GPU: Revise swapchain acquisition (#11633)

---------

Co-authored-by: Lucas Murray <22484+lmurray@users.noreply.github.com>
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Evan Hemsley 2024-12-11 11:16:35 -08:00 committed by GitHub
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commit 3ee39f6c3f
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9 changed files with 337 additions and 51 deletions

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@ -1068,8 +1068,7 @@ typedef enum SDL_GPUSamplerAddressMode
* Specifies the timing that will be used to present swapchain textures to the
* OS.
*
* Note that this value affects the behavior of
* SDL_AcquireGPUSwapchainTexture. VSYNC mode will always be supported.
* VSYNC mode will always be supported.
* IMMEDIATE and MAILBOX modes may not be supported on certain systems.
*
* It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming
@ -1077,17 +1076,12 @@ typedef enum SDL_GPUSamplerAddressMode
*
* - VSYNC: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the new image is enqueued for
* presentation. Disallows tearing at the cost of visual latency. When using
* this present mode, AcquireGPUSwapchainTexture will block if too many
* frames are in flight.
* presentation. Disallows tearing at the cost of visual latency.
* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
* occur. When using this mode, AcquireGPUSwapchainTexture will fill the
* swapchain texture pointer with NULL if too many frames are in flight.
* occur.
* - MAILBOX: Waits for vblank before presenting. No tearing is possible. If
* there is a pending image to present, the pending image is replaced by the
* new image. Similar to VSYNC, but with reduced visual latency. When using
* this mode, AcquireGPUSwapchainTexture will fill the swapchain texture
* pointer with NULL if too many frames are in flight.
* new image. Similar to VSYNC, but with reduced visual latency.
*
* \since This enum is available since SDL 3.1.3
*
@ -3442,6 +3436,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
* \returns true on success, or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that created the window.
*
* \since This function is available since SDL 3.1.3.
*
* \sa SDL_AcquireGPUSwapchainTexture
@ -3501,8 +3497,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
*
* The default value when the device is created is 2. This means that after
* you have submitted 2 frames for presentation, if the GPU has not finished
* working on the first frame, SDL_AcquireGPUSwapchainTexture() will block or
* return false depending on the present mode.
* working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the swapchain texture pointer with NULL,
* and SDL_WaitAndAcquireGPUSwapchainTexture() will block.
*
* Higher values increase throughput at the expense of visual latency. Lower
* values decrease visual latency at the expense of throughput.
@ -3514,9 +3510,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
*
* \param device a GPU context.
* \param allowed_frames_in_flight the maximum number of frames that can be
* pending on the GPU before
* AcquireSwapchainTexture blocks or returns
* false.
* pending on the GPU.
* \returns true if successful, false on error; call SDL_GetError() for more
* information.
*
@ -3547,20 +3541,17 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* When a swapchain texture is acquired on a command buffer, it will
* automatically be submitted for presentation when the command buffer is
* submitted. The swapchain texture should only be referenced by the command
* buffer used to acquire it. The swapchain texture handle can be filled in
* with NULL under certain conditions. This is not necessarily an error. If
* this function returns false then there is an error.
* buffer used to acquire it.
*
* This function will fill the swapchain texture handle with NULL if too many frames are in flight.
* This is not an error.
* The best practice is to call SDL_CancelGPUCommandBuffer if the swapchain texture
* handle is NULL to avoid enqueuing needless work on the GPU.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other
* than the one that created the window.
*
* When using SDL_GPU_PRESENTMODE_VSYNC, this function will block if too many
* frames are in flight. Otherwise, this function will fill the swapchain
* texture handle with NULL if too many frames are in flight. The best
* practice is to call SDL_CancelGPUCommandBuffer if the swapchain texture
* handle is NULL to avoid enqueuing needless work on the GPU.
*
* \param command_buffer a command buffer.
* \param window a window that has been claimed.
* \param swapchain_texture a pointer filled in with a swapchain texture
@ -3572,14 +3563,17 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* \returns true on success, false on error; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that created the window.
*
* \since This function is available since SDL 3.1.3.
*
* \sa SDL_GPUPresentMode
* \sa SDL_ClaimWindowForGPUDevice
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_CancelGPUCommandBuffer
* \sa SDL_GetWindowSizeInPixels
* \sa SDL_WaitForGPUSwapchain
* \sa SDL_SetGPUAllowedFramesInFlight
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
@ -3588,6 +3582,62 @@ extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
Uint32 *swapchain_texture_width,
Uint32 *swapchain_texture_height);
/**
* Blocks the thread until a swapchain texture is available to be acquired.
*
* \param device a GPU context.
* \param window a window that has been claimed.
* \returns true on success, false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SetGPUAllowedFramesInFlight
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain(
SDL_GPUDevice *device,
SDL_Window *window);
/**
* Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.
*
* When a swapchain texture is acquired on a command buffer, it will
* automatically be submitted for presentation when the command buffer is
* submitted. The swapchain texture should only be referenced by the command
* buffer used to acquire it. It is an error to call SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other
* than the one that created the window.
*
* \param command_buffer a command buffer.
* \param window a window that has been claimed.
* \param swapchain_texture a pointer filled in with a swapchain texture
* handle.
* \param swapchain_texture_width a pointer filled in with the swapchain
* texture width, may be NULL.
* \param swapchain_texture_height a pointer filled in with the swapchain
* texture height, may be NULL.
* \returns true on success, false on error; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called from the thread that created the window.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
SDL_GPUTexture **swapchain_texture,
Uint32 *swapchain_texture_width,
Uint32 *swapchain_texture_height);
/**
* Submits a command buffer so its commands can be processed on the GPU.
*