GPU: More robust error reporting (#10958)

---------

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
This commit is contained in:
Evan Hemsley 2024-09-27 00:30:18 -07:00 committed by GitHub
parent 48e213b4cd
commit be401dd1e3
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
11 changed files with 805 additions and 844 deletions

View file

@ -877,15 +877,15 @@ 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, AcquireSwapchainTexture will block if too many frames
* this present mode, AcquireGPUSwapchainTexture will block if too many frames
* are in flight.
* - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may
* occur. When using this mode, AcquireSwapchainTexture will return NULL if
* occur. When using this mode, AcquireGPUSwapchainTexture will return NULL if
* too many frames are in flight.
* - 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, AcquireSwapchainTexture will return NULL if too many frames
* this mode, AcquireGPUSwapchainTexture will return NULL if too many frames
* are in flight.
*
* \since This enum is available since SDL 3.0.0
@ -1623,6 +1623,7 @@ typedef struct SDL_GPUBlitInfo {
Uint8 padding2;
Uint8 padding3;
} SDL_GPUBlitInfo;
/* Binding structs */
/**
@ -1731,7 +1732,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties(
* \param debug_mode enable debug mode properties and validations.
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
* driver.
* \returns a GPU context on success or NULL on failure.
* \returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -1778,7 +1779,7 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
* use for all vertex semantics, default is "TEXCOORD".
*
* \param props the properties to use.
* \returns a GPU context on success or NULL on failure.
* \returns a GPU context on success or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -1904,7 +1905,7 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
* \param device a GPU Context.
* \param createinfo a struct describing the state of the compute pipeline to
* create.
* \returns a compute pipeline object on success, or NULL on failure.
* \returns a compute pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -1921,7 +1922,7 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
* \param device a GPU Context.
* \param createinfo a struct describing the state of the graphics pipeline to
* create.
* \returns a graphics pipeline object on success, or NULL on failure.
* \returns a graphics pipeline object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -1939,7 +1940,7 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the sampler to create.
* \returns a sampler object on success, or NULL on failure.
* \returns a sampler object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2008,7 +2009,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the shader to create.
* \returns a shader object on success, or NULL on failure.
* \returns a shader object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2034,7 +2035,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the texture to create.
* \returns a texture object on success, or NULL on failure.
* \returns a texture object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2064,7 +2065,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
*
* \param device a GPU Context.
* \param createinfo a struct describing the state of the buffer to create.
* \returns a buffer object on success, or NULL on failure.
* \returns a buffer object on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2093,7 +2094,7 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
* \param device a GPU Context.
* \param createinfo a struct describing the state of the transfer buffer to
* create.
* \returns a transfer buffer on success, or NULL on failure.
* \returns a transfer buffer on success, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2301,7 +2302,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
* acquired on.
*
* \param device a GPU context.
* \returns a command buffer.
* \returns a command buffer, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -2967,7 +2968,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
* \param device a GPU context.
* \param transfer_buffer a transfer buffer.
* \param cycle if true, cycles the transfer buffer if it is already bound.
* \returns the address of the mapped transfer buffer memory.
* \returns the address of the mapped transfer buffer memory, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
@ -3183,7 +3184,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
* \param device a GPU context.
* \param window an SDL_Window.
* \param swapchain_composition the swapchain composition to check.
* \returns true if supported, false if unsupported (or on error).
* \returns true if supported, false if unsupported.
*
* \since This function is available since SDL 3.0.0.
*
@ -3202,7 +3203,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
* \param device a GPU context.
* \param window an SDL_Window.
* \param present_mode the presentation mode to check.
* \returns true if supported, false if unsupported (or on error).
* \returns true if supported, false if unsupported.
*
* \since This function is available since SDL 3.0.0.
*
@ -3226,7 +3227,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode(
*
* \param device a GPU context.
* \param window an SDL_Window.
* \returns true on success, otherwise false.
* \returns true on success, or false on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -3283,6 +3284,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters(
/**
* Obtains the texture format of the swapchain for the given window.
* Note that this format can change if the swapchain parameters change.
*
* \param device a GPU context.
* \param window an SDL_Window that has been claimed.
@ -3300,16 +3302,15 @@ 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. May return NULL under certain conditions. This
* is not necessarily an error. This texture is managed by the implementation
* and must not be freed by the user. You MUST NOT call this function from any
* buffer used to acquire it. The swapchain texture handle can be NULL under certain conditions. This
* is not necessarily an error. If this function returns false then there is an error. This texture is managed by the implementation
* and must not be freed by the user. The texture dimensions will be the height and width of the claimed window. 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 w a pointer filled in with the swapchain width.
* \param h a pointer filled in with the swapchain height.
* \returns a swapchain texture.
* \param swapchainTexture a pointer filled in with a swapchain texture handle
* \returns true on success, false on error.
*
* \since This function is available since SDL 3.0.0.
*
@ -3317,11 +3318,10 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h);
SDL_GPUTexture **swapchainTexture);
/**
* Submits a command buffer so its commands can be processed on the GPU.
@ -3334,6 +3334,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
* command in a subsequent submission begins executing.
*
* \param command_buffer a command buffer.
* \returns true on success, false on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -3341,7 +3342,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *command_buffer);
/**
@ -3357,7 +3358,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
* command in a subsequent submission begins executing.
*
* \param command_buffer a command buffer.
* \returns a fence associated with the command buffer.
* \returns a fence associated with the command buffer, or NULL on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
@ -3373,12 +3374,13 @@ extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFe
* Blocks the thread until the GPU is completely idle.
*
* \param device a GPU context.
* \returns true on success, false on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_WaitForGPUFences
*/
extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle(
SDL_GPUDevice *device);
/**
@ -3389,13 +3391,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
* fences to be signaled.
* \param fences an array of fences to wait on.
* \param num_fences the number of fences in the fences array.
* \returns true on success, false on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_WaitForGPUIdle
*/
extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUFences(
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences(
SDL_GPUDevice *device,
bool wait_all,
SDL_GPUFence *const *fences,

View file

@ -50,7 +50,7 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI
// New API symbols are added at the end
SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, SDL_GPUTexture **c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AddAtomicInt,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
@ -953,7 +953,7 @@ SDL_DYNAPI_PROC(bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
@ -1006,8 +1006,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitProcess,(SDL_Process *a, bool b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)

