GPU: Add name properties to resources (#11946)

This commit is contained in:
Evan Hemsley 2025-01-13 17:29:08 -08:00 committed by GitHub
parent a2b0ddcca6
commit fb6df93384
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GPG key ID: B5690EEEBB952194
7 changed files with 441 additions and 301 deletions

View file

@ -334,7 +334,6 @@ typedef struct SDL_GPUDevice SDL_GPUDevice;
* \since This struct is available since SDL 3.1.3 * \since This struct is available since SDL 3.1.3
* *
* \sa SDL_CreateGPUBuffer * \sa SDL_CreateGPUBuffer
* \sa SDL_SetGPUBufferName
* \sa SDL_UploadToGPUBuffer * \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer * \sa SDL_DownloadFromGPUBuffer
* \sa SDL_CopyGPUBufferToBuffer * \sa SDL_CopyGPUBufferToBuffer
@ -374,7 +373,6 @@ typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer;
* \since This struct is available since SDL 3.1.3 * \since This struct is available since SDL 3.1.3
* *
* \sa SDL_CreateGPUTexture * \sa SDL_CreateGPUTexture
* \sa SDL_SetGPUTextureName
* \sa SDL_UploadToGPUTexture * \sa SDL_UploadToGPUTexture
* \sa SDL_DownloadFromGPUTexture * \sa SDL_DownloadFromGPUTexture
* \sa SDL_CopyGPUTextureToTexture * \sa SDL_CopyGPUTextureToTexture
@ -2247,6 +2245,10 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
* - [[texture]]: Sampled textures, followed by read-only storage textures, * - [[texture]]: Sampled textures, followed by read-only storage textures,
* followed by read-write storage textures * followed by read-write storage textures
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the compute pipeline to * \param createinfo a struct describing the state of the compute pipeline to
* create. * create.
@ -2262,9 +2264,15 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUComputePipelineCreateInfo *createinfo); const SDL_GPUComputePipelineCreateInfo *createinfo);
#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name"
/** /**
* Creates a pipeline object to be used in a graphics workflow. * Creates a pipeline object to be used in a graphics workflow.
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the graphics pipeline to * \param createinfo a struct describing the state of the graphics pipeline to
* create. * create.
@ -2281,10 +2289,16 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUGraphicsPipelineCreateInfo *createinfo); const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name"
/** /**
* Creates a sampler object to be used when binding textures in a graphics * Creates a sampler object to be used when binding textures in a graphics
* workflow. * workflow.
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the sampler to create. * \param createinfo a struct describing the state of the sampler to create.
* \returns a sampler object on success, or NULL on failure; call * \returns a sampler object on success, or NULL on failure; call
@ -2300,6 +2314,8 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUSamplerCreateInfo *createinfo); const SDL_GPUSamplerCreateInfo *createinfo);
#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name"
/** /**
* Creates a shader to be used when creating a graphics pipeline. * Creates a shader to be used when creating a graphics pipeline.
* *
@ -2357,6 +2373,10 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
* SDL_CreateGPUDeviceWithProperties(). * SDL_CreateGPUDeviceWithProperties().
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the shader to create. * \param createinfo a struct describing the state of the shader to create.
* \returns a shader object on success, or NULL on failure; call * \returns a shader object on success, or NULL on failure; call
@ -2371,6 +2391,8 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUShaderCreateInfo *createinfo); const SDL_GPUShaderCreateInfo *createinfo);
#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name"
/** /**
* Creates a texture object to be used in graphics or compute workflows. * Creates a texture object to be used in graphics or compute workflows.
* *
@ -2408,6 +2430,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12 * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
* clear the texture to a stencil of this value. Defaults to zero. * clear the texture to a stencil of this value. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
* *
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the texture to create. * \param createinfo a struct describing the state of the texture to create.
@ -2437,7 +2460,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a" #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth" #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil" #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
/** /**
* Creates a buffer object to be used in graphics or compute workflows. * Creates a buffer object to be used in graphics or compute workflows.
@ -2453,6 +2476,10 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
* [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
* . * .
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the buffer to create. * \param createinfo a struct describing the state of the buffer to create.
* \returns a buffer object on success, or NULL on failure; call * \returns a buffer object on success, or NULL on failure; call
@ -2460,7 +2487,6 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
* *
* \since This function is available since SDL 3.1.3. * \since This function is available since SDL 3.1.3.
* *
* \sa SDL_SetGPUBufferName
* \sa SDL_UploadToGPUBuffer * \sa SDL_UploadToGPUBuffer
* \sa SDL_DownloadFromGPUBuffer * \sa SDL_DownloadFromGPUBuffer
* \sa SDL_CopyGPUBufferToBuffer * \sa SDL_CopyGPUBufferToBuffer
@ -2478,6 +2504,8 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUBufferCreateInfo *createinfo); const SDL_GPUBufferCreateInfo *createinfo);
#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name"
/** /**
* Creates a transfer buffer to be used when uploading to or downloading from * Creates a transfer buffer to be used when uploading to or downloading from
* graphics resources. * graphics resources.
@ -2485,6 +2513,10 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
* Download buffers can be particularly expensive to create, so it is good * Download buffers can be particularly expensive to create, so it is good
* practice to reuse them if data will be downloaded regularly. * practice to reuse them if data will be downloaded regularly.
* *
* There are optional properties that can be provided through `props`. These are the supported properties:
*
* - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
*
* \param device a GPU Context. * \param device a GPU Context.
* \param createinfo a struct describing the state of the transfer buffer to * \param createinfo a struct describing the state of the transfer buffer to
* create. * create.
@ -2503,21 +2535,24 @@ extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
SDL_GPUDevice *device, SDL_GPUDevice *device,
const SDL_GPUTransferBufferCreateInfo *createinfo); const SDL_GPUTransferBufferCreateInfo *createinfo);
#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name"
/* Debug Naming */ /* Debug Naming */
/** /**
* Sets an arbitrary string constant to label a buffer. * Sets an arbitrary string constant to label a buffer.
* *
* Useful for debugging. * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
* *
* \param device a GPU Context. * \param device a GPU Context.
* \param buffer a buffer to attach the name to. * \param buffer a buffer to attach the name to.
* \param text a UTF-8 string constant to mark as the name of the buffer. * \param text a UTF-8 string constant to mark as the name of the buffer.
* *
* \threadsafety This function is not thread safe, you must synchronize calls * \threadsafety This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
* to this function.
* *
* \since This function is available since SDL 3.1.3. * \since This function is available since SDL 3.1.3.
*
* \sa SDL_CreateGPUBuffer
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
SDL_GPUDevice *device, SDL_GPUDevice *device,
@ -2527,16 +2562,17 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
/** /**
* Sets an arbitrary string constant to label a texture. * Sets an arbitrary string constant to label a texture.
