Merge commit '3a7f96fd99528968c39b5be81db067ca018d432b' into dev

This commit is contained in:
SimoneN64
2024-09-18 20:42:08 +02:00
641 changed files with 31269 additions and 30646 deletions

View File

@@ -42,7 +42,7 @@ typedef struct RenderState
typedef struct WindowState
{
int angle_x, angle_y, angle_z;
SDL_GPUTexture *tex_depth, *tex_msaa;
SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve;
Uint32 prev_drawablew, prev_drawableh;
} WindowState;
@@ -59,6 +59,7 @@ static void shutdownGPU(void)
WindowState *winstate = &window_states[i];
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
}
SDL_free(window_states);
@@ -249,20 +250,20 @@ static const VertexData vertex_data[] = {
static SDL_GPUTexture*
CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
{
SDL_GPUTextureCreateInfo depthtex_createinfo;
SDL_GPUTextureCreateInfo createinfo;
SDL_GPUTexture *result;
depthtex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
depthtex_createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
depthtex_createinfo.width = drawablew;
depthtex_createinfo.height = drawableh;
depthtex_createinfo.layerCountOrDepth = 1;
depthtex_createinfo.levelCount = 1;
depthtex_createinfo.sampleCount = render_state.sample_count;
depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
depthtex_createinfo.props = 0;
createinfo.type = SDL_GPU_TEXTURETYPE_2D;
createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
createinfo.width = drawablew;
createinfo.height = drawableh;
createinfo.layer_count_or_depth = 1;
createinfo.num_levels = 1;
createinfo.sample_count = render_state.sample_count;
createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
createinfo.props = 0;
result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
result = SDL_CreateGPUTexture(gpu_device, &createinfo);
CHECK_CREATE(result, "Depth Texture")
return result;
@@ -271,43 +272,68 @@ CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
static SDL_GPUTexture*
CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
{
SDL_GPUTextureCreateInfo msaatex_createinfo;
SDL_GPUTextureCreateInfo createinfo;
SDL_GPUTexture *result;
if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
return NULL;
}
msaatex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
msaatex_createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
msaatex_createinfo.width = drawablew;
msaatex_createinfo.height = drawableh;
msaatex_createinfo.layerCountOrDepth = 1;
msaatex_createinfo.levelCount = 1;
msaatex_createinfo.sampleCount = render_state.sample_count;
msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
msaatex_createinfo.props = 0;
createinfo.type = SDL_GPU_TEXTURETYPE_2D;
createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
createinfo.width = drawablew;
createinfo.height = drawableh;
createinfo.layer_count_or_depth = 1;
createinfo.num_levels = 1;
createinfo.sample_count = render_state.sample_count;
createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
createinfo.props = 0;
result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
result = SDL_CreateGPUTexture(gpu_device, &createinfo);
CHECK_CREATE(result, "MSAA Texture")
return result;
}
static SDL_GPUTexture *
CreateResolveTexture(Uint32 drawablew, Uint32 drawableh)
{
SDL_GPUTextureCreateInfo createinfo;
SDL_GPUTexture *result;
if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
return NULL;
}
createinfo.type = SDL_GPU_TEXTURETYPE_2D;
createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
createinfo.width = drawablew;
createinfo.height = drawableh;
createinfo.layer_count_or_depth = 1;
createinfo.num_levels = 1;
createinfo.sample_count = SDL_GPU_SAMPLECOUNT_1;
createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
createinfo.props = 0;
result = SDL_CreateGPUTexture(gpu_device, &createinfo);
CHECK_CREATE(result, "Resolve Texture")
return result;
}
static void
Render(SDL_Window *window, const int windownum)
{
WindowState *winstate = &window_states[windownum];
SDL_GPUTexture *swapchain;
SDL_GPUColorAttachmentInfo color_attachment;
SDL_GPUDepthStencilAttachmentInfo depth_attachment;
SDL_GPUColorTargetInfo color_target;
SDL_GPUDepthStencilTargetInfo depth_target;
float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
Uint32 drawablew, drawableh;
SDL_GPUCommandBuffer *cmd;
SDL_GPURenderPass *pass;
SDL_GPUBufferBinding vertex_binding;
SDL_GPUBlitRegion src_region;
SDL_GPUBlitRegion dst_region;
SDL_GPUBlitInfo blit_info;
/* Acquire the swapchain texture */
@@ -355,26 +381,39 @@ Render(SDL_Window *window, const int windownum)
if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
}
winstate->prev_drawablew = drawablew;
winstate->prev_drawableh = drawableh;
/* Set up the pass */
SDL_zero(color_attachment);
color_attachment.clearColor.a = 1.0f;
color_attachment.loadOp = SDL_GPU_LOADOP_CLEAR;
color_attachment.storeOp = SDL_GPU_STOREOP_STORE;
color_attachment.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
SDL_zero(color_target);
color_target.clear_color.a = 1.0f;
if (winstate->tex_msaa) {
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
color_target.texture = winstate->tex_msaa;
color_target.resolve_texture = winstate->tex_resolve;
color_target.cycle = true;
color_target.cycle_resolve_texture = true;
} else {
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.texture = swapchain;
}
SDL_zero(depth_attachment);
depth_attachment.depthStencilClearValue.depth = 1.0f;
depth_attachment.loadOp = SDL_GPU_LOADOP_CLEAR;
depth_attachment.storeOp = SDL_GPU_STOREOP_DONT_CARE;
depth_attachment.texture = winstate->tex_depth;
depth_attachment.cycle = SDL_TRUE;
SDL_zero(depth_target);
depth_target.clear_depth = 1.0f;
depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
depth_target.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE;
depth_target.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE;
depth_target.texture = winstate->tex_depth;
depth_target.cycle = true;
/* Set up the bindings */
@@ -385,23 +424,27 @@ Render(SDL_Window *window, const int windownum)
SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
pass = SDL_BeginGPURenderPass(cmd, &color_attachment, 1, &depth_attachment);
pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target);
SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
SDL_EndGPURenderPass(pass);
/* Blit MSAA to swapchain, if needed */
/* Blit MSAA resolve target to swapchain, if needed */
if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
SDL_zero(src_region);
src_region.texture = winstate->tex_msaa;
src_region.w = drawablew;
src_region.h = drawableh;
SDL_zero(blit_info);
blit_info.source.texture = winstate->tex_resolve;
blit_info.source.w = drawablew;
blit_info.source.h = drawableh;
dst_region = src_region;
dst_region.texture = swapchain;
blit_info.destination.texture = swapchain;
blit_info.destination.w = drawablew;
blit_info.destination.h = drawableh;
SDL_BlitGPUTexture(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
blit_info.filter = SDL_GPU_FILTER_LINEAR;
SDL_BlitGPUTexture(cmd, &blit_info);
}
/* Submit the command buffer! */
@@ -411,36 +454,36 @@ Render(SDL_Window *window, const int windownum)
}
static SDL_GPUShader*
load_shader(SDL_bool is_vertex)
load_shader(bool is_vertex)
{
SDL_GPUShaderCreateInfo createinfo;
createinfo.samplerCount = 0;
createinfo.storageBufferCount = 0;
createinfo.storageTextureCount = 0;
createinfo.uniformBufferCount = is_vertex ? 1 : 0;
createinfo.num_samplers = 0;
createinfo.num_storage_buffers = 0;
createinfo.num_storage_textures = 0;
createinfo.num_uniform_buffers = is_vertex ? 1 : 0;
createinfo.props = 0;
SDL_GPUDriver backend = SDL_GetGPUDriver(gpu_device);
if (backend == SDL_GPU_DRIVER_D3D11) {
SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
if (format & SDL_GPU_SHADERFORMAT_DXBC) {
createinfo.format = SDL_GPU_SHADERFORMAT_DXBC;
createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag;
createinfo.codeSize = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain";
} else if (backend == SDL_GPU_DRIVER_D3D12) {
createinfo.code_size = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
} else if (format & SDL_GPU_SHADERFORMAT_DXIL) {
createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
createinfo.codeSize = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain";
} else if (backend == SDL_GPU_DRIVER_METAL) {
createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
} else if (format & SDL_GPU_SHADERFORMAT_METALLIB) {
createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB;
createinfo.code = is_vertex ? cube_vert_metallib : cube_frag_metallib;
createinfo.codeSize = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len;
createinfo.entryPointName = is_vertex ? "vs_main" : "fs_main";
createinfo.code_size = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len;
createinfo.entrypoint = is_vertex ? "vs_main" : "fs_main";
} else {
createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv;
createinfo.codeSize = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
createinfo.entryPointName = "main";
createinfo.code_size = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
createinfo.entrypoint = "main";
}
createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
@@ -459,17 +502,17 @@ init_render_state(int msaa)
SDL_GPUBufferCreateInfo buffer_desc;
SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
SDL_GPUColorAttachmentDescription color_attachment_desc;
SDL_GPUColorTargetDescription color_target_desc;
Uint32 drawablew, drawableh;
SDL_GPUVertexAttribute vertex_attributes[2];
SDL_GPUVertexBinding vertex_binding;
SDL_GPUVertexBufferDescription vertex_buffer_desc;
SDL_GPUShader *vertex_shader;
SDL_GPUShader *fragment_shader;
int i;
gpu_device = SDL_CreateGPUDevice(
TESTGPU_SUPPORTED_FORMATS,
SDL_TRUE,
true,
state->gpudriver
);
CHECK_CREATE(gpu_device, "GPU device");
@@ -485,15 +528,15 @@ init_render_state(int msaa)
/* Create shaders */
vertex_shader = load_shader(SDL_TRUE);
vertex_shader = load_shader(true);
CHECK_CREATE(vertex_shader, "Vertex Shader")
fragment_shader = load_shader(SDL_FALSE);
fragment_shader = load_shader(false);
CHECK_CREATE(fragment_shader, "Fragment Shader")
/* Create buffers */
buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
buffer_desc.sizeInBytes = sizeof(vertex_data);
buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
buffer_desc.size = sizeof(vertex_data);
buffer_desc.props = 0;
render_state.buf_vertex = SDL_CreateGPUBuffer(
gpu_device,
@@ -504,7 +547,7 @@ init_render_state(int msaa)
SDL_SetGPUBufferName(gpu_device, render_state.buf_vertex, "космонавт");
transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transfer_buffer_desc.sizeInBytes = sizeof(vertex_data);
transfer_buffer_desc.size = sizeof(vertex_data);
transfer_buffer_desc.props = 0;
buf_transfer = SDL_CreateGPUTransferBuffer(
gpu_device,
@@ -513,18 +556,18 @@ init_render_state(int msaa)
CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
/* We just need to upload the static data once. */
map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, SDL_FALSE);
map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false);
SDL_memcpy(map, vertex_data, sizeof(vertex_data));
SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer);
cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
copy_pass = SDL_BeginGPUCopyPass(cmd);
buf_location.transferBuffer = buf_transfer;
buf_location.transfer_buffer = buf_transfer;
buf_location.offset = 0;
dst_region.buffer = render_state.buf_vertex;
dst_region.offset = 0;
dst_region.size = sizeof(vertex_data);
SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
@@ -542,54 +585,45 @@ init_render_state(int msaa)
/* Set up the graphics pipeline */
SDL_zero(pipelinedesc);
SDL_zero(color_target_desc);
color_attachment_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
color_attachment_desc.blendState.blendEnable = 0;
color_attachment_desc.blendState.alphaBlendOp = SDL_GPU_BLENDOP_ADD;
color_attachment_desc.blendState.colorBlendOp = SDL_GPU_BLENDOP_ADD;
color_attachment_desc.blendState.colorWriteMask = 0xF;
color_attachment_desc.blendState.srcAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ONE;
color_attachment_desc.blendState.dstAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ZERO;
color_attachment_desc.blendState.srcColorBlendFactor = SDL_GPU_BLENDFACTOR_ONE;
color_attachment_desc.blendState.dstColorBlendFactor = SDL_GPU_BLENDFACTOR_ZERO;
pipelinedesc.target_info.num_color_targets = 1;
pipelinedesc.target_info.color_target_descriptions = &color_target_desc;
pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
pipelinedesc.target_info.has_depth_stencil_target = true;
pipelinedesc.attachmentInfo.colorAttachmentCount = 1;
pipelinedesc.attachmentInfo.colorAttachmentDescriptions = &color_attachment_desc;
pipelinedesc.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
pipelinedesc.attachmentInfo.hasDepthStencilAttachment = SDL_TRUE;
pipelinedesc.depth_stencil_state.enable_depth_test = true;
pipelinedesc.depth_stencil_state.enable_depth_write = true;
pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
pipelinedesc.depthStencilState.depthTestEnable = 1;
pipelinedesc.depthStencilState.depthWriteEnable = 1;
pipelinedesc.depthStencilState.compareOp = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
pipelinedesc.multisample_state.sample_count = render_state.sample_count;
pipelinedesc.multisampleState.sampleCount = render_state.sample_count;
pipelinedesc.multisampleState.sampleMask = 0xF;
pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipelinedesc.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipelinedesc.vertex_shader = vertex_shader;
pipelinedesc.fragment_shader = fragment_shader;
pipelinedesc.vertexShader = vertex_shader;
pipelinedesc.fragmentShader = fragment_shader;
vertex_buffer_desc.slot = 0;
vertex_buffer_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_buffer_desc.instance_step_rate = 0;
vertex_buffer_desc.pitch = sizeof(VertexData);
vertex_binding.binding = 0;
vertex_binding.inputRate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_binding.instanceStepRate = 0;
vertex_binding.stride = sizeof(VertexData);
vertex_attributes[0].binding = 0;
vertex_attributes[0].buffer_slot = 0;
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertex_attributes[0].location = 0;
vertex_attributes[0].offset = 0;
vertex_attributes[1].binding = 0;
vertex_attributes[1].buffer_slot = 0;
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertex_attributes[1].location = 1;
vertex_attributes[1].offset = sizeof(float) * 3;
pipelinedesc.vertexInputState.vertexBindingCount = 1;
pipelinedesc.vertexInputState.vertexBindings = &vertex_binding;
pipelinedesc.vertexInputState.vertexAttributeCount = 2;
pipelinedesc.vertexInputState.vertexAttributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
pipelinedesc.vertex_input_state.num_vertex_buffers = 1;
pipelinedesc.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc;
pipelinedesc.vertex_input_state.num_vertex_attributes = 2;
pipelinedesc.vertex_input_state.vertex_attributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
pipelinedesc.props = 0;
@@ -615,6 +649,7 @@ init_render_state(int msaa)
SDL_GetWindowSizeInPixels(state->windows[i], (int*) &drawablew, (int*) &drawableh);
winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh);
/* make each window different */
winstate->angle_x = (i * 10) % 360;
@@ -625,7 +660,7 @@ init_render_state(int msaa)
static int done = 0;
void loop()
void loop(void)
{
SDL_Event event;
int i;