View file

@ -28,16 +28,22 @@
return retval; \
}
#define CHECK_COMMAND_BUFFER \
#define CHECK_COMMAND_BUFFER \
if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
SDL_assert_release(!"Command buffer already submitted!"); \
return; \
SDL_assert_release(!"Command buffer already submitted!"); \
return; \
}
#define CHECK_COMMAND_BUFFER_RETURN_NULL \
#define CHECK_COMMAND_BUFFER_RETURN_FALSE \
if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
SDL_assert_release(!"Command buffer already submitted!"); \
return NULL; \
SDL_assert_release(!"Command buffer already submitted!"); \
return false; \
}
#define CHECK_COMMAND_BUFFER_RETURN_NULL \
if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
SDL_assert_release(!"Command buffer already submitted!"); \
return NULL; \
}
#define CHECK_ANY_PASS_IN_PROGRESS(msg, retval) \
@ -2594,65 +2600,59 @@ SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
window);
}
SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
bool SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h)
SDL_GPUTexture **swapchainTexture)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
return false;
}
if (window == NULL) {
SDL_InvalidParamError("window");
return NULL;
return false;
}
if (w == NULL) {
SDL_InvalidParamError("w");
return NULL;
}
if (h == NULL) {
SDL_InvalidParamError("h");
return NULL;
if (swapchainTexture == NULL) {
SDL_InvalidParamError("swapchainTexture");
return false;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
CHECK_ANY_PASS_IN_PROGRESS("Cannot acquire a swapchain texture during a pass!", NULL)
CHECK_COMMAND_BUFFER_RETURN_FALSE
CHECK_ANY_PASS_IN_PROGRESS("Cannot acquire a swapchain texture during a pass!", false)
}
return COMMAND_BUFFER_DEVICE->AcquireSwapchainTexture(
command_buffer,
window,
w,
h);
swapchainTexture);
}
void SDL_SubmitGPUCommandBuffer(
bool SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *command_buffer)
{
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
return false;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
CHECK_COMMAND_BUFFER_RETURN_FALSE
if (
commandBufferHeader->render_pass.in_progress ||
commandBufferHeader->compute_pass.in_progress ||
commandBufferHeader->copy_pass.in_progress) {
SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
return;
return false;
}
}
commandBufferHeader->submitted = true;
COMMAND_BUFFER_DEVICE->Submit(
return COMMAND_BUFFER_DEVICE->Submit(
command_buffer);
}
@ -2683,28 +2683,28 @@ SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
command_buffer);
}
void SDL_WaitForGPUIdle(
bool SDL_WaitForGPUIdle(
SDL_GPUDevice *device)
{
CHECK_DEVICE_MAGIC(device, );
CHECK_DEVICE_MAGIC(device, false);
device->Wait(
return device->Wait(
device->driverData);
}
void SDL_WaitForGPUFences(
bool SDL_WaitForGPUFences(
SDL_GPUDevice *device,
bool wait_all,
SDL_GPUFence *const *fences,
Uint32 num_fences)
{
CHECK_DEVICE_MAGIC(device, );
CHECK_DEVICE_MAGIC(device, false);
if (fences == NULL && num_fences > 0) {
SDL_InvalidParamError("fences");
return;
return false;
}
device->WaitForFences(
return device->WaitForFences(
device->driverData,
wait_all,
fences,

View file

@ -648,22 +648,21 @@ struct SDL_GPUDevice
SDL_GPUCommandBuffer *(*AcquireCommandBuffer)(
SDL_GPURenderer *driverData);
SDL_GPUTexture *(*AcquireSwapchainTexture)(
bool (*AcquireSwapchainTexture)(
SDL_GPUCommandBuffer *commandBuffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h);
SDL_GPUTexture **swapchainTexture);
void (*Submit)(
bool (*Submit)(
SDL_GPUCommandBuffer *commandBuffer);
SDL_GPUFence *(*SubmitAndAcquireFence)(
SDL_GPUCommandBuffer *commandBuffer);
void (*Wait)(
bool (*Wait)(
SDL_GPURenderer *driverData);
void (*WaitForFences)(
bool (*WaitForFences)(
SDL_GPURenderer *driverData,
bool waitAll,
SDL_GPUFence *const *fences,

