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https://github.com/libsdl-org/SDL.git
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GPU: Remove pitch parameters from indirect draw calls (#10803)
This commit is contained in:
parent
3d7e8c9bb7
commit
ddd5723e2e
8 changed files with 47 additions and 99 deletions
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@ -2651,7 +2651,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* Draws data using bound graphics state and with draw parameters set from a
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* buffer.
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*
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* The buffer layout should match the layout of SDL_GPUIndirectDrawCommand.
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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@ -2659,7 +2660,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -2667,23 +2667,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch);
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Uint32 draw_count);
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/**
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* Draws data using bound graphics state with an index buffer enabled and with
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* draw parameters set from a buffer.
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*
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* The buffer layout should match the layout of
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* SDL_GPUIndexedIndirectDrawCommand. You must not call this function before
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* binding a graphics pipeline.
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* The buffer must consist of tightly-packed draw parameter sets that
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* each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
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* You must not call this function before binding a graphics pipeline.
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*
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* \param render_pass a render pass handle.
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* \param buffer a buffer containing draw parameters.
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* \param offset the offset to start reading from the draw buffer.
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* \param draw_count the number of draw parameter sets that should be read
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* from the draw buffer.
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* \param pitch the byte pitch between sets of draw parameters.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -2691,8 +2689,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch);
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Uint32 draw_count);
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/**
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* Ends the given render pass.
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@ -2846,9 +2843,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
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/**
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* Dispatches compute work with parameters set from a buffer.
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*
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* The buffer layout should match the layout of
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* SDL_GPUIndirectDispatchCommand. You must not call this function before
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* binding a compute pipeline.
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* The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
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* You must not call this function before binding a compute pipeline.
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*
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* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
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* the dispatches write to the same resource region as each other, there is no
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@ -188,9 +188,9 @@ SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_
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SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, const SDL_GPUBufferRegion *b, const SDL_GPUTransferBufferLocation *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, const SDL_GPUTextureRegion *b, const SDL_GPUTextureTransferInfo *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentConfig,(void),(),return)
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SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentDisplay,(void),(),return)
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@ -1631,8 +1631,7 @@ void SDL_DrawGPUPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch)
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Uint32 draw_count)
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{
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if (render_pass == NULL) {
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SDL_InvalidParamError("render_pass");
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@ -1652,16 +1651,14 @@ void SDL_DrawGPUPrimitivesIndirect(
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RENDERPASS_COMMAND_BUFFER,
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buffer,
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offset,
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draw_count,
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pitch);
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draw_count);
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}
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void SDL_DrawGPUIndexedPrimitivesIndirect(
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SDL_GPURenderPass *render_pass,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 draw_count,
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Uint32 pitch)
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Uint32 draw_count)
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{
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if (render_pass == NULL) {
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SDL_InvalidParamError("render_pass");
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@ -1681,8 +1678,7 @@ void SDL_DrawGPUIndexedPrimitivesIndirect(
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RENDERPASS_COMMAND_BUFFER,
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buffer,
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offset,
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draw_count,
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pitch);
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draw_count);
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}
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void SDL_EndGPURenderPass(
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@ -485,15 +485,13 @@ struct SDL_GPUDevice
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch);
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Uint32 drawCount);
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void (*DrawIndexedPrimitivesIndirect)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch);
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Uint32 drawCount);
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void (*EndRenderPass)(
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SDL_GPUCommandBuffer *commandBuffer);
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@ -4156,8 +4156,7 @@ static void D3D11_DrawPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer);
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@ -4171,7 +4170,7 @@ static void D3D11_DrawPrimitivesIndirect(
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ID3D11DeviceContext_DrawInstancedIndirect(
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d3d11CommandBuffer->context,
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d3d11Buffer->handle,
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offset + (pitch * i));
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offset + (sizeof(SDL_GPUIndirectDrawCommand) * i));
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}
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D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
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@ -4181,8 +4180,7 @@ static void D3D11_DrawIndexedPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer);
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@ -4196,7 +4194,7 @@ static void D3D11_DrawIndexedPrimitivesIndirect(
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ID3D11DeviceContext_DrawIndexedInstancedIndirect(
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d3d11CommandBuffer->context,
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d3d11Buffer->handle,
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offset + (pitch * i));
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offset + (sizeof(SDL_GPUIndexedIndirectDrawCommand) * i));
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}
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D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
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@ -4722,80 +4722,42 @@ static void D3D12_DrawPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
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D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
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D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
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if (pitch == sizeof(SDL_GPUIndirectDrawCommand)) {
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// Real multi-draw!
