mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-05-23 15:55:49 +08:00
GPU: Add swapchain dimension out params (#11003)
This commit is contained in:
+13
-9
@@ -3316,7 +3316,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
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* \param window an SDL_Window that has been claimed.
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* \param swapchain_composition the desired composition of the swapchain.
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* \param present_mode the desired present mode for the swapchain.
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* \returns true if successful, false on error.
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* \returns true if successful, false on error; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -3350,20 +3350,22 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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* When a swapchain texture is acquired on a command buffer, it will
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* automatically be submitted for presentation when the command buffer is
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* submitted. The swapchain texture should only be referenced by the command
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* buffer used to acquire it. The swapchain texture handle can be NULL under
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* buffer used to acquire it. The swapchain texture handle can be filled in with NULL under
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* certain conditions. This is not necessarily an error. If this function
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* returns false then there is an error. The swapchain texture is managed by
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* the implementation and must not be freed by the user. The texture
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* dimensions will be the width and height of the claimed window. You can
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* obtain these dimensions by calling SDL_GetWindowSizeInPixels. You MUST NOT
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* returns false then there is an error.
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*
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* The swapchain texture is managed by
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* the implementation and must not be freed by the user. You MUST NOT
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* call this function from any thread other than the one that created the
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* window.
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*
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* \param command_buffer a command buffer.
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* \param window a window that has been claimed.
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* \param swapchainTexture a pointer filled in with a swapchain texture
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* \param swapchain_texture a pointer filled in with a swapchain texture
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* handle.
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* \returns true on success, false on error.
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* \param swapchain_texture_width a pointer filled in with the swapchain texture width, may be NULL.
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* \param swapchain_texture_height a pointer filled in with the swapchain texture height, may be NULL.
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* \returns true on success, false on error; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -3375,7 +3377,9 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
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SDL_GPUCommandBuffer *command_buffer,
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SDL_Window *window,
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SDL_GPUTexture **swapchainTexture);
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SDL_GPUTexture **swapchain_texture,
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Uint32 *swapchain_texture_width,
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Uint32 *swapchain_texture_height);
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/**
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* Submits a command buffer so its commands can be processed on the GPU.
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@@ -50,7 +50,7 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI
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// New API symbols are added at the end
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, SDL_GPUTexture **c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, SDL_GPUTexture **c, Uint32 *d, Uint32 *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_AddAtomicInt,(SDL_AtomicInt *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
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+8
-4
@@ -2613,7 +2613,9 @@ SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
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bool SDL_AcquireGPUSwapchainTexture(
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SDL_GPUCommandBuffer *command_buffer,
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SDL_Window *window,
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SDL_GPUTexture **swapchainTexture)
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SDL_GPUTexture **swapchain_texture,
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Uint32 *swapchain_texture_width,
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Uint32 *swapchain_texture_height)
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{
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if (command_buffer == NULL) {
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SDL_InvalidParamError("command_buffer");
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@@ -2623,8 +2625,8 @@ bool SDL_AcquireGPUSwapchainTexture(
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SDL_InvalidParamError("window");
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return false;
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}
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if (swapchainTexture == NULL) {
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SDL_InvalidParamError("swapchainTexture");
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if (swapchain_texture == NULL) {
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SDL_InvalidParamError("swapchain_texture");
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return false;
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}
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@@ -2636,7 +2638,9 @@ bool SDL_AcquireGPUSwapchainTexture(
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return COMMAND_BUFFER_DEVICE->AcquireSwapchainTexture(
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command_buffer,
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window,
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swapchainTexture);
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swapchain_texture,
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swapchain_texture_width,
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swapchain_texture_height);
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}
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bool SDL_SubmitGPUCommandBuffer(
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@@ -651,7 +651,9 @@ struct SDL_GPUDevice
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bool (*AcquireSwapchainTexture)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_Window *window,
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SDL_GPUTexture **swapchainTexture);
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SDL_GPUTexture **swapchainTexture,
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Uint32 *swapchainTextureWidth,
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Uint32 *swapchainTextureHeight);
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bool (*Submit)(
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SDL_GPUCommandBuffer *commandBuffer);
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@@ -480,6 +480,8 @@ typedef struct D3D11WindowData
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SDL_GPUSwapchainComposition swapchainComposition;
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DXGI_FORMAT swapchainFormat;
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DXGI_COLOR_SPACE_TYPE swapchainColorSpace;
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Uint32 width;
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Uint32 height;
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SDL_GPUFence *inFlightFences[MAX_FRAMES_IN_FLIGHT];
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Uint32 frameCounter;
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bool needsSwapchainRecreate;
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@@ -5250,6 +5252,8 @@ static bool D3D11_INTERNAL_CreateSwapchain(
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windowData->texture.container = &windowData->textureContainer;
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windowData->texture.containerIndex = 0;
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windowData->width = w;
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windowData->height = h;
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return true;
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}
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@@ -5288,6 +5292,8 @@ static bool D3D11_INTERNAL_ResizeSwapchain(
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windowData->textureContainer.header.info.width = w;
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windowData->textureContainer.header.info.height = h;
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windowData->width = w;
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windowData->height = h;
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windowData->needsSwapchainRecreate = !result;
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return result;
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}
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@@ -5469,7 +5475,9 @@ static void D3D11_ReleaseWindow(
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static bool D3D11_AcquireSwapchainTexture(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_Window *window,
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SDL_GPUTexture **swapchainTexture)
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SDL_GPUTexture **swapchainTexture,
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Uint32 *swapchainTextureWidth,
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Uint32 *swapchainTextureHeight)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
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@@ -5477,6 +5485,12 @@ static bool D3D11_AcquireSwapchainTexture(
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HRESULT res;
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*swapchainTexture = NULL;
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = 0;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = 0;
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}
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windowData = D3D11_INTERNAL_FetchWindowData(window);
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if (windowData == NULL) {
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@@ -5489,6 +5503,13 @@ static bool D3D11_AcquireSwapchainTexture(
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}
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}
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = windowData->width;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = windowData->height;
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}
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if (windowData->inFlightFences[windowData->frameCounter] != NULL) {
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if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
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// In VSYNC mode, block until the least recent presented frame is done
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@@ -554,6 +554,8 @@ typedef struct D3D12WindowData
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D3D12TextureContainer textureContainers[MAX_FRAMES_IN_FLIGHT];
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SDL_GPUFence *inFlightFences[MAX_FRAMES_IN_FLIGHT];
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Uint32 width;
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Uint32 height;
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bool needsSwapchainRecreate;
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} D3D12WindowData;
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@@ -6331,6 +6333,8 @@ static bool D3D12_INTERNAL_ResizeSwapchain(
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}
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}
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windowData->width = w;
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windowData->height = h;
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windowData->needsSwapchainRecreate = false;
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return true;
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}
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@@ -6382,6 +6386,9 @@ static bool D3D12_INTERNAL_CreateSwapchain(
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swapchainFormat = SwapchainCompositionToTextureFormat[swapchainComposition];
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int w, h;
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SDL_GetWindowSizeInPixels(windowData->window, &w, &h);
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// Initialize the swapchain buffer descriptor
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swapchainDesc.Width = 0;
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swapchainDesc.Height = 0;
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@@ -6477,6 +6484,8 @@ static bool D3D12_INTERNAL_CreateSwapchain(
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windowData->swapchainComposition = swapchainComposition;
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windowData->swapchainColorSpace = SwapchainCompositionToColorSpace[swapchainComposition];
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windowData->frameCounter = 0;
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windowData->width = w;
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windowData->height = h;
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// Precache blit pipelines for the swapchain format
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for (Uint32 i = 0; i < 5; i += 1) {
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@@ -6907,7 +6916,9 @@ static SDL_GPUCommandBuffer *D3D12_AcquireCommandBuffer(
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static bool D3D12_AcquireSwapchainTexture(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_Window *window,
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SDL_GPUTexture **swapchainTexture)
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SDL_GPUTexture **swapchainTexture,
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Uint32 *swapchainTextureWidth,
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Uint32 *swapchainTextureHeight)
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{
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D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
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D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
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@@ -6916,6 +6927,12 @@ static bool D3D12_AcquireSwapchainTexture(
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HRESULT res;
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*swapchainTexture = NULL;
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = 0;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = 0;
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}
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windowData = D3D12_INTERNAL_FetchWindowData(window);
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if (windowData == NULL) {
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@@ -6928,6 +6945,13 @@ static bool D3D12_AcquireSwapchainTexture(
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}
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}
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = windowData->width;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = windowData->height;
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}
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if (windowData->inFlightFences[windowData->frameCounter] != NULL) {
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if (windowData->present_mode == SDL_GPU_PRESENTMODE_VSYNC) {
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// In VSYNC mode, block until the least recent presented frame is done
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@@ -3590,7 +3590,9 @@ static void METAL_ReleaseWindow(
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static bool METAL_AcquireSwapchainTexture(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_Window *window,
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SDL_GPUTexture **texture)
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SDL_GPUTexture **texture,
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Uint32 *swapchainTextureWidth,
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Uint32 *swapchainTextureHeight)
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{
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@autoreleasepool {
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MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
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@@ -3599,6 +3601,12 @@ static bool METAL_AcquireSwapchainTexture(
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CGSize drawableSize;
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*texture = NULL;
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = 0;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = 0;
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}
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windowData = METAL_INTERNAL_FetchWindowData(window);
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if (windowData == NULL) {
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@@ -3613,6 +3621,12 @@ static bool METAL_AcquireSwapchainTexture(
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drawableSize = windowData->layer.drawableSize;
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windowData->textureContainer.header.info.width = (Uint32)drawableSize.width;
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windowData->textureContainer.header.info.height = (Uint32)drawableSize.height;
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if (swapchainTextureWidth) {
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*swapchainTextureWidth = (Uint32)drawableSize.width;
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}
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if (swapchainTextureHeight) {
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*swapchainTextureHeight = (Uint32)drawableSize.height;
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}
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// Set up presentation
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if (metalCommandBuffer->windowDataCount == metalCommandBuffer->windowDataCapacity) {
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+248
-252
File diff suppressed because it is too large
Load Diff
@@ -957,7 +957,8 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
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SDL_GPUTexture *swapchain;
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bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain);
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Uint32 swapchain_texture_width, swapchain_texture_height;
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bool result = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height);
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if (!result) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError());
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@@ -967,8 +968,6 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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goto submit;
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}
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SDL_GPUTextureFormat swapchain_fmt = SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window);
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SDL_GPUBlitInfo blit_info;
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SDL_zero(blit_info);
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@@ -976,18 +975,13 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
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blit_info.source.w = data->backbuffer.width;
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blit_info.source.h = data->backbuffer.height;
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blit_info.destination.texture = swapchain;
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blit_info.destination.w = renderer->output_pixel_w;
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blit_info.destination.h = renderer->output_pixel_h;
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blit_info.destination.w = swapchain_texture_width;
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blit_info.destination.h = swapchain_texture_height;
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blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
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blit_info.filter = SDL_GPU_FILTER_LINEAR;
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SDL_BlitGPUTexture(data->state.command_buffer, &blit_info);
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if (renderer->output_pixel_w != data->backbuffer.width || renderer->output_pixel_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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CreateBackbuffer(data, renderer->output_pixel_w, renderer->output_pixel_h, swapchain_fmt);
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}
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// *** FIXME ***
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// This is going to block if there is ever a frame in flight.
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// We should do something similar to FNA3D
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@@ -1006,6 +1000,11 @@ submit:
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SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
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#endif
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if (swapchain != NULL && (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height)) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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CreateBackbuffer(data, swapchain_texture_width, swapchain_texture_height, SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window));
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}
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data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
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return true;
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@@ -82,7 +82,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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}
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SDL_GPUTexture *swapchainTexture;
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if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture)) {
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if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
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SDL_Log("SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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@@ -333,7 +333,7 @@ Render(SDL_Window *window, const int windownum)
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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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int drawablew, drawableh;
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Uint32 drawablew, drawableh;
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/* Acquire the swapchain texture */
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@@ -342,7 +342,7 @@ Render(SDL_Window *window, const int windownum)
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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_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture)) {
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if (!SDL_AcquireGPUSwapchainTexture(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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@@ -353,8 +353,6 @@ Render(SDL_Window *window, const int windownum)
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return;
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}
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SDL_GetWindowSizeInPixels(window, &drawablew, &drawableh);
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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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* quaterions would be, but the effect is cool.
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