View file

@ -108,20 +108,18 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
// Macros
#define ERROR_LOG(msg) \
if (FAILED(res)) { \
D3D11_INTERNAL_LogError(renderer->device, msg, res); \
}
#define SET_ERROR_AND_RETURN(fmt, msg, ret) \
if (renderer->debugMode) { \
SDL_LogError(SDL_LOG_CATEGORY_GPU, fmt, msg); \
} \
SDL_SetError(fmt, msg); \
return ret; \
#define ERROR_LOG_RETURN(msg, ret) \
if (FAILED(res)) { \
D3D11_INTERNAL_LogError(renderer->device, msg, res); \
return ret; \
}
#define SET_STRING_ERROR_AND_RETURN(msg, ret) SET_ERROR_AND_RETURN("%s", msg, ret)
#define ERROR_SET_RETURN(msg, ret) \
#define CHECK_D3D11_ERROR_AND_RETURN(msg, ret) \
if (FAILED(res)) { \
D3D11_INTERNAL_SetError(renderer->device, msg, res); \
D3D11_INTERNAL_SetError(renderer, msg, res); \
return ret; \
}
@ -146,7 +144,7 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
// Forward Declarations
static void D3D11_Wait(SDL_GPURenderer *driverData);
static bool D3D11_Wait(SDL_GPURenderer *driverData);
static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window);
@ -800,7 +798,7 @@ struct D3D11Renderer
// Logging
static void D3D11_INTERNAL_SetError(
ID3D11Device1 *device,
D3D11Renderer *renderer,
const char *msg,
HRESULT res)
{
@ -811,7 +809,7 @@ static void D3D11_INTERNAL_SetError(
DWORD dwChars; // Number of chars returned.
if (res == DXGI_ERROR_DEVICE_REMOVED) {
res = ID3D11Device_GetDeviceRemovedReason(device);
res = ID3D11Device_GetDeviceRemovedReason(renderer->device);
}
// Try to get the message from the system errors.
@ -831,6 +829,9 @@ static void D3D11_INTERNAL_SetError(
// No message? Screw it, just post the code.
if (dwChars == 0) {
if (renderer->debugMode) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: " HRESULT_FMT, msg, res);
}
SDL_SetError("%s! Error Code: " HRESULT_FMT, msg, res);
return;
}
@ -850,63 +851,12 @@ static void D3D11_INTERNAL_SetError(
// Ensure null-terminated string
wszMsgBuff[dwChars] = '\0';
if (renderer->debugMode) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res);
}
SDL_SetError("%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res);
}
static void D3D11_INTERNAL_LogError(
ID3D11Device1 *device,
const char *msg,
HRESULT res)
{
#define MAX_ERROR_LEN 1024 // FIXME: Arbitrary!
// Buffer for text, ensure space for \0 terminator after buffer
char wszMsgBuff[MAX_ERROR_LEN + 1];
DWORD dwChars; // Number of chars returned.
if (res == DXGI_ERROR_DEVICE_REMOVED) {
res = ID3D11Device_GetDeviceRemovedReason(device);
}
// Try to get the message from the system errors.
#ifdef _WIN32
dwChars = FormatMessageA(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
res,
0,
wszMsgBuff,
MAX_ERROR_LEN,
NULL);
#else
// FIXME: Do we have error strings in dxvk-native? -flibit
dwChars = 0;
#endif
// No message? Screw it, just post the code.
if (dwChars == 0) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: " HRESULT_FMT, msg, res);
return;
}
// Ensure valid range
dwChars = SDL_min(dwChars, MAX_ERROR_LEN);
// Trim whitespace from tail of message
while (dwChars > 0) {
if (wszMsgBuff[dwChars - 1] <= ' ') {
dwChars--;
} else {
break;
}
}
// Ensure null-terminated string
wszMsgBuff[dwChars] = '\0';
SDL_LogError(SDL_LOG_CATEGORY_GPU, "%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res);
}
// Helper Functions
static inline Uint32 D3D11_INTERNAL_CalcSubresource(
@ -1348,7 +1298,7 @@ static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState(
renderer->device,
&blendDesc,
&result);
ERROR_LOG_RETURN("Could not create blend state", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create blend state", NULL);
return result;
}
@ -1386,7 +1336,7 @@ static ID3D11DepthStencilState *D3D11_INTERNAL_FetchDepthStencilState(
renderer->device,
&dsDesc,
&result);
ERROR_LOG_RETURN("Could not create depth-stencil state", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create depth-stencil state", NULL);
return result;
}
@ -1417,7 +1367,7 @@ static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState(
renderer->device,
&rasterizerDesc,
&result);
ERROR_LOG_RETURN("Could not create rasterizer state", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create rasterizer state", NULL);
return result;
}
@ -1486,8 +1436,8 @@ static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout(
shaderByteLength,
&result);
if (FAILED(res)) {
SDL_SetError("Could not create input layout! Error: " HRESULT_FMT, res);
SDL_stack_free(elementDescs);
CHECK_D3D11_ERROR_AND_RETURN("Could not create input layout!", NULL)
return NULL;
}
@ -1522,10 +1472,7 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
codeSize,
NULL,
(ID3D11VertexShader **)&handle);
if (FAILED(res)) {
D3D11_INTERNAL_LogError(renderer->device, "Could not create vertex shader", res);
return NULL;
}
CHECK_D3D11_ERROR_AND_RETURN("Could not create vertex shader", NULL)
} else if (stage == SDL_GPU_SHADERSTAGE_FRAGMENT) {
res = ID3D11Device_CreatePixelShader(
renderer->device,
@ -1533,10 +1480,7 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
codeSize,
NULL,
(ID3D11PixelShader **)&handle);
if (FAILED(res)) {
D3D11_INTERNAL_LogError(renderer->device, "Could not create pixel shader", res);
return NULL;
}
CHECK_D3D11_ERROR_AND_RETURN("Could not create pixel shader", NULL)
} else if (stage == SDL_GPU_SHADERSTAGE_COMPUTE) {
res = ID3D11Device_CreateComputeShader(
renderer->device,
@ -1544,10 +1488,7 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
codeSize,
NULL,
(ID3D11ComputeShader **)&handle);
if (FAILED(res)) {
D3D11_INTERNAL_LogError(renderer->device, "Could not create compute shader", res);
return NULL;
}
CHECK_D3D11_ERROR_AND_RETURN("Could not create compute shader", NULL)
}
if (pBytecode != NULL) {
@ -1576,7 +1517,6 @@ static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
NULL,
NULL);
if (shader == NULL) {
SDL_SetError("Failed to create compute pipeline!");
return NULL;
}
@ -1609,6 +1549,10 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
createinfo->target_info.num_color_targets,
createinfo->target_info.color_target_descriptions);
if (pipeline->colorTargetBlendState == NULL) {
return NULL;
}
pipeline->numColorTargets = createinfo->target_info.num_color_targets;
for (Sint32 i = 0; i < pipeline->numColorTargets; i += 1) {
pipeline->colorTargetFormats[i] = SDLToD3D11_TextureFormat[createinfo->target_info.color_target_descriptions[i].format];
@ -1627,6 +1571,10 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
renderer,
createinfo->depth_stencil_state);
if (pipeline->depthStencilState == NULL) {
return NULL;
}
pipeline->hasDepthStencilTarget = createinfo->target_info.has_depth_stencil_target;
pipeline->depthStencilTargetFormat = SDLToD3D11_TextureFormat[createinfo->target_info.depth_stencil_format];
@ -1637,6 +1585,10 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
renderer,
createinfo->rasterizer_state);
if (pipeline->rasterizerState == NULL) {
return NULL;
}
// Shaders
pipeline->vertexShader = (ID3D11VertexShader *)vertShader->handle;
@ -1875,7 +1827,7 @@ static SDL_GPUSampler *D3D11_CreateSampler(
renderer->device,
&samplerDesc,
&samplerStateHandle);
ERROR_SET_RETURN("Could not create sampler state", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create sampler state", NULL);
d3d11Sampler = (D3D11Sampler *)SDL_malloc(sizeof(D3D11Sampler));
d3d11Sampler->handle = samplerStateHandle;
@ -1901,7 +1853,7 @@ SDL_GPUShader *D3D11_CreateShader(
createinfo->entrypoint,
createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecode : NULL,
createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecodeSize : NULL);
if (!handle) {
if (handle == NULL) {
return NULL;
}
@ -1994,7 +1946,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
&desc2D,
initialData,
(ID3D11Texture2D **)&textureHandle);
ERROR_LOG_RETURN("Could not create Texture2D", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create Texture2D", NULL);
// Create the SRV, if applicable
if (needsSRV) {
@ -2030,7 +1982,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
&srv);
if (FAILED(res)) {
ID3D11Resource_Release(textureHandle);
D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 2D texture", res);
D3D11_INTERNAL_SetError(renderer, "Could not create SRV for 2D texture", res);
return NULL;
}
}
@ -2062,7 +2014,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
&desc3D,
initialData,
(ID3D11Texture3D **)&textureHandle);
ERROR_LOG_RETURN("Could not create Texture3D", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create Texture3D", NULL);
// Create the SRV, if applicable
if (needsSRV) {
@ -2079,7 +2031,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
&srv);
if (FAILED(res)) {
ID3D11Resource_Release(textureHandle);
D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 3D texture", res);
D3D11_INTERNAL_SetError(renderer, "Could not create SRV for 3D texture", res);
return NULL;
}
}
@ -2131,7 +2083,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
d3d11Texture->handle,
&dsvDesc,
&d3d11Texture->subresources[subresourceIndex].depthStencilTargetView);
ERROR_LOG_RETURN("Could not create DSV!", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create DSV!", NULL);
} else if (isColorTarget) {
@ -2163,7 +2115,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
d3d11Texture->handle,
&rtvDesc,
&d3d11Texture->subresources[subresourceIndex].colorTargetViews[depthIndex]);
ERROR_LOG_RETURN("Could not create RTV!", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create RTV!", NULL);
}
}
@ -2191,7 +2143,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
d3d11Texture->handle,
&uavDesc,
&d3d11Texture->subresources[subresourceIndex].uav);
ERROR_LOG_RETURN("Could not create UAV!", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create UAV!", NULL);
}
}
}
@ -2230,7 +2182,6 @@ static SDL_GPUTexture *D3D11_CreateTexture(
NULL);
if (texture == NULL) {
SDL_SetError("Failed to create texture!");
return NULL;
}
@ -2267,7 +2218,6 @@ static void D3D11_INTERNAL_CycleActiveTexture(
&container->header.info,
NULL);
if (texture == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to cycle active texture!");
return;
}
@ -2355,7 +2305,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
bufferDesc,
NULL,
&bufferHandle);
ERROR_LOG_RETURN("Could not create buffer", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create buffer", NULL);
// Storage buffer
if (bufferDesc->MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS) {
@ -2375,7 +2325,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
&uav);
if (FAILED(res)) {
ID3D11Buffer_Release(bufferHandle);
ERROR_LOG_RETURN("Could not create UAV for buffer!", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create UAV for buffer!", NULL);
}
// Create a SRV for the buffer
@ -2394,7 +2344,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
&srv);
if (FAILED(res)) {
ID3D11Buffer_Release(bufferHandle);
ERROR_LOG_RETURN("Could not create SRV for buffer!", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create SRV for buffer!", NULL);
}
}
@ -2456,7 +2406,6 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
size);
if (buffer == NULL) {
SDL_SetError("Failed to create buffer!");
return NULL;
}
@ -2494,7 +2443,7 @@ static D3D11UniformBuffer *D3D11_INTERNAL_CreateUniformBuffer(
&bufferDesc,
NULL,
&buffer);
ERROR_LOG_RETURN("Could not create uniform buffer", NULL)
CHECK_D3D11_ERROR_AND_RETURN("Could not create uniform buffer", NULL)
uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
uniformBuffer->buffer = buffer;
@ -2738,7 +2687,6 @@ static void D3D11_UploadToTexture(
&initialData);
if (stagingTexture == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Staging texture creation failed");
return;
}
@ -2797,7 +2745,7 @@ static void D3D11_UploadToBuffer(
&stagingBufferDesc,
&stagingBufferData,
&stagingBuffer);
ERROR_LOG_RETURN("Could not create staging buffer", )
CHECK_D3D11_ERROR_AND_RETURN("Could not create staging buffer", )
// Copy from staging buffer to buffer
ID3D11DeviceContext1_CopySubresourceRegion(
@ -2880,7 +2828,7 @@ static void D3D11_DownloadFromTexture(
&stagingDesc2D,
NULL,
(ID3D11Texture2D **)&textureDownload->stagingTexture);
ERROR_LOG_RETURN("Staging texture creation failed", )
CHECK_D3D11_ERROR_AND_RETURN("Staging texture creation failed", )
} else {
stagingDesc3D.Width = source->w;
stagingDesc3D.Height = source->h;
@ -2959,7 +2907,7 @@ static void D3D11_DownloadFromBuffer(
&stagingBufferDesc,
NULL,
&bufferDownload->stagingBuffer);
ERROR_LOG_RETURN("Could not create staging buffer", )
CHECK_D3D11_ERROR_AND_RETURN("Could not create staging buffer", )
ID3D11DeviceContext1_CopySubresourceRegion1(
d3d11CommandBuffer->context,
@ -3103,7 +3051,7 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
renderer->device,
0,
&commandBuffer->context);
ERROR_LOG("Could not create deferred context");
CHECK_D3D11_ERROR_AND_RETURN("Could not create deferred context", );
// Initialize debug annotation support, if available
ID3D11DeviceContext_QueryInterface(
@ -3174,7 +3122,7 @@ static bool D3D11_INTERNAL_CreateFence(
renderer->device,
&queryDesc,
&queryHandle);
ERROR_LOG_RETURN("Could not create query", 0);
CHECK_D3D11_ERROR_AND_RETURN("Could not create query", false);
fence = SDL_malloc(sizeof(D3D11Fence));
fence->handle = queryHandle;
@ -3207,7 +3155,6 @@ static bool D3D11_INTERNAL_AcquireFence(
if (renderer->availableFenceCount == 0) {
if (!D3D11_INTERNAL_CreateFence(renderer)) {
SDL_UnlockMutex(renderer->fenceLock);
SDL_SetError("Failed to create fence!");
return false;
}
}
@ -3408,7 +3355,7 @@ static void D3D11_INTERNAL_PushUniformData(
D3D11_MAP_WRITE_DISCARD,
0,
&subres);
ERROR_LOG_RETURN("Failed to map uniform buffer", )
CHECK_D3D11_ERROR_AND_RETURN("Failed to map uniform buffer", )
d3d11UniformBuffer->mappedData = subres.pData;
}
@ -4721,7 +4668,7 @@ static void D3D11_ReleaseFence(
* wait until the command buffer has finished executing to map the staging resource.
*/
static void D3D11_INTERNAL_MapAndCopyBufferDownload(
static bool D3D11_INTERNAL_MapAndCopyBufferDownload(
D3D11Renderer *renderer,
D3D11TransferBuffer *transferBuffer,
D3D11BufferDownload *bufferDownload)
@ -4737,13 +4684,16 @@ static void D3D11_INTERNAL_MapAndCopyBufferDownload(
D3D11_MAP_READ,
0,
&subres);
ERROR_LOG_RETURN("Failed to map staging buffer", )
SDL_UnlockMutex(renderer->contextLock);
CHECK_D3D11_ERROR_AND_RETURN("Failed to map staging buffer", false)
SDL_memcpy(
