SDL/src/gpu/SDL_gpu.c
Caleb Cornett 9730f62e8c
GPU: Rename struct members and parameters for SDL3 naming conventions (#10730)
---------

Co-authored-by: Evan Hemsley <2342303+thatcosmonaut@users.noreply.github.com>
2024-09-06 16:38:23 -07:00

2443 lines
69 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#include "SDL_sysgpu.h"
// FIXME: This could probably use SDL_ObjectValid
#define CHECK_DEVICE_MAGIC(device, retval) \
if (device == NULL) { \
SDL_SetError("Invalid GPU device"); \
return retval; \
}
#define CHECK_COMMAND_BUFFER \
if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
SDL_assert_release(!"Command buffer already submitted!"); \
return; \
}
#define CHECK_COMMAND_BUFFER_RETURN_NULL \
if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
SDL_assert_release(!"Command buffer already submitted!"); \
return NULL; \
}
#define CHECK_ANY_PASS_IN_PROGRESS(msg, retval) \
if ( \
((CommandBufferCommonHeader *)command_buffer)->render_pass.in_progress || \
((CommandBufferCommonHeader *)command_buffer)->compute_pass.in_progress || \
((CommandBufferCommonHeader *)command_buffer)->copy_pass.in_progress) { \
SDL_assert_release(!msg); \
return retval; \
}
#define CHECK_RENDERPASS \
if (!((Pass *)render_pass)->in_progress) { \
SDL_assert_release(!"Render pass not in progress!"); \
return; \
}
#define CHECK_GRAPHICS_PIPELINE_BOUND \
if (!((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->graphics_pipeline_bound) { \
SDL_assert_release(!"Graphics pipeline not bound!"); \
return; \
}
#define CHECK_COMPUTEPASS \
if (!((Pass *)compute_pass)->in_progress) { \
SDL_assert_release(!"Compute pass not in progress!"); \
return; \
}
#define CHECK_COMPUTE_PIPELINE_BOUND \
if (!((CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER)->compute_pipeline_bound) { \
SDL_assert_release(!"Compute pipeline not bound!"); \
return; \
}
#define CHECK_COPYPASS \
if (!((Pass *)copy_pass)->in_progress) { \
SDL_assert_release(!"Copy pass not in progress!"); \
return; \
}
#define CHECK_TEXTUREFORMAT_ENUM_INVALID(format, retval) \
if (format >= SDL_GPU_TEXTUREFORMAT_MAX) { \
SDL_assert_release(!"Invalid texture format enum!"); \
return retval; \
}
#define CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(enumval, retval) \
if (enumval >= SDL_GPU_SWAPCHAINCOMPOSITION_MAX) { \
SDL_assert_release(!"Invalid swapchain composition enum!"); \
return retval; \
}
#define CHECK_PRESENTMODE_ENUM_INVALID(enumval, retval) \
if (enumval >= SDL_GPU_PRESENTMODE_MAX) { \
SDL_assert_release(!"Invalid present mode enum!"); \
return retval; \
}
#define COMMAND_BUFFER_DEVICE \
((CommandBufferCommonHeader *)command_buffer)->device
#define RENDERPASS_COMMAND_BUFFER \
((Pass *)render_pass)->command_buffer
#define RENDERPASS_DEVICE \
((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->device
#define COMPUTEPASS_COMMAND_BUFFER \
((Pass *)compute_pass)->command_buffer
#define COMPUTEPASS_DEVICE \
((CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER)->device
#define COPYPASS_COMMAND_BUFFER \
((Pass *)copy_pass)->command_buffer
#define COPYPASS_DEVICE \
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->device
// Drivers
static const SDL_GPUBootstrap *backends[] = {
#ifdef SDL_GPU_METAL
&MetalDriver,
#endif
#ifdef SDL_GPU_D3D12
&D3D12Driver,
#endif
#ifdef SDL_GPU_VULKAN
&VulkanDriver,
#endif
#ifdef SDL_GPU_D3D11
&D3D11Driver,
#endif
NULL
};
// Internal Utility Functions
SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
SDL_GPUDevice *device,
SDL_GPUTextureType source_texture_type,
SDL_GPUTextureFormat destination_format,
SDL_GPUShader *blit_vertex_shader,
SDL_GPUShader *blit_from_2d_shader,
SDL_GPUShader *blit_from_2d_array_shader,
SDL_GPUShader *blit_from_3d_shader,
SDL_GPUShader *blit_from_cube_shader,
BlitPipelineCacheEntry **blit_pipelines,
Uint32 *blit_pipeline_count,
Uint32 *blit_pipeline_capacity)
{
SDL_GPUGraphicsPipelineCreateInfo blit_pipeline_create_info;
SDL_GPUColorTargetDescription color_target_desc;
SDL_GPUGraphicsPipeline *pipeline;
if (blit_pipeline_count == NULL) {
// use pre-created, format-agnostic pipelines
return (*blit_pipelines)[source_texture_type].pipeline;
}
for (Uint32 i = 0; i < *blit_pipeline_count; i += 1) {
if ((*blit_pipelines)[i].type == source_texture_type && (*blit_pipelines)[i].format == destination_format) {
return (*blit_pipelines)[i].pipeline;
}
}
// No pipeline found, we'll need to make one!
SDL_zero(blit_pipeline_create_info);
SDL_zero(color_target_desc);
color_target_desc.blend_state.color_write_mask = 0xF;
color_target_desc.format = destination_format;
blit_pipeline_create_info.target_info.color_target_descriptions = &color_target_desc;
blit_pipeline_create_info.target_info.num_color_targets = 1;
blit_pipeline_create_info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
blit_pipeline_create_info.target_info.has_depth_stencil_target = false;
blit_pipeline_create_info.vertex_shader = blit_vertex_shader;
if (source_texture_type == SDL_GPU_TEXTURETYPE_CUBE) {
blit_pipeline_create_info.fragment_shader = blit_from_cube_shader;
} else if (source_texture_type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
blit_pipeline_create_info.fragment_shader = blit_from_2d_array_shader;
} else if (source_texture_type == SDL_GPU_TEXTURETYPE_3D) {
blit_pipeline_create_info.fragment_shader = blit_from_3d_shader;
} else {
blit_pipeline_create_info.fragment_shader = blit_from_2d_shader;
}
blit_pipeline_create_info.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
blit_pipeline_create_info.multisample_state.sample_mask = 0xFFFFFFFF;
blit_pipeline_create_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipeline = SDL_CreateGPUGraphicsPipeline(
device,
&blit_pipeline_create_info);
if (pipeline == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create graphics pipeline for blit");
return NULL;
}
// Cache the new pipeline
EXPAND_ARRAY_IF_NEEDED(
(*blit_pipelines),
BlitPipelineCacheEntry,
*blit_pipeline_count + 1,
*blit_pipeline_capacity,
*blit_pipeline_capacity * 2)
(*blit_pipelines)[*blit_pipeline_count].pipeline = pipeline;
(*blit_pipelines)[*blit_pipeline_count].type = source_texture_type;
(*blit_pipelines)[*blit_pipeline_count].format = destination_format;
*blit_pipeline_count += 1;
return pipeline;
}
void SDL_GPU_BlitCommon(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flip_mode,
SDL_GPUFilter filter,
bool cycle,
SDL_GPUSampler *blit_linear_sampler,
SDL_GPUSampler *blit_nearest_sampler,
SDL_GPUShader *blit_vertex_shader,
SDL_GPUShader *blit_from_2d_shader,
SDL_GPUShader *blit_from_2d_array_shader,
SDL_GPUShader *blit_from_3d_shader,
SDL_GPUShader *blit_from_cube_shader,
BlitPipelineCacheEntry **blit_pipelines,
Uint32 *blit_pipeline_count,
Uint32 *blit_pipeline_capacity)
{
CommandBufferCommonHeader *cmdbufHeader = (CommandBufferCommonHeader *)command_buffer;
SDL_GPURenderPass *render_pass;
TextureCommonHeader *src_header = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dst_header = (TextureCommonHeader *)destination->texture;
SDL_GPUGraphicsPipeline *blit_pipeline;
SDL_GPUColorTargetInfo color_target_info;
SDL_GPUViewport viewport;
SDL_GPUTextureSamplerBinding texture_sampler_binding;
BlitFragmentUniforms blit_fragment_uniforms;
Uint32 layer_divisor;
blit_pipeline = SDL_GPU_FetchBlitPipeline(
cmdbufHeader->device,
src_header->info.type,
dst_header->info.format,
blit_vertex_shader,
blit_from_2d_shader,
blit_from_2d_array_shader,
blit_from_3d_shader,
blit_from_cube_shader,
blit_pipelines,
blit_pipeline_count,
blit_pipeline_capacity);
if (blit_pipeline == NULL) {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not fetch blit pipeline");
return;
}
// If the entire destination is blitted, we don't have to load
if (
dst_header->info.layer_count_or_depth == 1 &&
dst_header->info.num_levels == 1 &&
dst_header->info.type != SDL_GPU_TEXTURETYPE_3D &&
destination->w == dst_header->info.width &&
destination->h == dst_header->info.height) {
color_target_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
} else {
color_target_info.load_op = SDL_GPU_LOADOP_LOAD;
}
color_target_info.store_op = SDL_GPU_STOREOP_STORE;
color_target_info.texture = destination->texture;
color_target_info.mip_level = destination->mip_level;
color_target_info.layer_or_depth_plane = destination->layer_or_depth_plane;
color_target_info.cycle = cycle;
render_pass = SDL_BeginGPURenderPass(
command_buffer,
&color_target_info,
1,
NULL);
viewport.x = (float)destination->x;
viewport.y = (float)destination->y;
viewport.w = (float)destination->w;
viewport.h = (float)destination->h;
viewport.min_depth = 0;
viewport.max_depth = 1;
SDL_SetGPUViewport(
render_pass,
&viewport);
SDL_BindGPUGraphicsPipeline(
render_pass,
blit_pipeline);
texture_sampler_binding.texture = source->texture;
texture_sampler_binding.sampler =
filter == SDL_GPU_FILTER_NEAREST ? blit_nearest_sampler : blit_linear_sampler;
SDL_BindGPUFragmentSamplers(
render_pass,
0,
&texture_sampler_binding,
1);
blit_fragment_uniforms.left = (float)source->x / (src_header->info.width >> source->mip_level);
blit_fragment_uniforms.top = (float)source->y / (src_header->info.height >> source->mip_level);
blit_fragment_uniforms.width = (float)source->w / (src_header->info.width >> source->mip_level);
blit_fragment_uniforms.height = (float)source->h / (src_header->info.height >> source->mip_level);
blit_fragment_uniforms.mip_level = source->mip_level;
layer_divisor = (src_header->info.type == SDL_GPU_TEXTURETYPE_3D) ? src_header->info.layer_count_or_depth : 1;
blit_fragment_uniforms.layer_or_depth = (float)source->layer_or_depth_plane / layer_divisor;
if (flip_mode & SDL_FLIP_HORIZONTAL) {
blit_fragment_uniforms.left += blit_fragment_uniforms.width;
blit_fragment_uniforms.width *= -1;
}
if (flip_mode & SDL_FLIP_VERTICAL) {
blit_fragment_uniforms.top += blit_fragment_uniforms.height;
blit_fragment_uniforms.height *= -1;
}
SDL_PushGPUFragmentUniformData(
command_buffer,
0,
&blit_fragment_uniforms,
sizeof(blit_fragment_uniforms));
SDL_DrawGPUPrimitives(render_pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(render_pass);
}
// Driver Functions
static SDL_GPUDriver SDL_GPUSelectBackend(
SDL_VideoDevice *_this,
const char *gpudriver,
SDL_GPUShaderFormat format_flags)
{
Uint32 i;
// Environment/Properties override...
if (gpudriver != NULL) {
for (i = 0; backends[i]; i += 1) {
if (SDL_strcasecmp(gpudriver, backends[i]->name) == 0) {
if (!(backends[i]->shader_formats & format_flags)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Required shader format for backend %s not provided!", gpudriver);
return SDL_GPU_DRIVER_INVALID;
}
if (backends[i]->PrepareDriver(_this)) {
return backends[i]->backendflag;
}
}
}
SDL_LogError(SDL_LOG_CATEGORY_GPU, "SDL_HINT_GPU_DRIVER %s unsupported!", gpudriver);
return SDL_GPU_DRIVER_INVALID;
}
for (i = 0; backends[i]; i += 1) {
if ((backends[i]->shader_formats & format_flags) == 0) {
// Don't select a backend which doesn't support the app's shaders.
continue;
}
if (backends[i]->PrepareDriver(_this)) {
return backends[i]->backendflag;
}
}
SDL_LogError(SDL_LOG_CATEGORY_GPU, "No supported SDL_GPU backend found!");
return SDL_GPU_DRIVER_INVALID;
}
SDL_GPUDevice *SDL_CreateGPUDevice(
SDL_GPUShaderFormat format_flags,
SDL_bool debug_mode,
const char *name)
{
SDL_GPUDevice *result;
SDL_PropertiesID props = SDL_CreateProperties();
if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
}
if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
}
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug_mode);
SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
result = SDL_CreateGPUDeviceWithProperties(props);
SDL_DestroyProperties(props);
return result;
}
SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
{
SDL_GPUShaderFormat format_flags = 0;
bool debug_mode;
bool preferLowPower;
int i;
const char *gpudriver;
SDL_GPUDevice *result = NULL;
SDL_GPUDriver selectedBackend;
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (_this == NULL) {
SDL_SetError("Video subsystem not initialized");
return NULL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_SPIRV;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_DXBC;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_DXIL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_MSL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_METALLIB;
}
debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
if (gpudriver == NULL) {
gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, NULL);
}
selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, format_flags);
if (selectedBackend != SDL_GPU_DRIVER_INVALID) {
for (i = 0; backends[i]; i += 1) {
if (backends[i]->backendflag == selectedBackend) {
result = backends[i]->CreateDevice(debug_mode, preferLowPower, props);
if (result != NULL) {
result->backend = backends[i]->backendflag;
result->shader_formats = backends[i]->shader_formats;
result->debug_mode = debug_mode;
break;
}
}
}
}
return result;
}
void SDL_DestroyGPUDevice(SDL_GPUDevice *device)
{
CHECK_DEVICE_MAGIC(device, );
device->DestroyDevice(device);
}
SDL_GPUDriver SDL_GetGPUDriver(SDL_GPUDevice *device)
{
CHECK_DEVICE_MAGIC(device, SDL_GPU_DRIVER_INVALID);
return device->backend;
}
Uint32 SDL_GPUTextureFormatTexelBlockSize(
SDL_GPUTextureFormat format)
{
switch (format) {
case SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM:
case SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB:
case SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM:
return 8;
case SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM:
case SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM:
case SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM:
case SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM:
case SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT:
case SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT:
case SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB:
case SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB:
case SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB:
return 16;
case SDL_GPU_TEXTUREFORMAT_R8_UNORM:
case SDL_GPU_TEXTUREFORMAT_R8_SNORM:
case SDL_GPU_TEXTUREFORMAT_A8_UNORM:
case SDL_GPU_TEXTUREFORMAT_R8_UINT:
return 1;
case SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM:
case SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM:
case SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM:
case SDL_GPU_TEXTUREFORMAT_R16_FLOAT:
case SDL_GPU_TEXTUREFORMAT_R8G8_SNORM:
case SDL_GPU_TEXTUREFORMAT_R8G8_UNORM:
case SDL_GPU_TEXTUREFORMAT_R8G8_UINT:
case SDL_GPU_TEXTUREFORMAT_R16_UNORM:
case SDL_GPU_TEXTUREFORMAT_R16_SNORM:
case SDL_GPU_TEXTUREFORMAT_R16_UINT:
return 2;
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM:
case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM:
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB:
case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB:
case SDL_GPU_TEXTUREFORMAT_R32_FLOAT:
case SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT:
case SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT:
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM:
case SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM:
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16_UNORM:
case SDL_GPU_TEXTUREFORMAT_R16G16_SNORM:
return 4;
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT:
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM:
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM:
case SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT:
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT:
return 8;
case SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT:
return 16;
default:
SDL_assert_release(!"Unrecognized TextureFormat!");
return 0;
}
}
SDL_bool SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
SDL_GPUTextureUsageFlags usage)
{
CHECK_DEVICE_MAGIC(device, false);
if (device->debug_mode) {
CHECK_TEXTUREFORMAT_ENUM_INVALID(format, false)
}
return device->SupportsTextureFormat(
device->driverData,
format,
type,
usage);
}
SDL_bool SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount sample_count)
{
CHECK_DEVICE_MAGIC(device, 0);
if (device->debug_mode) {
CHECK_TEXTUREFORMAT_ENUM_INVALID(format, 0)
}
return device->SupportsSampleCount(
device->driverData,
format,
sample_count);
}
// State Creation
SDL_GPUComputePipeline *SDL_CreateGPUComputePipeline(
SDL_GPUDevice *device,
const SDL_GPUComputePipelineCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
if (device->debug_mode) {
if (!(createinfo->format & device->shader_formats)) {
SDL_assert_release(!"Incompatible shader format for GPU backend");
return NULL;
}
if (createinfo->num_writeonly_storage_textures > MAX_COMPUTE_WRITE_TEXTURES) {
SDL_assert_release(!"Compute pipeline write-only texture count cannot be higher than 8!");
return NULL;
}
if (createinfo->num_writeonly_storage_buffers > MAX_COMPUTE_WRITE_BUFFERS) {
SDL_assert_release(!"Compute pipeline write-only buffer count cannot be higher than 8!");
return NULL;
}
if (createinfo->threadcount_x == 0 ||
createinfo->threadcount_y == 0 ||
createinfo->threadcount_z == 0) {
SDL_assert_release(!"Compute pipeline threadCount dimensions must be at least 1!");
return NULL;
}
}
return device->CreateComputePipeline(
device->driverData,
createinfo);
}
SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
SDL_GPUDevice *device,
const SDL_GPUGraphicsPipelineCreateInfo *graphicsPipelineCreateInfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (graphicsPipelineCreateInfo == NULL) {
SDL_InvalidParamError("graphicsPipelineCreateInfo");
return NULL;
}
if (device->debug_mode) {
for (Uint32 i = 0; i < graphicsPipelineCreateInfo->target_info.num_color_targets; i += 1) {
CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->target_info.color_target_descriptions[i].format, NULL);
if (IsDepthFormat(graphicsPipelineCreateInfo->target_info.color_target_descriptions[i].format)) {
SDL_assert_release(!"Color target formats cannot be a depth format!");
return NULL;
}
}
if (graphicsPipelineCreateInfo->target_info.has_depth_stencil_target) {
CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->target_info.depth_stencil_format, NULL);
if (!IsDepthFormat(graphicsPipelineCreateInfo->target_info.depth_stencil_format)) {
SDL_assert_release(!"Depth-stencil target format must be a depth format!");
return NULL;
}
}
}
return device->CreateGraphicsPipeline(
device->driverData,
graphicsPipelineCreateInfo);
}
SDL_GPUSampler *SDL_CreateGPUSampler(
SDL_GPUDevice *device,
const SDL_GPUSamplerCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
return device->CreateSampler(
device->driverData,
createinfo);
}
SDL_GPUShader *SDL_CreateGPUShader(
SDL_GPUDevice *device,
const SDL_GPUShaderCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
if (device->debug_mode) {
if (!(createinfo->format & device->shader_formats)) {
SDL_assert_release(!"Incompatible shader format for GPU backend");
return NULL;
}
}
return device->CreateShader(
device->driverData,
createinfo);
}
SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_GPUDevice *device,
const SDL_GPUTextureCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
if (device->debug_mode) {
bool failed = false;
const Uint32 MAX_2D_DIMENSION = 16384;
const Uint32 MAX_3D_DIMENSION = 2048;
// Common checks for all texture types
CHECK_TEXTUREFORMAT_ENUM_INVALID(createinfo->format, NULL)
if (createinfo->width <= 0 || createinfo->height <= 0 || createinfo->layer_count_or_depth <= 0) {
SDL_assert_release(!"For any texture: width, height, and layer_count_or_depth must be >= 1");
failed = true;
}
if (createinfo->num_levels <= 0) {
SDL_assert_release(!"For any texture: num_levels must be >= 1");
failed = true;
}
if ((createinfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) && (createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
SDL_assert_release(!"For any texture: usage cannot contain both GRAPHICS_STORAGE_READ and SAMPLER");
failed = true;
}
if (IsDepthFormat(createinfo->format) && (createinfo->usage & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER))) {
SDL_assert_release(!"For depth textures: usage cannot contain any flags except for DEPTH_STENCIL_TARGET and SAMPLER");
failed = true;
}
if (IsIntegerFormat(createinfo->format) && (createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
SDL_assert_release(!"For any texture: usage cannot contain SAMPLER for textures with an integer format");
failed = true;
}
if (createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
// Cubemap validation
if (createinfo->width != createinfo->height) {
SDL_assert_release(!"For cube textures: width and height must be identical");
failed = true;
}
if (createinfo->width > MAX_2D_DIMENSION || createinfo->height > MAX_2D_DIMENSION) {
SDL_assert_release(!"For cube textures: width and height must be <= 16384");
failed = true;
}
if (createinfo->layer_count_or_depth != 6) {
SDL_assert_release(!"For cube textures: layer_count_or_depth must be 6");
failed = true;
}
if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For cube textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
failed = true;
}
if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_CUBE, createinfo->usage)) {
SDL_assert_release(!"For cube textures: the format is unsupported for the given usage");
failed = true;
}
} else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) {
// 3D Texture Validation
if (createinfo->width > MAX_3D_DIMENSION || createinfo->height > MAX_3D_DIMENSION || createinfo->layer_count_or_depth > MAX_3D_DIMENSION) {
SDL_assert_release(!"For 3D textures: width, height, and layer_count_or_depth must be <= 2048");
failed = true;
}
if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
SDL_assert_release(!"For 3D textures: usage must not contain DEPTH_STENCIL_TARGET");
failed = true;
}
if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For 3D textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
failed = true;
}
if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_3D, createinfo->usage)) {
SDL_assert_release(!"For 3D textures: the format is unsupported for the given usage");
failed = true;
}
} else {
if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
// Array Texture Validation
if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
SDL_assert_release(!"For array textures: usage must not contain DEPTH_STENCIL_TARGET");
failed = true;
}
if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For array textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
failed = true;
}
} else {
// 2D Texture Validation
if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1 && createinfo->num_levels > 1) {
SDL_assert_release(!"For 2D textures: if sample_count is >= SDL_GPU_SAMPLECOUNT_1, then num_levels must be 1");
failed = true;
}
}
if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_2D, createinfo->usage)) {
SDL_assert_release(!"For 2D textures: the format is unsupported for the given usage");
failed = true;
}
}
if (failed) {
return NULL;
}
}
return device->CreateTexture(
device->driverData,
createinfo);
}
SDL_GPUBuffer *SDL_CreateGPUBuffer(
SDL_GPUDevice *device,
const SDL_GPUBufferCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
return device->CreateBuffer(
device->driverData,
createinfo->usage,
createinfo->size);
}
SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer(
SDL_GPUDevice *device,
const SDL_GPUTransferBufferCreateInfo *createinfo)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (createinfo == NULL) {
SDL_InvalidParamError("createinfo");
return NULL;
}
return device->CreateTransferBuffer(
device->driverData,
createinfo->usage,
createinfo->size);
}
// Debug Naming
void SDL_SetGPUBufferName(
SDL_GPUDevice *device,
SDL_GPUBuffer *buffer,
const char *text)
{
CHECK_DEVICE_MAGIC(device, );
if (buffer == NULL) {
SDL_InvalidParamError("buffer");
return;
}
if (text == NULL) {
SDL_InvalidParamError("text");
}
device->SetBufferName(
device->driverData,
buffer,
text);
}
void SDL_SetGPUTextureName(
SDL_GPUDevice *device,
SDL_GPUTexture *texture,
const char *text)
{
CHECK_DEVICE_MAGIC(device, );
if (texture == NULL) {
SDL_InvalidParamError("texture");
return;
}
if (text == NULL) {
SDL_InvalidParamError("text");
}
device->SetTextureName(
device->driverData,
texture,
text);
}
void SDL_InsertGPUDebugLabel(
SDL_GPUCommandBuffer *command_buffer,
const char *text)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (text == NULL) {
SDL_InvalidParamError("text");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->InsertDebugLabel(
command_buffer,
text);
}
void SDL_PushGPUDebugGroup(
SDL_GPUCommandBuffer *command_buffer,
const char *name)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (name == NULL) {
SDL_InvalidParamError("name");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->PushDebugGroup(
command_buffer,
name);
}
void SDL_PopGPUDebugGroup(
SDL_GPUCommandBuffer *command_buffer)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->PopDebugGroup(
command_buffer);
}
// Disposal
void SDL_ReleaseGPUTexture(
SDL_GPUDevice *device,
SDL_GPUTexture *texture)
{
CHECK_DEVICE_MAGIC(device, );
if (texture == NULL) {
return;
}
device->ReleaseTexture(
device->driverData,
texture);
}
void SDL_ReleaseGPUSampler(
SDL_GPUDevice *device,
SDL_GPUSampler *sampler)
{
CHECK_DEVICE_MAGIC(device, );
if (sampler == NULL) {
return;
}
device->ReleaseSampler(
device->driverData,
sampler);
}
void SDL_ReleaseGPUBuffer(
SDL_GPUDevice *device,
SDL_GPUBuffer *buffer)
{
CHECK_DEVICE_MAGIC(device, );
if (buffer == NULL) {
return;
}
device->ReleaseBuffer(
device->driverData,
buffer);
}
void SDL_ReleaseGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer)
{
CHECK_DEVICE_MAGIC(device, );
if (transfer_buffer == NULL) {
return;
}
device->ReleaseTransferBuffer(
device->driverData,
transfer_buffer);
}
void SDL_ReleaseGPUShader(
SDL_GPUDevice *device,
SDL_GPUShader *shader)
{
CHECK_DEVICE_MAGIC(device, );
if (shader == NULL) {
return;
}
device->ReleaseShader(
device->driverData,
shader);
}
void SDL_ReleaseGPUComputePipeline(
SDL_GPUDevice *device,
SDL_GPUComputePipeline *compute_pipeline)
{
CHECK_DEVICE_MAGIC(device, );
if (compute_pipeline == NULL) {
return;
}
device->ReleaseComputePipeline(
device->driverData,
compute_pipeline);
}
void SDL_ReleaseGPUGraphicsPipeline(
SDL_GPUDevice *device,
SDL_GPUGraphicsPipeline *graphics_pipeline)
{
CHECK_DEVICE_MAGIC(device, );
if (graphics_pipeline == NULL) {
return;
}
device->ReleaseGraphicsPipeline(
device->driverData,
graphics_pipeline);
}
// Command Buffer
SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device)
{
SDL_GPUCommandBuffer *command_buffer;
CommandBufferCommonHeader *commandBufferHeader;
CHECK_DEVICE_MAGIC(device, NULL);
command_buffer = device->AcquireCommandBuffer(
device->driverData);
if (command_buffer == NULL) {
return NULL;
}
commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
commandBufferHeader->device = device;
commandBufferHeader->render_pass.command_buffer = command_buffer;
commandBufferHeader->render_pass.in_progress = false;
commandBufferHeader->graphics_pipeline_bound = false;
commandBufferHeader->compute_pass.command_buffer = command_buffer;
commandBufferHeader->compute_pass.in_progress = false;
commandBufferHeader->compute_pipeline_bound = false;
commandBufferHeader->copy_pass.command_buffer = command_buffer;
commandBufferHeader->copy_pass.in_progress = false;
commandBufferHeader->submitted = false;
return command_buffer;
}
// Uniforms
void SDL_PushGPUVertexUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (data == NULL) {
SDL_InvalidParamError("data");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->PushVertexUniformData(
command_buffer,
slot_index,
data,
length);
}
void SDL_PushGPUFragmentUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (data == NULL) {
SDL_InvalidParamError("data");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->PushFragmentUniformData(
command_buffer,
slot_index,
data,
length);
}
void SDL_PushGPUComputeUniformData(
SDL_GPUCommandBuffer *command_buffer,
Uint32 slot_index,
const void *data,
Uint32 length)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (data == NULL) {
SDL_InvalidParamError("data");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
}
COMMAND_BUFFER_DEVICE->PushComputeUniformData(
command_buffer,
slot_index,
data,
length);
}
// Render Pass
SDL_GPURenderPass *SDL_BeginGPURenderPass(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUColorTargetInfo *color_target_infos,
Uint32 num_color_targets,
const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info)
{
CommandBufferCommonHeader *commandBufferHeader;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
}
if (color_target_infos == NULL && num_color_targets > 0) {
SDL_InvalidParamError("color_target_infos");
return NULL;
}
if (num_color_targets > MAX_COLOR_TARGET_BINDINGS) {
SDL_SetError("num_color_targets exceeds MAX_COLOR_TARGET_BINDINGS");
return NULL;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
CHECK_ANY_PASS_IN_PROGRESS("Cannot begin render pass during another pass!", NULL)
for (Uint32 i = 0; i < num_color_targets; i += 1) {
if (color_target_infos[i].cycle && color_target_infos[i].load_op == SDL_GPU_LOADOP_LOAD) {
SDL_assert_release(!"Cannot cycle color target when load op is LOAD!");
}
}
if (depth_stencil_target_info != NULL && depth_stencil_target_info->cycle && (depth_stencil_target_info->load_op == SDL_GPU_LOADOP_LOAD || depth_stencil_target_info->load_op == SDL_GPU_LOADOP_LOAD)) {
SDL_assert_release(!"Cannot cycle depth target when load op or stencil load op is LOAD!");
}
}
COMMAND_BUFFER_DEVICE->BeginRenderPass(
command_buffer,
color_target_infos,
num_color_targets,
depth_stencil_target_info);
commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
commandBufferHeader->render_pass.in_progress = true;
return (SDL_GPURenderPass *)&(commandBufferHeader->render_pass);
}
void SDL_BindGPUGraphicsPipeline(
SDL_GPURenderPass *render_pass,
SDL_GPUGraphicsPipeline *graphics_pipeline)
{
CommandBufferCommonHeader *commandBufferHeader;
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (graphics_pipeline == NULL) {
SDL_InvalidParamError("graphics_pipeline");
return;
}
RENDERPASS_DEVICE->BindGraphicsPipeline(
RENDERPASS_COMMAND_BUFFER,
graphics_pipeline);
commandBufferHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
commandBufferHeader->graphics_pipeline_bound = true;
}
void SDL_SetGPUViewport(
SDL_GPURenderPass *render_pass,
const SDL_GPUViewport *viewport)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (viewport == NULL) {
SDL_InvalidParamError("viewport");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->SetViewport(
RENDERPASS_COMMAND_BUFFER,
viewport);
}
void SDL_SetGPUScissor(
SDL_GPURenderPass *render_pass,
const SDL_Rect *scissor)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (scissor == NULL) {
SDL_InvalidParamError("scissor");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->SetScissor(
RENDERPASS_COMMAND_BUFFER,
scissor);
}
void SDL_SetGPUBlendConstants(
SDL_GPURenderPass *render_pass,
SDL_FColor blend_constants)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->SetBlendConstants(
RENDERPASS_COMMAND_BUFFER,
blend_constants);
}
void SDL_SetGPUStencilReference(
SDL_GPURenderPass *render_pass,
Uint8 reference)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->SetStencilReference(
RENDERPASS_COMMAND_BUFFER,
reference);
}
void SDL_BindGPUVertexBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_binding,
const SDL_GPUBufferBinding *bindings,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (bindings == NULL && num_bindings > 0) {
SDL_InvalidParamError("bindings");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindVertexBuffers(
RENDERPASS_COMMAND_BUFFER,
first_binding,
bindings,
num_bindings);
}
void SDL_BindGPUIndexBuffer(
SDL_GPURenderPass *render_pass,
const SDL_GPUBufferBinding *binding,
SDL_GPUIndexElementSize index_element_size)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (binding == NULL) {
SDL_InvalidParamError("binding");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindIndexBuffer(
RENDERPASS_COMMAND_BUFFER,
binding,
index_element_size);
}
void SDL_BindGPUVertexSamplers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (texture_sampler_bindings == NULL && num_bindings > 0) {
SDL_InvalidParamError("texture_sampler_bindings");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindVertexSamplers(
RENDERPASS_COMMAND_BUFFER,
first_slot,
texture_sampler_bindings,
num_bindings);
}
void SDL_BindGPUVertexStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (storage_textures == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_textures");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindVertexStorageTextures(
RENDERPASS_COMMAND_BUFFER,
first_slot,
storage_textures,
num_bindings);
}
void SDL_BindGPUVertexStorageBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (storage_buffers == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_buffers");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindVertexStorageBuffers(
RENDERPASS_COMMAND_BUFFER,
first_slot,
storage_buffers,
num_bindings);
}
void SDL_BindGPUFragmentSamplers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (texture_sampler_bindings == NULL && num_bindings > 0) {
SDL_InvalidParamError("texture_sampler_bindings");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindFragmentSamplers(
RENDERPASS_COMMAND_BUFFER,
first_slot,
texture_sampler_bindings,
num_bindings);
}
void SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (storage_textures == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_textures");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindFragmentStorageTextures(
RENDERPASS_COMMAND_BUFFER,
first_slot,
storage_textures,
num_bindings);
}
void SDL_BindGPUFragmentStorageBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (storage_buffers == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_buffers");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->BindFragmentStorageBuffers(
RENDERPASS_COMMAND_BUFFER,
first_slot,
storage_buffers,
num_bindings);
}
void SDL_DrawGPUIndexedPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_indices,
Uint32 num_instances,
Uint32 first_index,
Sint32 vertex_offset,
Uint32 first_instance)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
}
RENDERPASS_DEVICE->DrawIndexedPrimitives(
RENDERPASS_COMMAND_BUFFER,
num_indices,
num_instances,
first_index,
vertex_offset,
first_instance);
}
void SDL_DrawGPUPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_vertices,
Uint32 num_instances,
Uint32 first_vertex,
Uint32 first_instance)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
}
RENDERPASS_DEVICE->DrawPrimitives(
RENDERPASS_COMMAND_BUFFER,
num_vertices,
num_instances,
first_vertex,
first_instance);
}
void SDL_DrawGPUPrimitivesIndirect(
SDL_GPURenderPass *render_pass,
SDL_GPUBuffer *buffer,
Uint32 offset,
Uint32 draw_count,
Uint32 pitch)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (buffer == NULL) {
SDL_InvalidParamError("buffer");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
}
RENDERPASS_DEVICE->DrawPrimitivesIndirect(
RENDERPASS_COMMAND_BUFFER,
buffer,
offset,
draw_count,
pitch);
}
void SDL_DrawGPUIndexedPrimitivesIndirect(
SDL_GPURenderPass *render_pass,
SDL_GPUBuffer *buffer,
Uint32 offset,
Uint32 draw_count,
Uint32 pitch)
{
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (buffer == NULL) {
SDL_InvalidParamError("buffer");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
}
RENDERPASS_DEVICE->DrawIndexedPrimitivesIndirect(
RENDERPASS_COMMAND_BUFFER,
buffer,
offset,
draw_count,
pitch);
}
void SDL_EndGPURenderPass(
SDL_GPURenderPass *render_pass)
{
CommandBufferCommonHeader *commandBufferCommonHeader;
if (render_pass == NULL) {
SDL_InvalidParamError("render_pass");
return;
}
if (RENDERPASS_DEVICE->debug_mode) {
CHECK_RENDERPASS
}
RENDERPASS_DEVICE->EndRenderPass(
RENDERPASS_COMMAND_BUFFER);
commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
commandBufferCommonHeader->render_pass.in_progress = false;
commandBufferCommonHeader->graphics_pipeline_bound = false;
}
// Compute Pass
SDL_GPUComputePass *SDL_BeginGPUComputePass(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUStorageTextureWriteOnlyBinding *storage_texture_bindings,
Uint32 num_storage_texture_bindings,
const SDL_GPUStorageBufferWriteOnlyBinding *storage_buffer_bindings,
Uint32 num_storage_buffer_bindings)
{
CommandBufferCommonHeader *commandBufferHeader;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
}
if (storage_texture_bindings == NULL && num_storage_texture_bindings > 0) {
SDL_InvalidParamError("storage_texture_bindings");
return NULL;
}
if (storage_buffer_bindings == NULL && num_storage_buffer_bindings > 0) {
SDL_InvalidParamError("storage_buffer_bindings");
return NULL;
}
if (num_storage_texture_bindings > MAX_COMPUTE_WRITE_TEXTURES) {
SDL_InvalidParamError("num_storage_texture_bindings");
return NULL;
}
if (num_storage_buffer_bindings > MAX_COMPUTE_WRITE_BUFFERS) {
SDL_InvalidParamError("num_storage_buffer_bindings");
return NULL;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
CHECK_ANY_PASS_IN_PROGRESS("Cannot begin compute pass during another pass!", NULL)
}
COMMAND_BUFFER_DEVICE->BeginComputePass(
command_buffer,
storage_texture_bindings,
num_storage_texture_bindings,
storage_buffer_bindings,
num_storage_buffer_bindings);
commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
commandBufferHeader->compute_pass.in_progress = true;
return (SDL_GPUComputePass *)&(commandBufferHeader->compute_pass);
}
void SDL_BindGPUComputePipeline(
SDL_GPUComputePass *compute_pass,
SDL_GPUComputePipeline *compute_pipeline)
{
CommandBufferCommonHeader *commandBufferHeader;
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (compute_pipeline == NULL) {
SDL_InvalidParamError("compute_pipeline");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
}
COMPUTEPASS_DEVICE->BindComputePipeline(
COMPUTEPASS_COMMAND_BUFFER,
compute_pipeline);
commandBufferHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
commandBufferHeader->compute_pipeline_bound = true;
}
void SDL_BindGPUComputeStorageTextures(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings)
{
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (storage_textures == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_textures");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
}
COMPUTEPASS_DEVICE->BindComputeStorageTextures(
COMPUTEPASS_COMMAND_BUFFER,
first_slot,
storage_textures,
num_bindings);
}
void SDL_BindGPUComputeStorageBuffers(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
SDL_GPUBuffer *const *storage_buffers,
Uint32 num_bindings)
{
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (storage_buffers == NULL && num_bindings > 0) {
SDL_InvalidParamError("storage_buffers");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
}
COMPUTEPASS_DEVICE->BindComputeStorageBuffers(
COMPUTEPASS_COMMAND_BUFFER,
first_slot,
storage_buffers,
num_bindings);
}
void SDL_DispatchGPUCompute(
SDL_GPUComputePass *compute_pass,
Uint32 groupcount_x,
Uint32 groupcount_y,
Uint32 groupcount_z)
{
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
CHECK_COMPUTE_PIPELINE_BOUND
}
COMPUTEPASS_DEVICE->DispatchCompute(
COMPUTEPASS_COMMAND_BUFFER,
groupcount_x,
groupcount_y,
groupcount_z);
}
void SDL_DispatchGPUComputeIndirect(
SDL_GPUComputePass *compute_pass,
SDL_GPUBuffer *buffer,
Uint32 offset)
{
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
CHECK_COMPUTE_PIPELINE_BOUND
}
COMPUTEPASS_DEVICE->DispatchComputeIndirect(
COMPUTEPASS_COMMAND_BUFFER,
buffer,
offset);
}
void SDL_EndGPUComputePass(
SDL_GPUComputePass *compute_pass)
{
CommandBufferCommonHeader *commandBufferCommonHeader;
if (compute_pass == NULL) {
SDL_InvalidParamError("compute_pass");
return;
}
if (COMPUTEPASS_DEVICE->debug_mode) {
CHECK_COMPUTEPASS
}
COMPUTEPASS_DEVICE->EndComputePass(
COMPUTEPASS_COMMAND_BUFFER);
commandBufferCommonHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
commandBufferCommonHeader->compute_pass.in_progress = false;
commandBufferCommonHeader->compute_pipeline_bound = false;
}
// TransferBuffer Data
void *SDL_MapGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer,
SDL_bool cycle)
{
CHECK_DEVICE_MAGIC(device, NULL);
if (transfer_buffer == NULL) {
SDL_InvalidParamError("transfer_buffer");
return NULL;
}
return device->MapTransferBuffer(
device->driverData,
transfer_buffer,
cycle);
}
void SDL_UnmapGPUTransferBuffer(
SDL_GPUDevice *device,
SDL_GPUTransferBuffer *transfer_buffer)
{
CHECK_DEVICE_MAGIC(device, );
if (transfer_buffer == NULL) {
SDL_InvalidParamError("transfer_buffer");
return;
}
device->UnmapTransferBuffer(
device->driverData,
transfer_buffer);
}
// Copy Pass
SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
SDL_GPUCommandBuffer *command_buffer)
{
CommandBufferCommonHeader *commandBufferHeader;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
CHECK_ANY_PASS_IN_PROGRESS("Cannot begin copy pass during another pass!", NULL)
}
COMMAND_BUFFER_DEVICE->BeginCopyPass(
command_buffer);
commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
commandBufferHeader->copy_pass.in_progress = true;
return (SDL_GPUCopyPass *)&(commandBufferHeader->copy_pass);
}
void SDL_UploadToGPUTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureTransferInfo *source,
const SDL_GPUTextureRegion *destination,
SDL_bool cycle)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
if (COPYPASS_DEVICE->debug_mode) {
CHECK_COPYPASS
}
COPYPASS_DEVICE->UploadToTexture(
COPYPASS_COMMAND_BUFFER,
source,
destination,
cycle);
}
void SDL_UploadToGPUBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTransferBufferLocation *source,
const SDL_GPUBufferRegion *destination,
SDL_bool cycle)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
COPYPASS_DEVICE->UploadToBuffer(
COPYPASS_COMMAND_BUFFER,
source,
destination,
cycle);
}
void SDL_CopyGPUTextureToTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureLocation *source,
const SDL_GPUTextureLocation *destination,
Uint32 w,
Uint32 h,
Uint32 d,
SDL_bool cycle)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
COPYPASS_DEVICE->CopyTextureToTexture(
COPYPASS_COMMAND_BUFFER,
source,
destination,
w,
h,
d,
cycle);
}
void SDL_CopyGPUBufferToBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUBufferLocation *source,
const SDL_GPUBufferLocation *destination,
Uint32 size,
SDL_bool cycle)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
COPYPASS_DEVICE->CopyBufferToBuffer(
COPYPASS_COMMAND_BUFFER,
source,
destination,
size,
cycle);
}
void SDL_DownloadFromGPUTexture(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUTextureRegion *source,
const SDL_GPUTextureTransferInfo *destination)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
COPYPASS_DEVICE->DownloadFromTexture(
COPYPASS_COMMAND_BUFFER,
source,
destination);
}
void SDL_DownloadFromGPUBuffer(
SDL_GPUCopyPass *copy_pass,
const SDL_GPUBufferRegion *source,
const SDL_GPUTransferBufferLocation *destination)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
COPYPASS_DEVICE->DownloadFromBuffer(
COPYPASS_COMMAND_BUFFER,
source,
destination);
}
void SDL_EndGPUCopyPass(
SDL_GPUCopyPass *copy_pass)
{
if (copy_pass == NULL) {
SDL_InvalidParamError("copy_pass");
return;
}
if (COPYPASS_DEVICE->debug_mode) {
CHECK_COPYPASS
}
COPYPASS_DEVICE->EndCopyPass(
COPYPASS_COMMAND_BUFFER);
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copy_pass.in_progress = false;
}
void SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_GPUTexture *texture)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (texture == NULL) {
SDL_InvalidParamError("texture");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
CHECK_ANY_PASS_IN_PROGRESS("Cannot generate mipmaps during a pass!", )
TextureCommonHeader *header = (TextureCommonHeader *)texture;
if (header->info.num_levels <= 1) {
SDL_assert_release(!"Cannot generate mipmaps for texture with num_levels <= 1!");
return;
}
if (!(header->info.usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) || !(header->info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER and COLOR_TARGET usage flags!");
return;
}
}
COMMAND_BUFFER_DEVICE->GenerateMipmaps(
command_buffer,
texture);
}
void SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUBlitRegion *source,
const SDL_GPUBlitRegion *destination,
SDL_FlipMode flip_mode,
SDL_GPUFilter filter,
SDL_bool cycle)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (source == NULL) {
SDL_InvalidParamError("source");
return;
}
if (destination == NULL) {
SDL_InvalidParamError("destination");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
CHECK_ANY_PASS_IN_PROGRESS("Cannot blit during a pass!", )
// Validation
bool failed = false;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
if (srcHeader == NULL || dstHeader == NULL) {
SDL_assert_release(!"Blit source and destination textures must be non-NULL");
return; // attempting to proceed will crash
}
if ((srcHeader->info.usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
SDL_assert_release(!"Blit source texture must be created with the SAMPLER usage flag");
failed = true;
}
if ((dstHeader->info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) == 0) {
SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET usage flag");
failed = true;
}
if (IsDepthFormat(srcHeader->info.format)) {
SDL_assert_release(!"Blit source texture cannot have a depth format");
failed = true;
}
if (source->w == 0 || source->h == 0 || destination->w == 0 || destination->h == 0) {
SDL_assert_release(!"Blit source/destination regions must have non-zero width, height, and depth");
failed = true;
}
if (failed) {
return;
}
}
COMMAND_BUFFER_DEVICE->Blit(
command_buffer,
source,
destination,
flip_mode,
filter,
cycle);
}
// Submission/Presentation
SDL_bool SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchain_composition)
{
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return false;
}
if (device->debug_mode) {
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchain_composition, false)
}
return device->SupportsSwapchainComposition(
device->driverData,
window,
swapchain_composition);
}
SDL_bool SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUPresentMode present_mode)
{
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return false;
}
if (device->debug_mode) {
CHECK_PRESENTMODE_ENUM_INVALID(present_mode, false)
}
return device->SupportsPresentMode(
device->driverData,
window,
present_mode);
}
SDL_bool SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window)
{
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return false;
}
return device->ClaimWindow(
device->driverData,
window);
}
void SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window)
{
CHECK_DEVICE_MAGIC(device, );
if (window == NULL) {
SDL_InvalidParamError("window");
return;
}
device->ReleaseWindow(
device->driverData,
window);
}
SDL_bool SDL_SetGPUSwapchainParameters(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchain_composition,
SDL_GPUPresentMode present_mode)
{
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return false;
}
if (device->debug_mode) {
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchain_composition, false)
CHECK_PRESENTMODE_ENUM_INVALID(present_mode, false)
}
return device->SetSwapchainParameters(
device->driverData,
window,
swapchain_composition,
present_mode);
}
SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
SDL_GPUDevice *device,
SDL_Window *window)
{
CHECK_DEVICE_MAGIC(device, SDL_GPU_TEXTUREFORMAT_INVALID);
if (window == NULL) {
SDL_InvalidParamError("window");
return SDL_GPU_TEXTUREFORMAT_INVALID;
}
return device->GetSwapchainTextureFormat(
device->driverData,
window);
}
SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *command_buffer,
SDL_Window *window,
Uint32 *w,
Uint32 *h)
{
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
}
if (window == NULL) {
SDL_InvalidParamError("window");
return NULL;
}
if (w == NULL) {
SDL_InvalidParamError("w");
return NULL;
}
if (h == NULL) {
SDL_InvalidParamError("h");
return NULL;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
CHECK_ANY_PASS_IN_PROGRESS("Cannot acquire a swapchain texture during a pass!", NULL)
}
return COMMAND_BUFFER_DEVICE->AcquireSwapchainTexture(
command_buffer,
window,
w,
h);
}
void SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *command_buffer)
{
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER
if (
commandBufferHeader->render_pass.in_progress ||
commandBufferHeader->compute_pass.in_progress ||
commandBufferHeader->copy_pass.in_progress) {
SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
return;
}
}
commandBufferHeader->submitted = true;
COMMAND_BUFFER_DEVICE->Submit(
command_buffer);
}
SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *command_buffer)
{
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
if (command_buffer == NULL) {
SDL_InvalidParamError("command_buffer");
return NULL;
}
if (COMMAND_BUFFER_DEVICE->debug_mode) {
CHECK_COMMAND_BUFFER_RETURN_NULL
if (
commandBufferHeader->render_pass.in_progress ||
commandBufferHeader->compute_pass.in_progress ||
commandBufferHeader->copy_pass.in_progress) {
SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
return NULL;
}
}
commandBufferHeader->submitted = true;
return COMMAND_BUFFER_DEVICE->SubmitAndAcquireFence(
command_buffer);
}
void SDL_WaitForGPUIdle(
SDL_GPUDevice *device)
{
CHECK_DEVICE_MAGIC(device, );
device->Wait(
device->driverData);
}
void SDL_WaitForGPUFences(
SDL_GPUDevice *device,
SDL_bool wait_all,
SDL_GPUFence *const *fences,
Uint32 num_fences)
{
CHECK_DEVICE_MAGIC(device, );
if (fences == NULL && num_fences > 0) {
SDL_InvalidParamError("fences");
return;
}
device->WaitForFences(
device->driverData,
wait_all,
fences,
num_fences);
}
SDL_bool SDL_QueryGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence)
{
CHECK_DEVICE_MAGIC(device, false);
if (fence == NULL) {
SDL_InvalidParamError("fence");
return false;
}
return device->QueryFence(
device->driverData,
fence);
}
void SDL_ReleaseGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence)
{
CHECK_DEVICE_MAGIC(device, );
if (fence == NULL) {
return;
}
device->ReleaseFence(
device->driverData,
fence);
}