From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h | 74 ++ .../SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c | 202 ++++ .../SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h | 47 + contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c | 1276 ++++++++++++++++++++ contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c | 232 ++++ contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h | 63 + .../src/render/gpu/shaders/.gitattributes | 1 + .../SDL-3.2.8/src/render/gpu/shaders/.gitignore | 4 + .../src/render/gpu/shaders/build-shaders.sh | 106 ++ .../SDL-3.2.8/src/render/gpu/shaders/color.frag | 9 + .../src/render/gpu/shaders/color.frag.metal.h | 28 + .../src/render/gpu/shaders/color.frag.sm50.dxbc.h | 85 ++ .../src/render/gpu/shaders/color.frag.sm60.dxil.h | 340 ++++++ .../src/render/gpu/shaders/color.frag.spv.h | 29 + contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h | 6 + contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h | 6 + .../src/render/gpu/shaders/linepoint.vert | 17 + .../src/render/gpu/shaders/linepoint.vert.metal.h | 51 + .../render/gpu/shaders/linepoint.vert.sm50.dxbc.h | 172 +++ .../render/gpu/shaders/linepoint.vert.sm60.dxil.h | 496 ++++++++ .../src/render/gpu/shaders/linepoint.vert.spv.h | 93 ++ contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h | 6 + contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h | 6 + .../src/render/gpu/shaders/texture_rgb.frag | 12 + .../render/gpu/shaders/texture_rgb.frag.metal.h | 41 + .../gpu/shaders/texture_rgb.frag.sm50.dxbc.h | 123 ++ .../gpu/shaders/texture_rgb.frag.sm60.dxil.h | 465 +++++++ .../src/render/gpu/shaders/texture_rgb.frag.spv.h | 59 + .../src/render/gpu/shaders/texture_rgba.frag | 12 + .../render/gpu/shaders/texture_rgba.frag.metal.h | 40 + .../gpu/shaders/texture_rgba.frag.sm50.dxbc.h | 120 ++ .../gpu/shaders/texture_rgba.frag.sm60.dxil.h | 467 +++++++ .../src/render/gpu/shaders/texture_rgba.frag.spv.h | 50 + .../src/render/gpu/shaders/tri_color.vert | 17 + .../src/render/gpu/shaders/tri_color.vert.metal.h | 48 + .../render/gpu/shaders/tri_color.vert.sm50.dxbc.h | 178 +++ .../render/gpu/shaders/tri_color.vert.sm60.dxil.h | 515 ++++++++ .../src/render/gpu/shaders/tri_color.vert.spv.h | 89 ++ .../src/render/gpu/shaders/tri_texture.vert | 20 + .../render/gpu/shaders/tri_texture.vert.metal.h | 56 + .../gpu/shaders/tri_texture.vert.sm50.dxbc.h | 195 +++ .../gpu/shaders/tri_texture.vert.sm60.dxil.h | 558 +++++++++ .../src/render/gpu/shaders/tri_texture.vert.spv.h | 106 ++ 43 files changed, 6520 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c create mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/.gitattributes create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/.gitignore create mode 100755 contrib/SDL-3.2.8/src/render/gpu/shaders/build-shaders.sh create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.spv.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.spv.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.spv.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.spv.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.spv.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.metal.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm50.dxbc.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm60.dxil.h create mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.spv.h (limited to 'contrib/SDL-3.2.8/src/render/gpu') diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h b/contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h new file mode 100644 index 0000000..ca32ce0 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h @@ -0,0 +1,74 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_gpu_util_h_ +#define SDL_gpu_util_h_ + +#define SDL_GPU_BLENDOP_INVALID ((SDL_GPUBlendOp)0x7fffffff) +#define SDL_GPU_BLENDFACTOR_INVALID ((SDL_GPUBlendFactor)0x7fffffff) + +static SDL_INLINE SDL_GPUBlendFactor GPU_ConvertBlendFactor(SDL_BlendFactor factor) +{ + switch (factor) { + case SDL_BLENDFACTOR_ZERO: + return SDL_GPU_BLENDFACTOR_ZERO; + case SDL_BLENDFACTOR_ONE: + return SDL_GPU_BLENDFACTOR_ONE; + case SDL_BLENDFACTOR_SRC_COLOR: + return SDL_GPU_BLENDFACTOR_SRC_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: + return SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR; + case SDL_BLENDFACTOR_SRC_ALPHA: + return SDL_GPU_BLENDFACTOR_SRC_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: + return SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + case SDL_BLENDFACTOR_DST_COLOR: + return SDL_GPU_BLENDFACTOR_DST_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: + return SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR; + case SDL_BLENDFACTOR_DST_ALPHA: + return SDL_GPU_BLENDFACTOR_DST_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: + return SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA; + default: + return SDL_GPU_BLENDFACTOR_INVALID; + } +} + +static SDL_INLINE SDL_GPUBlendOp GPU_ConvertBlendOperation(SDL_BlendOperation operation) +{ + switch (operation) { + case SDL_BLENDOPERATION_ADD: + return SDL_GPU_BLENDOP_ADD; + case SDL_BLENDOPERATION_SUBTRACT: + return SDL_GPU_BLENDOP_SUBTRACT; + case SDL_BLENDOPERATION_REV_SUBTRACT: + return SDL_GPU_BLENDOP_REVERSE_SUBTRACT; + case SDL_BLENDOPERATION_MINIMUM: + return SDL_GPU_BLENDOP_MIN; + case SDL_BLENDOPERATION_MAXIMUM: + return SDL_GPU_BLENDOP_MAX; + default: + return SDL_GPU_BLENDOP_INVALID; + } +} + +#endif // SDL_gpu_util_h diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c b/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c new file mode 100644 index 0000000..0783374 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c @@ -0,0 +1,202 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifdef SDL_VIDEO_RENDER_GPU + +#include "SDL_gpu_util.h" +#include "SDL_pipeline_gpu.h" + +#include "../SDL_sysrender.h" + +struct GPU_PipelineCacheKeyStruct +{ + Uint64 blend_mode : 28; + Uint64 frag_shader : 4; + Uint64 vert_shader : 4; + Uint64 attachment_format : 6; + Uint64 primitive_type : 3; +}; + +typedef union GPU_PipelineCacheKeyConverter +{ + struct GPU_PipelineCacheKeyStruct as_struct; + Uint64 as_uint64; +} GPU_PipelineCacheKeyConverter; + +SDL_COMPILE_TIME_ASSERT(GPU_PipelineCacheKeyConverter_Size, sizeof(GPU_PipelineCacheKeyConverter) <= sizeof(Uint64)); + +static Uint32 SDLCALL HashPipelineCacheKey(void *userdata, const void *key) +{ + const GPU_PipelineParameters *params = (const GPU_PipelineParameters *) key; + GPU_PipelineCacheKeyConverter cvt; + cvt.as_uint64 = 0; + cvt.as_struct.blend_mode = params->blend_mode; + cvt.as_struct.frag_shader = params->frag_shader; + cvt.as_struct.vert_shader = params->vert_shader; + cvt.as_struct.attachment_format = params->attachment_format; + cvt.as_struct.primitive_type = params->primitive_type; + + // 64-bit uint hash function stolen from taisei (which stole it from somewhere else) + Uint64 x = cvt.as_uint64; + x = (x ^ (x >> 30)) * UINT64_C(0xbf58476d1ce4e5b9); + x = (x ^ (x >> 27)) * UINT64_C(0x94d049bb133111eb); + x = x ^ (x >> 31); + return (Uint32)(x & 0xffffffff); +} + +static bool SDLCALL MatchPipelineCacheKey(void *userdata, const void *a, const void *b) +{ + return (SDL_memcmp(a, b, sizeof (GPU_PipelineParameters)) == 0); +} + +static void SDLCALL DestroyPipelineCacheHashItem(void *userdata, const void *key, const void *value) +{ + SDL_GPUGraphicsPipeline *pipeline = (SDL_GPUGraphicsPipeline *) value; + SDL_GPUDevice *device = (SDL_GPUDevice *) userdata; + SDL_ReleaseGPUGraphicsPipeline(device, pipeline); + SDL_free((GPU_PipelineParameters *) key); +} + +bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GPUDevice *device) +{ + cache->table = SDL_CreateHashTable(0, false, HashPipelineCacheKey, MatchPipelineCacheKey, DestroyPipelineCacheHashItem, device); + return (cache->table != NULL); +} + +void GPU_DestroyPipelineCache(GPU_PipelineCache *cache) +{ + SDL_DestroyHashTable(cache->table); +} + +static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders *shaders, const GPU_PipelineParameters *params) +{ + SDL_GPUColorTargetDescription ad; + SDL_zero(ad); + ad.format = params->attachment_format; + + SDL_BlendMode blend = params->blend_mode; + ad.blend_state.enable_blend = blend != 0; + ad.blend_state.color_write_mask = 0xF; + ad.blend_state.alpha_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeAlphaOperation(blend)); + ad.blend_state.dst_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstAlphaFactor(blend)); + ad.blend_state.src_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blend)); + ad.blend_state.color_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeColorOperation(blend)); + ad.blend_state.dst_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstColorFactor(blend)); + ad.blend_state.src_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcColorFactor(blend)); + + SDL_GPUGraphicsPipelineCreateInfo pci; + SDL_zero(pci); + pci.target_info.has_depth_stencil_target = false; + pci.target_info.num_color_targets = 1; + pci.target_info.color_target_descriptions = &ad; + pci.vertex_shader = GPU_GetVertexShader(shaders, params->vert_shader); + pci.fragment_shader = GPU_GetFragmentShader(shaders, params->frag_shader); + pci.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1; + pci.multisample_state.enable_mask = false; + pci.primitive_type = params->primitive_type; + + pci.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; + pci.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL; + pci.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE; + + SDL_GPUVertexBufferDescription vertex_buffer_desc; + SDL_zero(vertex_buffer_desc); + + Uint32 num_attribs = 0; + SDL_GPUVertexAttribute attribs[4]; + SDL_zero(attribs); + + bool have_attr_color = false; + bool have_attr_uv = false; + + switch (params->vert_shader) { + case VERT_SHADER_TRI_TEXTURE: + have_attr_uv = true; + SDL_FALLTHROUGH; + case VERT_SHADER_TRI_COLOR: + have_attr_color = true; + SDL_FALLTHROUGH; + default: + break; + } + + // Position + attribs[num_attribs].location = num_attribs; + attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + attribs[num_attribs].offset = vertex_buffer_desc.pitch; + vertex_buffer_desc.pitch += 2 * sizeof(float); + num_attribs++; + + if (have_attr_color) { + // Color + attribs[num_attribs].location = num_attribs; + attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4; + attribs[num_attribs].offset = vertex_buffer_desc.pitch; + vertex_buffer_desc.pitch += 4 * sizeof(float); + num_attribs++; + } + + if (have_attr_uv) { + // UVs + attribs[num_attribs].location = num_attribs; + attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + attribs[num_attribs].offset = vertex_buffer_desc.pitch; + vertex_buffer_desc.pitch += 2 * sizeof(float); + num_attribs++; + } + + pci.vertex_input_state.num_vertex_attributes = num_attribs; + pci.vertex_input_state.vertex_attributes = attribs; + pci.vertex_input_state.num_vertex_buffers = 1; + pci.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc; + + return SDL_CreateGPUGraphicsPipeline(device, &pci); +} + +SDL_GPUGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GPUDevice *device, const GPU_PipelineParameters *params) +{ + SDL_GPUGraphicsPipeline *pipeline = NULL; + if (!SDL_FindInHashTable(cache->table, params, (const void **) &pipeline)) { + bool inserted = false; + // !!! FIXME: why don't we have an SDL_alloc_copy function/macro? + GPU_PipelineParameters *paramscpy = (GPU_PipelineParameters *) SDL_malloc(sizeof (*paramscpy)); + if (paramscpy) { + SDL_copyp(paramscpy, params); + pipeline = MakePipeline(device, shaders, params); + if (pipeline) { + inserted = SDL_InsertIntoHashTable(cache->table, paramscpy, pipeline, false); + } + } + + if (!inserted) { + SDL_free(paramscpy); + if (pipeline) { + SDL_ReleaseGPUGraphicsPipeline(device, pipeline); + pipeline = NULL; + } + } + } + + return pipeline; +} + +#endif // SDL_VIDEO_RENDER_GPU diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h b/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h new file mode 100644 index 0000000..c3fc39b --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h @@ -0,0 +1,47 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_pipeline_gpu_h_ +#define SDL_pipeline_gpu_h_ + +#include "SDL_internal.h" + +#include "SDL_shaders_gpu.h" + +typedef struct GPU_PipelineParameters +{ + SDL_BlendMode blend_mode; + GPU_FragmentShaderID frag_shader; + GPU_VertexShaderID vert_shader; + SDL_GPUTextureFormat attachment_format; + SDL_GPUPrimitiveType primitive_type; +} GPU_PipelineParameters; + +typedef struct GPU_PipelineCache +{ + SDL_HashTable *table; +} GPU_PipelineCache; + +extern bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GPUDevice *device); +extern void GPU_DestroyPipelineCache(GPU_PipelineCache *cache); +extern SDL_GPUGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GPUDevice *device, const GPU_PipelineParameters *params); + +#endif // SDL_pipeline_gpu_h_ diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c b/contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c new file mode 100644 index 0000000..73c1dbe --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c @@ -0,0 +1,1276 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifdef SDL_VIDEO_RENDER_GPU + +#include "../../video/SDL_pixels_c.h" +#include "../SDL_d3dmath.h" +#include "../SDL_sysrender.h" +#include "SDL_gpu_util.h" +#include "SDL_pipeline_gpu.h" +#include "SDL_shaders_gpu.h" + +typedef struct GPU_ShaderUniformData +{ + Float4X4 mvp; + SDL_FColor color; + float texture_size[2]; +} GPU_ShaderUniformData; + +typedef struct GPU_RenderData +{ + SDL_GPUDevice *device; + GPU_Shaders shaders; + GPU_PipelineCache pipeline_cache; + + struct + { + SDL_GPUTexture *texture; + SDL_GPUTextureFormat format; + Uint32 width; + Uint32 height; + } backbuffer; + + struct + { + SDL_GPUSwapchainComposition composition; + SDL_GPUPresentMode present_mode; + } swapchain; + + struct + { + SDL_GPUTransferBuffer *transfer_buf; + SDL_GPUBuffer *buffer; + Uint32 buffer_size; + } vertices; + + struct + { + SDL_GPURenderPass *render_pass; + SDL_Texture *render_target; + SDL_GPUCommandBuffer *command_buffer; + SDL_GPUColorTargetInfo color_attachment; + SDL_GPUViewport viewport; + SDL_Rect scissor; + SDL_FColor draw_color; + bool scissor_enabled; + bool scissor_was_enabled; + GPU_ShaderUniformData shader_data; + } state; + + SDL_GPUSampler *samplers[2][2]; +} GPU_RenderData; + +typedef struct GPU_TextureData +{ + SDL_GPUTexture *texture; + SDL_GPUTextureFormat format; + GPU_FragmentShaderID shader; + void *pixels; + int