((Uint8 *)transferBuffer->data) + bufferDownload->dstOffset,
((Uint8 *)subres.pData),
bufferDownload->size);
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_Unmap(
renderer->immediateContext,
(ID3D11Resource *)bufferDownload->stagingBuffer,
@ -4751,9 +4701,11 @@ static void D3D11_INTERNAL_MapAndCopyBufferDownload(
SDL_UnlockMutex(renderer->contextLock);
ID3D11Buffer_Release(bufferDownload->stagingBuffer);
return true;
}
static void D3D11_INTERNAL_MapAndCopyTextureDownload(
static bool D3D11_INTERNAL_MapAndCopyTextureDownload(
D3D11Renderer *renderer,
D3D11TransferBuffer *transferBuffer,
D3D11TextureDownload *textureDownload)
@ -4771,7 +4723,9 @@ static void D3D11_INTERNAL_MapAndCopyTextureDownload(
D3D11_MAP_READ,
0,
&subres);
ERROR_LOG_RETURN("Could not map staging texture", )
SDL_UnlockMutex(renderer->contextLock);
CHECK_D3D11_ERROR_AND_RETURN("Could not map staging texture", false)
for (depth = 0; depth < textureDownload->depth; depth += 1) {
dataPtrOffset = textureDownload->bufferOffset + (depth * textureDownload->bytesPerDepthSlice);
@ -4785,21 +4739,24 @@ static void D3D11_INTERNAL_MapAndCopyTextureDownload(
}
}
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_Unmap(
renderer->immediateContext,
textureDownload->stagingTexture,
0);
SDL_UnlockMutex(renderer->contextLock);
ID3D11Resource_Release(textureDownload->stagingTexture);
return true;
}
static void D3D11_INTERNAL_CleanCommandBuffer(
static bool D3D11_INTERNAL_CleanCommandBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer)
{
Uint32 i, j;
bool result = true;
// Perform deferred download map and copy
@ -4807,14 +4764,14 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
D3D11TransferBuffer *transferBuffer = commandBuffer->usedTransferBuffers[i];
for (j = 0; j < transferBuffer->bufferDownloadCount; j += 1) {
D3D11_INTERNAL_MapAndCopyBufferDownload(
result &= D3D11_INTERNAL_MapAndCopyBufferDownload(
renderer,
transferBuffer,
&transferBuffer->bufferDownloads[j]);
}
for (j = 0; j < transferBuffer->textureDownloadCount; j += 1) {
D3D11_INTERNAL_MapAndCopyTextureDownload(
result &= D3D11_INTERNAL_MapAndCopyTextureDownload(
renderer,
transferBuffer,
&transferBuffer->textureDownloads[j]);
@ -4883,6 +4840,8 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
renderer->submittedCommandBufferCount -= 1;
}
}
return result;
}
static void D3D11_INTERNAL_PerformPendingDestroys(
@ -4961,7 +4920,7 @@ static void D3D11_INTERNAL_WaitForFence(
SDL_UnlockMutex(renderer->contextLock);
}
static void D3D11_WaitForFences(
static bool D3D11_WaitForFences(
SDL_GPURenderer *driverData,
bool waitAll,
SDL_GPUFence *const *fences,
@ -5000,6 +4959,7 @@ static void D3D11_WaitForFences(
SDL_LockMutex(renderer->contextLock);
bool result = true;
// Check if we can perform any cleanups
for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
res = ID3D11DeviceContext_GetData(
@ -5009,7 +4969,7 @@ static void D3D11_WaitForFences(
sizeof(queryData),
0);
if (res == S_OK) {
D3D11_INTERNAL_CleanCommandBuffer(
result &= D3D11_INTERNAL_CleanCommandBuffer(
renderer,
renderer->submittedCommandBuffers[i]);
}
@ -5018,6 +4978,8 @@ static void D3D11_WaitForFences(
D3D11_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->contextLock);
return result;
}
static bool D3D11_QueryFence(
@ -5073,7 +5035,7 @@ static bool D3D11_INTERNAL_InitializeSwapchainTexture(
0,
&D3D_IID_ID3D11Texture2D,
(void **)&swapchainTexture);
ERROR_LOG_RETURN("Could not get buffer from swapchain!", 0);
CHECK_D3D11_ERROR_AND_RETURN("Could not get buffer from swapchain!", false);
// Create the RTV for the swapchain
rtvDesc.Format = rtvFormat;
@ -5087,7 +5049,7 @@ static bool D3D11_INTERNAL_InitializeSwapchainTexture(
&rtv);
if (FAILED(res)) {
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res);
D3D11_INTERNAL_SetError(renderer, "Swapchain RTV creation failed", res);
return false;
}
@ -5173,7 +5135,7 @@ static bool D3D11_INTERNAL_CreateSwapchain(
(IUnknown *)renderer->device,
&swapchainDesc,
&swapchain);
ERROR_LOG_RETURN("Could not create swapchain", 0);
CHECK_D3D11_ERROR_AND_RETURN("Could not create swapchain", false);
/*
* The swapchain's parent is a separate factory from the factory that
@ -5288,7 +5250,7 @@ static bool D3D11_INTERNAL_ResizeSwapchain(
height,
DXGI_FORMAT_UNKNOWN, // Keep the old format
renderer->supportsTearing ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0);
ERROR_LOG_RETURN("Could not resize swapchain buffers", 0);
CHECK_D3D11_ERROR_AND_RETURN("Could not resize swapchain buffers", false);
// Create the texture object for the swapchain
return D3D11_INTERNAL_InitializeSwapchainTexture(
@ -5328,8 +5290,7 @@ static bool D3D11_SupportsSwapchainComposition(
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_SetError("Must claim window before querying swapchain composition support!");
return false;
SET_STRING_ERROR_AND_RETURN("Must claim window before querying swapchain composition support!", false)
}
// Check the color space support if necessary
@ -5349,8 +5310,7 @@ static bool D3D11_SupportsSwapchainComposition(
return false;
}
} else {
SDL_SetError("DXGI 1.4 not supported, cannot use composition other than SDL_GPU_SWAPCHAINCOMPOSITION_SDR!");
return false;
SET_STRING_ERROR_AND_RETURN("DXGI 1.4 not supported, cannot use composition other than SDL_GPU_SWAPCHAINCOMPOSITION_SDR!", false)
}
}
@ -5404,9 +5364,8 @@ static bool D3D11_ClaimWindow(
return true;
} else {
SDL_SetError("Could not create swapchain, failed to claim window!");
SDL_free(windowData);
return false;
SET_STRING_ERROR_AND_RETURN("Could not create swapchain, failed to claim window!", false)
}
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!");
@ -5475,11 +5434,10 @@ static void D3D11_ReleaseWindow(
SDL_ClearProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA);
}
static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
static bool D3D11_AcquireSwapchainTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h)
SDL_GPUTexture **swapchainTexture)
{
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@ -5488,9 +5446,11 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
int windowW, windowH;
HRESULT res;
*swapchainTexture = NULL;
windowData = D3D11_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
return NULL;
SET_STRING_ERROR_AND_RETURN("Cannot acquire a swapchain texture from an unclaimed window!", false)
}
// Check for window size changes and resize the swapchain if needed.
@ -5498,31 +5458,34 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
SDL_GetWindowSize(window, &windowW, &windowH);
if ((UINT)windowW != swapchainDesc.BufferDesc.Width || (UINT)windowH != swapchainDesc.BufferDesc.Height) {
res = D3D11_INTERNAL_ResizeSwapchain(
if (!D3D11_INTERNAL_ResizeSwapchain(
renderer,
windowData,
windowW,
windowH);
ERROR_SET_RETURN("Could not resize swapchain", NULL);
windowH)) {
return false;
}
}
if (windowData->inFlightFences[windowData->frameCounter] != NULL) {
if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
// In VSYNC mode, block until the least recent presented frame is done
D3D11_WaitForFences(
if (!D3D11_WaitForFences(
(SDL_GPURenderer *)renderer,
true,
&windowData->inFlightFences[windowData->frameCounter],
1);
1)) {
