From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/test/testgpu_spinning_cube.c | 761 ------------------------- 1 file changed, 761 deletions(-) delete mode 100644 contrib/SDL-3.2.8/test/testgpu_spinning_cube.c (limited to 'contrib/SDL-3.2.8/test/testgpu_spinning_cube.c') diff --git a/contrib/SDL-3.2.8/test/testgpu_spinning_cube.c b/contrib/SDL-3.2.8/test/testgpu_spinning_cube.c deleted file mode 100644 index 0eeb034..0000000 --- a/contrib/SDL-3.2.8/test/testgpu_spinning_cube.c +++ /dev/null @@ -1,761 +0,0 @@ -/* - 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. -*/ - -#include - -#ifdef __EMSCRIPTEN__ -#include -#endif - -#include -#include -#include - -/* Regenerate the shaders with testgpu/build-shaders.sh */ -#include "testgpu/testgpu_spirv.h" -#include "testgpu/testgpu_dxil.h" -#include "testgpu/testgpu_metallib.h" - -#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB) - -#define CHECK_CREATE(var, thing) { if (!(var)) { SDL_Log("Failed to create %s: %s", thing, SDL_GetError()); quit(2); } } - -static Uint32 frames = 0; - -typedef struct RenderState -{ - SDL_GPUBuffer *buf_vertex; - SDL_GPUGraphicsPipeline *pipeline; - SDL_GPUSampleCount sample_count; -} RenderState; - -typedef struct WindowState -{ - int angle_x, angle_y, angle_z; - SDL_GPUTexture *tex_depth, *tex_msaa, *tex_resolve; - Uint32 prev_drawablew, prev_drawableh; -} WindowState; - -static SDL_GPUDevice *gpu_device = NULL; -static RenderState render_state; -static SDLTest_CommonState *state = NULL; -static WindowState *window_states = NULL; - -static void shutdownGPU(void) -{ - if (window_states) { - int i; - for (i = 0; i < state->num_windows; i++) { - WindowState *winstate = &window_states[i]; - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth); - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa); - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve); - SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]); - } - SDL_free(window_states); - window_states = NULL; - } - - SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex); - SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline); - SDL_DestroyGPUDevice(gpu_device); - - SDL_zero(render_state); - gpu_device = NULL; -} - - -/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ -static void -quit(int rc) -{ - shutdownGPU(); - SDLTest_CommonQuit(state); - exit(rc); -} - -/* - * Simulates desktop's glRotatef. The matrix is returned in column-major - * order. - */ -static void -rotate_matrix(float angle, float x, float y, float z, float *r) -{ - float radians, c, s, c1, u[3], length; - int i, j; - - radians = angle * SDL_PI_F / 180.0f; - - c = SDL_cosf(radians); - s = SDL_sinf(radians); - - c1 = 1.0f - SDL_cosf(radians); - - length = (float)SDL_sqrt(x * x + y * y + z * z); - - u[0] = x / length; - u[1] = y / length; - u[2] = z / length; - - for (i = 0; i < 16; i++) { - r[i] = 0.0; - } - - r[15] = 1.0; - - for (i = 0; i < 3; i++) { - r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; - r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; - } - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); - } - } -} - -/* - * Simulates gluPerspectiveMatrix - */ -static void -perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) -{ - int i; - float f; - - f = 1.0f/SDL_tanf(fovy * 0.5f); - - for (i = 0; i < 16; i++) { - r[i] = 0.0; - } - - r[0] = f / aspect; - r[5] = f; - r[10] = (znear + zfar) / (znear - zfar); - r[11] = -1.0f; - r[14] = (2.0f * znear * zfar) / (znear - zfar); - r[15] = 0.0f; -} - -/* - * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column - * major. In-place multiplication is supported. - */ -static void -multiply_matrix(const float *lhs, const float *rhs, float *r) -{ - int i, j, k; - float tmp[16]; - - for (i = 0; i < 4; i++) { - for (j = 0; j < 4; j++) { - tmp[j * 4 + i] = 0.0; - - for (k = 0; k < 4; k++) { - tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; - } - } - } - - for (i = 0; i < 16; i++) { - r[i] = tmp[i]; - } -} - -typedef struct VertexData -{ - float x, y, z; /* 3D data. Vertex range -0.5..0.5 in all axes. Z -0.5 is near, 0.5 is far. */ - float red, green, blue; /* intensity 0 to 1 (alpha is always 1). */ -} VertexData; - -static const VertexData vertex_data[] = { - /* Front face. */ - /* Bottom left */ - { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */ - { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */ - { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */ - - /* Top right */ - { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */ - { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */ - { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */ - - /* Left face */ - /* Bottom left */ - { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */ - { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */ - { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */ - - /* Top