit(0); |
| #endif |
| return 0; |
| } |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |