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167
thirdparty/SDL3-3.4.0/src/render/gpu/SDL_pipeline_gpu.c
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167
thirdparty/SDL3-3.4.0/src/render/gpu/SDL_pipeline_gpu.c
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/*
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Simple DirectMedia Layer
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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, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_GPU
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#include "SDL_gpu_util.h"
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#include "SDL_pipeline_gpu.h"
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#include "../SDL_sysrender.h"
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static Uint32 SDLCALL HashPipelineCacheKey(void *userdata, const void *key)
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{
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const GPU_PipelineParameters *params = (const GPU_PipelineParameters *) key;
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return SDL_murmur3_32(params, sizeof(*params), 0);
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}
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static bool SDLCALL MatchPipelineCacheKey(void *userdata, const void *a, const void *b)
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{
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return (SDL_memcmp(a, b, sizeof (GPU_PipelineParameters)) == 0);
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}
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static void SDLCALL DestroyPipelineCacheHashItem(void *userdata, const void *key, const void *value)
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{
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SDL_GPUGraphicsPipeline *pipeline = (SDL_GPUGraphicsPipeline *) value;
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SDL_GPUDevice *device = (SDL_GPUDevice *) userdata;
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SDL_ReleaseGPUGraphicsPipeline(device, pipeline);
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SDL_free((GPU_PipelineParameters *) key);
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}
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bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GPUDevice *device)
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{
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cache->table = SDL_CreateHashTable(0, false, HashPipelineCacheKey, MatchPipelineCacheKey, DestroyPipelineCacheHashItem, device);
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return (cache->table != NULL);
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}
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void GPU_DestroyPipelineCache(GPU_PipelineCache *cache)
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{
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SDL_DestroyHashTable(cache->table);
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}
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static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders *shaders, const GPU_PipelineParameters *params)
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{
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SDL_GPUColorTargetDescription ad;
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SDL_zero(ad);
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ad.format = params->attachment_format;
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SDL_BlendMode blend = params->blend_mode;
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ad.blend_state.enable_blend = blend != 0;
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ad.blend_state.color_write_mask = 0xF;
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ad.blend_state.alpha_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeAlphaOperation(blend));
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ad.blend_state.dst_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstAlphaFactor(blend));
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ad.blend_state.src_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blend));
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ad.blend_state.color_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeColorOperation(blend));
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ad.blend_state.dst_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstColorFactor(blend));
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ad.blend_state.src_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcColorFactor(blend));
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SDL_GPUGraphicsPipelineCreateInfo pci;
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SDL_zero(pci);
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pci.target_info.has_depth_stencil_target = false;
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pci.target_info.num_color_targets = 1;
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pci.target_info.color_target_descriptions = &ad;
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pci.vertex_shader = GPU_GetVertexShader(shaders, params->vert_shader);
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pci.fragment_shader = GPU_GetFragmentShader(shaders, params->frag_shader);
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pci.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
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pci.multisample_state.enable_mask = false;
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pci.primitive_type = params->primitive_type;
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pci.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
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pci.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
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pci.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
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pci.rasterizer_state.enable_depth_clip = true;
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SDL_GPUVertexBufferDescription vertex_buffer_desc;
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SDL_zero(vertex_buffer_desc);
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Uint32 num_attribs = 0;
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SDL_GPUVertexAttribute attribs[4];
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SDL_zero(attribs);
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bool have_attr_uv = false;
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switch (params->vert_shader) {
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case VERT_SHADER_TRI_TEXTURE:
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have_attr_uv = true;
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break;
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default:
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break;
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}
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// Position
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attribs[num_attribs].location = num_attribs;
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attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attribs[num_attribs].offset = vertex_buffer_desc.pitch;
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vertex_buffer_desc.pitch += 2 * sizeof(float);
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num_attribs++;
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// Color
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attribs[num_attribs].location = num_attribs;
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attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
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attribs[num_attribs].offset = vertex_buffer_desc.pitch;
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vertex_buffer_desc.pitch += 4 * sizeof(float);
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num_attribs++;
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if (have_attr_uv) {
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// UVs
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attribs[num_attribs].location = num_attribs;
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attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attribs[num_attribs].offset = vertex_buffer_desc.pitch;
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vertex_buffer_desc.pitch += 2 * sizeof(float);
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num_attribs++;
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}
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pci.vertex_input_state.num_vertex_attributes = num_attribs;
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pci.vertex_input_state.vertex_attributes = attribs;
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pci.vertex_input_state.num_vertex_buffers = 1;
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pci.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc;
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return SDL_CreateGPUGraphicsPipeline(device, &pci);
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}
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SDL_GPUGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GPUDevice *device, const GPU_PipelineParameters *params)
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{
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SDL_GPUGraphicsPipeline *pipeline = NULL;
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if (!SDL_FindInHashTable(cache->table, params, (const void **) &pipeline)) {
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bool inserted = false;
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// !!! FIXME: why don't we have an SDL_alloc_copy function/macro?
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GPU_PipelineParameters *paramscpy = (GPU_PipelineParameters *) SDL_malloc(sizeof (*paramscpy));
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if (paramscpy) {
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SDL_copyp(paramscpy, params);
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pipeline = MakePipeline(device, shaders, params);
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if (pipeline) {
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inserted = SDL_InsertIntoHashTable(cache->table, paramscpy, pipeline, false);
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}
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}
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if (!inserted) {
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SDL_free(paramscpy);
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if (pipeline) {
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SDL_ReleaseGPUGraphicsPipeline(device, pipeline);
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pipeline = NULL;
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}
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}
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}
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return pipeline;
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}
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#endif // SDL_VIDEO_RENDER_GPU
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