* *
* Useful for debugging. * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with SDL_CreateGPUTexture instead of this function to avoid thread safety issues.
* *
* \param device a GPU Context. * \param device a GPU Context.
* \param texture a texture to attach the name to. * \param texture a texture to attach the name to.
* \param text a UTF-8 string constant to mark as the name of the texture. * \param text a UTF-8 string constant to mark as the name of the texture.
* *
* \threadsafety This function is not thread safe, you must synchronize calls * \threadsafety This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
* to this function.
* *
* \since This function is available since SDL 3.1.3. * \since This function is available since SDL 3.1.3.
*
* \sa SDL_CreateGPUTexture
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName( extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
SDL_GPUDevice *device, SDL_GPUDevice *device,

View file

@ -1055,10 +1055,13 @@ SDL_GPUBuffer *SDL_CreateGPUBuffer(
return NULL; return NULL;
} }
const char *debugName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, NULL);
return device->CreateBuffer( return device->CreateBuffer(
device->driverData, device->driverData,
createinfo->usage, createinfo->usage,
createinfo->size); createinfo->size,
debugName);
} }
SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer( SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer(
@ -1071,10 +1074,13 @@ SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer(
return NULL; return NULL;
} }
const char *debugName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING, NULL);
return device->CreateTransferBuffer( return device->CreateTransferBuffer(
device->driverData, device->driverData,
createinfo->usage, createinfo->usage,
createinfo->size); createinfo->size,
debugName);
} }
// Debug Naming // Debug Naming

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@ -474,12 +474,14 @@ struct SDL_GPUDevice
SDL_GPUBuffer *(*CreateBuffer)( SDL_GPUBuffer *(*CreateBuffer)(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
Uint32 size); Uint32 size,
const char *debugName);
SDL_GPUTransferBuffer *(*CreateTransferBuffer)( SDL_GPUTransferBuffer *(*CreateTransferBuffer)(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUTransferBufferUsage usage, SDL_GPUTransferBufferUsage usage,
Uint32 size); Uint32 size,
const char *debugName);
// Debug Naming // Debug Naming

View file

@ -160,7 +160,6 @@ static const IID D3D_IID_IDXGIDebug = { 0x119e7452, 0xde9e, 0x40fe, { 0x88, 0x06
static const IID D3D_IID_IDXGIInfoQueue = { 0xd67441c7, 0x672a, 0x476f, { 0x9e, 0x82, 0xcd, 0x55, 0xb4, 0x49, 0x49, 0xce } }; static const IID D3D_IID_IDXGIInfoQueue = { 0xd67441c7, 0x672a, 0x476f, { 0x9e, 0x82, 0xcd, 0x55, 0xb4, 0x49, 0x49, 0xce } };
#endif #endif
static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x08 } }; static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x08 } };
static const GUID D3D_IID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
static const IID D3D_IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } }; static const IID D3D_IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
static const IID D3D_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } }; static const IID D3D_IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
@ -1177,22 +1176,6 @@ static void D3D12_INTERNAL_SetError(
SDL_SetError("%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res); SDL_SetError("%s! Error Code: %s " HRESULT_FMT, msg, wszMsgBuff, res);
} }
// Debug Naming
static void D3D12_INTERNAL_SetResourceName(
D3D12Renderer *renderer,
ID3D12Resource *resource,
const char *text)
{
if (renderer->debug_mode) {
ID3D12DeviceChild_SetPrivateData(
resource,
D3D_GUID(D3D_IID_D3DDebugObjectName),
(UINT)SDL_strlen(text),
text);
}
}
// Release / Cleanup // Release / Cleanup
static void D3D12_INTERNAL_ReleaseStagingDescriptorHandle( static void D3D12_INTERNAL_ReleaseStagingDescriptorHandle(
@ -1952,6 +1935,127 @@ static void D3D12_INTERNAL_TrackComputePipeline(
#undef TRACK_RESOURCE #undef TRACK_RESOURCE
// Debug Naming
static void D3D12_INTERNAL_SetPipelineStateName(
D3D12Renderer *renderer,
ID3D12PipelineState *pipelineState,
const char *text
) {
if (renderer->debug_mode && text != NULL) {
WCHAR *wchar_text = WIN_UTF8ToStringW(text);
ID3D12PipelineState_SetName(
pipelineState,
wchar_text);
SDL_free(wchar_text);
}
}
static void D3D12_INTERNAL_SetResourceName(
D3D12Renderer *renderer,
ID3D12Resource *resource,
const char *text
) {
if (renderer->debug_mode && text != NULL) {
WCHAR *wchar_text = WIN_UTF8ToStringW(text);
ID3D12Resource_SetName(
resource,
wchar_text);
SDL_free(wchar_text);
}
}
static void D3D12_SetBufferName(
SDL_GPURenderer *driverData,
SDL_GPUBuffer *buffer,
const char *text)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12BufferContainer *container = (D3D12BufferContainer *)buffer;
if (renderer->debug_mode && text != NULL) {
if (container->debugName != NULL) {
SDL_free(container->debugName);
}
container->debugName = SDL_strdup(text);
for (Uint32 i = 0; i < container->bufferCount; i += 1) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->buffers[i]->handle,
text);
}
}
}
static void D3D12_SetTextureName(
SDL_GPURenderer *driverData,
SDL_GPUTexture *texture,
const char *text)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
if (renderer->debug_mode && text != NULL) {
if (container->debugName != NULL) {
SDL_free(container->debugName);
}
container->debugName = SDL_strdup(text);
for (Uint32 i = 0; i < container->textureCount; i += 1) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->textures[i]->resource,
text);
}
}
}
/* These debug functions are all marked as "for internal usage only"
* on D3D12... works on renderdoc!
*/
static void D3D12_InsertDebugLabel(
SDL_GPUCommandBuffer *commandBuffer,
const char *text)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
WCHAR *wchar_text = WIN_UTF8ToStringW(text);
ID3D12GraphicsCommandList_SetMarker(
d3d12CommandBuffer->graphicsCommandList,
0,
wchar_text,
(UINT)SDL_wcslen(wchar_text));
SDL_free(wchar_text);
}
static void D3D12_PushDebugGroup(
SDL_GPUCommandBuffer *commandBuffer,
const char *name)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
WCHAR *wchar_text = WIN_UTF8ToStringW(name);
ID3D12GraphicsCommandList_BeginEvent(
d3d12CommandBuffer->graphicsCommandList,
0,
wchar_text,
(UINT)SDL_wcslen(wchar_text));
SDL_free(wchar_text);
}
static void D3D12_PopDebugGroup(
SDL_GPUCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
ID3D12GraphicsCommandList_EndEvent(d3d12CommandBuffer->graphicsCommandList);
}
// State Creation // State Creation
static D3D12DescriptorHeap *D3D12_INTERNAL_CreateDescriptorHeap( static D3D12DescriptorHeap *D3D12_INTERNAL_CreateDescriptorHeap(
@ -2681,6 +2785,13 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
computePipeline->numUniformBuffers = createinfo->num_uniform_buffers; computePipeline->numUniformBuffers = createinfo->num_uniform_buffers;
SDL_SetAtomicInt(&computePipeline->referenceCount, 0); SDL_SetAtomicInt(&computePipeline->referenceCount, 0);
if (renderer->debug_mode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING)) {
D3D12_INTERNAL_SetPipelineStateName(
renderer,
computePipeline->pipelineState,
SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING, NULL));
}
return (SDL_GPUComputePipeline *)computePipeline; return (SDL_GPUComputePipeline *)computePipeline;
} }
@ -2965,6 +3076,14 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers; pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers;
SDL_SetAtomicInt(&pipeline->referenceCount, 0); SDL_SetAtomicInt(&pipeline->referenceCount, 0);
if (renderer->debug_mode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING)) {
D3D12_INTERNAL_SetPipelineStateName(
renderer,
pipeline->pipelineState,
SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING, NULL));
}
return (SDL_GPUGraphicsPipeline *)pipeline; return (SDL_GPUGraphicsPipeline *)pipeline;
} }
@ -3010,6 +3129,9 @@ static SDL_GPUSampler *D3D12_CreateSampler(
sampler->createInfo = *createinfo; sampler->createInfo = *createinfo;
SDL_SetAtomicInt(&sampler->referenceCount, 0); SDL_SetAtomicInt(&sampler->referenceCount, 0);
// Ignore name property because it is not applicable to D3D12.
return (SDL_GPUSampler *)sampler; return (SDL_GPUSampler *)sampler;
} }
@ -3047,13 +3169,16 @@ static SDL_GPUShader *D3D12_CreateShader(
shader->bytecode = bytecode; shader->bytecode = bytecode;
shader->bytecodeSize = bytecodeSize; shader->bytecodeSize = bytecodeSize;
// Ignore name property because it is not applicable to D3D12.
return (SDL_GPUShader *)shader; return (SDL_GPUShader *)shader;
} }
static D3D12Texture *D3D12_INTERNAL_CreateTexture( static D3D12Texture *D3D12_INTERNAL_CreateTexture(
D3D12Renderer *renderer, D3D12Renderer *renderer,
const SDL_GPUTextureCreateInfo *createinfo, const SDL_GPUTextureCreateInfo *createinfo,
bool isSwapchainTexture) bool isSwapchainTexture,
const char *debugName)
{ {
D3D12Texture *texture; D3D12Texture *texture;
ID3D12Resource *handle; ID3D12Resource *handle;
@ -3340,6 +3465,11 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
} }
} }
D3D12_INTERNAL_SetResourceName(
renderer,
texture->resource,
debugName);
return texture; return texture;
} }
@ -3352,7 +3482,11 @@ static SDL_GPUTexture *D3D12_CreateTexture(
return NULL; return NULL;
} }
// Copy properties so we don't lose information when the client destroys them
container->header.info = *createinfo; container->header.info = *createinfo;
container->header.info.props = SDL_CreateProperties();
SDL_CopyProperties(createinfo->props, container->header.info.props);
container->textureCapacity = 1; container->textureCapacity = 1;
container->textureCount = 1; container->textureCount = 1;
container->textures = (D3D12Texture **)SDL_calloc( container->textures = (D3D12Texture **)SDL_calloc(
@ -3364,12 +3498,17 @@ static SDL_GPUTexture *D3D12_CreateTexture(
} }
container->debugName = NULL; container->debugName = NULL;
if (SDL_HasProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING)) {
container->debugName = SDL_strdup(SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, NULL));
}
container->canBeCycled = true; container->canBeCycled = true;
D3D12Texture *texture = D3D12_INTERNAL_CreateTexture( D3D12Texture *texture = D3D12_INTERNAL_CreateTexture(
(D3D12Renderer *)driverData, (D3D12Renderer *)driverData,
createinfo, createinfo,
false); false,
container->debugName);
if (!texture) { if (!texture) {
SDL_free(container->textures); SDL_free(container->textures);
@ -3390,7 +3529,8 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
D3D12Renderer *renderer, D3D12Renderer *renderer,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
Uint32 size, Uint32 size,
D3D12BufferType type) D3D12BufferType type,
const char *debugName)
{ {
D3D12Buffer *buffer; D3D12Buffer *buffer;
ID3D12Resource *handle; ID3D12Resource *handle;
@ -3579,6 +3719,12 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
buffer->transitioned = initialState != D3D12_RESOURCE_STATE_COMMON; buffer->transitioned = initialState != D3D12_RESOURCE_STATE_COMMON;
SDL_SetAtomicInt(&buffer->referenceCount, 0); SDL_SetAtomicInt(&buffer->referenceCount, 0);
D3D12_INTERNAL_SetResourceName(
renderer,
buffer->handle,
debugName);
return buffer; return buffer;
} }
@ -3586,7 +3732,8 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
D3D12Renderer *renderer, D3D12Renderer *renderer,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
Uint32 size, Uint32 size,
D3D12BufferType type) D3D12BufferType type,
const char *debugName)
{ {
D3D12BufferContainer *container; D3D12BufferContainer *container;
D3D12Buffer *buffer; D3D12Buffer *buffer;
@ -3614,7 +3761,8 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
renderer, renderer,
usageFlags, usageFlags,
size, size,
type); type,
debugName);
if (buffer == NULL) { if (buffer == NULL) {
SDL_free(container->buffers); SDL_free(container->buffers);
@ -3627,190 +3775,39 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
buffer->container = container; buffer->container = container;
buffer->containerIndex = 0; buffer->containerIndex = 0;
if (debugName != NULL) {
container->debugName = SDL_strdup(debugName);
}
return container; return container;
} }
static SDL_GPUBuffer *D3D12_CreateBuffer( static SDL_GPUBuffer *D3D12_CreateBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
Uint32 size) Uint32 size,
const char *debugName)
{ {
return (SDL_GPUBuffer *)D3D12_INTERNAL_CreateBufferContainer( return (SDL_GPUBuffer *)D3D12_INTERNAL_CreateBufferContainer(
(D3D12Renderer *)driverData, (D3D12Renderer *)driverData,
usageFlags, usageFlags,
size, size,
D3D12_BUFFER_TYPE_GPU); D3D12_BUFFER_TYPE_GPU,
debugName);
} }
static SDL_GPUTransferBuffer *D3D12_CreateTransferBuffer( static SDL_GPUTransferBuffer *D3D12_CreateTransferBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUTransferBufferUsage usage, SDL_GPUTransferBufferUsage usage,
Uint32 size) Uint32 size,
const char *debugName)
{ {
return (SDL_GPUTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer( return (SDL_GPUTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer(
(D3D12Renderer *)driverData, (D3D12Renderer *)driverData,
0, 0,
size, size,
usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD ? D3D12_BUFFER_TYPE_UPLOAD : D3D12_BUFFER_TYPE_DOWNLOAD); usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD ? D3D12_BUFFER_TYPE_UPLOAD : D3D12_BUFFER_TYPE_DOWNLOAD,
} debugName);
// Debug Naming
static void D3D12_SetBufferName(
SDL_GPURenderer *driverData,
SDL_GPUBuffer *buffer,
const char *text)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12BufferContainer *container = (D3D12BufferContainer *)buffer;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debug_mode) {
container->debugName = (char *)SDL_realloc(
container->debugName,
textLength);
SDL_utf8strlcpy(
container->debugName,
text,
textLength);
for (Uint32 i = 0; i < container->bufferCount; i += 1) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->buffers[i]->handle,
text);
}
}
}
static void D3D12_SetTextureName(
SDL_GPURenderer *driverData,
SDL_GPUTexture *texture,
const char *text)
{
D3D12Renderer *renderer = (D3D12Renderer *)driverData;
D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debug_mode) {
container->debugName = (char *)SDL_realloc(
container->debugName,
textLength);
SDL_utf8strlcpy(
container->debugName,
text,
textLength);
for (Uint32 i = 0; i < container->textureCount; i += 1) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->textures[i]->resource,
text);
}
}
}
/* These debug functions are all marked as "for internal usage only"
* on D3D12... works on renderdoc!
*/
static bool D3D12_INTERNAL_StrToWStr(
D3D12Renderer *renderer,
const char *str,
wchar_t *wstr,
size_t wstrSize,
Uint32 *outSize)
{
size_t inlen, result;
size_t outBytesLeft = wstrSize;
*outSize = 0;
if (renderer->iconv == NULL) {
renderer->iconv = SDL_iconv_open("WCHAR_T", "UTF-8");
SDL_assert(renderer->iconv);
}
// Convert...
inlen = SDL_strlen(str) + 1;
result = SDL_iconv(
renderer->iconv,
&str,
&inlen,
(char **)&wstr,
&outBytesLeft);
// Check...
switch (result) {
case SDL_ICONV_ERROR:
case SDL_ICONV_E2BIG:
case SDL_ICONV_EILSEQ:
case SDL_ICONV_EINVAL:
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to convert string to wchar_t!");
return false;
default:
break;
}
*outSize = (Uint32)(wstrSize - outBytesLeft);
return true;
}
static void D3D12_InsertDebugLabel(
SDL_GPUCommandBuffer *commandBuffer,
const char *text)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
wchar_t wstr[256];
Uint32 convSize;
if (!D3D12_INTERNAL_StrToWStr(
d3d12CommandBuffer->renderer,
text,
wstr,
sizeof(wstr),
&convSize)) {
return;
}
ID3D12GraphicsCommandList_SetMarker(
d3d12CommandBuffer->graphicsCommandList,
0,
wstr,
convSize);
}
static void D3D12_PushDebugGroup(
SDL_GPUCommandBuffer *commandBuffer,
const char *name)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
wchar_t wstr[256];
Uint32 convSize;
if (!D3D12_INTERNAL_StrToWStr(
d3d12CommandBuffer->renderer,
name,
wstr,
sizeof(wstr),
&convSize)) {
return;
}
ID3D12GraphicsCommandList_BeginEvent(
d3d12CommandBuffer->graphicsCommandList,
0,
wstr,
convSize);
}
static void D3D12_PopDebugGroup(
SDL_GPUCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
ID3D12GraphicsCommandList_EndEvent(d3d12CommandBuffer->graphicsCommandList);
} }
// Disposal // Disposal
@ -4028,7 +4025,8 @@ static void D3D12_INTERNAL_CycleActiveTexture(
texture = D3D12_INTERNAL_CreateTexture( texture = D3D12_INTERNAL_CreateTexture(
renderer, renderer,
&container->header.info, &container->header.info,
false); false,
container->debugName);
if (!texture) { if (!texture) {
return; return;
@ -4047,13 +4045,6 @@ static void D3D12_INTERNAL_CycleActiveTexture(
container->textureCount += 1; container->textureCount += 1;
container->activeTexture = texture; container->activeTexture = texture;
if (renderer->debug_mode && container->debugName != NULL) {
D3D12_INTERNAL_SetResourceName(
renderer,
container->activeTexture->resource,
container->debugName);
}
} }
static D3D12TextureSubresource *D3D12_INTERNAL_PrepareTextureSubresourceForWrite( static D3D12TextureSubresource *D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
@ -4109,7 +4100,8 @@ static void D3D12_INTERNAL_CycleActiveBuffer(
renderer, renderer,
container->usage, container->usage,
container->size, container->size,
container->type); container->type,
container->debugName);
if (!buffer) { if (!buffer) {
return; return;
@ -4383,7 +4375,8 @@ static D3D12UniformBuffer *D3D12_INTERNAL_AcquireUniformBufferFromPool(
renderer, renderer,
0, 0,
UNIFORM_BUFFER_SIZE, UNIFORM_BUFFER_SIZE,
D3D12_BUFFER_TYPE_UNIFORM); D3D12_BUFFER_TYPE_UNIFORM,
NULL);
if (!uniformBuffer->buffer) { if (!uniformBuffer->buffer) {
SDL_UnlockMutex(renderer->acquireUniformBufferLock); SDL_UnlockMutex(renderer->acquireUniformBufferLock);
return NULL; return NULL;
@ -5762,7 +5755,8 @@ static void D3D12_UploadToTexture(
d3d12CommandBuffer->renderer, d3d12CommandBuffer->renderer,
0, 0,
alignedRowPitch * destination->h * destination->d, alignedRowPitch * destination->h * destination->d,
D3D12_BUFFER_TYPE_UPLOAD); D3D12_BUFFER_TYPE_UPLOAD,
NULL);
if (!temporaryBuffer) { if (!temporaryBuffer) {
return; return;
@ -5808,7 +5802,8 @@ static void D3D12_UploadToTexture(
d3d12CommandBuffer->renderer, d3d12CommandBuffer->renderer,
0, 0,
alignedRowPitch * destination->h * destination->d, alignedRowPitch * destination->h * destination->d,
D3D12_BUFFER_TYPE_UPLOAD); D3D12_BUFFER_TYPE_UPLOAD,
NULL);
if (!temporaryBuffer) { if (!temporaryBuffer) {
return; return;
@ -6091,7 +6086,8 @@ static void D3D12_DownloadFromTexture(
d3d12CommandBuffer->renderer, d3d12CommandBuffer->renderer,
0, 0,
alignedRowPitch * rowsPerSlice * source->d, alignedRowPitch * rowsPerSlice * source->d,
D3D12_BUFFER_TYPE_DOWNLOAD); D3D12_BUFFER_TYPE_DOWNLOAD,
NULL);
if (!textureDownload->temporaryBuffer) { if (!textureDownload->temporaryBuffer) {
SDL_free(textureDownload); SDL_free(textureDownload);

View file

@ -1043,7 +1043,15 @@ static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
return NULL; return NULL;
} }
handle = [renderer->device newComputePipelineStateWithFunction:libraryFunction.function error:&error]; MTLComputePipelineDescriptor *descriptor = [MTLComputePipelineDescriptor new];
descriptor.computeFunction = libraryFunction.function;
if (renderer->debugMode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING)) {
const char *name = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING, NULL);
descriptor.label = @(name);
}
handle = [renderer->device newComputePipelineStateWithDescriptor:descriptor options:MTLPipelineOptionNone reflection: nil error:&error];
if (error != NULL) { if (error != NULL) {
SET_ERROR_AND_RETURN("Creating compute pipeline failed: %s", [[error description] UTF8String], NULL); SET_ERROR_AND_RETURN("Creating compute pipeline failed: %s", [[error description] UTF8String], NULL);
} }
@ -1183,6 +1191,11 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
pipelineDescriptor.vertexDescriptor = vertexDescriptor; pipelineDescriptor.vertexDescriptor = vertexDescriptor;
} }
if (renderer->debugMode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING)) {
const char *name = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING, NULL);
pipelineDescriptor.label = @(name);
}
// Create the graphics pipeline // Create the graphics pipeline
pipelineState = [renderer->device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; pipelineState = [renderer->device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
@ -1222,17 +1235,13 @@ static void METAL_SetBufferName(
@autoreleasepool { @autoreleasepool {
MetalRenderer *renderer = (MetalRenderer *)driverData; MetalRenderer *renderer = (MetalRenderer *)driverData;
MetalBufferContainer *container = (MetalBufferContainer *)buffer; MetalBufferContainer *container = (MetalBufferContainer *)buffer;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debugMode) { if (renderer->debugMode && text != NULL) {
container->debugName = SDL_realloc( if (container->debugName != NULL) {
container->debugName, SDL_free(container->debugName);
textLength); }
SDL_utf8strlcpy( container->debugName = SDL_strdup(text);
container->debugName,
text,
textLength);
for (Uint32 i = 0; i < container->bufferCount; i += 1) { for (Uint32 i = 0; i < container->bufferCount; i += 1) {
container->buffers[i]->handle.label = @(text); container->buffers[i]->handle.label = @(text);
@ -1249,17 +1258,13 @@ static void METAL_SetTextureName(
@autoreleasepool { @autoreleasepool {
MetalRenderer *renderer = (MetalRenderer *)driverData; MetalRenderer *renderer = (MetalRenderer *)driverData;
MetalTextureContainer *container = (MetalTextureContainer *)texture; MetalTextureContainer *container = (MetalTextureContainer *)texture;
size_t textLength = SDL_strlen(text) + 1;
if (renderer->debugMode) { if (renderer->debugMode && text != NULL) {
container->debugName = SDL_realloc( if (container->debugName != NULL) {
container->debugName, SDL_free(container->debugName);
textLength); }
SDL_utf8strlcpy( container->debugName = SDL_strdup(text);
container->debugName,
text,
textLength);
for (Uint32 i = 0; i < container->textureCount; i += 1) { for (Uint32 i = 0; i < container->textureCount; i += 1) {
container->textures[i]->handle.label = @(text); container->textures[i]->handle.label = @(text);
@ -1357,6 +1362,11 @@ static SDL_GPUSampler *METAL_CreateSampler(
samplerDesc.maxAnisotropy = (NSUInteger)((createinfo->enable_anisotropy) ? createinfo->max_anisotropy : 1); samplerDesc.maxAnisotropy = (NSUInteger)((createinfo->enable_anisotropy) ? createinfo->max_anisotropy : 1);
samplerDesc.compareFunction = (createinfo->enable_compare) ? SDLToMetal_CompareOp[createinfo->compare_op] : MTLCompareFunctionAlways; samplerDesc.compareFunction = (createinfo->enable_compare) ? SDLToMetal_CompareOp[createinfo->compare_op] : MTLCompareFunctionAlways;
if (renderer->debugMode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING)) {
const char *name = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING, NULL);
samplerDesc.label = @(name);
}
sampler = [renderer->device newSamplerStateWithDescriptor:samplerDesc]; sampler = [renderer->device newSamplerStateWithDescriptor:samplerDesc];
if (sampler == NULL) { if (sampler == NULL) {
SET_STRING_ERROR_AND_RETURN("Failed to create sampler", NULL); SET_STRING_ERROR_AND_RETURN("Failed to create sampler", NULL);
@ -1457,6 +1467,11 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
metalTexture = (MetalTexture *)SDL_calloc(1, sizeof(MetalTexture)); metalTexture = (MetalTexture *)SDL_calloc(1, sizeof(MetalTexture));
metalTexture->handle = texture; metalTexture->handle = texture;
SDL_SetAtomicInt(&metalTexture->referenceCount, 0); SDL_SetAtomicInt(&metalTexture->referenceCount, 0);
if (renderer->debugMode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING)) {
metalTexture->handle.label = @(SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, NULL));
}
return metalTexture; return metalTexture;
} }
@ -1491,7 +1506,12 @@ static SDL_GPUTexture *METAL_CreateTexture(
container = SDL_calloc(1, sizeof(MetalTextureContainer)); container = SDL_calloc(1, sizeof(MetalTextureContainer));
container->canBeCycled = 1; container->canBeCycled = 1;
// Copy properties so we don't lose information when the client destroys them
container->header.info = *createinfo; container->header.info = *createinfo;
container->header.info.props = SDL_CreateProperties();
SDL_CopyProperties(createinfo->props, container->header.info.props);
container->activeTexture = texture; container->activeTexture = texture;
container->textureCapacity = 1; container->textureCapacity = 1;
container->textureCount = 1; container->textureCount = 1;
@ -1500,6 +1520,10 @@ static SDL_GPUTexture *METAL_CreateTexture(
container->textures[0] = texture; container->textures[0] = texture;
container->debugName = NULL; container->debugName = NULL;
if (SDL_HasProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING)) {
container->debugName = SDL_strdup(SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, NULL));
}
return (SDL_GPUTexture *)container; return (SDL_GPUTexture *)container;
} }
} }
@ -1534,10 +1558,6 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
container->textureCount += 1; container->textureCount += 1;
container->activeTexture = container->textures[container->textureCount - 1]; container->activeTexture = container->textures[container->textureCount - 1];
if (renderer->debugMode && container->debugName != NULL) {
container->activeTexture->handle.label = @(container->debugName);
}
} }
return container->activeTexture; return container->activeTexture;
@ -1547,7 +1567,8 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
static MetalBuffer *METAL_INTERNAL_CreateBuffer( static MetalBuffer *METAL_INTERNAL_CreateBuffer(
MetalRenderer *renderer, MetalRenderer *renderer,
Uint32 size, Uint32 size,
MTLResourceOptions resourceOptions) MTLResourceOptions resourceOptions,
const char *debugName)
{ {
id<MTLBuffer> bufferHandle; id<MTLBuffer> bufferHandle;
MetalBuffer *metalBuffer; MetalBuffer *metalBuffer;
@ -1565,6 +1586,10 @@ static MetalBuffer *METAL_INTERNAL_CreateBuffer(
metalBuffer->handle = bufferHandle; metalBuffer->handle = bufferHandle;
SDL_SetAtomicInt(&metalBuffer->referenceCount, 0); SDL_SetAtomicInt(&metalBuffer->referenceCount, 0);
if (debugName != NULL) {
metalBuffer->handle.label = @(debugName);
}
return metalBuffer; return metalBuffer;
} }
@ -1573,7 +1598,8 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
MetalRenderer *renderer, MetalRenderer *renderer,
Uint32 size, Uint32 size,
bool isPrivate, bool isPrivate,
bool isWriteOnly) bool isWriteOnly,
const char *debugName)
{ {
MetalBufferContainer *container = SDL_calloc(1, sizeof(MetalBufferContainer)); MetalBufferContainer *container = SDL_calloc(1, sizeof(MetalBufferContainer));
MTLResourceOptions resourceOptions; MTLResourceOptions resourceOptions;
@ -1586,6 +1612,9 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
container->isPrivate = isPrivate; container->isPrivate = isPrivate;
container->isWriteOnly = isWriteOnly; container->isWriteOnly = isWriteOnly;
container->debugName = NULL; container->debugName = NULL;
if (container->debugName != NULL) {
container->debugName = SDL_strdup(debugName);
}
if (isPrivate) { if (isPrivate) {
resourceOptions = MTLResourceStorageModePrivate; resourceOptions = MTLResourceStorageModePrivate;
@ -1600,7 +1629,9 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
container->buffers[0] = METAL_INTERNAL_CreateBuffer( container->buffers[0] = METAL_INTERNAL_CreateBuffer(
renderer, renderer,
size, size,
resourceOptions); resourceOptions,
debugName);
container->activeBuffer = container->buffers[0]; container->activeBuffer = container->buffers[0];
return container; return container;
@ -1609,28 +1640,32 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
static SDL_GPUBuffer *METAL_CreateBuffer( static SDL_GPUBuffer *METAL_CreateBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUBufferUsageFlags usage, SDL_GPUBufferUsageFlags usage,
Uint32 size) Uint32 size,
const char *debugName)
{ {
@autoreleasepool { @autoreleasepool {
return (SDL_GPUBuffer *)METAL_INTERNAL_CreateBufferContainer( return (SDL_GPUBuffer *)METAL_INTERNAL_CreateBufferContainer(
(MetalRenderer *)driverData, (MetalRenderer *)driverData,
size, size,
true, true,
false); false,
debugName);
} }
} }
static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer( static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUTransferBufferUsage usage, SDL_GPUTransferBufferUsage usage,
Uint32 size) Uint32 size,
const char *debugName)
{ {
@autoreleasepool { @autoreleasepool {
return (SDL_GPUTransferBuffer *)METAL_INTERNAL_CreateBufferContainer( return (SDL_GPUTransferBuffer *)METAL_INTERNAL_CreateBufferContainer(
(MetalRenderer *)driverData, (MetalRenderer *)driverData,
size, size,
false, false,
usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD); usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
debugName);
} }
} }
@ -1694,14 +1729,11 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
container->buffers[container->bufferCount] = METAL_INTERNAL_CreateBuffer( container->buffers[container->bufferCount] = METAL_INTERNAL_CreateBuffer(
renderer, renderer,
container->size, container->size,
resourceOptions); resourceOptions,
container->debugName);
container->bufferCount += 1; container->bufferCount += 1;
container->activeBuffer = container->buffers[container->bufferCount - 1]; container->activeBuffer = container->buffers[container->bufferCount - 1];
if (renderer->debugMode && container->debugName != NULL) {
container->activeBuffer->handle.label = @(container->debugName);
}
} }
return container->activeBuffer; return container->activeBuffer;
@ -4386,6 +4418,7 @@ static SDL_GPUDevice *METAL_CreateDevice(bool debugMode, bool preferLowPower, SD
} }
#ifdef SDL_PLATFORM_MACOS #ifdef SDL_PLATFORM_MACOS
hasHardwareSupport = true;
if (@available(macOS 10.15, *)) { if (@available(macOS 10.15, *)) {
hasHardwareSupport = [device supportsFamily:MTLGPUFamilyMac2]; hasHardwareSupport = [device supportsFamily:MTLGPUFamilyMac2];
} else if (@available(macOS 10.14, *)) { } else if (@available(macOS 10.14, *)) {

View file

@ -4069,7 +4069,8 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
VkDeviceSize size, VkDeviceSize size,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
VulkanBufferType type, VulkanBufferType type,
bool dedicated) bool dedicated,
const char *debugName)
{ {
VulkanBuffer *buffer; VulkanBuffer *buffer;
VkResult vulkanResult; VkResult vulkanResult;
@ -4155,6 +4156,19 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
SDL_SetAtomicInt(&buffer->referenceCount, 0); SDL_SetAtomicInt(&buffer->referenceCount, 0);
if (renderer->debugMode && renderer->supportsDebugUtils && debugName != NULL) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = debugName;
nameInfo.objectType = VK_OBJECT_TYPE_BUFFER;
nameInfo.objectHandle = (uint64_t)buffer->buffer;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
return buffer; return buffer;
} }
@ -4163,7 +4177,8 @@ static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
VkDeviceSize size, VkDeviceSize size,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
VulkanBufferType type, VulkanBufferType type,
bool dedicated) bool dedicated,
const char *debugName)
{ {
VulkanBufferContainer *bufferContainer; VulkanBufferContainer *bufferContainer;
VulkanBuffer *buffer; VulkanBuffer *buffer;
@ -4173,7 +4188,8 @@ static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
size, size,
usageFlags, usageFlags,
type, type,
dedicated); dedicated,
debugName);
if (buffer == NULL) { if (buffer == NULL) {
return NULL; return NULL;
@ -4193,6 +4209,10 @@ static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
bufferContainer->dedicated = dedicated; bufferContainer->dedicated = dedicated;
bufferContainer->debugName = NULL; bufferContainer->debugName = NULL;
if (debugName != NULL) {
bufferContainer->debugName = SDL_strdup(debugName);
}
return bufferContainer; return bufferContainer;
} }
@ -5763,6 +5783,20 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
} }
} }
// Set debug name if applicable
if (renderer->debugMode && renderer->supportsDebugUtils && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING)) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, NULL);
nameInfo.objectType = VK_OBJECT_TYPE_IMAGE;
nameInfo.objectHandle = (uint64_t)texture->image;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
// Let's transition to the default barrier state, because for some reason Vulkan doesn't let us do that with initialLayout. // Let's transition to the default barrier state, because for some reason Vulkan doesn't let us do that with initialLayout.
VulkanCommandBuffer *barrierCommandBuffer = (VulkanCommandBuffer *)VULKAN_AcquireCommandBuffer((SDL_GPURenderer *)renderer); VulkanCommandBuffer *barrierCommandBuffer = (VulkanCommandBuffer *)VULKAN_AcquireCommandBuffer((SDL_GPURenderer *)renderer);
VULKAN_INTERNAL_TextureTransitionToDefaultUsage( VULKAN_INTERNAL_TextureTransitionToDefaultUsage(
@ -5797,7 +5831,8 @@ static void VULKAN_INTERNAL_CycleActiveBuffer(
container->activeBuffer->size, container->activeBuffer->size,
container->activeBuffer->usage, container->activeBuffer->usage,
container->activeBuffer->type, container->activeBuffer->type,
container->dedicated); container->dedicated,
container->debugName);
if (!buffer) { if (!buffer) {
return; return;
@ -5816,13 +5851,6 @@ static void VULKAN_INTERNAL_CycleActiveBuffer(
container->bufferCount += 1; container->bufferCount += 1;
container->activeBuffer = buffer; container->activeBuffer = buffer;
if (renderer->debugMode && renderer->supportsDebugUtils && container->debugName != NULL) {
VULKAN_INTERNAL_SetBufferName(
renderer,
container->activeBuffer,
container->debugName);
}
} }
static void VULKAN_INTERNAL_CycleActiveTexture( static void VULKAN_INTERNAL_CycleActiveTexture(
@ -5863,13 +5891,6 @@ static void VULKAN_INTERNAL_CycleActiveTexture(
container->textureCount += 1; container->textureCount += 1;
container->activeTexture = texture; container->activeTexture = texture;
if (renderer->debugMode && renderer->supportsDebugUtils && container->debugName != NULL) {
VULKAN_INTERNAL_SetTextureName(
renderer,
container->activeTexture,
container->debugName);
}
} }
static VulkanBuffer *VULKAN_INTERNAL_PrepareBufferForWrite( static VulkanBuffer *VULKAN_INTERNAL_PrepareBufferForWrite(
@ -6485,6 +6506,19 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
SDL_SetAtomicInt(&graphicsPipeline->referenceCount, 0); SDL_SetAtomicInt(&graphicsPipeline->referenceCount, 0);
if (renderer->debugMode && renderer->supportsDebugUtils && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING)) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING, NULL);
nameInfo.objectType = VK_OBJECT_TYPE_PIPELINE;
nameInfo.objectHandle = (uint64_t)graphicsPipeline->pipeline;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
return (SDL_GPUGraphicsPipeline *)graphicsPipeline; return (SDL_GPUGraphicsPipeline *)graphicsPipeline;
} }
@ -6566,6 +6600,19 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
SDL_SetAtomicInt(&vulkanComputePipeline->referenceCount, 0); SDL_SetAtomicInt(&vulkanComputePipeline->referenceCount, 0);
if (renderer->debugMode && renderer->supportsDebugUtils && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING)) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING, NULL);
nameInfo.objectType = VK_OBJECT_TYPE_PIPELINE;
nameInfo.objectHandle = (uint64_t)vulkanComputePipeline->pipeline;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
return (SDL_GPUComputePipeline *)vulkanComputePipeline; return (SDL_GPUComputePipeline *)vulkanComputePipeline;
} }
@ -6610,6 +6657,19 @@ static SDL_GPUSampler *VULKAN_CreateSampler(
SDL_SetAtomicInt(&vulkanSampler->referenceCount, 0); SDL_SetAtomicInt(&vulkanSampler->referenceCount, 0);
if (renderer->debugMode && renderer->supportsDebugUtils && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING)) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING, NULL);
nameInfo.objectType = VK_OBJECT_TYPE_SAMPLER;
nameInfo.objectHandle = (uint64_t)vulkanSampler->sampler;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
return (SDL_GPUSampler *)vulkanSampler; return (SDL_GPUSampler *)vulkanSampler;
} }
@ -6653,6 +6713,19 @@ static SDL_GPUShader *VULKAN_CreateShader(
SDL_SetAtomicInt(&vulkanShader->referenceCount, 0); SDL_SetAtomicInt(&vulkanShader->referenceCount, 0);
if (renderer->debugMode && SDL_HasProperty(createinfo->props, SDL_PROP_GPU_SHADER_CREATE_NAME_STRING)) {
VkDebugUtilsObjectNameInfoEXT nameInfo;
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
nameInfo.pNext = NULL;
nameInfo.pObjectName = SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_SHADER_CREATE_NAME_STRING, NULL);
nameInfo.objectType = VK_OBJECT_TYPE_SHADER_MODULE;
nameInfo.objectHandle = (uint64_t)vulkanShader->shaderModule;
renderer->vkSetDebugUtilsObjectNameEXT(
renderer->logicalDevice,
&nameInfo);
}
return (SDL_GPUShader *)vulkanShader; return (SDL_GPUShader *)vulkanShader;
} }
@ -6684,7 +6757,12 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
} }
container = SDL_malloc(sizeof(VulkanTextureContainer)); container = SDL_malloc(sizeof(VulkanTextureContainer));
// Copy properties so we don't lose information when the client destroys them
container->header.info = *createinfo; container->header.info = *createinfo;
container->header.info.props = SDL_CreateProperties();
SDL_CopyProperties(createinfo->props, container->header.info.props);
container->canBeCycled = true; container->canBeCycled = true;
container->activeTexture = texture; container->activeTexture = texture;
container->textureCapacity = 1; container->textureCapacity = 1;
@ -6694,6 +6772,10 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
container->textures[0] = container->activeTexture; container->textures[0] = container->activeTexture;
container->debugName = NULL; container->debugName = NULL;
if (SDL_HasProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING)) {
container->debugName = SDL_strdup(SDL_GetStringProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, NULL));
}
texture->container = container; texture->container = container;
texture->containerIndex = 0; texture->containerIndex = 0;
@ -6703,14 +6785,16 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
static SDL_GPUBuffer *VULKAN_CreateBuffer( static SDL_GPUBuffer *VULKAN_CreateBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUBufferUsageFlags usageFlags, SDL_GPUBufferUsageFlags usageFlags,
Uint32 size) Uint32 size,
const char *debugName)
{ {
return (SDL_GPUBuffer *)VULKAN_INTERNAL_CreateBufferContainer( return (SDL_GPUBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
(VulkanRenderer *)driverData, (VulkanRenderer *)driverData,
(VkDeviceSize)size, (VkDeviceSize)size,
usageFlags, usageFlags,
VULKAN_BUFFER_TYPE_GPU, VULKAN_BUFFER_TYPE_GPU,
false); false,
debugName);
} }
static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer( static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
@ -6724,7 +6808,8 @@ static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
(VkDeviceSize)size, (VkDeviceSize)size,
0, 0,
VULKAN_BUFFER_TYPE_UNIFORM, VULKAN_BUFFER_TYPE_UNIFORM,
false); false,
NULL);
uniformBuffer->drawOffset = 0; uniformBuffer->drawOffset = 0;
uniformBuffer->writeOffset = 0; uniformBuffer->writeOffset = 0;
@ -6736,7 +6821,8 @@ static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
static SDL_GPUTransferBuffer *VULKAN_CreateTransferBuffer( static SDL_GPUTransferBuffer *VULKAN_CreateTransferBuffer(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_GPUTransferBufferUsage usage, SDL_GPUTransferBufferUsage usage,
Uint32 size) Uint32 size,
const char *debugName)
{ {
// We use dedicated allocations for download buffers to avoid an issue // We use dedicated allocations for download buffers to avoid an issue
// where a defrag is triggered after submitting a download but before // where a defrag is triggered after submitting a download but before
@ -6746,7 +6832,8 @@ static SDL_GPUTransferBuffer *VULKAN_CreateTransferBuffer(
(VkDeviceSize)size, (VkDeviceSize)size,
0, 0,
VULKAN_BUFFER_TYPE_TRANSFER, VULKAN_BUFFER_TYPE_TRANSFER,
usage == SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD); usage == SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD,
debugName);
} }
static void VULKAN_INTERNAL_ReleaseTexture( static void VULKAN_INTERNAL_ReleaseTexture(
@ -10565,24 +10652,14 @@ static bool VULKAN_INTERNAL_DefragmentMemory(
currentRegion->vulkanBuffer->size, currentRegion->vulkanBuffer->size,
currentRegion->vulkanBuffer->usage, currentRegion->vulkanBuffer->usage,
currentRegion->vulkanBuffer->type, currentRegion->vulkanBuffer->type,
false); false,
currentRegion->vulkanBuffer->container != NULL ? currentRegion->vulkanBuffer->container->debugName : NULL);
if (newBuffer == NULL) { if (newBuffer == NULL) {
SDL_UnlockMutex(renderer->allocatorLock); SDL_UnlockMutex(renderer->allocatorLock);
return false; return false;
} }
if (
renderer->debugMode &&
renderer->supportsDebugUtils &&
currentRegion->vulkanBuffer->container != NULL &&
currentRegion->vulkanBuffer->container->debugName != NULL) {
VULKAN_INTERNAL_SetBufferName(
renderer,
newBuffer,
currentRegion->vulkanBuffer->container->debugName);
}
// Copy buffer contents if necessary // Copy buffer contents if necessary
if ( if (
currentRegion->vulkanBuffer->type == VULKAN_BUFFER_TYPE_GPU && currentRegion->vulkanBuffer->transitioned) { currentRegion->vulkanBuffer->type == VULKAN_BUFFER_TYPE_GPU && currentRegion->vulkanBuffer->transitioned) {
@ -10648,18 +10725,6 @@ static bool VULKAN_INTERNAL_DefragmentMemory(
srcSubresource = &currentRegion->vulkanTexture->subresources[subresourceIndex]; srcSubresource = &currentRegion->vulkanTexture->subresources[subresourceIndex];
dstSubresource = &newTexture->subresources[subresourceIndex]; dstSubresource = &newTexture->subresources[subresourceIndex];
// Set debug name if it exists
if (
renderer->debugMode &&
renderer->supportsDebugUtils &&
srcSubresource->parent->container != NULL &&
srcSubresource->parent->container->debugName != NULL) {
VULKAN_INTERNAL_SetTextureName(
renderer,
currentRegion->vulkanTexture,
srcSubresource->parent->container->debugName);
}
VULKAN_INTERNAL_TextureSubresourceTransitionFromDefaultUsage( VULKAN_INTERNAL_TextureSubresourceTransitionFromDefaultUsage(
renderer, renderer,
commandBuffer, commandBuffer,

View file

@ -538,23 +538,25 @@ init_render_state(int msaa)
buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX; buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
buffer_desc.size = sizeof(vertex_data); buffer_desc.size = sizeof(vertex_data);
buffer_desc.props = 0; buffer_desc.props = SDL_CreateProperties();
SDL_SetStringProperty(buffer_desc.props, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "космонавт");
render_state.buf_vertex = SDL_CreateGPUBuffer( render_state.buf_vertex = SDL_CreateGPUBuffer(
gpu_device, gpu_device,
&buffer_desc &buffer_desc
); );
CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer") CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer")
SDL_DestroyProperties(buffer_desc.props);
SDL_SetGPUBufferName(gpu_device, render_state.buf_vertex, "космонавт");
transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transfer_buffer_desc.size = sizeof(vertex_data); transfer_buffer_desc.size = sizeof(vertex_data);
transfer_buffer_desc.props = 0; transfer_buffer_desc.props = SDL_CreateProperties();
SDL_SetStringProperty(transfer_buffer_desc.props, SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING, "Transfer Buffer");
buf_transfer = SDL_CreateGPUTransferBuffer( buf_transfer = SDL_CreateGPUTransferBuffer(
gpu_device, gpu_device,
&transfer_buffer_desc &transfer_buffer_desc
); );
CHECK_CREATE(buf_transfer, "Vertex transfer buffer") CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
SDL_DestroyProperties(transfer_buffer_desc.props);
/* We just need to upload the static data once. */ /* We just need to upload the static data once. */
map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false); map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false);