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				https://github.com/thunderbrewhq/thunderbrew
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			762 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			762 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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#include <stdlib.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_gpu.h>
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#include <SDL3/SDL_main.h>
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/* Regenerate the shaders with testgpu/build-shaders.sh */
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#include "testgpu/testgpu_spirv.h"
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#include "testgpu/testgpu_dxil.h"
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#include "testgpu/testgpu_metallib.h"
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#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
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#define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s", thing, SDL_GetError()); quit(2); } }
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static Uint32 frames = 0;
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typedef struct RenderState
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{
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    SDL_GPUBuffer *buf_vertex;
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    SDL_GPUGraphicsPipeline *pipeline;
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    SDL_GPUSampleCount sample_count;
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} RenderState;
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typedef struct WindowState
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{
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    int angle_x, angle_y, angle_z;
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    SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve;
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    Uint32 prev_drawablew, prev_drawableh;
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} WindowState;
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static SDL_GPUDevice *gpu_device = NULL;
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static RenderState render_state;
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static SDLTest_CommonState *state = NULL;
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static WindowState *window_states = NULL;
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static void shutdownGPU(void)
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{
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    if (window_states) {
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        int i;
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        for (i = 0; i < state->num_windows; i++) {
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            WindowState *winstate = &window_states[i];
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            SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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            SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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            SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve);
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            SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
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        }
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        SDL_free(window_states);
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        window_states = NULL;
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    }
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    SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
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    SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
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    SDL_DestroyGPUDevice(gpu_device);
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    SDL_zero(render_state);
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    gpu_device = NULL;
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}
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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    shutdownGPU();
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    SDLTest_CommonQuit(state);
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    exit(rc);
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}
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/*
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 * Simulates desktop's glRotatef. The matrix is returned in column-major
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 * order.
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 */
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static void
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rotate_matrix(float angle, float x, float y, float z, float *r)
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{
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    float radians, c, s, c1, u[3], length;
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    int i, j;
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    radians = angle * SDL_PI_F / 180.0f;
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    c = SDL_cosf(radians);
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    s = SDL_sinf(radians);
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    c1 = 1.0f - SDL_cosf(radians);
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    length = (float)SDL_sqrt(x * x + y * y + z * z);
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    u[0] = x / length;
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    u[1] = y / length;
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    u[2] = z / length;
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    for (i = 0; i < 16; i++) {
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        r[i] = 0.0;
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    }
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    r[15] = 1.0;
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    for (i = 0; i < 3; i++) {
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        r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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        r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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    }
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    for (i = 0; i < 3; i++) {
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        for (j = 0; j < 3; j++) {
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            r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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        }
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    }
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}
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/*
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 * Simulates gluPerspectiveMatrix
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 */
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static void
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perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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{
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    int i;
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    float f;
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    f = 1.0f/SDL_tanf(fovy * 0.5f);
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    for (i = 0; i < 16; i++) {
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        r[i] = 0.0;
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    }
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    r[0] = f / aspect;
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    r[5] = f;
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    r[10] = (znear + zfar) / (znear - zfar);
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    r[11] = -1.0f;
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    r[14] = (2.0f * znear * zfar) / (znear - zfar);
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    r[15] = 0.0f;
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}
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/*
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 * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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 * major. In-place multiplication is supported.
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 */
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static void
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multiply_matrix(const float *lhs, const float *rhs, float *r)
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{
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    int i, j, k;
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    float tmp[16];
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    for (i = 0; i < 4; i++) {
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        for (j = 0; j < 4; j++) {
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            tmp[j * 4 + i] = 0.0;
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            for (k = 0; k < 4; k++) {
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                tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
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            }
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        }
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    }
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    for (i = 0; i < 16; i++) {
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        r[i] = tmp[i];
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    }
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}
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typedef struct VertexData
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{
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    float x, y, z; /* 3D data. Vertex range -0.5..0.5 in all axes. Z -0.5 is near, 0.5 is far. */
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    float red, green, blue;  /* intensity 0 to 1 (alpha is always 1). */
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} VertexData;
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static const VertexData vertex_data[] = {
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    /* Front face. */
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    /* Bottom left */
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    { -0.5,  0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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    {  0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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    { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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    /* Top right */
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    { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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    { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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    { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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    /* Left face */
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    /* Bottom left */
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    { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
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    { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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    { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
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    /* Top right */
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    { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
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    { -0.5,  0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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    { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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    /* Top face */
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    /* Bottom left */
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    { -0.5, 0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
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    {  0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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    { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */
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    /* Top right */
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    { -0.5, 0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
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    {  0.5, 0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
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    {  0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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    /* Right face */
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    /* Bottom left */
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    { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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    { 0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
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    { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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    /* Top right */
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    { 0.5,  0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */
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    { 0.5,  0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
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    { 0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
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    /* Back face */
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    /* Bottom left */
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    {  0.5,  0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */
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    { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */
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    {  0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */
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    /* Top right */
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    {  0.5,  0.5,  0.5, 0.0, 0.0, 0.0 }, /* black */
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    { -0.5,  0.5,  0.5, 1.0, 1.0, 1.0 }, /* white */
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    { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
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    /* Bottom face */
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    /* Bottom left */
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    { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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    {  0.5, -0.5,  0.5, 1.0, 0.0, 1.0 }, /* magenta */
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    { -0.5, -0.5,  0.5, 0.0, 1.0, 1.0 }, /* cyan */
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    /* Top right */
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    { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */
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    {  0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */
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    {  0.5, -0.5,  0.5, 1.0, 0.0, 1.0 } /* magenta */
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};
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static SDL_GPUTexture*
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CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
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{
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    SDL_GPUTextureCreateInfo createinfo;
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    SDL_GPUTexture *result;
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    createinfo.type = SDL_GPU_TEXTURETYPE_2D;
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    createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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    createinfo.width = drawablew;
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    createinfo.height = drawableh;
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    createinfo.layer_count_or_depth = 1;
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    createinfo.num_levels = 1;
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    createinfo.sample_count = render_state.sample_count;
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    createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
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    createinfo.props = 0;
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    result = SDL_CreateGPUTexture(gpu_device, &createinfo);
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    CHECK_CREATE(result, "Depth Texture")
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    return result;
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}
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static SDL_GPUTexture*
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CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
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{
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    SDL_GPUTextureCreateInfo createinfo;
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    SDL_GPUTexture *result;
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    if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
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        return NULL;
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    }
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    createinfo.type = SDL_GPU_TEXTURETYPE_2D;
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    createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
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    createinfo.width = drawablew;
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    createinfo.height = drawableh;
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    createinfo.layer_count_or_depth = 1;
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    createinfo.num_levels = 1;
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    createinfo.sample_count = render_state.sample_count;
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    createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
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    createinfo.props = 0;
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    result = SDL_CreateGPUTexture(gpu_device, &createinfo);
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    CHECK_CREATE(result, "MSAA Texture")
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    return result;
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}
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static SDL_GPUTexture *
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CreateResolveTexture(Uint32 drawablew, Uint32 drawableh)
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{
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    SDL_GPUTextureCreateInfo createinfo;
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    SDL_GPUTexture *result;
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    if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
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        return NULL;
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    }
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    createinfo.type = SDL_GPU_TEXTURETYPE_2D;
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    createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
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    createinfo.width = drawablew;
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    createinfo.height = drawableh;
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    createinfo.layer_count_or_depth = 1;
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    createinfo.num_levels = 1;
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    createinfo.sample_count = SDL_GPU_SAMPLECOUNT_1;
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    createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
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    createinfo.props = 0;
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    result = SDL_CreateGPUTexture(gpu_device, &createinfo);
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    CHECK_CREATE(result, "Resolve Texture")
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    return result;
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}
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static void
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Render(SDL_Window *window, const int windownum)
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{
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    WindowState *winstate = &window_states[windownum];
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    SDL_GPUTexture *swapchainTexture;
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    SDL_GPUColorTargetInfo color_target;
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    SDL_GPUDepthStencilTargetInfo depth_target;
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    float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
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    SDL_GPUCommandBuffer *cmd;
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    SDL_GPURenderPass *pass;
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    SDL_GPUBufferBinding vertex_binding;
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    SDL_GPUBlitInfo blit_info;
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    Uint32 drawablew, drawableh;
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    /* Acquire the swapchain texture */
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    cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
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    if (!cmd) {
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        SDL_Log("Failed to acquire command buffer :%s", SDL_GetError());
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        quit(2);
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    }
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    if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) {
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        SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError());
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        quit(2);
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    }
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    if (swapchainTexture == NULL) {
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        /* Swapchain is unavailable, cancel work */
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        SDL_CancelGPUCommandBuffer(cmd);
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        return;
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    }
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    /*
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    * Do some rotation with Euler angles. It is not a fixed axis as
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    * quaternions would be, but the effect is cool.
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    */
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    rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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    rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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    multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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    rotate_matrix((float)winstate->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
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    multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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    /* Pull the camera back from the cube */
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    matrix_modelview[14] -= 2.5f;
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    perspective_matrix(45.0f, (float)drawablew/drawableh, 0.01f, 100.0f, matrix_perspective);
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    multiply_matrix(matrix_perspective, matrix_modelview, (float*) &matrix_final);
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    winstate->angle_x += 3;
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    winstate->angle_y += 2;
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    winstate->angle_z += 1;
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    if(winstate->angle_x >= 360) winstate->angle_x -= 360;
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    if(winstate->angle_x < 0) winstate->angle_x += 360;
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    if(winstate->angle_y >= 360) winstate->angle_y -= 360;
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    if(winstate->angle_y < 0) winstate->angle_y += 360;
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    if(winstate->angle_z >= 360) winstate->angle_z -= 360;
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    if(winstate->angle_z < 0) winstate->angle_z += 360;
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    /* Resize the depth buffer if the window size changed */
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    if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
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        SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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        SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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						|
        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_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 = swapchainTexture;
 | 
						|
    }
 | 
						|
 | 
						|
    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 */
 | 
						|
 | 
						|
    vertex_binding.buffer = render_state.buf_vertex;
 | 
						|
    vertex_binding.offset = 0;
 | 
						|
 | 
						|
    /* Draw the cube! */
 | 
						|
 | 
						|
    SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
 | 
						|
 | 
						|
    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 resolve target to swapchain, if needed */
 | 
						|
    if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
 | 
						|
        SDL_zero(blit_info);
 | 
						|
        blit_info.source.texture = winstate->tex_resolve;
 | 
						|
        blit_info.source.w = drawablew;
 | 
						|
        blit_info.source.h = drawableh;
 | 
						|
 | 
						|
        blit_info.destination.texture = swapchainTexture;
 | 
						|
        blit_info.destination.w = drawablew;
 | 
						|
        blit_info.destination.h = drawableh;
 | 
						|
 | 
						|
        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! */
 | 
						|
    SDL_SubmitGPUCommandBuffer(cmd);
 | 
						|
 | 
						|
    ++frames;
 | 
						|
}
 | 
						|
 | 
						|
static SDL_GPUShader*
 | 
						|
load_shader(bool is_vertex)
 | 
						|
{
 | 
						|
    SDL_GPUShaderCreateInfo createinfo;
 | 
						|
    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_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device);
 | 
						|
    if (format & SDL_GPU_SHADERFORMAT_DXIL) {
 | 
						|
        createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
 | 
						|
        createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
 | 
						|
        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.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.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;
 | 
						|
    return SDL_CreateGPUShader(gpu_device, &createinfo);
 | 
						|
}
 | 
						|
 | 
						|
static void
 | 
						|
init_render_state(int msaa)
 | 
						|
{
 | 
						|
    SDL_GPUCommandBuffer *cmd;
 | 
						|
    SDL_GPUTransferBuffer *buf_transfer;
 | 
						|
    void *map;
 | 
						|
    SDL_GPUTransferBufferLocation buf_location;
 | 
						|
    SDL_GPUBufferRegion dst_region;
 | 
						|
    SDL_GPUCopyPass *copy_pass;
 | 
						|
    SDL_GPUBufferCreateInfo buffer_desc;
 | 
						|
    SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
 | 
						|
    SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
 | 
						|
    SDL_GPUColorTargetDescription color_target_desc;
 | 
						|
    Uint32 drawablew, drawableh;
 | 
						|
    SDL_GPUVertexAttribute vertex_attributes[2];
 | 
						|
    SDL_GPUVertexBufferDescription vertex_buffer_desc;
 | 
						|
    SDL_GPUShader *vertex_shader;
 | 
						|
    SDL_GPUShader *fragment_shader;
 | 
						|
    int i;
 | 
						|
 | 
						|
    gpu_device = SDL_CreateGPUDevice(
 | 
						|
        TESTGPU_SUPPORTED_FORMATS,
 | 
						|
        true,
 | 
						|
        state->gpudriver
 | 
						|
    );
 | 
						|
    CHECK_CREATE(gpu_device, "GPU device");
 | 
						|
 | 
						|
    /* Claim the windows */
 | 
						|
 | 
						|
    for (i = 0; i < state->num_windows; i++) {
 | 
						|
        SDL_ClaimWindowForGPUDevice(
 | 
						|
            gpu_device,
 | 
						|
            state->windows[i]
 | 
						|
        );
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create shaders */
 | 
						|
 | 
						|
    vertex_shader = load_shader(true);
 | 
						|
    CHECK_CREATE(vertex_shader, "Vertex Shader")
 | 
						|
    fragment_shader = load_shader(false);
 | 
						|
    CHECK_CREATE(fragment_shader, "Fragment Shader")
 | 
						|
 | 
						|
    /* Create buffers */
 | 
						|
 | 
						|
    buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
 | 
						|
    buffer_desc.size = sizeof(vertex_data);
 | 
						|
    buffer_desc.props = SDL_CreateProperties();
 | 
						|
    SDL_SetStringProperty(buffer_desc.props, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "космонавт");
 | 
						|
    render_state.buf_vertex = SDL_CreateGPUBuffer(
 | 
						|
        gpu_device,
 | 
						|
        &buffer_desc
 | 
						|
    );
 | 
						|
    CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer")
 | 
						|
    SDL_DestroyProperties(buffer_desc.props);
 | 
						|
 | 
						|
    transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 | 
						|
    transfer_buffer_desc.size = sizeof(vertex_data);
 | 
						|
    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(
 | 
						|
        gpu_device,
 | 
						|
        &transfer_buffer_desc
 | 
						|
    );
 | 
						|
    CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
 | 
						|
    SDL_DestroyProperties(transfer_buffer_desc.props);
 | 
						|
 | 
						|
    /* We just need to upload the static data once. */
 | 
						|
    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.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, false);
 | 
						|
    SDL_EndGPUCopyPass(copy_pass);
 | 
						|
    SDL_SubmitGPUCommandBuffer(cmd);
 | 
						|
 | 
						|
    SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
 | 
						|
 | 
						|
    /* Determine which sample count to use */
 | 
						|
    render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
 | 
						|
    if (msaa && SDL_GPUTextureSupportsSampleCount(
 | 
						|
        gpu_device,
 | 
						|
        SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
 | 
						|
        SDL_GPU_SAMPLECOUNT_4)) {
 | 
						|
        render_state.sample_count = SDL_GPU_SAMPLECOUNT_4;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Set up the graphics pipeline */
 | 
						|
 | 
						|
    SDL_zero(pipelinedesc);
 | 
						|
    SDL_zero(color_target_desc);
 | 
						|
 | 
						|
    color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 | 
						|
 | 
						|
    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.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.multisample_state.sample_count = render_state.sample_count;
 | 
						|
 | 
						|
    pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
 | 
						|
 | 
						|
    pipelinedesc.vertex_shader = vertex_shader;
 | 
						|
    pipelinedesc.fragment_shader = 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_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].buffer_slot = 0;
 | 
						|
    vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
 | 
						|
    vertex_attributes[1].location = 1;
 | 
						|
    vertex_attributes[1].offset = sizeof(float) * 3;
 | 
						|
 | 
						|
    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;
 | 
						|
 | 
						|
    render_state.pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pipelinedesc);
 | 
						|
    CHECK_CREATE(render_state.pipeline, "Render Pipeline")
 | 
						|
 | 
						|
    /* These are reference-counted; once the pipeline is created, you don't need to keep these. */
 | 
						|
    SDL_ReleaseGPUShader(gpu_device, vertex_shader);
 | 
						|
    SDL_ReleaseGPUShader(gpu_device, fragment_shader);
 | 
						|
 | 
						|
    /* Set up per-window state */
 | 
						|
 | 
						|
    window_states = (WindowState *) SDL_calloc(state->num_windows, sizeof (WindowState));
 | 
						|
    if (!window_states) {
 | 
						|
        SDL_Log("Out of memory!");
 | 
						|
        quit(2);
 | 
						|
    }
 | 
						|
 | 
						|
    for (i = 0; i < state->num_windows; i++) {
 | 
						|
        WindowState *winstate = &window_states[i];
 | 
						|
 | 
						|
        /* create a depth texture for the window */
 | 
						|
        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;
 | 
						|
        winstate->angle_y = (i * 20) % 360;
 | 
						|
        winstate->angle_z = (i * 30) % 360;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static int done = 0;
 | 
						|
 | 
						|
void loop(void)
 | 
						|
{
 | 
						|
    SDL_Event event;
 | 
						|
    int i;
 | 
						|
 | 
						|
    /* Check for events */
 | 
						|
    while (SDL_PollEvent(&event) && !done) {
 | 
						|
        SDLTest_CommonEvent(state, &event, &done);
 | 
						|
    }
 | 
						|
    if (!done) {
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            Render(state->windows[i], i);
 | 
						|
        }
 | 
						|
    }
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
    else {
 | 
						|
        emscripten_cancel_main_loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
int
 | 
						|
main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    int msaa;
 | 
						|
    int i;
 | 
						|
    const SDL_DisplayMode *mode;
 | 
						|
    Uint64 then, now;
 | 
						|
 | 
						|
    /* Initialize params */
 | 
						|
    msaa = 0;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | 
						|
    if (!state) {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (consumed == 0) {
 | 
						|
            if (SDL_strcasecmp(argv[i], "--msaa") == 0) {
 | 
						|
                ++msaa;
 | 
						|
                consumed = 1;
 | 
						|
            } else {
 | 
						|
                consumed = -1;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed < 0) {
 | 
						|
            static const char *options[] = { "[--msaa]", NULL };
 | 
						|
            SDLTest_CommonLogUsage(state, argv[0], options);
 | 
						|
            quit(1);
 | 
						|
        }
 | 
						|
        i += consumed;
 | 
						|
    }
 | 
						|
 | 
						|
    state->skip_renderer = 1;
 | 
						|
    state->window_flags |= SDL_WINDOW_RESIZABLE;
 | 
						|
 | 
						|
    if (!SDLTest_CommonInit(state)) {
 | 
						|
        quit(2);
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    mode = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(state->windows[0]));
 | 
						|
    SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format));
 | 
						|
 | 
						|
    init_render_state(msaa);
 | 
						|
 | 
						|
    /* Main render loop */
 | 
						|
    frames = 0;
 | 
						|
    then = SDL_GetTicks();
 | 
						|
    done = 0;
 | 
						|
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
    emscripten_set_main_loop(loop, 0, 1);
 | 
						|
#else
 | 
						|
    while (!done) {
 | 
						|
        loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
 | 
						|
    /* Print out some timing information */
 | 
						|
    now = SDL_GetTicks();
 | 
						|
    if (now > then) {
 | 
						|
        SDL_Log("%2.2f frames per second",
 | 
						|
               ((double) frames * 1000) / (now - then));
 | 
						|
    }
 | 
						|
#if !defined(__ANDROID__)
 | 
						|
    quit(0);
 | 
						|
#endif
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |