Add SDL_CreateGPURenderer

This commit is contained in:
Topi-Matti Ritala 2025-04-07 18:19:27 +03:00 committed by Sam Lantinga
parent 5a59b5f321
commit f7b7188837
8 changed files with 97 additions and 15 deletions

View file

@ -283,6 +283,12 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window
* present synchronized with the refresh rate. This property can take any
* value that is supported by SDL_SetRenderVSync() for the renderer.
*
* With the SDL GPU renderer:
*
* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to provide SPIR-V shaders to SDL_GPURenderState, optional.
* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to provide DXIL shaders to SDL_GPURenderState, optional.
* - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to provide MSL shaders to SDL_GPURenderState, optional.
*
* With the vulkan renderer:
*
* - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
@ -319,6 +325,9 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface"
#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace"
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync"
#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN "SDL.renderer.create.gpu.shaders_spirv"
#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN "SDL.renderer.create.gpu.shaders_dxil"
#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN "SDL.renderer.create.gpu.shaders_msl"
#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance"
#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface"
#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device"
@ -326,6 +335,31 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_
#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index"
#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index"
/**
* Create a 2D GPU rendering context for a window, with support for the specified shader format.
*
* This is a convenience function to create a SDL GPU backed renderer, intended to be used with SDL_GPURenderState.
* The resulting renderer will support shaders in one of the specified shader formats.
*
* If no available GPU driver supports any of the specified shader formats, this function will fail.
*
* \param window the window where rendering is displayed.
* \param format_flags a bitflag indicating which shader formats the app is able to provide.
* \param device a pointer filled with the associated GPU device, or NULL on error.
* \returns a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.4.0.
*
* \sa SDL_CreateRendererWithProperties
* \sa SDL_GetGPUShaderFormats
* \sa SDL_CreateGPUShader
* \sa SDL_CreateGPURenderState
* \sa SDL_SetRenderGPUState
*/
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_Window *window, SDL_GPUShaderFormat format_flags, SDL_GPUDevice **device);
/**
* Create a 2D software rendering context for a surface.
*

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@ -1249,6 +1249,7 @@ SDL3_0.0.0 {
SDL_SetRenderTextureAddressMode;
SDL_GetRenderTextureAddressMode;
SDL_GetGPUDeviceProperties;
SDL_CreateGPURenderer;
# extra symbols go here (don't modify this line)
local: *;
};

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@ -1274,3 +1274,4 @@
#define SDL_SetRenderTextureAddressMode SDL_SetRenderTextureAddressMode_REAL
#define SDL_GetRenderTextureAddressMode SDL_GetRenderTextureAddressMode_REAL
#define SDL_GetGPUDeviceProperties SDL_GetGPUDeviceProperties_REAL
#define SDL_CreateGPURenderer SDL_CreateGPURenderer_REAL

View file

@ -1282,3 +1282,4 @@ SDL_DYNAPI_PROC(float,SDL_GetWindowProgressValue,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderTextureAddressMode,(SDL_Renderer *a,SDL_TextureAddressMode b,SDL_TextureAddressMode c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderTextureAddressMode,(SDL_Renderer *a,SDL_TextureAddressMode *b,SDL_TextureAddressMode *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGPUDeviceProperties,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateGPURenderer,(SDL_Window *a,SDL_GPUShaderFormat b,SDL_GPUDevice **c),(a,b,c),return)

View file

@ -1187,6 +1187,37 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name)
return renderer;
}
SDL_Renderer *SDL_CreateGPURenderer(SDL_Window *window, SDL_GPUShaderFormat format_flags, SDL_GPUDevice **device)
{
if (!device) {
SDL_InvalidParamError("device");
return NULL;
}
*device = NULL;
SDL_Renderer *renderer;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, true);
}
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "gpu");
renderer = SDL_CreateRendererWithProperties(props);
if (renderer) {
*device = (SDL_GPUDevice *)SDL_GetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL);
}
SDL_DestroyProperties(props);
return renderer;
}
SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
{
#ifdef SDL_VIDEO_RENDER_SW

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@ -1128,21 +1128,26 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
}
for (Uint32 i = 0; i < SDL_arraysize(data->samplers); ++i) {
SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
if (data->samplers[i]) {
SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
}
}
if (data->backbuffer.texture) {
SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
}
if (renderer->window) {
if (renderer->window && data->device) {
SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
}
ReleaseVertexBuffer(data);
GPU_DestroyPipelineCache(&data->pipeline_cache);
GPU_ReleaseShaders(&data->shaders, data->device);
SDL_DestroyGPUDevice(data->device);
if (data->device) {
GPU_ReleaseShaders(&data->shaders, data->device);
SDL_DestroyGPUDevice(data->device);
}
SDL_free(data);
}

View file

@ -244,9 +244,24 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
{
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
bool custom_shaders = false;
if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, false)) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
custom_shaders = true;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, false)) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
custom_shaders = true;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, false)) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
custom_shaders = true;
}
if (!custom_shaders) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
}
}
#endif // SDL_VIDEO_RENDER_GPU

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@ -148,12 +148,6 @@ static bool InitGPURenderState(void)
SDL_GPURenderStateDesc desc;
int i;
device = (SDL_GPUDevice *)SDL_GetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL);
if (!device) {
SDL_Log("Couldn't get GPU device");
return false;
}
formats = SDL_GetGPUShaderFormats(device);
if (formats == SDL_GPU_SHADERFORMAT_INVALID) {
SDL_Log("Couldn't get supported shader formats: %s", SDL_GetError());
@ -250,8 +244,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_FAILURE;
}
renderer = SDL_CreateRenderer(window, "gpu");
if (!renderer) {
renderer = SDL_CreateGPURenderer(window, SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL, &device);
if (!renderer || !device) {
SDL_Log("Couldn't create renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}