return false;
}
} else {
if (!D3D11_QueryFence(
(SDL_GPURenderer *)d3d11CommandBuffer->renderer,
windowData->inFlightFences[windowData->frameCounter])) {
/*
* In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled,
* return NULL to indicate that rendering should be skipped
* return true to indicate that there is no error but rendering should be skipped
*/
return NULL;
return true;
}
}
@ -5539,11 +5502,7 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
0,
&D3D_IID_ID3D11Texture2D,
(void **)&windowData->texture.handle);
ERROR_SET_RETURN("Could not acquire swapchain!", NULL);
// Send the dimensions to the out parameters.
*w = windowW;
*h = windowH;
CHECK_D3D11_ERROR_AND_RETURN("Could not acquire swapchain!", false);
// Update the texture container dimensions
windowData->textureContainer.header.info.width = windowW;
@ -5560,18 +5519,19 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
d3d11CommandBuffer->windowDataCount += 1;
// Return the swapchain texture
return (SDL_GPUTexture *)&windowData->textureContainer;
*swapchainTexture = (SDL_GPUTexture*) &windowData->textureContainer;
return true;
}
static SDL_GPUTextureFormat D3D11_GetSwapchainTextureFormat(
SDL_GPURenderer *driverData,
SDL_Window *window)
{
D3D11Renderer *renderer = (D3D11Renderer *)driverData;
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_SetError("Cannot get swapchain format, window has not been claimed!");
return SDL_GPU_TEXTUREFORMAT_INVALID;
SET_STRING_ERROR_AND_RETURN("Cannot get swapchain format, window has not been claimed!", SDL_GPU_TEXTUREFORMAT_INVALID)
}
return windowData->textureContainer.header.info.format;
@ -5587,18 +5547,15 @@ static bool D3D11_SetSwapchainParameters(
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_SetError("Cannot set swapchain parameters on unclaimed window!");
return false;
SET_STRING_ERROR_AND_RETURN("Cannot set swapchain parameters on unclaimed window!", false)
}
if (!D3D11_SupportsSwapchainComposition(driverData, window, swapchainComposition)) {
SDL_SetError("Swapchain composition not supported!");
return false;
SET_STRING_ERROR_AND_RETURN("Swapchain composition not supported!", false)
}
if (!D3D11_SupportsPresentMode(driverData, window, presentMode)) {
SDL_SetError("Present mode not supported!");
return false;
SET_STRING_ERROR_AND_RETURN("Present mode not supported!", false)
}
if (
@ -5623,7 +5580,7 @@ static bool D3D11_SetSwapchainParameters(
// Submission
static void D3D11_Submit(
static bool D3D11_Submit(
SDL_GPUCommandBuffer *commandBuffer)
{
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@ -5668,7 +5625,10 @@ static void D3D11_Submit(
d3d11CommandBuffer->context,
0,
&commandList);
ERROR_LOG("Could not finish command list recording!");
if (FAILED(res)) {
SDL_UnlockMutex(renderer->contextLock);
CHECK_D3D11_ERROR_AND_RETURN("Could not finish command list recording!", false)
}
// Submit the command list to the immediate context
ID3D11DeviceContext_ExecuteCommandList(
@ -5689,6 +5649,8 @@ static void D3D11_Submit(
renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d11CommandBuffer;
renderer->submittedCommandBufferCount += 1;
bool result = true;
// Present, if applicable
for (Uint32 i = 0; i < d3d11CommandBuffer->windowDataCount; i += 1) {
D3D11WindowData *windowData = d3d11CommandBuffer->windowDatas[i];
@ -5705,11 +5667,15 @@ static void D3D11_Submit(
presentFlags = DXGI_PRESENT_ALLOW_TEARING;
}
IDXGISwapChain_Present(
res = IDXGISwapChain_Present(
windowData->swapchain,
syncInterval,
presentFlags);
if (FAILED(res)) {
result = false;
}
ID3D11Texture2D_Release(windowData->texture.handle);
windowData->inFlightFences[windowData->frameCounter] = (SDL_GPUFence*)d3d11CommandBuffer->fence;
@ -5729,7 +5695,7 @@ static void D3D11_Submit(
sizeof(queryData),
0);
if (res == S_OK) {
D3D11_INTERNAL_CleanCommandBuffer(
result &= D3D11_INTERNAL_CleanCommandBuffer(
renderer,
renderer->submittedCommandBuffers[i]);
}
@ -5738,6 +5704,8 @@ static void D3D11_Submit(
D3D11_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->contextLock);
return result;
}
static SDL_GPUFence *D3D11_SubmitAndAcquireFence(
@ -5752,11 +5720,12 @@ static SDL_GPUFence *D3D11_SubmitAndAcquireFence(
return (SDL_GPUFence *)fence;
}
static void D3D11_Wait(
static bool D3D11_Wait(
SDL_GPURenderer *driverData)
{
D3D11Renderer *renderer = (D3D11Renderer *)driverData;
D3D11CommandBuffer *commandBuffer;
bool result = true;
/*
* Wait for all submitted command buffers to complete.
@ -5772,12 +5741,14 @@ static void D3D11_Wait(
for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
commandBuffer = renderer->submittedCommandBuffers[i];
D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
result &= D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
}
D3D11_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->contextLock);
return result;
}
// Format Info
@ -6209,8 +6180,7 @@ static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SD
// Load the DXGI library
renderer->dxgi_dll = SDL_LoadObject(DXGI_DLL);
if (renderer->dxgi_dll == NULL) {
SDL_SetError("Could not find " DXGI_DLL);
return NULL;
SET_STRING_ERROR_AND_RETURN("Could not find " DXGI_DLL, NULL)
}
// Load the CreateDXGIFactory1 function
@ -6218,15 +6188,14 @@ static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SD
renderer->dxgi_dll,
CREATE_DXGI_FACTORY1_FUNC);
if (CreateDxgiFactoryFunc == NULL) {
SDL_SetError("Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
return NULL;
SET_STRING_ERROR_AND_RETURN("Could not load function: " CREATE_DXGI_FACTORY1_FUNC, NULL)
}
// Create the DXGI factory
res = CreateDxgiFactoryFunc(
&D3D_IID_IDXGIFactory1,
(void **)&renderer->factory);
ERROR_SET_RETURN("Could not create DXGIFactory", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create DXGIFactory", NULL);
// Check for flip-model discard support (supported on Windows 10+)
res = IDXGIFactory1_QueryInterface(
@ -6286,8 +6255,7 @@ static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SD
// Load the D3D library
renderer->d3d11_dll = SDL_LoadObject(D3D11_DLL);
if (renderer->d3d11_dll == NULL) {
SDL_SetError("Could not find " D3D11_DLL);
return NULL;
SET_STRING_ERROR_AND_RETURN("Could not find " D3D11_DLL, NULL)
}
// Load the CreateDevice function
@ -6295,8 +6263,7 @@ static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SD
renderer->d3d11_dll,
D3D11_CREATE_DEVICE_FUNC);
if (D3D11CreateDeviceFunc == NULL) {
SDL_SetError("Could not load function: " D3D11_CREATE_DEVICE_FUNC);
return NULL;
SET_STRING_ERROR_AND_RETURN("Could not load function: " D3D11_CREATE_DEVICE_FUNC, NULL)
}
// Set up device flags
@ -6327,14 +6294,14 @@ tryCreateDevice:
goto tryCreateDevice;
}
ERROR_SET_RETURN("Could not create D3D11 device", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not create D3D11 device", NULL);
// The actual device we want is the ID3D11Device1 interface...
res = ID3D11Device_QueryInterface(
d3d11Device,
&D3D_IID_ID3D11Device1,
(void **)&renderer->device);
ERROR_SET_RETURN("Could not get ID3D11Device1 interface", NULL);
CHECK_D3D11_ERROR_AND_RETURN("Could not get ID3D11Device1 interface", NULL);
// Release the old device interface, we don't need it anymore
ID3D11Device_Release(d3d11Device);

File diff suppressed because it is too large Load diff

View file

@ -53,13 +53,22 @@
commandBuffer->count += 1; \
SDL_AtomicIncRef(&resource->referenceCount);
#define SET_ERROR_AND_RETURN(fmt, msg, ret) \
if (renderer->debugMode) { \
SDL_LogError(SDL_LOG_CATEGORY_GPU, fmt, msg); \
} \
SDL_SetError(fmt, msg); \
return ret; \
#define SET_STRING_ERROR_AND_RETURN(msg, ret) SET_ERROR_AND_RETURN("%s", msg, ret)
// Blit Shaders
#include "Metal_Blit.h"
// Forward Declarations
static void METAL_Wait(SDL_GPURenderer *driverData);
static bool METAL_Wait(SDL_GPURenderer *driverData);
static void METAL_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window);
@ -574,7 +583,7 @@ struct MetalRenderer
id<MTLDevice> device;
id<MTLCommandQueue> queue;
bool debug_mode;
bool debugMode;
MetalWindowData **claimedWindows;
Uint32 claimedWindowCount;
@ -973,9 +982,7 @@ static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
handle = [renderer->device newComputePipelineStateWithFunction:libraryFunction.function error:&error];
if (error != NULL) {
SDL_SetError(
"Creating compute pipeline failed: %s", [[error description] UTF8String]);
return NULL;
SET_ERROR_AND_RETURN("Creating compute pipeline failed: %s", [[error description] UTF8String], NULL);
}
pipeline = SDL_calloc(1, sizeof(MetalComputePipeline));
@ -1107,9 +1114,7 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
pipelineState = [renderer->device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != NULL) {
SDL_SetError(
"Creating render pipeline failed: %s", [[error description] UTF8String]);
return NULL;
SET_ERROR_AND_RETURN("Creating render pipeline failed: %s", [[error description] UTF8String], NULL);
}
Uint32 sampleMask = createinfo->multisample_state.enable_mask ?
@ -1146,7 +1151,7 @@ static void METAL_SetBufferName(
MetalBufferContainer *container = (MetalBufferContainer *)buffer;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debug_mode) {
if (renderer->debugMode) {
container->debugName = SDL_realloc(
container->debugName,
textLength);
@ -1173,7 +1178,7 @@ static void METAL_SetTextureName(
MetalTextureContainer *container = (MetalTextureContainer *)texture;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debug_mode) {
if (renderer->debugMode) {
container->debugName = SDL_realloc(
container->debugName,
textLength);
@ -1282,8 +1287,7 @@ static SDL_GPUSampler *METAL_CreateSampler(
sampler = [renderer->device newSamplerStateWithDescriptor:samplerDesc];
if (sampler == NULL) {
SDL_SetError("Failed to create sampler");
return NULL;
SET_STRING_ERROR_AND_RETURN("Failed to create sampler", NULL);
}
metalSampler = (MetalSampler *)SDL_calloc(1, sizeof(MetalSampler));
@ -1341,8 +1345,7 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
MTLTextureSwizzleRed,
MTLTextureSwizzleAlpha);
} else {
SDL_SetError("SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM is not supported");
return NULL;
SET_STRING_ERROR_AND_RETURN("SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM is not supported", NULL);
}
}
@ -1409,8 +1412,7 @@ static SDL_GPUTexture *METAL_CreateTexture(
createinfo);
if (texture == NULL) {
SDL_SetError("Failed to create texture!");
return NULL;
SET_STRING_ERROR_AND_RETURN("Failed to create texture", NULL);
}
container = SDL_calloc(1, sizeof(MetalTextureContainer));
@ -1459,7 +1461,7 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
container->activeTexture = container->textures[container->textureCount - 1];
if (renderer->debug_mode && container->debugName != NULL) {
if (renderer->debugMode && container->debugName != NULL) {
container->activeTexture->handle.label = @(container->debugName);
}
}
@ -1623,7 +1625,7 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
container->activeBuffer = container->buffers[container->bufferCount - 1];
if (renderer->debug_mode && container->debugName != NULL) {
if (renderer->debugMode && container->debugName != NULL) {
container->activeBuffer->handle.label = @(container->debugName);
}
}
@ -3345,7 +3347,7 @@ static void METAL_INTERNAL_PerformPendingDestroys(
// Fences
static void METAL_WaitForFences(
static bool METAL_WaitForFences(
SDL_GPURenderer *driverData,
bool waitAll,
SDL_GPUFence *const *fences,
@ -3374,6 +3376,8 @@ static void METAL_WaitForFences(
}
METAL_INTERNAL_PerformPendingDestroys(renderer);
return true;
}
}
@ -3524,9 +3528,8 @@ static bool METAL_ClaimWindow(
return true;
} else {
SDL_SetError("Could not create swapchain, failed to claim window!");
SDL_free(windowData);
return false;
SET_STRING_ERROR_AND_RETURN("Could not create swapchain, failed to claim window", false);
}
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!");
@ -3544,7 +3547,7 @@ static void METAL_ReleaseWindow(
MetalWindowData *windowData = METAL_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
return;
SET_STRING_ERROR_AND_RETURN("Window is not claimed by this SDL_GpuDevice", );
}
METAL_Wait(driverData);
@ -3566,20 +3569,20 @@ static void METAL_ReleaseWindow(
}
}
static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
static bool METAL_AcquireSwapchainTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h)
SDL_GPUTexture **texture)
{
@autoreleasepool {
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
MetalRenderer *renderer = metalCommandBuffer->renderer;
MetalWindowData *windowData;
CGSize drawableSize;
windowData = METAL_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
return NULL;
SET_STRING_ERROR_AND_RETURN("Window is not claimed by this SDL_GpuDevice", false);
}
// Get the drawable and its underlying texture
@ -3591,10 +3594,6 @@ static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
windowData->textureContainer.header.info.width = (Uint32)drawableSize.width;
windowData->textureContainer.header.info.height = (Uint32)drawableSize.height;
// Send the dimensions to the out parameters.
*w = (Uint32)drawableSize.width;
*h = (Uint32)drawableSize.height;
// Set up presentation
if (metalCommandBuffer->windowDataCount == metalCommandBuffer->windowDataCapacity) {
metalCommandBuffer->windowDataCapacity += 1;
@ -3606,7 +3605,8 @@ static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
metalCommandBuffer->windowDataCount += 1;
// Return the swapchain texture
return (SDL_GPUTexture *)&windowData->textureContainer;
*texture = (SDL_GPUTexture *)&windowData->textureContainer;
return true;
}
}
@ -3614,11 +3614,11 @@ static SDL_GPUTextureFormat METAL_GetSwapchainTextureFormat(
SDL_GPURenderer *driverData,
SDL_Window *window)
{
MetalRenderer *renderer = (MetalRenderer *)driverData;
MetalWindowData *windowData = METAL_INTERNAL_FetchWindowData(window);
if (windowData == NULL) {
SDL_SetError("Cannot get swapchain format, window has not been claimed!");
return SDL_GPU_TEXTUREFORMAT_INVALID;
SET_STRING_ERROR_AND_RETURN("Cannot get swapchain format, window has not been claimed", SDL_GPU_TEXTUREFORMAT_INVALID);
}
return windowData->textureContainer.header.info.format;
@ -3631,22 +3631,20 @@ static bool METAL_SetSwapchainParameters(
SDL_GPUPresentMode presentMode)
{
@autoreleasepool {
MetalRenderer *renderer = (MetalRenderer *)driverData;
MetalWindowData *windowData = METAL_INTERNAL_FetchWindowData(window);
CGColorSpaceRef colorspace;
if (windowData == NULL) {
SDL_SetError("Cannot set swapchain parameters, window has not been claimed!");
return false;
SET_STRING_ERROR_AND_RETURN("Cannot set swapchain parameters, window has not been claimed!", false);
}
if (!METAL_SupportsSwapchainComposition(driverData, window, swapchainComposition)) {
SDL_SetError("Swapchain composition not supported!");
return false;
SET_STRING_ERROR_AND_RETURN("Swapchain composition not supported", false);
}
if (!METAL_SupportsPresentMode(driverData, window, presentMode)) {
SDL_SetError("Present mode not supported!");
return false;
SET_STRING_ERROR_AND_RETURN("Present mode not supported", false);
}
METAL_Wait(driverData);
@ -3673,7 +3671,7 @@ static bool METAL_SetSwapchainParameters(
// Submission
static void METAL_Submit(
static bool METAL_Submit(
SDL_GPUCommandBuffer *commandBuffer)
{
@autoreleasepool {
@ -3720,6 +3718,8 @@ static void METAL_Submit(
METAL_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->submitLock);
return true;
}
}
@ -3735,7 +3735,7 @@ static SDL_GPUFence *METAL_SubmitAndAcquireFence(
return (SDL_GPUFence *)fence;
}
static void METAL_Wait(
static bool METAL_Wait(
SDL_GPURenderer *driverData)
{
@autoreleasepool {
@ -3762,6 +3762,8 @@ static void METAL_Wait(
METAL_INTERNAL_PerformPendingDestroys(renderer);
SDL_UnlockMutex(renderer->submitLock);
return true;
}
}
@ -4039,7 +4041,7 @@ static SDL_GPUDevice *METAL_CreateDevice(bool debugMode, bool preferLowPower, SD
[renderer->device.name UTF8String]);
// Remember debug mode
renderer->debug_mode = debugMode;
renderer->debugMode = debugMode;
// Set up colorspace array
SwapchainCompositionToColorSpace[0] = kCGColorSpaceSRGB;

File diff suppressed because it is too large Load diff

View file

@ -956,9 +956,12 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
{
GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
Uint32 swapchain_w, swapchain_h;
SDL_GPUTexture *swapchain;
bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain);
SDL_GPUTexture *swapchain = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain_w, &swapchain_h);
if (!result) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError());
}
if (swapchain == NULL) {
goto submit;
@ -966,6 +969,9 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
SDL_GPUTextureFormat swapchain_fmt = SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window);
int window_w, window_h;
SDL_GetWindowSizeInPixels(renderer->window, &window_w, &window_h);
SDL_GPUBlitInfo blit_info;
SDL_zero(blit_info);
@ -973,16 +979,16 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
blit_info.source.w = data->backbuffer.width;
blit_info.source.h = data->backbuffer.height;
blit_info.destination.texture = swapchain;
blit_info.destination.w = swapchain_w;
blit_info.destination.h = swapchain_h;
blit_info.destination.w = window_w;
blit_info.destination.h = window_h;
blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
blit_info.filter = SDL_GPU_FILTER_LINEAR;
SDL_BlitGPUTexture(data->state.command_buffer, &blit_info);
if (swapchain_w != data->backbuffer.width || swapchain_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
if (window_w != data->backbuffer.width || window_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
CreateBackbuffer(data, swapchain_w, swapchain_h, swapchain_fmt);
CreateBackbuffer(data, window_w, window_h, swapchain_fmt);
}
// *** FIXME ***

View file

@ -74,7 +74,6 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
SDL_AppResult SDL_AppIterate(void *appstate)
{
Uint32 w, h;
SDL_GPUCommandBuffer *cmdbuf = SDL_AcquireGPUCommandBuffer(gpu_device);
if (cmdbuf == NULL) {
@ -82,7 +81,11 @@ SDL_AppResult SDL_AppIterate(void *appstate)
return SDL_APP_FAILURE;
}
SDL_GPUTexture *swapchainTexture = SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &w, &h);
SDL_GPUTexture *swapchainTexture;
if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture)) {
SDL_Log("SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (swapchainTexture != NULL) {
const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
SDL_GPURenderPass *renderPass;

View file

@ -325,27 +325,36 @@ static void
Render(SDL_Window *window, const int windownum)
{
WindowState *winstate = &window_states[windownum];
SDL_GPUTexture *swapchain;
SDL_GPUTexture *swapchainTexture;
SDL_GPUColorTargetInfo color_target;
SDL_GPUDepthStencilTargetInfo depth_target;
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_GPUBlitInfo blit_info;
int drawablew, drawableh;
/* Acquire the swapchain texture */
cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
swapchain = SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &drawablew, &drawableh);
if (!cmd) {
SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
quit(2);
}
if (!SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture)) {
SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError());
quit(2);
}
if (!swapchain) {
if (swapchainTexture == NULL) {
/* No swapchain was acquired, probably too many frames in flight */
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
SDL_GetWindowSizeInPixels(window, &drawablew, &drawableh);
/*
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
@ -403,7 +412,7 @@ Render(SDL_Window *window, const int windownum)
} else {
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.texture = swapchain;
color_target.texture = swapchainTexture;
}
SDL_zero(depth_target);
@ -437,7 +446,7 @@ Render(SDL_Window *window, const int windownum)
blit_info.source.w = drawablew;
blit_info.source.h = drawableh;
blit_info.destination.texture = swapchain;
blit_info.destination.texture = swapchainTexture;
blit_info.destination.w = drawablew;
blit_info.destination.h = drawableh;