pitch; + SDL_Rect locked_rect; +} GPU_TextureData; + +static bool GPU_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) +{ + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + + if (GPU_ConvertBlendFactor(srcColorFactor) == SDL_GPU_BLENDFACTOR_INVALID || + GPU_ConvertBlendFactor(srcAlphaFactor) == SDL_GPU_BLENDFACTOR_INVALID || + GPU_ConvertBlendOperation(colorOperation) == SDL_GPU_BLENDOP_INVALID || + GPU_ConvertBlendFactor(dstColorFactor) == SDL_GPU_BLENDFACTOR_INVALID || + GPU_ConvertBlendFactor(dstAlphaFactor) == SDL_GPU_BLENDFACTOR_INVALID || + GPU_ConvertBlendOperation(alphaOperation) == SDL_GPU_BLENDOP_INVALID) { + return false; + } + + return true; +} + +static SDL_GPUTextureFormat PixFormatToTexFormat(SDL_PixelFormat pixel_format) +{ + switch (pixel_format) { + case SDL_PIXELFORMAT_BGRA32: + case SDL_PIXELFORMAT_BGRX32: + return SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM; + case SDL_PIXELFORMAT_RGBA32: + case SDL_PIXELFORMAT_RGBX32: + return SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; + + // YUV TODO + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + case SDL_PIXELFORMAT_NV12: + case SDL_PIXELFORMAT_NV21: + case SDL_PIXELFORMAT_UYVY: + default: + return SDL_GPU_TEXTUREFORMAT_INVALID; + } +} + +static SDL_PixelFormat TexFormatToPixFormat(SDL_GPUTextureFormat tex_format) +{ + switch (tex_format) { + case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM: + return SDL_PIXELFORMAT_RGBA32; + case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM: + return SDL_PIXELFORMAT_BGRA32; + case SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM: + return SDL_PIXELFORMAT_BGR565; + case SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM: + return SDL_PIXELFORMAT_BGRA5551; + case SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM: + return SDL_PIXELFORMAT_BGRA4444; + case SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM: + return SDL_PIXELFORMAT_ABGR2101010; + case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM: + return SDL_PIXELFORMAT_RGBA64; + case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM: + return SDL_PIXELFORMAT_RGBA32; + case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT: + return SDL_PIXELFORMAT_RGBA64_FLOAT; + case SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT: + return SDL_PIXELFORMAT_RGBA128_FLOAT; + case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT: + return SDL_PIXELFORMAT_RGBA32; + case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT: + return SDL_PIXELFORMAT_RGBA64; + case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB: + return SDL_PIXELFORMAT_RGBA32; + case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB: + return SDL_PIXELFORMAT_BGRA32; + default: + return SDL_PIXELFORMAT_UNKNOWN; + } +} + +static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) +{ + GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal; + GPU_TextureData *data; + SDL_GPUTextureFormat format; + SDL_GPUTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; + + format = PixFormatToTexFormat(texture->format); + + if (format == SDL_GPU_TEXTUREFORMAT_INVALID) { + return SDL_SetError("Texture format %s not supported by SDL_GPU", + SDL_GetPixelFormatName(texture->format)); + } + + data = (GPU_TextureData *)SDL_calloc(1, sizeof(*data)); + if (!data) { + return false; + } + + if (texture->access == SDL_TEXTUREACCESS_STREAMING) { + size_t size; + data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); + size = (size_t)texture->h * data->pitch; + if (texture->format == SDL_PIXELFORMAT_YV12 || + texture->format == SDL_PIXELFORMAT_IYUV) { + // Need to add size for the U and V planes + size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); + } + if (texture->format == SDL_PIXELFORMAT_NV12 || + texture->format == SDL_PIXELFORMAT_NV21) { + // Need to add size for the U/V plane + size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); + } + data->pixels = SDL_calloc(1, size); + if (!data->pixels) { + SDL_free(data); + return false; + } + + // TODO allocate a persistent transfer buffer + } + + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; + } + + texture->internal = data; + SDL_GPUTextureCreateInfo tci; + SDL_zero(tci); + tci.format = format; + tci.layer_count_or_depth = 1; + tci.num_levels = 1; + tci.usage = usage; + tci.width = texture->w; + tci.height = texture->h; + tci.sample_count = SDL_GPU_SAMPLECOUNT_1; + + data->format = format; + data->texture = SDL_CreateGPUTexture(renderdata->device, &tci); + + if (!data->texture) { + return false; + } + + if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) { + data->shader = FRAG_SHADER_TEXTURE_RGBA; + } else { + data->shader = FRAG_SHADER_TEXTURE_RGB; + } + + return true; +} + +static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, const void *pixels, int pitch) +{ + GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal; + GPU_TextureData *data = (GPU_TextureData *)texture->internal; + const Uint32 texturebpp = SDL_BYTESPERPIXEL(texture->format); + + size_t row_size, data_size; + + if (!SDL_size_mul_check_overflow(rect->w, texturebpp, &row_size) || + !SDL_size_mul_check_overflow(rect->h, row_size, &data_size)) { + return SDL_SetError("update size overflow"); + } + + SDL_GPUTransferBufferCreateInfo tbci; + SDL_zero(tbci); + tbci.size = (Uint32)data_size; + tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + + SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(renderdata->device, &tbci); + + if (tbuf == NULL) { + return false; + } + + Uint8 *output = SDL_MapGPUTransferBuffer(renderdata->device, tbuf, false); + + if ((size_t)pitch == row_size) { + SDL_memcpy(output, pixels, data_size); + } else { + // FIXME is negative pitch supposed to work? + // If not, maybe use SDL_GPUTextureTransferInfo::pixels_per_row instead of this + const Uint8 *input = pixels; + + for (int i = 0; i < rect->h; ++i) { + SDL_memcpy(output, input, row_size); + output += row_size; + input += pitch; + } + } + + SDL_UnmapGPUTransferBuffer(renderdata->device, tbuf); + + SDL_GPUCommandBuffer *cbuf = renderdata->state.command_buffer; + SDL_GPUCopyPass *cpass = SDL_BeginGPUCopyPass(cbuf); + + SDL_GPUTextureTransferInfo tex_src; + SDL_zero(tex_src); + tex_src.transfer_buffer = tbuf; + tex_src.rows_per_layer = rect->h; + tex_src.pixels_per_row = rect->w; + + SDL_GPUTextureRegion tex_dst; + SDL_zero(tex_dst); + tex_dst.texture = data->texture; + tex_dst.x = rect->x; + tex_dst.y = rect->y; + tex_dst.w = rect->w; + tex_dst.h = rect->h; + tex_dst.d = 1; + + SDL_UploadToGPUTexture(cpass, &tex_src, &tex_dst, false); + SDL_EndGPUCopyPass(cpass); + SDL_ReleaseGPUTransferBuffer(renderdata->device, tbuf); + + return true; +} + +static bool GPU_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, void **pixels, int *pitch) +{ + GPU_TextureData *data = (GPU_TextureData *)texture->internal; + + data->locked_rect = *rect; + *pixels = + (void *)((Uint8 *)data->pixels + rect->y * data->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + *pitch = data->pitch; + return true; +} + +static void GPU_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GPU_TextureData *data = (GPU_TextureData *)texture->internal; + const SDL_Rect *rect; + void *pixels; + + rect = &data->locked_rect; + pixels = + (void *)((Uint8 *)data->pixels + rect->y * data->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + GPU_UpdateTexture(renderer, texture, rect, pixels, data->pitch); +} + +static void GPU_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scale_mode) +{ + // nothing to do in this backend. +} + +static bool GPU_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + + data->state.render_target = texture; + + return true; +} + +static bool GPU_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) +{ + return true; // nothing to do in this backend. +} + +static SDL_FColor GetDrawCmdColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd) +{ + SDL_FColor color = cmd->data.color.color; + + if (SDL_RenderingLinearSpace(renderer)) { + SDL_ConvertToLinear(&color); + } + + color.r *= cmd->data.color.color_scale; + color.g *= cmd->data.color.color_scale; + color.b *= cmd->data.color.color_scale; + + return color; +} + +static bool GPU_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) +{ + float *verts = (float *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(float), 0, &cmd->data.draw.first); + + if (!verts) { + return false; + } + + cmd->data.draw.count = count; + for (int i = 0; i < count; i++) { + *(verts++) = 0.5f + points[i].x; + *(verts++) = 0.5f + points[i].y; + } + + return true; +} + +static bool GPU_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, + const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, + int num_vertices, const void *indices, int num_indices, int size_indices, + float scale_x, float scale_y) +{ + int i; + int count = indices ? num_indices : num_vertices; + float *verts; + size_t sz = 2 * sizeof(float) + 4 * sizeof(float) + (texture ? 2 : 0) * sizeof(float); + const float color_scale = cmd->data.draw.color_scale; + bool convert_color = SDL_RenderingLinearSpace(renderer); + + verts = (float *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first); + if (!verts) { + return false; + } + + cmd->data.draw.count = count; + size_indices = indices ? size_indices : 0; + + for (i = 0; i < count; i++) { + int j; + float *xy_; + SDL_FColor col_; + if (size_indices == 4) { + j = ((const Uint32 *)indices)[i]; + } else if (size_indices == 2) { + j = ((const Uint16 *)indices)[i]; + } else if (size_indices == 1) { + j = ((const Uint8 *)indices)[i]; + } else { + j = i; + } + + xy_ = (float *)((char *)xy + j * xy_stride); + + *(verts++) = xy_[0] * scale_x; + *(verts++) = xy_[1] * scale_y; + + col_ = *(SDL_FColor *)((char *)color + j * color_stride); + if (convert_color) { + SDL_ConvertToLinear(&col_); + } + + // FIXME: The Vulkan backend doesn't multiply by color_scale. GL does. I'm not sure which one is wrong. + // ANSWER: The color scale should be applied in linear space when using the scRGB colorspace. This is done in shaders in the Vulkan backend. + *(verts++) = col_.r * color_scale; + *(verts++) = col_.g * color_scale; + *(verts++) = col_.b * color_scale; + *(verts++) = col_.a; + + if (texture) { + float *uv_ = (float *)((char *)uv + j * uv_stride); + *(verts++) = uv_[0] * texture->w; + *(verts++) = uv_[1] * texture->h; + } + } + return true; +} + +static void GPU_InvalidateCachedState(SDL_Renderer *renderer) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + + data->state.render_target = NULL; + data->state.scissor_enabled = false; +} + +static SDL_GPURenderPass *RestartRenderPass(GPU_RenderData *data) +{ + if (data->state.render_pass) { + SDL_EndGPURenderPass(data->state.render_pass); + } + + data->state.render_pass = SDL_BeginGPURenderPass( + data->state.command_buffer, &data->state.color_attachment, 1, NULL); + + // *** FIXME *** + // This is busted. We should be able to know which load op to use. + // LOAD is incorrect behavior most of the time, unless we had to break a render pass. + // -cosmonaut + data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD; + data->state.scissor_was_enabled = false; + + return data->state.render_pass; +} + +static void PushUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd) +{ + GPU_ShaderUniformData uniforms; + SDL_zero(uniforms); + uniforms.mvp.m[0][0] = 2.0f / data->state.viewport.w; + uniforms.mvp.m[1][1] = -2.0f / data->state.viewport.h; + uniforms.mvp.m[2][2] = 1.0f; + uniforms.mvp.m[3][0] = -1.0f; + uniforms.mvp.m[3][1] = 1.0f; + uniforms.mvp.m[3][3] = 1.0f; + + uniforms.color = data->state.draw_color; + + if (cmd->data.draw.texture) { + uniforms.texture_size[0] = cmd->data.draw.texture->w; + uniforms.texture_size[1] = cmd->data.draw.texture->h; + } + + SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms)); +} + +static SDL_GPUSampler **SamplerPointer( + GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode) +{ + return &data->samplers[scale_mode][address_mode - 1]; +} + +static void SetViewportAndScissor(GPU_RenderData *data) +{ + SDL_SetGPUViewport(data->state.render_pass, &data->state.viewport); + + if (data->state.scissor_enabled) { + SDL_SetGPUScissor(data->state.render_pass, &data->state.scissor); + data->state.scissor_was_enabled = true; + } else if (data->state.scissor_was_enabled) { + SDL_Rect r; + r.x = (int)data->state.viewport.x; + r.y = (int)data->state.viewport.y; + r.w = (int)data->state.viewport.w; + r.h = (int)data->state.viewport.h; + SDL_SetGPUScissor(data->state.render_pass, &r); + data->state.scissor_was_enabled = false; + } +} + +static void Draw( + GPU_RenderData *data, SDL_RenderCommand *cmd, + Uint32 num_verts, + Uint32 offset, + SDL_GPUPrimitiveType prim) +{ + if (!data->state.render_pass || data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) { + RestartRenderPass(data); + } + + GPU_VertexShaderID v_shader; + GPU_FragmentShaderID f_shader; + SDL_GPURenderPass *pass = data->state.render_pass; + GPU_TextureData *tdata = NULL; + + if (cmd->data.draw.texture) { + tdata = (GPU_TextureData *)cmd->data.draw.texture->internal; + } + + if (prim == SDL_GPU_PRIMITIVETYPE_TRIANGLELIST) { + if (cmd->data.draw.texture) { + v_shader = VERT_SHADER_TRI_TEXTURE; + f_shader = tdata->shader; + } else { + v_shader = VERT_SHADER_TRI_COLOR; + f_shader = FRAG_SHADER_COLOR; + } + } else { + v_shader = VERT_SHADER_LINEPOINT; + f_shader = FRAG_SHADER_COLOR; + } + + GPU_PipelineParameters pipe_params; + SDL_zero(pipe_params); + pipe_params.blend_mode = cmd->data.draw.blend; + pipe_params.vert_shader = v_shader; + pipe_params.frag_shader = f_shader; + pipe_params.primitive_type = prim; + + if (data->state.render_target) { + pipe_params.attachment_format = ((GPU_TextureData *)data->state.render_target->internal)->format; + } else { + pipe_params.attachment_format = data->backbuffer.format; + } + + SDL_GPUGraphicsPipeline *pipe = GPU_GetPipeline(&data->pipeline_cache, &data->shaders, data->device, &pipe_params); + + if (!pipe) { + return; + } + + SetViewportAndScissor(data); + SDL_BindGPUGraphicsPipeline(data->state.render_pass, pipe); + + if (tdata) { + SDL_GPUTextureSamplerBinding sampler_bind; + SDL_zero(sampler_bind); + sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture->scaleMode); + sampler_bind.texture = tdata->texture; + SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1); + } + + SDL_GPUBufferBinding buffer_bind; + SDL_zero(buffer_bind); + buffer_bind.buffer = data->vertices.buffer; + buffer_bind.offset = offset; + + SDL_BindGPUVertexBuffers(pass, 0, &buffer_bind, 1); + PushUniforms(data, cmd); + SDL_DrawGPUPrimitives(data->state.render_pass, num_verts, 1, 0, 0); +} + +static void ReleaseVertexBuffer(GPU_RenderData *data) +{ + if (data->vertices.buffer) { + SDL_ReleaseGPUBuffer(data->device, data->vertices.buffer); + } + + if (data->vertices.transfer_buf) { + SDL_ReleaseGPUTransferBuffer(data->device, data->vertices.transfer_buf); + } + + data->vertices.buffer_size = 0; +} + +static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size) +{ + SDL_GPUBufferCreateInfo bci; + SDL_zero(bci); + bci.size = size; + bci.usage = SDL_GPU_BUFFERUSAGE_VERTEX; + + data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci); + + if (!data->vertices.buffer) { + return false; + } + + SDL_GPUTransferBufferCreateInfo tbci; + SDL_zero(tbci); + tbci.size = size; + tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + + data->vertices.transfer_buf = SDL_CreateGPUTransferBuffer(data->device, &tbci); + + if (!data->vertices.transfer_buf) { + return false; + } + + return true; +} + +static bool UploadVertices(GPU_RenderData *data, void *vertices, size_t vertsize) +{ + if (vertsize == 0) { + return true; + } + + if (vertsize > data->vertices.buffer_size) { + ReleaseVertexBuffer(data); + if (!InitVertexBuffer(data, (Uint32)vertsize)) { + return false; + } + } + + void *staging_buf = SDL_MapGPUTransferBuffer(data->device, data->vertices.transfer_buf, true); + SDL_memcpy(staging_buf, vertices, vertsize); + SDL_UnmapGPUTransferBuffer(data->device, data->vertices.transfer_buf); + + SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer); + + if (!pass) { + return false; + } + + SDL_GPUTransferBufferLocation src; + SDL_zero(src); + src.transfer_buffer = data->vertices.transfer_buf; + + SDL_GPUBufferRegion dst; + SDL_zero(dst); + dst.buffer = data->vertices.buffer; + dst.size = (Uint32)vertsize; + + SDL_UploadToGPUBuffer(pass, &src, &dst, true); + SDL_EndGPUCopyPass(pass); + + return true; +} + +// *** FIXME *** +// We might be able to run these data uploads on a separate command buffer +// which would allow us to avoid breaking render passes. +// Honestly I'm a little skeptical of this entire approach, +// we already have a command buffer structure +// so it feels weird to be deferring the operations manually. +// We could also fairly easily run the geometry transformations +// on compute shaders instead of the CPU, which would be a HUGE performance win. +// -cosmonaut +static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + + if (!UploadVertices(data, vertices, vertsize)) { + return false; + } + + data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD; + + if (renderer->target) { + GPU_TextureData *tdata = renderer->target->internal; + data->state.color_attachment.texture = tdata->texture; + } else { + data->state.color_attachment.texture = data->backbuffer.texture; + } + + if (!data->state.color_attachment.texture) { + return SDL_SetError("Render target texture is NULL"); + } + + while (cmd) { + switch (cmd->command) { + case SDL_RENDERCMD_SETDRAWCOLOR: + { + data->state.draw_color = GetDrawCmdColor(renderer, cmd); + break; + } + + case SDL_RENDERCMD_SETVIEWPORT: + { + SDL_Rect *viewport = &cmd->data.viewport.rect; + data->state.viewport.x = viewport->x; + data->state.viewport.y = viewport->y; + data->state.viewport.w = viewport->w; + data->state.viewport.h = viewport->h; + break; + } + + case SDL_RENDERCMD_SETCLIPRECT: + { + const SDL_Rect *rect = &cmd->data.cliprect.rect; + data->state.scissor.x = (int)data->state.viewport.x + rect->x; + data->state.scissor.y = (int)data->state.viewport.y + rect->y; + data->state.scissor.w = rect->w; + data->state.scissor.h = rect->h; + data->state.scissor_enabled = cmd->data.cliprect.enabled; + break; + } + + case SDL_RENDERCMD_CLEAR: + { + data->state.color_attachment.clear_color = GetDrawCmdColor(renderer, cmd); + data->state.color_attachment.load_op = SDL_GPU_LOADOP_CLEAR; + break; + } + + case SDL_RENDERCMD_FILL_RECTS: // unused + break; + + case SDL_RENDERCMD_COPY: // unused + break; + + case SDL_RENDERCMD_COPY_EX: // unused + break; + + case SDL_RENDERCMD_DRAW_LINES: + { + Uint32 count = (Uint32)cmd->data.draw.count; + Uint32 offset = (Uint32)cmd->data.draw.first; + + if (count > 2) { + // joined lines cannot be grouped + Draw(data, cmd, count, offset, SDL_GPU_PRIMITIVETYPE_LINESTRIP); + } else { + // let's group non joined lines + SDL_RenderCommand *finalcmd = cmd; + SDL_RenderCommand *nextcmd = cmd->next; + SDL_BlendMode thisblend = cmd->data.draw.blend; + + while (nextcmd) { + const SDL_RenderCommandType nextcmdtype = nextcmd->command; + if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { + break; // can't go any further on this draw call, different render command up next. + } else if (nextcmd->data.draw.count != 2) { + break; // can't go any further on this draw call, those are joined lines + } else if (nextcmd->data.draw.blend != thisblend) { + break; // can't go any further on this draw call, different blendmode copy up next. + } else { + finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. + count += (Uint32)nextcmd->data.draw.count; + } + nextcmd = nextcmd->next; + } + + Draw(data, cmd, count, offset, SDL_GPU_PRIMITIVETYPE_LINELIST); + cmd = finalcmd; // skip any copy commands we just combined in here. + } + break; + } + + case SDL_RENDERCMD_DRAW_POINTS: + case SDL_RENDERCMD_GEOMETRY: + { + /* as long as we have the same copy command in a row, with the + same texture, we can combine them all into a single draw call. */ + SDL_Texture *thistexture = cmd->data.draw.texture; + SDL_BlendMode thisblend = cmd->data.draw.blend; + const SDL_RenderCommandType thiscmdtype = cmd->command; + SDL_RenderCommand *finalcmd = cmd; + SDL_RenderCommand *nextcmd = cmd->next; + Uint32 count = (Uint32)cmd->data.draw.count; + Uint32 offset = (Uint32)cmd->data.draw.first; + + while (nextcmd) { + const SDL_RenderCommandType nextcmdtype = nextcmd->command; + if (nextcmdtype != thiscmdtype) { + break; // can't go any further on this draw call, different render command up next. + } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) { + // FIXME should we check address mode too? + break; // can't go any further on this draw call, different texture/blendmode copy up next. + } else { + finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. + count += (Uint32)nextcmd->data.draw.count; + } + nextcmd = nextcmd->next; + } + + SDL_GPUPrimitiveType prim = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; // SDL_RENDERCMD_GEOMETRY + if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { + prim = SDL_GPU_PRIMITIVETYPE_POINTLIST; + } + + Draw(data, cmd, count, offset, prim); + + cmd = finalcmd; // skip any copy commands we just combined in here. + break; + } + + case SDL_RENDERCMD_NO_OP: + break; + } + + cmd = cmd->next; + } + + if (data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) { + RestartRenderPass(data); + } + + if (data->state.render_pass) { + SDL_EndGPURenderPass(data->state.render_pass); + data->state.render_pass = NULL; + } + + return true; +} + +static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + SDL_GPUTexture *gpu_tex; + SDL_PixelFormat pixfmt; + + if (data->state.render_target) { + SDL_Texture *texture = data->state.render_target; + GPU_TextureData *texdata = texture->internal; + gpu_tex = texdata->texture; + pixfmt = texture->format; + } else { + gpu_tex = data->backbuffer.texture; + pixfmt = TexFormatToPixFormat(data->backbuffer.format); + + if (pixfmt == SDL_PIXELFORMAT_UNKNOWN) { + SDL_SetError("Unsupported backbuffer format"); + return NULL; + } + } + + Uint32 bpp = SDL_BYTESPERPIXEL(pixfmt); + size_t row_size, image_size; + + if (!SDL_size_mul_check_overflow(rect->w, bpp, &row_size) || + !SDL_size_mul_check_overflow(rect->h, row_size, &image_size)) { + SDL_SetError("read size overflow"); + return NULL; + } + + SDL_Surface *surface = SDL_CreateSurface(rect->w, rect->h, pixfmt); + + if (!surface) { + return NULL; + } + + SDL_GPUTransferBufferCreateInfo tbci; + SDL_zero(tbci); + tbci.size = (Uint32)image_size; + tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD; + + SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(data->device, &tbci); + + if (!tbuf) { + return NULL; + } + + SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer); + + SDL_GPUTextureRegion src; + SDL_zero(src); + src.texture = gpu_tex; + src.x = rect->x; + src.y = rect->y; + src.w = rect->w; + src.h = rect->h; + src.d = 1; + + SDL_GPUTextureTransferInfo dst; + SDL_zero(dst); + dst.transfer_buffer = tbuf; + dst.rows_per_layer = rect->h; + dst.pixels_per_row = rect->w; + + SDL_DownloadFromGPUTexture(pass, &src, &dst); + SDL_EndGPUCopyPass(pass); + + SDL_GPUFence *fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer); + SDL_WaitForGPUFences(data->device, true, &fence, 1); + SDL_ReleaseGPUFence(data->device, fence); + data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device); + + void *mapped_tbuf = SDL_MapGPUTransferBuffer(data->device, tbuf, false); + + if ((size_t)surface->pitch == row_size) { + SDL_memcpy(surface->pixels, mapped_tbuf, image_size); + } else { + Uint8 *input = mapped_tbuf; + Uint8 *output = surface->pixels; + + for (int row = 0; row < rect->h; ++row) { + SDL_memcpy(output, input, row_size); + output += surface->pitch; + input += row_size; + } + } + + SDL_UnmapGPUTransferBuffer(data->device, tbuf); + SDL_ReleaseGPUTransferBuffer(data->device, tbuf); + + return surface; +} + +static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTextureFormat fmt) +{ + SDL_GPUTextureCreateInfo tci; + SDL_zero(tci); + tci.width = w; + tci.height = h; + tci.format = fmt; + tci.layer_count_or_depth = 1; + tci.num_levels = 1; + tci.sample_count = SDL_GPU_SAMPLECOUNT_1; + tci.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER; + + data->backbuffer.texture = SDL_CreateGPUTexture(data->device, &tci); + data->backbuffer.width = w; + data->backbuffer.height = h; + data->backbuffer.format = fmt; + + if (!data->backbuffer.texture) { + return false; + } + + return true; +} + +static bool GPU_RenderPresent(SDL_Renderer *renderer) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + + SDL_GPUTexture *swapchain; + Uint32 swapchain_texture_width, swapchain_texture_height; + bool result = SDL_WaitAndAcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain, &swapchain_texture_width, &swapchain_texture_height); + + if (!result) { + SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to acquire swapchain texture: %s", SDL_GetError()); + } + + if (swapchain != NULL) { + SDL_GPUBlitInfo blit_info; + SDL_zero(blit_info); + + blit_info.source.texture = data->backbuffer.texture; + blit_info.source.w = data->backbuffer.width; + blit_info.source.h = data->backbuffer.height; + blit_info.destination.texture = swapchain; + blit_info.destination.w = swapchain_texture_width; + blit_info.destination.h = swapchain_texture_height; + blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE; + blit_info.filter = SDL_GPU_FILTER_LINEAR; + + SDL_BlitGPUTexture(data->state.command_buffer, &blit_info); + + SDL_SubmitGPUCommandBuffer(data->state.command_buffer); + + if (swapchain_texture_width != data->backbuffer.width || swapchain_texture_height != data->backbuffer.height) { + SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture); + CreateBackbuffer(data, swapchain_texture_width, swapchain_texture_height, SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window)); + } + } else { + SDL_SubmitGPUCommandBuffer(data->state.command_buffer); + } + + data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device); + + return true; +} + +static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal; + GPU_TextureData *data = (GPU_TextureData *)texture->internal; + + if (renderdata->state.render_target == texture) { + renderdata->state.render_target = NULL; + } + + if (!data) { + return; + } + + SDL_ReleaseGPUTexture(renderdata->device, data->texture); + SDL_free(data->pixels); + SDL_free(data); + texture->internal = NULL; +} + +static void GPU_DestroyRenderer(SDL_Renderer *renderer) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + + if (!data) { + return; + } + + if (data->state.command_buffer) { + SDL_SubmitGPUCommandBuffer(data->state.command_buffer); + data->state.command_buffer = NULL; + } + + for (Uint32 i = 0; i < sizeof(data->samplers) / sizeof(SDL_GPUSampler *); ++i) { + SDL_ReleaseGPUSampler(data->device, ((SDL_GPUSampler **)data->samplers)[i]); + } + + if (data->backbuffer.texture) { + SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture); + } + + if (renderer->window) { + SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window); + } + + ReleaseVertexBuffer(data); + GPU_DestroyPipelineCache(&data->pipeline_cache); + GPU_ReleaseShaders(&data->shaders, data->device); + SDL_DestroyGPUDevice(data->device); + + SDL_free(data); +} + +static bool ChoosePresentMode(SDL_GPUDevice *device, SDL_Window *window, const int vsync, SDL_GPUPresentMode *out_mode) +{ + SDL_GPUPresentMode mode; + + switch (vsync) { + case 0: + mode = SDL_GPU_PRESENTMODE_MAILBOX; + + if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) { + mode = SDL_GPU_PRESENTMODE_IMMEDIATE; + + if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) { + mode = SDL_GPU_PRESENTMODE_VSYNC; + } + } + + // FIXME should we return an error if both mailbox and immediate fail? + break; + + case 1: + mode = SDL_GPU_PRESENTMODE_VSYNC; + break; + + default: + return SDL_Unsupported(); + } + + *out_mode = mode; + return true; +} + +static bool GPU_SetVSync(SDL_Renderer *renderer, const int vsync) +{ + GPU_RenderData *data = (GPU_RenderData *)renderer->internal; + SDL_GPUPresentMode mode = SDL_GPU_PRESENTMODE_VSYNC; + + if (!ChoosePresentMode(data->device, renderer->window, vsync, &mode)) { + return false; + } + + if (mode != data->swapchain.present_mode) { + // XXX returns bool instead of SDL-style error code + if (SDL_SetGPUSwapchainParameters(data->device, renderer->window, data->swapchain.composition, mode)) { + data->swapchain.present_mode = mode; + return true; + } else { + return false; + } + } + + return true; +} + +static bool InitSamplers(GPU_RenderData *data) +{ + struct + { + struct + { + SDL_TextureAddressMode address_mode; + SDL_ScaleMode scale_mode; + } sdl; + struct + { + SDL_GPUSamplerAddressMode address_mode; + SDL_GPUFilter filter; + SDL_GPUSamplerMipmapMode mipmap_mode; + Uint32 anisotropy; + } gpu; + } configs[] = { + { + { SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_NEAREST }, + { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 }, + }, + { + { SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_LINEAR }, + { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 }, + }, + { + { SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_NEAREST }, + { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 }, + }, + { + { SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_LINEAR }, + { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 }, + }, + }; + + for (Uint32 i = 0; i < SDL_arraysize(configs); ++i) { + SDL_GPUSamplerCreateInfo sci; + SDL_zero(sci); + sci.max_anisotropy = configs[i].gpu.anisotropy; + sci.enable_anisotropy = configs[i].gpu.anisotropy > 0; + sci.address_mode_u = sci.address_mode_v = sci.address_mode_w = configs[i].gpu.address_mode; + sci.min_filter = sci.mag_filter = configs[i].gpu.filter; + sci.mipmap_mode = configs[i].gpu.mipmap_mode; + + SDL_GPUSampler *sampler = SDL_CreateGPUSampler(data->device, &sci); + + if (sampler == NULL) { + return false; + } + + *SamplerPointer(data, configs[i].sdl.address_mode, configs[i].sdl.scale_mode) = sampler; + } + + return true; +} + +static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) +{ + GPU_RenderData *data = NULL; + + SDL_SetupRendererColorspace(renderer, create_props); + + if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { + // TODO + return SDL_SetError("Unsupported output colorspace"); + } + + data = (GPU_RenderData *)SDL_calloc(1, sizeof(*data)); + if (!data) { + return false; + } + + renderer->SupportsBlendMode = GPU_SupportsBlendMode; + renderer->CreateTexture = GPU_CreateTexture; + renderer->UpdateTexture = GPU_UpdateTexture; + renderer->LockTexture = GPU_LockTexture; + renderer->UnlockTexture = GPU_UnlockTexture; + renderer->SetTextureScaleMode = GPU_SetTextureScaleMode; + renderer->SetRenderTarget = GPU_SetRenderTarget; + renderer->QueueSetViewport = GPU_QueueNoOp; + renderer->QueueSetDrawColor = GPU_QueueNoOp; + renderer->QueueDrawPoints = GPU_QueueDrawPoints; + renderer->QueueDrawLines = GPU_QueueDrawPoints; // lines and points queue vertices the same way. + renderer->QueueGeometry = GPU_QueueGeometry; + renderer->InvalidateCachedState = GPU_InvalidateCachedState; + renderer->RunCommandQueue = GPU_RunCommandQueue; + renderer->RenderReadPixels = GPU_RenderReadPixels; + renderer->RenderPresent = GPU_RenderPresent; + renderer->DestroyTexture = GPU_DestroyTexture; + renderer->DestroyRenderer = GPU_DestroyRenderer; + renderer->SetVSync = GPU_SetVSync; + renderer->internal = data; + renderer->window = window; + renderer->name = GPU_RenderDriver.name; + + bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false); + bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false); + + // Prefer environment variables/hints if they exist, otherwise defer to properties + debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug); + lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower); + + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug); + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower); + + GPU_FillSupportedShaderFormats(create_props); + data->device = SDL_CreateGPUDeviceWithProperties(create_props); + + if (!data->device) { + return false; + } + + if (!GPU_InitShaders(&data->shaders, data->device)) { + return false; + } + + if (!GPU_InitPipelineCache(&data->pipeline_cache, data->device)) { + return false; + } + + // XXX what's a good initial size? + if (!InitVertexBuffer(data, 1 << 16)) { + return false; + } + + if (!InitSamplers(data)) { + return false; + } + + if (!SDL_ClaimWindowForGPUDevice(data->device, window)) { + return false; + } + + data->swapchain.composition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; + data->swapchain.present_mode = SDL_GPU_PRESENTMODE_VSYNC; + + int vsync = (int)SDL_GetNumberProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 0); + ChoosePresentMode(data->device, window, vsync, &data->swapchain.present_mode); + + SDL_SetGPUSwapchainParameters(data->device, window, data->swapchain.composition, data->swapchain.present_mode); + + SDL_SetGPUAllowedFramesInFlight(data->device, 1); + + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32); + + SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); + + data->state.draw_color.r = 1.0f; + data->state.draw_color.g = 1.0f; + data->state.draw_color.b = 1.0f; + data->state.draw_color.a = 1.0f; + data->state.viewport.min_depth = 0; + data->state.viewport.max_depth = 1; + data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device); + + int w, h; + SDL_GetWindowSizeInPixels(window, &w, &h); + + if (!CreateBackbuffer(data, w, h, SDL_GetGPUSwapchainTextureFormat(data->device, window))) { + return false; + } + + SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, data->device); + + return true; +} + +SDL_RenderDriver GPU_RenderDriver = { + GPU_CreateRenderer, "gpu" +}; + +#endif // SDL_VIDEO_RENDER_GPU diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c b/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c new file mode 100644 index 0000000..a56fb0c --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c @@ -0,0 +1,232 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifdef SDL_VIDEO_RENDER_GPU + +#include "SDL_shaders_gpu.h" + +// SDL_GPU shader implementation + +typedef struct GPU_ShaderModuleSource +{ + const unsigned char *code; + unsigned int code_len; + SDL_GPUShaderFormat format; +} GPU_ShaderModuleSource; + +#if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN +#define IF_VULKAN(...) __VA_ARGS__ +#define HAVE_SPIRV_SHADERS 1 +#include "shaders/spir-v.h" +#else +#define IF_VULKAN(...) +#define HAVE_SPIRV_SHADERS 0 +#endif + +#ifdef SDL_GPU_D3D12 +#define IF_D3D12(...) __VA_ARGS__ +#define HAVE_DXIL60_SHADERS 1 +#include "shaders/dxil60.h" +#else +#define IF_D3D12(...) +#define HAVE_DXIL60_SHADERS 0 +#endif + +#ifdef SDL_GPU_METAL +#define IF_METAL(...) __VA_ARGS__ +#define HAVE_METAL_SHADERS 1 +#include "shaders/metal.h" +#else +#define IF_METAL(...) +#define HAVE_METAL_SHADERS 0 +#endif + +typedef struct GPU_ShaderSources +{ + IF_VULKAN(GPU_ShaderModuleSource spirv;) + IF_D3D12(GPU_ShaderModuleSource dxil60;) + IF_METAL(GPU_ShaderModuleSource msl;) + unsigned int num_samplers; + unsigned int num_uniform_buffers; +} GPU_ShaderSources; + +#define SHADER_SPIRV(code) \ + IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, ) + +#define SHADER_DXIL60(code) \ + IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, ) + +#define SHADER_METAL(code) \ + IF_METAL(.msl = { code, sizeof(code), SDL_GPU_SHADERFORMAT_MSL }, ) + +// clang-format off +static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { + [VERT_SHADER_LINEPOINT] = { + .num_samplers = 0, + .num_uniform_buffers = 1, + SHADER_SPIRV(linepoint_vert_spv) + SHADER_DXIL60(linepoint_vert_sm60_dxil) + SHADER_METAL(linepoint_vert_metal) + }, + [VERT_SHADER_TRI_COLOR] = { + .num_samplers = 0, + .num_uniform_buffers = 1, + SHADER_SPIRV(tri_color_vert_spv) + SHADER_DXIL60(tri_color_vert_sm60_dxil) + SHADER_METAL(tri_color_vert_metal) + }, + [VERT_SHADER_TRI_TEXTURE] = { + .num_samplers = 0, + .num_uniform_buffers = 1, + SHADER_SPIRV(tri_texture_vert_spv) + SHADER_DXIL60(tri_texture_vert_sm60_dxil) + SHADER_METAL(tri_texture_vert_metal) + }, +}; + +static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { + [FRAG_SHADER_COLOR] = { + .num_samplers = 0, + .num_uniform_buffers = 0, + SHADER_SPIRV(color_frag_spv) + SHADER_DXIL60(color_frag_sm60_dxil) + SHADER_METAL(color_frag_metal) + }, + [FRAG_SHADER_TEXTURE_RGB] = { + .num_samplers = 1, + .num_uniform_buffers = 0, + SHADER_SPIRV(texture_rgb_frag_spv) + SHADER_DXIL60(texture_rgb_frag_sm60_dxil) + SHADER_METAL(texture_rgb_frag_metal) + }, + [FRAG_SHADER_TEXTURE_RGBA] = { + .num_samplers = 1, + .num_uniform_buffers = 0, + SHADER_SPIRV(texture_rgba_frag_spv) + SHADER_DXIL60(texture_rgba_frag_sm60_dxil) + SHADER_METAL(texture_rgba_frag_metal) + }, +}; +// clang-format on + +static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage) +{ + const GPU_ShaderModuleSource *sms = NULL; + SDL_GPUShaderFormat formats = SDL_GetGPUShaderFormats(device); + + if (formats == SDL_GPU_SHADERFORMAT_INVALID) { + // SDL_GetGPUShaderFormats already set the error + return NULL; +#if HAVE_SPIRV_SHADERS + } else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { + sms = &sources->spirv; +#endif // HAVE_SPIRV_SHADERS +#if HAVE_DXIL60_SHADERS + } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) { + sms = &sources->dxil60; +#endif // HAVE_DXIL60_SHADERS +#if HAVE_METAL_SHADERS + } else if (formats & SDL_GPU_SHADERFORMAT_MSL) { + sms = &sources->msl; +#endif // HAVE_METAL_SHADERS + } else { + SDL_SetError("Unsupported GPU backend"); + return NULL; + } + + SDL_GPUShaderCreateInfo sci = { 0 }; + sci.code = sms->code; + sci.code_size = sms->code_len; + sci.format = sms->format; + // FIXME not sure if this is correct + sci.entrypoint = +#if HAVE_METAL_SHADERS + (sms == &sources->msl) ? "main0" : +#endif // HAVE_METAL_SHADERS + "main"; + sci.num_samplers = sources->num_samplers; + sci.num_uniform_buffers = sources->num_uniform_buffers; + sci.stage = stage; + + return SDL_CreateGPUShader(device, &sci); +} + +bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) +{ + for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) { + shaders->vert_shaders[i] = CompileShader( + &vert_shader_sources[i], device, SDL_GPU_SHADERSTAGE_VERTEX); + if (shaders->vert_shaders[i] == NULL) { + GPU_ReleaseShaders(shaders, device); + return false; + } + } + + for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) { + shaders->frag_shaders[i] = CompileShader( + &frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT); + if (shaders->frag_shaders[i] == NULL) { + GPU_ReleaseShaders(shaders, device); + return false; + } + } + + return true; +} + +void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) +{ + for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) { + SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]); + shaders->vert_shaders[i] = NULL; + } + + for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) { + SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]); + shaders->frag_shaders[i] = NULL; + } +} + +SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id) +{ + SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders)); + SDL_GPUShader *shader = shaders->vert_shaders[id]; + SDL_assert(shader != NULL); + return shader; +} + +SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id) +{ + SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders)); + SDL_GPUShader *shader = shaders->frag_shaders[id]; + SDL_assert(shader != NULL); + return shader; +} + +void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) +{ + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); +} + +#endif // SDL_VIDEO_RENDER_GPU diff --git a/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h b/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h new file mode 100644 index 0000000..16b5a11 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h @@ -0,0 +1,63 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_shaders_gpu_h_ +#define SDL_shaders_gpu_h_ + +#include "SDL_internal.h" + +// SDL_GPU shader implementation + +typedef enum +{ + VERT_SHADER_INVALID = -1, + VERT_SHADER_LINEPOINT, + VERT_SHADER_TRI_COLOR, + VERT_SHADER_TRI_TEXTURE, + + NUM_VERT_SHADERS, +} GPU_VertexShaderID; + +typedef enum +{ + FRAG_SHADER_INVALID = -1, + FRAG_SHADER_COLOR, + FRAG_SHADER_TEXTURE_RGB, + FRAG_SHADER_TEXTURE_RGBA, + + NUM_FRAG_SHADERS, +} GPU_FragmentShaderID; + +struct GPU_Shaders +{ + SDL_GPUShader *vert_shaders[NUM_VERT_SHADERS]; + SDL_GPUShader *frag_shaders[NUM_FRAG_SHADERS]; +}; + +typedef struct GPU_Shaders GPU_Shaders; + +void GPU_FillSupportedShaderFormats(SDL_PropertiesID props); +extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device); +extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device); +extern SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id); +extern SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id); + +#endif // SDL_shaders_gpu_h_ diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitattributes b/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitattributes new file mode 100644 index 0000000..4689bbb --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitattributes @@ -0,0 +1 @@ +*.h linguist-generated diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitignore b/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitignore new file mode 100644 index 0000000..2741428 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/.gitignore @@ -0,0 +1,4 @@ +*.hlsl +*.metal +*.spv +*.tmp.h diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/build-shaders.sh b/contrib/SDL-3.2.8/src/render/gpu/shaders/build-shaders.sh new file mode 100755 index 0000000..9b019e5 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/build-shaders.sh @@ -0,0 +1,106 @@ +#!/usr/bin/env bash + +set -e + +# NOTE: fxc is tested on Linux with https://github.com/mozilla/fxc2 + +which fxc &>/dev/null && HAVE_FXC=1 || HAVE_FXC=0 +which dxc &>/dev/null && HAVE_DXC=1 || HAVE_DXC=0 +which spirv-cross &>/dev/null && HAVE_SPIRV_CROSS=1 || HAVE_SPIRV_CROSS=0 + +[ "$HAVE_FXC" != 0 ] || echo "fxc not in PATH; D3D11 shaders will not be rebuilt" +[ "$HAVE_DXC" != 0 ] || echo "dxc not in PATH; D3D12 shaders will not be rebuilt" +[ "$HAVE_SPIRV_CROSS" != 0 ] || echo "spirv-cross not in PATH; D3D11, D3D12, Metal shaders will not be rebuilt" + +USE_FXC=${USE_FXC:-$HAVE_FXC} +USE_DXC=${USE_DXC:-$HAVE_DXC} +USE_SPIRV_CROSS=${USE_SPIRV_CROSS:-$HAVE_SPIRV_CROSS} + +spirv_bundle="spir-v.h" +dxbc50_bundle="dxbc50.h" +dxil60_bundle="dxil60.h" +metal_bundle="metal.h" + +rm -f "$spirv_bundle" +[ "$USE_SPIRV_CROSS" != 0 ] && rm -f "$metal_bundle" +[ "$USE_SPIRV_CROSS" != 0 ] && [ "$USE_FXC" != 0 ] && rm -f "$dxbc50_bundle" +[ "$USE_SPIRV_CROSS" != 0 ] && [ "$USE_DXC" != 0 ] && rm -f "$dxil60_bundle" + +make-header() { + xxd -i "$1" | sed \ + -e 's/^unsigned /const unsigned /g' \ + -e 's,^const,static const,' \ + > "$1.h" +} + +compile-hlsl-dxbc() { + local src="$1" + local profile="$2" + local output_basename="$3" + local var_name="$(echo "$output_basename" | sed -e 's/\./_/g')" + + fxc "$src" /E main /T $2 /Fh "$output_basename.tmp.h" || exit $? + sed \ + -e "s/g_main/$var_name/;s/\r//g" \ + -e 's,^const,static const,' \ + -e 's,const unsigned,const signed,' \ + < "$output_basename.tmp.h" \ + > "$output_basename.h" + rm -f "$output_basename.tmp.h" +} + +compile-hlsl-dxil() { + local src="$1" + local profile="$2" + local output_basename="$3" + local var_name="$(echo "$output_basename" | sed -e 's/\./_/g')" + + dxc "$src" -E main -T $2 -Fh "$output_basename.tmp.h" -O3 || exit $? + sed \ + -e "s/g_main/$var_name/;s/\r//g" \ + -e 's,^const,static const,' \ + < "$output_basename.tmp.h" \ + > "$output_basename.h" + rm -f "$output_basename.tmp.h" +} + +for i in *.vert *.frag; do + spv="$i.spv" + metal="$i.metal" + hlsl50="$i.sm50.hlsl" + dxbc50="$i.sm50.dxbc" + hlsl60="$i.sm60.hlsl" + dxil60="$i.sm60.dxil" + + glslangValidator -g0 -Os "$i" -V -o "$spv" --quiet + + make-header "$spv" + echo "#include \"$spv.h\"" >> "$spirv_bundle" + + if [ "$USE_SPIRV_CROSS" = "0" ]; then + continue + fi + + spirv-cross "$spv" --hlsl --shader-model 50 --hlsl-enable-compat --output "$hlsl50" + spirv-cross "$spv" --hlsl --shader-model 60 --hlsl-enable-compat --output "$hlsl60" + + if [ "${i##*.}" == "frag" ]; then + hlsl_stage="ps" + else + hlsl_stage="vs" + fi + + if [ "$USE_FXC" != "0" ]; then + compile-hlsl-dxbc "$hlsl50" ${hlsl_stage}_5_0 "$dxbc50" + echo "#include \"$dxbc50.h\"" >> "$dxbc50_bundle" + fi + + if [ "$USE_DXC" != "0" ]; then + compile-hlsl-dxil "$hlsl60" ${hlsl_stage}_6_0 "$dxil60" + echo "#include \"$dxil60.h\"" >> "$dxil60_bundle" + fi + + spirv-cross "$spv" --msl --output "$metal" + make-header "$metal" + echo "#include \"$metal.h\"" >> "$metal_bundle" +done diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag new file mode 100644 index 0000000..8ce1e6b --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag @@ -0,0 +1,9 @@ +#version 450 + +layout(location = 0) in vec4 v_color; + +layout(location = 0) out vec4 o_color; + +void main() { + o_color = v_color; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.metal.h new file mode 100644 index 0000000..a5f9899 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.metal.h @@ -0,0 +1,28 @@ +static const unsigned char color_frag_metal[] = { + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x6d, 0x65, + 0x74, 0x61, 0x6c, 0x5f, 0x73, 0x74, 0x64, 0x6c, 0x69, 0x62, 0x3e, 0x0a, + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x73, 0x69, + 0x6d, 0x64, 0x2f, 0x73, 0x69, 0x6d, 0x64, 0x2e, 0x68, 0x3e, 0x0a, 0x0a, + 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, + 0x61, 0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x0a, + 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, + 0x5f, 0x6f, 0x75, 0x74, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x66, + 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x6d, 0x5f, 0x39, 0x20, 0x5b, 0x5b, + 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, + 0x7d, 0x3b, 0x0a, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x6d, + 0x61, 0x69, 0x6e, 0x30, 0x5f, 0x69, 0x6e, 0x0a, 0x7b, 0x0a, 0x20, 0x20, + 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x6d, 0x5f, 0x31, + 0x31, 0x20, 0x5b, 0x5b, 0x75, 0x73, 0x65, 0x72, 0x28, 0x6c, 0x6f, 0x63, + 0x6e, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x0a, 0x66, + 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, + 0x30, 0x5f, 0x6f, 0x75, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, 0x28, + 0x6d, 0x61, 0x69, 0x6e, 0x30, 0x5f, 0x69, 0x6e, 0x20, 0x69, 0x6e, 0x20, + 0x5b, 0x5b, 0x73, 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, + 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x6d, 0x61, 0x69, 0x6e, + 0x30, 0x5f, 0x6f, 0x75, 0x74, 0x20, 0x6f, 0x75, 0x74, 0x20, 0x3d, 0x20, + 0x7b, 0x7d, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x6f, 0x75, 0x74, 0x2e, + 0x6d, 0x5f, 0x39, 0x20, 0x3d, 0x20, 0x69, 0x6e, 0x2e, 0x6d, 0x5f, 0x31, + 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, + 0x6e, 0x20, 0x6f, 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a +}; +static const unsigned int color_frag_metal_len = 298; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm50.dxbc.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm50.dxbc.h new file mode 100644 index 0000000..ddd8012 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm50.dxbc.h @@ -0,0 +1,85 @@ +static const signed char color_frag_sm50_dxbc[] = +{ + 68, 88, 66, 67, 114,-117, +-124, 82, -97, 76, -66, -74, + 70, 116, 14, -14, 95,-122, + 65, 73, 1, 0, 0, 0, + -24, 1, 0, 0, 5, 0, + 0, 0, 52, 0, 0, 0, + -96, 0, 0, 0, -44, 0, + 0, 0, 8, 1, 0, 0, + 76, 1, 0, 0, 82, 68, + 69, 70, 100, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 60, 0, 0, 0, 0, 5, + -1, -1, 0, 1, 0, 0, + 60, 0, 0, 0, 82, 68, + 49, 49, 60, 0, 0, 0, + 24, 0, 0, 0, 32, 0, + 0, 0, 40, 0, 0, 0, + 36, 0, 0, 0, 12, 0, + 0, 0, 0, 0, 0, 0, + 77, 105, 99, 114, 111, 115, + 111, 102, 116, 32, 40, 82, + 41, 32, 72, 76, 83, 76, + 32, 83, 104, 97, 100, 101, + 114, 32, 67, 111, 109, 112, + 105, 108, 101, 114, 32, 49, + 48, 46, 49, 0, 73, 83, + 71, 78, 44, 0, 0, 0, + 1, 0, 0, 0, 8, 0, + 0, 0, 32, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 15, 15, + 0, 0, 84, 69, 88, 67, + 79, 79, 82, 68, 0, -85, + -85, -85, 79, 83, 71, 78, + 44, 0, 0, 0, 1, 0, + 0, 0, 8, 0, 0, 0, + 32, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 15, 0, 0, 0, + 83, 86, 95, 84, 97, 114, + 103, 101, 116, 0, -85, -85, + 83, 72, 69, 88, 60, 0, + 0, 0, 80, 0, 0, 0, + 15, 0, 0, 0, 106, 8, + 0, 1, 98, 16, 0, 3, + -14, 16, 16, 0, 0, 0, + 0, 0, 101, 0, 0, 3, + -14, 32, 16, 0, 0, 0, + 0, 0, 54, 0, 0, 5, + -14, 32, 16, 0, 0, 0, + 0, 0, 70, 30, 16, 0, + 0, 0, 0, 0, 62, 0, + 0, 1, 83, 84, 65, 84, +-108, 0, 0, 0, 2, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 2, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm60.dxil.h new file mode 100644 index 0000000..f8d2a1c --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm60.dxil.h @@ -0,0 +1,340 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; SV_Target 0 xyzw 0 TARGET float xyzw +; +; shader hash: 79268435b7929fdbc9f529459f44b878 +; +; Pipeline Runtime Information: +; +; Pixel Shader +; DepthOutput=0 +; SampleFrequency=0 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; SV_Target 0 +; +; Buffer Definitions: +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; +; +; ViewId state: +; +; Number of inputs: 4, outputs: 4 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 0 depends on inputs: { 0 } +; output 1 depends on inputs: { 1 } +; output 2 depends on inputs: { 2 } +; output 3 depends on inputs: { 3 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +define void @main() { + %1 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %2 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %1) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %2) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %3) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %4) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.viewIdState = !{!4} +!dx.entryPoints = !{!5} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"ps", i32 6, i32 0} +!4 = !{[6 x i32] [i32 4, i32 4, i32 1, i32 2, i32 4, i32 8]} +!5 = !{void ()* @main, !"main", !6, null, null} +!6 = !{!7, !11, null} +!7 = !{!8} +!8 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !9, i8 2, i32 1, i8 4, i32 0, i8 0, !10} +!9 = !{i32 0} +!10 = !{i32 3, i32 15} +!11 = !{!12} +!12 = !{i32 0, !"SV_Target", i8 9, i8 16, !9, i8 0, i32 1, i8 4, i32 0, i8 0, !10} + +#endif + +static const unsigned char color_frag_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x33, 0x91, 0x9f, 0xec, 0x78, 0x7d, 0xbb, 0xfa, + 0xeb, 0x8d, 0xfb, 0x1b, 0x79, 0x47, 0x1d, 0xb2, 0x01, 0x00, 0x00, 0x00, + 0x0c, 0x0b, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, + 0x58, 0x01, 0x00, 0x00, 0x10, 0x06, 0x00, 0x00, 0x2c, 0x06, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 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0x00 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.spv.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.spv.h new file mode 100644 index 0000000..51e02de --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.spv.h @@ -0,0 +1,29 @@ +static const unsigned char color_frag_spv[] = { + 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x08, 0x00, + 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, + 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, + 0x09, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, + 0x09, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x47, 0x00, 0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x21, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x16, 0x00, 0x03, 0x00, 0x06, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x17, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x20, 0x00, 0x04, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x07, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x0a, 0x00, 0x00, 0x00, + 0x0b, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, + 0x0b, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00, + 0x0c, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00 +}; +static const unsigned int color_frag_spv_len = 312; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h new file mode 100644 index 0000000..1c01126 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h @@ -0,0 +1,6 @@ +#include "linepoint.vert.sm50.dxbc.h" +#include "tri_color.vert.sm50.dxbc.h" +#include "tri_texture.vert.sm50.dxbc.h" +#include "color.frag.sm50.dxbc.h" +#include "texture_rgba.frag.sm50.dxbc.h" +#include "texture_rgb.frag.sm50.dxbc.h" diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h new file mode 100644 index 0000000..88489f9 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h @@ -0,0 +1,6 @@ +#include "linepoint.vert.sm60.dxil.h" +#include "tri_color.vert.sm60.dxil.h" +#include "tri_texture.vert.sm60.dxil.h" +#include "color.frag.sm60.dxil.h" +#include "texture_rgba.frag.sm60.dxil.h" +#include "texture_rgb.frag.sm60.dxil.h" diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert new file mode 100644 index 0000000..34596d5 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert @@ -0,0 +1,17 @@ +#version 450 + +layout(location = 0) in vec2 a_position; + +layout(location = 0) out vec4 v_color; + +layout(set = 1, binding = 0) uniform Context { + mat4 mvp; + vec4 color; + vec2 texture_size; /* XXX unused */ +} u_context; + +void main() { + gl_PointSize = 1.0; /* FIXME: D3D11 pls */ + gl_Position = u_context.mvp * vec4(a_position, 0, 1); + v_color = u_context.color; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.metal.h new file mode 100644 index 0000000..96b1c37 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.metal.h @@ -0,0 +1,51 @@ +static const unsigned char linepoint_vert_metal[] = { + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x6d, 0x65, + 0x74, 0x61, 0x6c, 0x5f, 0x73, 0x74, 0x64, 0x6c, 0x69, 0x62, 0x3e, 0x0a, + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x73, 0x69, + 0x6d, 0x64, 0x2f, 0x73, 0x69, 0x6d, 0x64, 0x2e, 0x68, 0x3e, 0x0a, 0x0a, + 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, + 0x61, 0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x0a, + 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x5f, 0x32, 0x32, 0x0a, 0x7b, + 0x0a, 0x20, 0x20, 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x78, + 0x34, 0x20, 0x5f, 0x6d, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x66, + 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b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm50.dxbc.h new file mode 100644 index 0000000..c626676 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm50.dxbc.h @@ -0,0 +1,172 @@ +static const signed char linepoint_vert_sm50_dxbc[] = +{ + 68, 88, 66, 67, 0, 119, + 101, -18, 103, 113, 34, 52, + -82, 96, 17, 4, -92, 11, + -67, 71, 1, 0, 0, 0, + -12, 3, 0, 0, 5, 0, + 0, 0, 52, 0, 0, 0, + -12, 1, 0, 0, 40, 2, + 0, 0,-128, 2, 0, 0, + 88, 3, 0, 0, 82, 68, + 69, 70, -72, 1, 0, 0, + 1, 0, 0, 0, 100, 0, + 0, 0, 1, 0, 0, 0, + 60, 0, 0, 0, 0, 5, + -2, -1, 0, 1, 0, 0, +-112, 1, 0, 0, 82, 68, + 49, 49, 60, 0, 0, 0, + 24, 0, 0, 0, 32, 0, + 0, 0, 40, 0, 0, 0, + 36, 0, 0, 0, 12, 0, + 0, 0, 0, 0, 0, 0, + 92, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 1, 0, + 0, 0, 95, 50, 50, 95, + 50, 52, 0, -85, 92, 0, + 0, 0, 3, 0, 0, 0, + 124, 0, 0, 0, 96, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, -12, 0, + 0, 0, 0, 0, 0, 0, + 64, 0, 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0, 0, 0, 0, 0, + 0, 0, 0, 0 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm60.dxil.h new file mode 100644 index 0000000..8320325 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm60.dxil.h @@ -0,0 +1,496 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xy 0 NONE float xy +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; SV_Position 0 xyzw 1 POS float xyzw +; +; shader hash: 28e70f2da15e5a0c84402943a6b12723 +; +; Pipeline Runtime Information: +; +; Vertex Shader +; OutputPositionPresent=1 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; SV_Position 0 noperspective +; +; Buffer Definitions: +; +; cbuffer _22_24 +; { +; +; struct hostlayout._22_24 +; { +; +; row_major float4x4 _24_m0; ; Offset: 0 +; float4 _24_m1; ; Offset: 64 +; float2 _24_m2; ; Offset: 80 +; +; } _22_24; ; Offset: 0 Size: 88 +; +; } +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; _22_24 cbuffer NA NA CB0 cb0,space1 1 +; +; +; ViewId state: +; +; Number of inputs: 2, outputs: 8 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 4 depends on inputs: { 0, 1 } +; output 5 depends on inputs: { 0, 1 } +; output 6 depends on inputs: { 0, 1 } +; output 7 depends on inputs: { 0, 1 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +%dx.types.Handle = type { i8* } +%dx.types.CBufRet.f32 = type { float, float, float, float } +%hostlayout._22_24 = type { [4 x <4 x float>], <4 x float>, <2 x float> } + +define void @main() { + %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 2, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %2 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 0) ; CBufferLoadLegacy(handle,regIndex) + %5 = extractvalue %dx.types.CBufRet.f32 %4, 0 + %6 = extractvalue %dx.types.CBufRet.f32 %4, 1 + %7 = extractvalue %dx.types.CBufRet.f32 %4, 2 + %8 = extractvalue %dx.types.CBufRet.f32 %4, 3 + %9 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 1) ; CBufferLoadLegacy(handle,regIndex) + %10 = extractvalue %dx.types.CBufRet.f32 %9, 0 + %11 = extractvalue %dx.types.CBufRet.f32 %9, 1 + %12 = extractvalue %dx.types.CBufRet.f32 %9, 2 + %13 = extractvalue %dx.types.CBufRet.f32 %9, 3 + %14 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 3) ; CBufferLoadLegacy(handle,regIndex) + %15 = extractvalue %dx.types.CBufRet.f32 %14, 0 + %16 = extractvalue %dx.types.CBufRet.f32 %14, 1 + %17 = extractvalue %dx.types.CBufRet.f32 %14, 2 + %18 = extractvalue %dx.types.CBufRet.f32 %14, 3 + %19 = fmul fast float %5, %2 + %20 = call float @dx.op.tertiary.f32(i32 46, float %3, float %10, float %19) ; FMad(a,b,c) + %21 = fadd fast float %15, %20 + %22 = fmul fast float %6, %2 + %23 = call float @dx.op.tertiary.f32(i32 46, float %3, float %11, float %22) ; FMad(a,b,c) + %24 = fadd fast float %23, %16 + %25 = fmul fast float %7, %2 + %26 = call float @dx.op.tertiary.f32(i32 46, float %3, float %12, float %25) ; FMad(a,b,c) + %27 = fadd fast float %26, %17 + %28 = fmul fast float %8, %2 + %29 = call float @dx.op.tertiary.f32(i32 46, float %3, float %13, float %28) ; FMad(a,b,c) + %30 = fadd fast float %29, %18 + %31 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 4) ; CBufferLoadLegacy(handle,regIndex) + %32 = extractvalue %dx.types.CBufRet.f32 %31, 0 + %33 = extractvalue %dx.types.CBufRet.f32 %31, 1 + %34 = extractvalue %dx.types.CBufRet.f32 %31, 2 + %35 = extractvalue %dx.types.CBufRet.f32 %31, 3 + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %32) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %33) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %34) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %35) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 0, float %21) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 1, float %24) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 2, float %27) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 3, float %30) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +; Function Attrs: nounwind readonly +declare %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32, %dx.types.Handle, i32) #2 + +; Function Attrs: nounwind readnone +declare float @dx.op.tertiary.f32(i32, float, float, float) #0 + +; Function Attrs: nounwind readonly +declare %dx.types.Handle @dx.op.createHandle(i32, i8, i32, i32, i1) #2 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } +attributes #2 = { nounwind readonly } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.resources = !{!4} +!dx.viewIdState = !{!7} +!dx.entryPoints = !{!8} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"vs", i32 6, i32 0} +!4 = !{null, null, !5, null} +!5 = !{!6} +!6 = !{i32 0, %hostlayout._22_24* undef, !"", i32 1, i32 0, i32 1, i32 88, null} +!7 = !{[4 x i32] [i32 2, i32 8, i32 240, i32 240]} +!8 = !{void ()* @main, !"main", !9, !4, null} +!9 = !{!10, !14, null} +!10 = !{!11} +!11 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 0, i32 1, i8 2, i32 0, i8 0, !13} +!12 = !{i32 0} +!13 = !{i32 3, i32 3} +!14 = !{!15, !17} +!15 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 2, i32 1, i8 4, i32 0, i8 0, !16} +!16 = !{i32 3, i32 15} +!17 = !{i32 1, !"SV_Position", i8 9, i8 3, !12, i8 4, i32 1, i8 4, i32 1, i8 0, !16} + +#endif + +static const unsigned char linepoint_vert_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x07, 0x97, 0x68, 0xde, 0x5f, 0x50, 0x0b, 0x5d, + 0x22, 0x1b, 0xe5, 0xb4, 0xe8, 0xdb, 0x02, 0xea, 0x01, 0x00, 0x00, 0x00, + 0x04, 0x0f, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, + 0xb8, 0x01, 0x00, 0x00, 0x0c, 0x08, 0x00, 0x00, 0x28, 0x08, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x34, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 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0x02, + 0x00, 0x00, 0x00, 0x00 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.spv.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.spv.h new file mode 100644 index 0000000..449e8dd --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.spv.h @@ -0,0 +1,93 @@ +static const unsigned char linepoint_vert_spv[] = { + 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x08, 0x00, + 0x2a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, + 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, + 0x0d, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x26, 0x00, 0x00, 0x00, + 0x48, 0x00, 0x05, 0x00, 0x0b, 0x00, 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0x01, 0x00 +}; +static const unsigned int linepoint_vert_spv_len = 1076; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h new file mode 100644 index 0000000..1841a69 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h @@ -0,0 +1,6 @@ +#include "linepoint.vert.metal.h" +#include "tri_color.vert.metal.h" +#include "tri_texture.vert.metal.h" +#include "color.frag.metal.h" +#include "texture_rgba.frag.metal.h" +#include "texture_rgb.frag.metal.h" diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h new file mode 100644 index 0000000..85aa3c2 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h @@ -0,0 +1,6 @@ +#include "linepoint.vert.spv.h" +#include "tri_color.vert.spv.h" +#include "tri_texture.vert.spv.h" +#include "color.frag.spv.h" +#include "texture_rgba.frag.spv.h" +#include "texture_rgb.frag.spv.h" diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag new file mode 100644 index 0000000..9a9ada8 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag @@ -0,0 +1,12 @@ +#version 450 + +layout(location = 0) in vec4 v_color; +layout(location = 1) in vec2 v_uv; + +layout(set = 2, binding = 0) uniform sampler2D u_texture; + +layout(location = 0) out vec4 o_color; + +void main() { + o_color = vec4(texture(u_texture, v_uv).rgb, 1) * v_color; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.metal.h new file mode 100644 index 0000000..fbde876 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.metal.h @@ -0,0 +1,41 @@ +static const unsigned char texture_rgb_frag_metal[] = { + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x6d, 0x65, + 0x74, 0x61, 0x6c, 0x5f, 0x73, 0x74, 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b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm50.dxbc.h @@ -0,0 +1,123 @@ +static const signed char texture_rgb_frag_sm50_dxbc[] = +{ + 68, 88, 66, 67, -22, -54, + -48, 73, -47, -40, -92, -21, + -43, -46, 13,-120, -20, 126, + 110, 46, 1, 0, 0, 0, + -52, 2, 0, 0, 5, 0, + 0, 0, 52, 0, 0, 0, + -12, 0, 0, 0, 64, 1, + 0, 0, 116, 1, 0, 0, + 48, 2, 0, 0, 82, 68, + 69, 70, -72, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 2, 0, 0, 0, + 60, 0, 0, 0, 0, 5, + -1, -1, 0, 1, 0, 0, +-115, 0, 0, 0, 82, 68, + 49, 49, 60, 0, 0, 0, + 24, 0, 0, 0, 32, 0, + 0, 0, 40, 0, 0, 0, + 36, 0, 0, 0, 12, 0, + 0, 0, 0, 0, 0, 0, + 124, 0, 0, 0, 3, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 1, 0, + 0, 0,-119, 0, 0, 0, + 2, 0, 0, 0, 5, 0, + 0, 0, 4, 0, 0, 0, + -1, -1, -1, -1, 0, 0, + 0, 0, 1, 0, 0, 0, + 13, 0, 0, 0, 95, 95, + 49, 51, 95, 115, 97, 109, + 112, 108, 101, 114, 0, 95, + 49, 51, 0, 77, 105, 99, + 114, 111, 115, 111, 102, 116, + 32, 40, 82, 41, 32, 72, + 76, 83, 76, 32, 83, 104, + 97, 100, 101, 114, 32, 67, + 111, 109, 112, 105, 108, 101, + 114, 32, 49, 48, 46, 49, + 0, -85, -85, -85, 73, 83, + 71, 78, 68, 0, 0, 0, + 2, 0, 0, 0, 8, 0, + 0, 0, 56, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 15, 15, + 0, 0, 56, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 0, 0, 3, 3, + 0, 0, 84, 69, 88, 67, + 79, 79, 82, 68, 0, -85, + -85, -85, 79, 83, 71, 78, + 44, 0, 0, 0, 1, 0, + 0, 0, 8, 0, 0, 0, + 32, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 15, 0, 0, 0, + 83, 86, 95, 84, 97, 114, + 103, 101, 116, 0, -85, -85, + 83, 72, 69, 88, -76, 0, + 0, 0, 80, 0, 0, 0, + 45, 0, 0, 0, 106, 8, + 0, 1, 90, 0, 0, 3, + 0, 96, 16, 0, 0, 0, + 0, 0, 88, 24, 0, 4, + 0, 112, 16, 0, 0, 0, + 0, 0, 85, 85, 0, 0, + 98, 16, 0, 3, -14, 16, + 16, 0, 0, 0, 0, 0, + 98, 16, 0, 3, 50, 16, + 16, 0, 1, 0, 0, 0, + 101, 0, 0, 3, -14, 32, + 16, 0, 0, 0, 0, 0, + 104, 0, 0, 2, 1, 0, + 0, 0, 69, 0, 0,-117, + -62, 0, 0,-128, 67, 85, + 21, 0, 114, 0, 16, 0, + 0, 0, 0, 0, 70, 16, + 16, 0, 1, 0, 0, 0, + 70, 126, 16, 0, 0, 0, + 0, 0, 0, 96, 16, 0, + 0, 0, 0, 0, 54, 0, + 0, 5,-126, 0, 16, 0, + 0, 0, 0, 0, 1, 64, + 0, 0, 0, 0,-128, 63, + 56, 0, 0, 7, -14, 32, + 16, 0, 0, 0, 0, 0, + 70, 14, 16, 0, 0, 0, + 0, 0, 70, 30, 16, 0, + 0, 0, 0, 0, 62, 0, + 0, 1, 83, 84, 65, 84, +-108, 0, 0, 0, 4, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 3, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm60.dxil.h new file mode 100644 index 0000000..e07e135 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm60.dxil.h @@ -0,0 +1,465 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; TEXCOORD 1 xy 1 NONE float xy +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; SV_Target 0 xyzw 0 TARGET float xyzw +; +; shader hash: 6899b843a76b999aab785570052af6a1 +; +; Pipeline Runtime Information: +; +; Pixel Shader +; DepthOutput=0 +; SampleFrequency=0 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; TEXCOORD 1 linear +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; SV_Target 0 +; +; Buffer Definitions: +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; __13_sampler sampler NA NA S0 s0,space2 1 +; _13 texture f32 2d T0 t0,space2 1 +; +; +; ViewId state: +; +; Number of inputs: 6, outputs: 4 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 0 depends on inputs: { 0, 4, 5 } +; output 1 depends on inputs: { 1, 4, 5 } +; output 2 depends on inputs: { 2, 4, 5 } +; output 3 depends on inputs: { 3 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +%dx.types.Handle = type { i8* } +%dx.types.ResRet.f32 = type { float, float, float, float, i32 } +%"class.Texture2D >" = type { <4 x float>, %"class.Texture2D >::mips_type" } +%"class.Texture2D >::mips_type" = type { i32 } +%struct.SamplerState = type { i32 } + +define void @main() { + %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %2 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 3, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %5 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %6 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %7 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %8 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %9 = call %dx.types.ResRet.f32 @dx.op.sample.f32(i32 60, %dx.types.Handle %1, %dx.types.Handle %2, float %3, float %4, float undef, float undef, i32 0, i32 0, i32 undef, float undef) ; Sample(srv,sampler,coord0,coord1,coord2,coord3,offset0,offset1,offset2,clamp) + %10 = extractvalue %dx.types.ResRet.f32 %9, 0 + %11 = extractvalue %dx.types.ResRet.f32 %9, 1 + %12 = extractvalue %dx.types.ResRet.f32 %9, 2 + %13 = fmul fast float %10, %5 + %14 = fmul fast float %11, %6 + %15 = fmul fast float %12, %7 + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %13) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %14) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %15) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %8) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +; Function Attrs: nounwind readonly +declare %dx.types.ResRet.f32 @dx.op.sample.f32(i32, %dx.types.Handle, %dx.types.Handle, float, float, float, float, i32, i32, i32, float) #2 + +; Function Attrs: nounwind readonly +declare %dx.types.Handle @dx.op.createHandle(i32, i8, i32, i32, i1) #2 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } +attributes #2 = { nounwind readonly } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.resources = !{!4} +!dx.viewIdState = !{!10} +!dx.entryPoints = !{!11} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"ps", i32 6, i32 0} +!4 = !{!5, null, null, !8} +!5 = !{!6} +!6 = !{i32 0, %"class.Texture2D >"* undef, !"", i32 2, i32 0, i32 1, i32 2, i32 0, !7} +!7 = !{i32 0, i32 9} +!8 = !{!9} +!9 = !{i32 0, %struct.SamplerState* undef, !"", i32 2, i32 0, i32 1, i32 0, null} +!10 = !{[8 x i32] [i32 6, i32 4, i32 1, i32 2, i32 4, i32 8, i32 7, i32 7]} +!11 = !{void ()* @main, !"main", !12, !4, null} +!12 = !{!13, !20, null} +!13 = !{!14, !17} +!14 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !15, i8 2, i32 1, i8 4, i32 0, i8 0, !16} +!15 = !{i32 0} +!16 = !{i32 3, i32 15} +!17 = !{i32 1, !"TEXCOORD", i8 9, i8 0, !18, i8 2, i32 1, i8 2, i32 1, i8 0, !19} +!18 = !{i32 1} +!19 = !{i32 3, i32 3} +!20 = !{!21} +!21 = !{i32 0, !"SV_Target", i8 9, i8 16, !15, i8 0, i32 1, i8 4, i32 0, i8 0, !16} + +#endif + +static const unsigned char texture_rgb_frag_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x80, 0x0c, 0x49, 0xdc, 0x1e, 0x21, 0x6f, 0xab, + 0x8e, 0x0c, 0x74, 0xde, 0x47, 0xb3, 0x50, 0xf3, 0x01, 0x00, 0x00, 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b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.spv.h @@ -0,0 +1,59 @@ +static const unsigned char texture_rgb_frag_spv[] = { + 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x08, 0x00, + 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, + 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, + 0x09, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, + 0x10, 0x00, 0x03, 0x00, 0x04, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, + 0x47, 0x00, 0x04, 0x00, 0x09, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x0d, 0x00, 0x00, 0x00, + 0x22, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 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0x00, 0xf8, 0x00, 0x02, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, + 0x0e, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, + 0x57, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, + 0x0e, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, + 0x06, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x51, 0x00, 0x05, 0x00, 0x06, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, + 0x13, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x50, 0x00, 0x07, 0x00, + 0x07, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, + 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00, + 0x1e, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, + 0x3e, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, + 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00 +}; +static const unsigned int texture_rgb_frag_spv_len = 668; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag new file mode 100644 index 0000000..05fd18c --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag @@ -0,0 +1,12 @@ +#version 450 + +layout(location = 0) in vec4 v_color; +layout(location = 1) in vec2 v_uv; + +layout(set = 2, binding = 0) uniform sampler2D u_texture; + +layout(location = 0) out vec4 o_color; + +void main() { + o_color = texture(u_texture, v_uv) * v_color; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.metal.h new file mode 100644 index 0000000..9c8f150 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.metal.h @@ -0,0 +1,40 @@ +static const unsigned char texture_rgba_frag_metal[] = { + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x6d, 0x65, + 0x74, 0x61, 0x6c, 0x5f, 0x73, 0x74, 0x64, 0x6c, 0x69, 0x62, 0x3e, 0x0a, + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x73, 0x69, + 0x6d, 0x64, 0x2f, 0x73, 0x69, 0x6d, 0x64, 0x2e, 0x68, 0x3e, 0x0a, 0x0a, + 0x75, 0x73, 0x69, 0x6e, 0x67, 0x20, 0x6e, 0x61, 0x6d, 0x65, 0x73, 0x70, + 0x61, 0x63, 0x65, 0x20, 0x6d, 0x65, 0x74, 0x61, 0x6c, 0x3b, 0x0a, 0x0a, + 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, + 0x5f, 0x6f, 0x75, 0x74, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x66, + 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x6d, 0x5f, 0x39, 0x20, 0x5b, 0x5b, + 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, + 0x7d, 0x3b, 0x0a, 0x0a, 0x73, 0x74, 0x72, 0x75, 0x63, 0x74, 0x20, 0x6d, + 0x61, 0x69, 0x6e, 0x30, 0x5f, 0x69, 0x6e, 0x0a, 0x7b, 0x0a, 0x20, 0x20, + 0x20, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, 0x20, 0x6d, 0x5f, 0x32, + 0x31, 0x20, 0x5b, 0x5b, 0x75, 0x73, 0x65, 0x72, 0x28, 0x6c, 0x6f, 0x63, + 0x6e, 0x30, 0x29, 0x5d, 0x5d, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x66, + 0x6c, 0x6f, 0x61, 0x74, 0x32, 0x20, 0x6d, 0x5f, 0x31, 0x37, 0x20, 0x5b, + 0x5b, 0x75, 0x73, 0x65, 0x72, 0x28, 0x6c, 0x6f, 0x63, 0x6e, 0x31, 0x29, + 0x5d, 0x5d, 0x3b, 0x0a, 0x7d, 0x3b, 0x0a, 0x0a, 0x66, 0x72, 0x61, 0x67, + 0x6d, 0x65, 0x6e, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, 0x5f, 0x6f, + 0x75, 0x74, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, 0x28, 0x6d, 0x61, 0x69, + 0x6e, 0x30, 0x5f, 0x69, 0x6e, 0x20, 0x69, 0x6e, 0x20, 0x5b, 0x5b, 0x73, + 0x74, 0x61, 0x67, 0x65, 0x5f, 0x69, 0x6e, 0x5d, 0x5d, 0x2c, 0x20, 0x74, + 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x32, 0x64, 0x3c, 0x66, 0x6c, 0x6f, + 0x61, 0x74, 0x3e, 0x20, 0x5f, 0x31, 0x33, 0x20, 0x5b, 0x5b, 0x74, 0x65, + 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x2c, 0x20, + 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x72, 0x20, 0x5f, 0x31, 0x33, 0x53, + 0x6d, 0x70, 0x6c, 0x72, 0x20, 0x5b, 0x5b, 0x73, 0x61, 0x6d, 0x70, 0x6c, + 0x65, 0x72, 0x28, 0x30, 0x29, 0x5d, 0x5d, 0x29, 0x0a, 0x7b, 0x0a, 0x20, + 0x20, 0x20, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x30, 0x5f, 0x6f, 0x75, 0x74, + 0x20, 0x6f, 0x75, 0x74, 0x20, 0x3d, 0x20, 0x7b, 0x7d, 0x3b, 0x0a, 0x20, + 0x20, 0x20, 0x20, 0x6f, 0x75, 0x74, 0x2e, 0x6d, 0x5f, 0x39, 0x20, 0x3d, + 0x20, 0x5f, 0x31, 0x33, 0x2e, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x28, + 0x5f, 0x31, 0x33, 0x53, 0x6d, 0x70, 0x6c, 0x72, 0x2c, 0x20, 0x69, 0x6e, + 0x2e, 0x6d, 0x5f, 0x31, 0x37, 0x29, 0x20, 0x2a, 0x20, 0x69, 0x6e, 0x2e, + 0x6d, 0x5f, 0x32, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, + 0x74, 0x75, 0x72, 0x6e, 0x20, 0x6f, 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x0a, + 0x0a +}; +static const unsigned int texture_rgba_frag_metal_len = 433; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm50.dxbc.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm50.dxbc.h new file mode 100644 index 0000000..d240991 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm50.dxbc.h @@ -0,0 +1,120 @@ +static const signed char texture_rgba_frag_sm50_dxbc[] = +{ + 68, 88, 66, 67, -83, 124, + -3, -84,-102, 126, 29, -62, +-107, 79, -74, 72, -7, 33, + 124,-103, 1, 0, 0, 0, + -72, 2, 0, 0, 5, 0, + 0, 0, 52, 0, 0, 0, + -12, 0, 0, 0, 64, 1, + 0, 0, 116, 1, 0, 0, + 28, 2, 0, 0, 82, 68, + 69, 70, -72, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 2, 0, 0, 0, + 60, 0, 0, 0, 0, 5, + -1, -1, 0, 1, 0, 0, +-115, 0, 0, 0, 82, 68, + 49, 49, 60, 0, 0, 0, + 24, 0, 0, 0, 32, 0, + 0, 0, 40, 0, 0, 0, + 36, 0, 0, 0, 12, 0, + 0, 0, 0, 0, 0, 0, + 124, 0, 0, 0, 3, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 1, 0, + 0, 0,-119, 0, 0, 0, + 2, 0, 0, 0, 5, 0, + 0, 0, 4, 0, 0, 0, + -1, -1, -1, -1, 0, 0, + 0, 0, 1, 0, 0, 0, + 13, 0, 0, 0, 95, 95, + 49, 51, 95, 115, 97, 109, + 112, 108, 101, 114, 0, 95, + 49, 51, 0, 77, 105, 99, + 114, 111, 115, 111, 102, 116, + 32, 40, 82, 41, 32, 72, + 76, 83, 76, 32, 83, 104, + 97, 100, 101, 114, 32, 67, + 111, 109, 112, 105, 108, 101, + 114, 32, 49, 48, 46, 49, + 0, -85, -85, -85, 73, 83, + 71, 78, 68, 0, 0, 0, + 2, 0, 0, 0, 8, 0, + 0, 0, 56, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 0, 0, 0, 0, 15, 15, + 0, 0, 56, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 0, 0, 3, 3, + 0, 0, 84, 69, 88, 67, + 79, 79, 82, 68, 0, -85, + -85, -85, 79, 83, 71, 78, + 44, 0, 0, 0, 1, 0, + 0, 0, 8, 0, 0, 0, + 32, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 15, 0, 0, 0, + 83, 86, 95, 84, 97, 114, + 103, 101, 116, 0, -85, -85, + 83, 72, 69, 88, -96, 0, + 0, 0, 80, 0, 0, 0, + 40, 0, 0, 0, 106, 8, + 0, 1, 90, 0, 0, 3, + 0, 96, 16, 0, 0, 0, + 0, 0, 88, 24, 0, 4, + 0, 112, 16, 0, 0, 0, + 0, 0, 85, 85, 0, 0, + 98, 16, 0, 3, -14, 16, + 16, 0, 0, 0, 0, 0, + 98, 16, 0, 3, 50, 16, + 16, 0, 1, 0, 0, 0, + 101, 0, 0, 3, -14, 32, + 16, 0, 0, 0, 0, 0, + 104, 0, 0, 2, 1, 0, + 0, 0, 69, 0, 0,-117, + -62, 0, 0,-128, 67, 85, + 21, 0, -14, 0, 16, 0, + 0, 0, 0, 0, 70, 16, + 16, 0, 1, 0, 0, 0, + 70, 126, 16, 0, 0, 0, + 0, 0, 0, 96, 16, 0, + 0, 0, 0, 0, 56, 0, + 0, 7, -14, 32, 16, 0, + 0, 0, 0, 0, 70, 14, + 16, 0, 0, 0, 0, 0, + 70, 30, 16, 0, 0, 0, + 0, 0, 62, 0, 0, 1, + 83, 84, 65, 84,-108, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 3, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0 + +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm60.dxil.h new file mode 100644 index 0000000..eba7080 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm60.dxil.h @@ -0,0 +1,467 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; TEXCOORD 1 xy 1 NONE float xy +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; SV_Target 0 xyzw 0 TARGET float xyzw +; +; shader hash: ab99026f3068b3314341ba15eaf626a8 +; +; Pipeline Runtime Information: +; +; Pixel Shader +; DepthOutput=0 +; SampleFrequency=0 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; TEXCOORD 1 linear +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; SV_Target 0 +; +; Buffer Definitions: +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; __13_sampler sampler NA NA S0 s0,space2 1 +; _13 texture f32 2d T0 t0,space2 1 +; +; +; ViewId state: +; +; Number of inputs: 6, outputs: 4 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 0 depends on inputs: { 0, 4, 5 } +; output 1 depends on inputs: { 1, 4, 5 } +; output 2 depends on inputs: { 2, 4, 5 } +; output 3 depends on inputs: { 3, 4, 5 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +%dx.types.Handle = type { i8* } +%dx.types.ResRet.f32 = type { float, float, float, float, i32 } +%"class.Texture2D >" = type { <4 x float>, %"class.Texture2D >::mips_type" } +%"class.Texture2D >::mips_type" = type { i32 } +%struct.SamplerState = type { i32 } + +define void @main() { + %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %2 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 3, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %5 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %6 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %7 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %8 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %9 = call %dx.types.ResRet.f32 @dx.op.sample.f32(i32 60, %dx.types.Handle %1, %dx.types.Handle %2, float %3, float %4, float undef, float undef, i32 0, i32 0, i32 undef, float undef) ; Sample(srv,sampler,coord0,coord1,coord2,coord3,offset0,offset1,offset2,clamp) + %10 = extractvalue %dx.types.ResRet.f32 %9, 0 + %11 = extractvalue %dx.types.ResRet.f32 %9, 1 + %12 = extractvalue %dx.types.ResRet.f32 %9, 2 + %13 = extractvalue %dx.types.ResRet.f32 %9, 3 + %14 = fmul fast float %10, %5 + %15 = fmul fast float %11, %6 + %16 = fmul fast float %12, %7 + %17 = fmul fast float %13, %8 + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %14) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %15) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %16) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %17) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +; Function Attrs: nounwind readonly +declare %dx.types.ResRet.f32 @dx.op.sample.f32(i32, %dx.types.Handle, %dx.types.Handle, float, float, float, float, i32, i32, i32, float) #2 + +; Function Attrs: nounwind readonly +declare %dx.types.Handle @dx.op.createHandle(i32, i8, i32, i32, i1) #2 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } +attributes #2 = { nounwind readonly } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.resources = !{!4} +!dx.viewIdState = !{!10} +!dx.entryPoints = !{!11} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"ps", i32 6, i32 0} +!4 = !{!5, null, null, !8} +!5 = !{!6} +!6 = !{i32 0, %"class.Texture2D >"* undef, !"", i32 2, i32 0, i32 1, i32 2, i32 0, !7} +!7 = !{i32 0, i32 9} +!8 = !{!9} +!9 = !{i32 0, %struct.SamplerState* undef, !"", i32 2, i32 0, i32 1, i32 0, null} +!10 = !{[8 x i32] [i32 6, i32 4, i32 1, i32 2, i32 4, i32 8, i32 15, i32 15]} +!11 = !{void ()* @main, !"main", !12, !4, null} +!12 = !{!13, !20, null} +!13 = !{!14, !17} +!14 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !15, i8 2, i32 1, i8 4, i32 0, i8 0, !16} +!15 = !{i32 0} +!16 = !{i32 3, i32 15} +!17 = !{i32 1, !"TEXCOORD", i8 9, i8 0, !18, i8 2, i32 1, i8 2, i32 1, i8 0, !19} +!18 = !{i32 1} +!19 = !{i32 3, i32 3} +!20 = !{!21} +!21 = !{i32 0, !"SV_Target", i8 9, i8 16, !15, i8 0, i32 1, i8 4, i32 0, i8 0, !16} + +#endif + +static const unsigned char texture_rgba_frag_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x5c, 0x82, 0x6d, 0x45, 0x43, 0x35, 0xdf, 0xf5, + 0xad, 0xf7, 0x1b, 0x5e, 0xc0, 0x65, 0x38, 0x3f, 0x01, 0x00, 0x00, 0x00, + 0x24, 0x0f, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00, + 0xd8, 0x01, 0x00, 0x00, 0x38, 0x08, 0x00, 0x00, 0x54, 0x08, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 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0x01, 0xd2, 0x06, + 0x57, 0x1a, 0xa4, 0x01, 0x15, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.spv.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.spv.h new file mode 100644 index 0000000..1210023 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.spv.h @@ -0,0 +1,50 @@ +static const unsigned char texture_rgba_frag_spv[] = { + 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x08, 0x00, + 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, + 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x08, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, + 0x09, 0x00, 0x00, 0x00, 0x11, 0x00, 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0x04, 0x00, 0x14, 0x00, 0x00, 0x00, + 0x15, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x3d, 0x00, 0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, + 0x0d, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x0f, 0x00, 0x00, 0x00, + 0x12, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x57, 0x00, 0x05, 0x00, + 0x07, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, + 0x12, 0x00, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x07, 0x00, 0x00, 0x00, + 0x16, 0x00, 0x00, 0x00, 0x15, 0x00, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, + 0x07, 0x00, 0x00, 0x00, 0x17, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, + 0x16, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00, 0x09, 0x00, 0x00, 0x00, + 0x17, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00 +}; +static const unsigned int texture_rgba_frag_spv_len = 564; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert new file mode 100644 index 0000000..d9ad22e --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert @@ -0,0 +1,17 @@ +#version 450 + +layout(location = 0) in vec2 a_position; +layout(location = 1) in vec4 a_color; + +layout(location = 0) out vec4 v_color; + +layout(set = 1, binding = 0) uniform Context { + mat4 mvp; + vec4 color; /* XXX unused */ + vec2 texture_size; /* XXX unused */ +} u_context; + +void main() { + gl_Position = u_context.mvp * vec4(a_position, 0, 1); + v_color = a_color; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.metal.h new file mode 100644 index 0000000..b2993e5 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.metal.h @@ -0,0 +1,48 @@ +static const unsigned char tri_color_vert_metal[] = { + 0x23, 0x69, 0x6e, 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3, 0, + 0, 0, 62, 0, 0, 1, + 83, 84, 65, 84,-108, 0, + 0, 0, 5, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 4, 0, 0, 0, + 3, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0 + +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm60.dxil.h new file mode 100644 index 0000000..0bb9325 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm60.dxil.h @@ -0,0 +1,515 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xy 0 NONE float xy +; TEXCOORD 1 xyzw 1 NONE float xyzw +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; SV_Position 0 xyzw 1 POS float xyzw +; +; shader hash: f13b1cc9b87e560da744659dd5d39dcb +; +; Pipeline Runtime Information: +; +; Vertex Shader +; OutputPositionPresent=1 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 +; TEXCOORD 1 +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; SV_Position 0 noperspective +; +; Buffer Definitions: +; +; cbuffer _18_20 +; { +; +; struct hostlayout._18_20 +; { +; +; row_major float4x4 _20_m0; ; Offset: 0 +; float4 _20_m1; ; Offset: 64 +; float2 _20_m2; ; Offset: 80 +; +; } _18_20; ; Offset: 0 Size: 88 +; +; } +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; _18_20 cbuffer NA NA CB0 cb0,space1 1 +; +; +; ViewId state: +; +; Number of inputs: 8, outputs: 8 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 0 depends on inputs: { 4 } +; output 1 depends on inputs: { 5 } +; output 2 depends on inputs: { 6 } +; output 3 depends on inputs: { 7 } +; output 4 depends on inputs: { 0, 1 } +; output 5 depends on inputs: { 0, 1 } +; output 6 depends on inputs: { 0, 1 } +; output 7 depends on inputs: { 0, 1 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +%dx.types.Handle = type { i8* } +%dx.types.CBufRet.f32 = type { float, float, float, float } +%hostlayout._18_20 = type { [4 x <4 x float>], <4 x float>, <2 x float> } + +define void @main() { + %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 2, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %2 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %5 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %6 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %7 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %8 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 0) ; CBufferLoadLegacy(handle,regIndex) + %9 = extractvalue %dx.types.CBufRet.f32 %8, 0 + %10 = extractvalue %dx.types.CBufRet.f32 %8, 1 + %11 = extractvalue %dx.types.CBufRet.f32 %8, 2 + %12 = extractvalue %dx.types.CBufRet.f32 %8, 3 + %13 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 1) ; CBufferLoadLegacy(handle,regIndex) + %14 = extractvalue %dx.types.CBufRet.f32 %13, 0 + %15 = extractvalue %dx.types.CBufRet.f32 %13, 1 + %16 = extractvalue %dx.types.CBufRet.f32 %13, 2 + %17 = extractvalue %dx.types.CBufRet.f32 %13, 3 + %18 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 3) ; CBufferLoadLegacy(handle,regIndex) + %19 = extractvalue %dx.types.CBufRet.f32 %18, 0 + %20 = extractvalue %dx.types.CBufRet.f32 %18, 1 + %21 = extractvalue %dx.types.CBufRet.f32 %18, 2 + %22 = extractvalue %dx.types.CBufRet.f32 %18, 3 + %23 = fmul fast float %9, %6 + %24 = call float @dx.op.tertiary.f32(i32 46, float %7, float %14, float %23) ; FMad(a,b,c) + %25 = fadd fast float %19, %24 + %26 = fmul fast float %10, %6 + %27 = call float @dx.op.tertiary.f32(i32 46, float %7, float %15, float %26) ; FMad(a,b,c) + %28 = fadd fast float %27, %20 + %29 = fmul fast float %11, %6 + %30 = call float @dx.op.tertiary.f32(i32 46, float %7, float %16, float %29) ; FMad(a,b,c) + %31 = fadd fast float %30, %21 + %32 = fmul fast float %12, %6 + %33 = call float @dx.op.tertiary.f32(i32 46, float %7, float %17, float %32) ; FMad(a,b,c) + %34 = fadd fast float %33, %22 + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %2) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %3) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %4) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %5) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 0, float %25) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 1, float %28) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 2, float %31) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 3, float %34) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +; Function Attrs: nounwind readonly +declare %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32, %dx.types.Handle, i32) #2 + +; Function Attrs: nounwind readnone +declare float @dx.op.tertiary.f32(i32, float, float, float) #0 + +; Function Attrs: nounwind readonly +declare %dx.types.Handle @dx.op.createHandle(i32, i8, i32, i32, i1) #2 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } +attributes #2 = { nounwind readonly } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.resources = !{!4} +!dx.viewIdState = !{!7} +!dx.entryPoints = !{!8} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"vs", i32 6, i32 0} +!4 = !{null, null, !5, null} +!5 = !{!6} +!6 = !{i32 0, %hostlayout._18_20* undef, !"", i32 1, i32 0, i32 1, i32 88, null} +!7 = !{[10 x i32] [i32 8, i32 8, i32 240, i32 240, i32 0, i32 0, i32 1, i32 2, i32 4, i32 8]} +!8 = !{void ()* @main, !"main", !9, !4, null} +!9 = !{!10, !17, null} +!10 = !{!11, !14} +!11 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 0, i32 1, i8 2, i32 0, i8 0, !13} +!12 = !{i32 0} +!13 = !{i32 3, i32 3} +!14 = !{i32 1, !"TEXCOORD", i8 9, i8 0, !15, i8 0, i32 1, i8 4, i32 1, i8 0, !16} +!15 = !{i32 1} +!16 = !{i32 3, i32 15} +!17 = !{!18, !19} +!18 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 2, i32 1, i8 4, i32 0, i8 0, !16} +!19 = !{i32 1, !"SV_Position", i8 9, i8 3, !12, i8 4, i32 1, i8 4, i32 1, i8 0, !16} + +#endif + +static const unsigned char tri_color_vert_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0xeb, 0x11, 0xa0, 0x76, 0xea, 0x69, 0xbc, 0x28, + 0xcd, 0xbc, 0x0c, 0xab, 0x14, 0x5d, 0xfa, 0x53, 0x01, 0x00, 0x00, 0x00, + 0x98, 0x0f, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, + 0x08, 0x02, 0x00, 0x00, 0x70, 0x08, 0x00, 0x00, 0x8c, 0x08, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x48, 0x00, 0x00, 0x00, 0x00, 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0x00, 0x00, 0x00 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.spv.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.spv.h new file mode 100644 index 0000000..6570ab4 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.spv.h @@ -0,0 +1,89 @@ +static const unsigned char tri_color_vert_spv[] = { + 0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x0b, 0x00, 0x08, 0x00, + 0x27, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30, + 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00, + 0x0d, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, + 0x25, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 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b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert @@ -0,0 +1,20 @@ +#version 450 + +layout(location = 0) in vec2 a_position; +layout(location = 1) in vec4 a_color; +layout(location = 2) in vec2 a_uv; + +layout(location = 0) out vec4 v_color; +layout(location = 1) out vec2 v_uv; + +layout(set = 1, binding = 0) uniform Context { + mat4 mvp; + vec4 color; /* XXX unused */ + vec2 texture_size; +} u_context; + +void main() { + gl_Position = u_context.mvp * vec4(a_position, 0, 1); + v_color = a_color; + v_uv = a_uv / u_context.texture_size; +} diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.metal.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.metal.h new file mode 100644 index 0000000..a5019fc --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.metal.h @@ -0,0 +1,56 @@ +static const unsigned char tri_texture_vert_metal[] = { + 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x3c, 0x6d, 0x65, + 0x74, 0x61, 0x6c, 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b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm50.dxbc.h new file mode 100644 index 0000000..f34d45d --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm50.dxbc.h @@ -0,0 +1,195 @@ +static const signed char tri_texture_vert_sm50_dxbc[] = +{ + 68, 88, 66, 67, 108, 113, +-108, 81, -2, 27, 41, 94, + -47, 10, -97, -76, -86, -88, + -2, 29, 1, 0, 0, 0, + 124, 4, 0, 0, 5, 0, + 0, 0, 52, 0, 0, 0, + -12, 1, 0, 0, 88, 2, + 0, 0, -56, 2, 0, 0, + -32, 3, 0, 0, 82, 68, + 69, 70, -72, 1, 0, 0, + 1, 0, 0, 0, 100, 0, + 0, 0, 1, 0, 0, 0, + 60, 0, 0, 0, 0, 5, + -2, -1, 0, 1, 0, 0, +-112, 1, 0, 0, 82, 68, + 49, 49, 60, 0, 0, 0, + 24, 0, 0, 0, 32, 0, + 0, 0, 40, 0, 0, 0, + 36, 0, 0, 0, 12, 0, + 0, 0, 0, 0, 0, 0, + 92, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 1, 0, 0, 0, 1, 0, + 0, 0, 95, 49, 56, 95, + 50, 48, 0, -85, 92, 0, + 0, 0, 3, 0, 0, 0, + 124, 0, 0, 0, 96, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, -12, 0, + 0, 0, 0, 0, 0, 0, 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65, 84, +-108, 0, 0, 0, 6, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 6, 0, + 0, 0, 4, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0 +}; diff --git a/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm60.dxil.h b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm60.dxil.h new file mode 100644 index 0000000..4324106 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm60.dxil.h @@ -0,0 +1,558 @@ +#if 0 +; +; Input signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xy 0 NONE float xy +; TEXCOORD 1 xyzw 1 NONE float xyzw +; TEXCOORD 2 xy 2 NONE float xy +; +; +; Output signature: +; +; Name Index Mask Register SysValue Format Used +; -------------------- ----- ------ -------- -------- ------- ------ +; TEXCOORD 0 xyzw 0 NONE float xyzw +; TEXCOORD 1 xy 1 NONE float xy +; SV_Position 0 xyzw 2 POS float xyzw +; +; shader hash: c10d07e0100207069cb29b72a35d05b6 +; +; Pipeline Runtime Information: +; +; Vertex Shader +; OutputPositionPresent=1 +; +; +; Input signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 +; TEXCOORD 1 +; TEXCOORD 2 +; +; Output signature: +; +; Name Index InterpMode DynIdx +; -------------------- ----- ---------------------- ------ +; TEXCOORD 0 linear +; TEXCOORD 1 linear +; SV_Position 0 noperspective +; +; Buffer Definitions: +; +; cbuffer _18_20 +; { +; +; struct hostlayout._18_20 +; { +; +; row_major float4x4 _20_m0; ; Offset: 0 +; float4 _20_m1; ; Offset: 64 +; float2 _20_m2; ; Offset: 80 +; +; } _18_20; ; Offset: 0 Size: 88 +; +; } +; +; +; Resource Bindings: +; +; Name Type Format Dim ID HLSL Bind Count +; ------------------------------ ---------- ------- ----------- ------- -------------- ------ +; _18_20 cbuffer NA NA CB0 cb0,space1 1 +; +; +; ViewId state: +; +; Number of inputs: 10, outputs: 12 +; Outputs dependent on ViewId: { } +; Inputs contributing to computation of Outputs: +; output 0 depends on inputs: { 4 } +; output 1 depends on inputs: { 5 } +; output 2 depends on inputs: { 6 } +; output 3 depends on inputs: { 7 } +; output 4 depends on inputs: { 8 } +; output 5 depends on inputs: { 9 } +; output 8 depends on inputs: { 0, 1 } +; output 9 depends on inputs: { 0, 1 } +; output 10 depends on inputs: { 0, 1 } +; output 11 depends on inputs: { 0, 1 } +; +target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" +target triple = "dxil-ms-dx" + +%dx.types.Handle = type { i8* } +%dx.types.CBufRet.f32 = type { float, float, float, float } +%hostlayout._18_20 = type { [4 x <4 x float>], <4 x float>, <2 x float> } + +define void @main() { + %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 2, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) + %2 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %3 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %4 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %5 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %6 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %7 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %8 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %9 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) + %10 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 0) ; CBufferLoadLegacy(handle,regIndex) + %11 = extractvalue %dx.types.CBufRet.f32 %10, 0 + %12 = extractvalue %dx.types.CBufRet.f32 %10, 1 + %13 = extractvalue %dx.types.CBufRet.f32 %10, 2 + %14 = extractvalue %dx.types.CBufRet.f32 %10, 3 + %15 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 1) ; CBufferLoadLegacy(handle,regIndex) + %16 = extractvalue %dx.types.CBufRet.f32 %15, 0 + %17 = extractvalue %dx.types.CBufRet.f32 %15, 1 + %18 = extractvalue %dx.types.CBufRet.f32 %15, 2 + %19 = extractvalue %dx.types.CBufRet.f32 %15, 3 + %20 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 3) ; CBufferLoadLegacy(handle,regIndex) + %21 = extractvalue %dx.types.CBufRet.f32 %20, 0 + %22 = extractvalue %dx.types.CBufRet.f32 %20, 1 + %23 = extractvalue %dx.types.CBufRet.f32 %20, 2 + %24 = extractvalue %dx.types.CBufRet.f32 %20, 3 + %25 = fmul fast float %11, %8 + %26 = call float @dx.op.tertiary.f32(i32 46, float %9, float %16, float %25) ; FMad(a,b,c) + %27 = fadd fast float %21, %26 + %28 = fmul fast float %12, %8 + %29 = call float @dx.op.tertiary.f32(i32 46, float %9, float %17, float %28) ; FMad(a,b,c) + %30 = fadd fast float %29, %22 + %31 = fmul fast float %13, %8 + %32 = call float @dx.op.tertiary.f32(i32 46, float %9, float %18, float %31) ; FMad(a,b,c) + %33 = fadd fast float %32, %23 + %34 = fmul fast float %14, %8 + %35 = call float @dx.op.tertiary.f32(i32 46, float %9, float %19, float %34) ; FMad(a,b,c) + %36 = fadd fast float %35, %24 + %37 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %1, i32 5) ; CBufferLoadLegacy(handle,regIndex) + %38 = extractvalue %dx.types.CBufRet.f32 %37, 0 + %39 = extractvalue %dx.types.CBufRet.f32 %37, 1 + %40 = fdiv fast float %2, %38 + %41 = fdiv fast float %3, %39 + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0, float %4) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 1, float %5) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 2, float %6) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 3, float %7) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 0, float %40) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 1, i32 0, i8 1, float %41) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 2, i32 0, i8 0, float %27) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 2, i32 0, i8 1, float %30) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 2, i32 0, i8 2, float %33) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + call void @dx.op.storeOutput.f32(i32 5, i32 2, i32 0, i8 3, float %36) ; StoreOutput(outputSigId,rowIndex,colIndex,value) + ret void +} + +; Function Attrs: nounwind readnone +declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0 + +; Function Attrs: nounwind +declare void @dx.op.storeOutput.f32(i32, i32, i32, i8, float) #1 + +; Function Attrs: nounwind readonly +declare %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32, %dx.types.Handle, i32) #2 + +; Function Attrs: nounwind readnone +declare float @dx.op.tertiary.f32(i32, float, float, float) #0 + +; Function Attrs: nounwind readonly +declare %dx.types.Handle @dx.op.createHandle(i32, i8, i32, i32, i1) #2 + +attributes #0 = { nounwind readnone } +attributes #1 = { nounwind } +attributes #2 = { nounwind readonly } + +!llvm.ident = !{!0} +!dx.version = !{!1} +!dx.valver = !{!2} +!dx.shaderModel = !{!3} +!dx.resources = !{!4} +!dx.viewIdState = !{!7} +!dx.entryPoints = !{!8} + +!0 = !{!"dxc(private) 1.8.0.4662 (416fab6b5)"} +!1 = !{i32 1, i32 0} +!2 = !{i32 1, i32 8} +!3 = !{!"vs", i32 6, i32 0} +!4 = !{null, null, !5, null} +!5 = !{!6} +!6 = !{i32 0, %hostlayout._18_20* undef, !"", i32 1, i32 0, i32 1, i32 88, null} +!7 = !{[12 x i32] [i32 10, i32 12, i32 3840, i32 3840, i32 0, i32 0, i32 1, i32 2, i32 4, i32 8, i32 16, i32 32]} +!8 = !{void ()* @main, !"main", !9, !4, null} +!9 = !{!10, !19, null} +!10 = !{!11, !14, !17} +!11 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 0, i32 1, i8 2, i32 0, i8 0, !13} +!12 = !{i32 0} +!13 = !{i32 3, i32 3} +!14 = !{i32 1, !"TEXCOORD", i8 9, i8 0, !15, i8 0, i32 1, i8 4, i32 1, i8 0, !16} +!15 = !{i32 1} +!16 = !{i32 3, i32 15} +!17 = !{i32 2, !"TEXCOORD", i8 9, i8 0, !18, i8 0, i32 1, i8 2, i32 2, i8 0, !13} +!18 = !{i32 2} +!19 = !{!20, !21, !22} +!20 = !{i32 0, !"TEXCOORD", i8 9, i8 0, !12, i8 2, i32 1, i8 4, i32 0, i8 0, !16} +!21 = !{i32 1, !"TEXCOORD", i8 9, i8 0, !15, i8 2, i32 1, i8 2, i32 1, i8 0, !13} +!22 = !{i32 2, !"SV_Position", i8 9, i8 3, !12, i8 4, i32 1, i8 4, i32 2, i8 0, !16} + +#endif + +static const unsigned char tri_texture_vert_sm60_dxil[] = { + 0x44, 0x58, 0x42, 0x43, 0x1d, 0x39, 0x3a, 0xc6, 0x32, 0xb6, 0x8e, 0x58, + 0x41, 0xa6, 0x3b, 0x02, 0xc5, 0x3c, 0xcc, 0x94, 0x01, 0x00, 0x00, 0x00, + 0xc8, 0x10, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, + 0x4c, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x50, 0x01, 0x00, 0x00, + 0x8c, 0x02, 0x00, 0x00, 0x24, 0x09, 0x00, 0x00, 0x40, 0x09, 0x00, 0x00, + 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 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0x00 +}; +static const unsigned int tri_texture_vert_spv_len = 1232; -- cgit v1.2.3