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
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drawCount,
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d3d12Buffer->handle,
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offset,
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NULL,
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0);
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} else {
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/* Fake multi-draw...
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* FIXME: we could make this real multi-draw
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* if we have a lookup to get command signature per pitch value
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*/
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for (Uint32 i = 0; i < drawCount; i += 1) {
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
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1,
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d3d12Buffer->handle,
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offset + (pitch * i),
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NULL,
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0);
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}
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}
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
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drawCount,
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d3d12Buffer->handle,
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offset,
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NULL,
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0);
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}
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static void D3D12_DrawIndexedPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
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D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
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D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
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if (pitch == sizeof(SDL_GPUIndexedIndirectDrawCommand)) {
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// Real multi-draw!
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
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drawCount,
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d3d12Buffer->handle,
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offset,
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NULL,
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0);
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} else {
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/* Fake multi-draw...
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* FIXME: we could make this real multi-draw
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* if we have a lookup to get command signature per pitch value
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*/
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for (Uint32 i = 0; i < drawCount; i += 1) {
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
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1,
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d3d12Buffer->handle,
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offset + (pitch * i),
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NULL,
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0);
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}
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}
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ID3D12GraphicsCommandList_ExecuteIndirect(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
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drawCount,
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d3d12Buffer->handle,
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offset,
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NULL,
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0);
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}
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static void D3D12_EndRenderPass(
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@ -2750,8 +2750,7 @@ static void METAL_DrawPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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@autoreleasepool {
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MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
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@ -2767,7 +2766,7 @@ static void METAL_DrawPrimitivesIndirect(
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[metalCommandBuffer->renderEncoder
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drawPrimitives:SDLToMetal_PrimitiveType[primitiveType]
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indirectBuffer:metalBuffer->handle
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indirectBufferOffset:offset + (pitch * i)];
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indirectBufferOffset:offset + (sizeof(SDL_GPUIndirectDrawCommand) * i)];
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}
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METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalBuffer);
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@ -2778,8 +2777,7 @@ static void METAL_DrawIndexedPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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@autoreleasepool {
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MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
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@ -2795,7 +2793,7 @@ static void METAL_DrawIndexedPrimitivesIndirect(
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indexBuffer:metalCommandBuffer->indexBuffer->handle
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indexBufferOffset:metalCommandBuffer->indexBufferOffset
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indirectBuffer:metalBuffer->handle
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indirectBufferOffset:offset + (pitch * i)];
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indirectBufferOffset:offset + (sizeof(SDL_GPUIndexedIndirectDrawCommand) * i)];
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}
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METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalBuffer);
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@ -5357,12 +5357,12 @@ static void VULKAN_DrawPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
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VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
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VulkanBuffer *vulkanBuffer = ((VulkanBufferContainer *)buffer)->activeBufferHandle->vulkanBuffer;
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Uint32 pitch = sizeof(SDL_GPUIndirectDrawCommand);
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Uint32 i;
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VULKAN_INTERNAL_BindGraphicsDescriptorSets(renderer, vulkanCommandBuffer);
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@ -5394,12 +5394,12 @@ static void VULKAN_DrawIndexedPrimitivesIndirect(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 pitch)
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Uint32 drawCount)
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{
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
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VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
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VulkanBuffer *vulkanBuffer = ((VulkanBufferContainer *)buffer)->activeBufferHandle->vulkanBuffer;
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Uint32 pitch = sizeof(SDL_GPUIndexedIndirectDrawCommand);
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Uint32 i;
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VULKAN_INTERNAL_BindGraphicsDescriptorSets(renderer, vulkanCommandBuffer);
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