right */ - { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */ - { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */ - { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */ - - /* Top face */ - /* Bottom left */ - { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */ - { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */ - { -0.5, 0.5, -0.5, 1.0, 0.0, 0.0 }, /* red */ - - /* Top right */ - { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */ - { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */ - { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */ - - /* Right face */ - /* Bottom left */ - { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */ - { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */ - { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */ - - /* Top right */ - { 0.5, 0.5, -0.5, 1.0, 1.0, 0.0 }, /* yellow */ - { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */ - { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */ - - /* Back face */ - /* Bottom left */ - { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */ - { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */ - { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */ - - /* Top right */ - { 0.5, 0.5, 0.5, 0.0, 0.0, 0.0 }, /* black */ - { -0.5, 0.5, 0.5, 1.0, 1.0, 1.0 }, /* white */ - { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */ - - /* Bottom face */ - /* Bottom left */ - { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */ - { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 }, /* magenta */ - { -0.5, -0.5, 0.5, 0.0, 1.0, 1.0 }, /* cyan */ - - /* Top right */ - { -0.5, -0.5, -0.5, 0.0, 1.0, 0.0 }, /* green */ - { 0.5, -0.5, -0.5, 0.0, 0.0, 1.0 }, /* blue */ - { 0.5, -0.5, 0.5, 1.0, 0.0, 1.0 } /* magenta */ -}; - -static SDL_GPUTexture* -CreateDepthTexture(Uint32 drawablew, Uint32 drawableh) -{ - SDL_GPUTextureCreateInfo createinfo; - SDL_GPUTexture *result; - - createinfo.type = SDL_GPU_TEXTURETYPE_2D; - createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; - createinfo.width = drawablew; - createinfo.height = drawableh; - createinfo.layer_count_or_depth = 1; - createinfo.num_levels = 1; - createinfo.sample_count = render_state.sample_count; - createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET; - createinfo.props = 0; - - result = SDL_CreateGPUTexture(gpu_device, &createinfo); - CHECK_CREATE(result, "Depth Texture") - - return result; -} - -static SDL_GPUTexture* -CreateMSAATexture(Uint32 drawablew, Uint32 drawableh) -{ - SDL_GPUTextureCreateInfo createinfo; - SDL_GPUTexture *result; - - if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) { - return NULL; - } - - createinfo.type = SDL_GPU_TEXTURETYPE_2D; - createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]); - createinfo.width = drawablew; - createinfo.height = drawableh; - createinfo.layer_count_or_depth = 1; - createinfo.num_levels = 1; - createinfo.sample_count = render_state.sample_count; - createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; - createinfo.props = 0; - - result = SDL_CreateGPUTexture(gpu_device, &createinfo); - CHECK_CREATE(result, "MSAA Texture") - - return result; -} - -static SDL_GPUTexture * -CreateResolveTexture(Uint32 drawablew, Uint32 drawableh) -{ - SDL_GPUTextureCreateInfo createinfo; - SDL_GPUTexture *result; - - if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) { - return NULL; - } - - createinfo.type = SDL_GPU_TEXTURETYPE_2D; - createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]); - createinfo.width = drawablew; - createinfo.height = drawableh; - createinfo.layer_count_or_depth = 1; - createinfo.num_levels = 1; - createinfo.sample_count = SDL_GPU_SAMPLECOUNT_1; - createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER; - createinfo.props = 0; - - result = SDL_CreateGPUTexture(gpu_device, &createinfo); - CHECK_CREATE(result, "Resolve Texture") - - return result; -} - -static void -Render(SDL_Window *window, const int windownum) -{ - WindowState *winstate = &window_states[windownum]; - SDL_GPUTexture *swapchainTexture; - SDL_GPUColorTargetInfo color_target; - SDL_GPUDepthStencilTargetInfo depth_target; - float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16]; - SDL_GPUCommandBuffer *cmd; - SDL_GPURenderPass *pass; - SDL_GPUBufferBinding vertex_binding; - SDL_GPUBlitInfo blit_info; - Uint32 drawablew, drawableh; - - /* Acquire the swapchain texture */ - - cmd = SDL_AcquireGPUCommandBuffer(gpu_device); - if (!cmd) { - SDL_Log("Failed to acquire command buffer :%s", SDL_GetError()); - quit(2); - } - if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmd, state->windows[windownum], &swapchainTexture, &drawablew, &drawableh)) { - SDL_Log("Failed to acquire swapchain texture: %s", SDL_GetError()); - quit(2); - } - - if (swapchainTexture == NULL) { - /* Swapchain is unavailable, cancel work */ - SDL_CancelGPUCommandBuffer(cmd); - return; - } - - /* - * Do some rotation with Euler angles. It is not a fixed axis as - * quaternions would be, but the effect is cool. - */ - rotate_matrix((float)winstate->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); - rotate_matrix((float)winstate->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); - - multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); - - rotate_matrix((float)winstate->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); - - multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); - - /* Pull the camera back from the cube */ - matrix_modelview[14] -= 2.5f; - - perspective_matrix(45.0f, (float)drawablew/drawableh, 0.01f, 100.0f, matrix_perspective); - multiply_matrix(matrix_perspective, matrix_modelview, (float*) &matrix_final); - - winstate->angle_x += 3; - winstate->angle_y += 2; - winstate->angle_z += 1; - - if(winstate->angle_x >= 360) winstate->angle_x -= 360; - if(winstate->angle_x < 0) winstate->angle_x += 360; - if(winstate->angle_y >= 360) winstate->angle_y -= 360; - if(winstate->angle_y < 0) winstate->angle_y += 360; - if(winstate->angle_z >= 360) winstate->angle_z -= 360; - if(winstate->angle_z < 0) winstate->angle_z += 360; - - /* Resize the depth buffer if the window size changed */ - - if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) { - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth); - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa); - SDL_ReleaseGPUTexture(gpu_device, winstate->tex_resolve); - winstate->tex_depth = CreateDepthTexture(drawablew, drawableh); - winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh); - winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh); - } - winstate->prev_drawablew = drawablew; - winstate->prev_drawableh = drawableh; - - /* Set up the pass */ - - SDL_zero(color_target); - color_target.clear_color.a = 1.0f; - if (winstate->tex_msaa) { - color_target.load_op = SDL_GPU_LOADOP_CLEAR; - color_target.store_op = SDL_GPU_STOREOP_RESOLVE; - color_target.texture = winstate->tex_msaa; - color_target.resolve_texture = winstate->tex_resolve; - color_target.cycle = true; - color_target.cycle_resolve_texture = true; - } else { - color_target.load_op = SDL_GPU_LOADOP_CLEAR; - color_target.store_op = SDL_GPU_STOREOP_STORE; - color_target.texture = swapchainTexture; - } - - SDL_zero(depth_target); - depth_target.clear_depth = 1.0f; - depth_target.load_op = SDL_GPU_LOADOP_CLEAR; - depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE; - depth_target.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE; - depth_target.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE; - depth_target.texture = winstate->tex_depth; - depth_target.cycle = true; - - /* Set up the bindings */ - - vertex_binding.buffer = render_state.buf_vertex; - vertex_binding.offset = 0; - - /* Draw the cube! */ - - SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final)); - - pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target); - SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline); - SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1); - SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0); - SDL_EndGPURenderPass(pass); - - /* Blit MSAA resolve target to swapchain, if needed */ - if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) { - SDL_zero(blit_info); - blit_info.source.texture = winstate->tex_resolve; - blit_info.source.w = drawablew; - blit_info.source.h = drawableh; - - blit_info.destination.texture = swapchainTexture; - blit_info.destination.w = drawablew; - blit_info.destination.h = drawableh; - - blit_info.load_op = SDL_GPU_LOADOP_DONT_CARE; - blit_info.filter = SDL_GPU_FILTER_LINEAR; - - SDL_BlitGPUTexture(cmd, &blit_info); - } - - /* Submit the command buffer! */ - SDL_SubmitGPUCommandBuffer(cmd); - - ++frames; -} - -static SDL_GPUShader* -load_shader(bool is_vertex) -{ - SDL_GPUShaderCreateInfo createinfo; - createinfo.num_samplers = 0; - createinfo.num_storage_buffers = 0; - createinfo.num_storage_textures = 0; - createinfo.num_uniform_buffers = is_vertex ? 1 : 0; - createinfo.props = 0; - - SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(gpu_device); - if (format & SDL_GPU_SHADERFORMAT_DXIL) { - createinfo.format = SDL_GPU_SHADERFORMAT_DXIL; - createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag; - createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag); - createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain"; - } else if (format & SDL_GPU_SHADERFORMAT_METALLIB) { - createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB; - createinfo.code = is_vertex ? cube_vert_metallib : cube_frag_metallib; - createinfo.code_size = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len; - createinfo.entrypoint = is_vertex ? "vs_main" : "fs_main"; - } else { - createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV; - createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv; - createinfo.code_size = is_vertex ? cube_vert_spv_len : cube_frag_spv_len; - createinfo.entrypoint = "main"; - } - - createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT; - return SDL_CreateGPUShader(gpu_device, &createinfo); -} - -static void -init_render_state(int msaa) -{ - SDL_GPUCommandBuffer *cmd; - SDL_GPUTransferBuffer *buf_transfer; - void *map; - SDL_GPUTransferBufferLocation buf_location; - SDL_GPUBufferRegion dst_region; - SDL_GPUCopyPass *copy_pass; - SDL_GPUBufferCreateInfo buffer_desc; - SDL_GPUTransferBufferCreateInfo transfer_buffer_desc; - SDL_GPUGraphicsPipelineCreateInfo pipelinedesc; - SDL_GPUColorTargetDescription color_target_desc; - Uint32 drawablew, drawableh; - SDL_GPUVertexAttribute vertex_attributes[2]; - SDL_GPUVertexBufferDescription vertex_buffer_desc; - SDL_GPUShader *vertex_shader; - SDL_GPUShader *fragment_shader; - int i; - - gpu_device = SDL_CreateGPUDevice( - TESTGPU_SUPPORTED_FORMATS, - true, - state->gpudriver - ); - CHECK_CREATE(gpu_device, "GPU device"); - - /* Claim the windows */ - - for (i = 0; i < state->num_windows; i++) { - SDL_ClaimWindowForGPUDevice( - gpu_device, - state->windows[i] - ); - } - - /* Create shaders */ - - vertex_shader = load_shader(true); - CHECK_CREATE(vertex_shader, "Vertex Shader") - fragment_shader = load_shader(false); - CHECK_CREATE(fragment_shader, "Fragment Shader") - - /* Create buffers */ - - buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX; - buffer_desc.size = sizeof(vertex_data); - buffer_desc.props = SDL_CreateProperties(); - SDL_SetStringProperty(buffer_desc.props, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "космонавт"); - render_state.buf_vertex = SDL_CreateGPUBuffer( - gpu_device, - &buffer_desc - ); - CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer") - SDL_DestroyProperties(buffer_desc.props); - - transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; - transfer_buffer_desc.size = sizeof(vertex_data); - transfer_buffer_desc.props = SDL_CreateProperties(); - SDL_SetStringProperty(transfer_buffer_desc.props, SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING, "Transfer Buffer"); - buf_transfer = SDL_CreateGPUTransferBuffer( - gpu_device, - &transfer_buffer_desc - ); - CHECK_CREATE(buf_transfer, "Vertex transfer buffer") - SDL_DestroyProperties(transfer_buffer_desc.props); - - /* We just need to upload the static data once. */ - map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false); - SDL_memcpy(map, vertex_data, sizeof(vertex_data)); - SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer); - - cmd = SDL_AcquireGPUCommandBuffer(gpu_device); - copy_pass = SDL_BeginGPUCopyPass(cmd); - buf_location.transfer_buffer = buf_transfer; - buf_location.offset = 0; - dst_region.buffer = render_state.buf_vertex; - dst_region.offset = 0; - dst_region.size = sizeof(vertex_data); - SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, false); - SDL_EndGPUCopyPass(copy_pass); - SDL_SubmitGPUCommandBuffer(cmd); - - SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer); - - /* Determine which sample count to use */ - render_state.sample_count = SDL_GPU_SAMPLECOUNT_1; - if (msaa && SDL_GPUTextureSupportsSampleCount( - gpu_device, - SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]), - SDL_GPU_SAMPLECOUNT_4)) { - render_state.sample_count = SDL_GPU_SAMPLECOUNT_4; - } - - /* Set up the graphics pipeline */ - - SDL_zero(pipelinedesc); - SDL_zero(color_target_desc); - - color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]); - - pipelinedesc.target_info.num_color_targets = 1; - pipelinedesc.target_info.color_target_descriptions = &color_target_desc; - pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; - pipelinedesc.target_info.has_depth_stencil_target = true; - - pipelinedesc.depth_stencil_state.enable_depth_test = true; - pipelinedesc.depth_stencil_state.enable_depth_write = true; - pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL; - - pipelinedesc.multisample_state.sample_count = render_state.sample_count; - - pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; - - pipelinedesc.vertex_shader = vertex_shader; - pipelinedesc.fragment_shader = fragment_shader; - - vertex_buffer_desc.slot = 0; - vertex_buffer_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; - vertex_buffer_desc.instance_step_rate = 0; - vertex_buffer_desc.pitch = sizeof(VertexData); - - vertex_attributes[0].buffer_slot = 0; - vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; - vertex_attributes[0].location = 0; - vertex_attributes[0].offset = 0; - - vertex_attributes[1].buffer_slot = 0; - vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; - vertex_attributes[1].location = 1; - vertex_attributes[1].offset = sizeof(float) * 3; - - pipelinedesc.vertex_input_state.num_vertex_buffers = 1; - pipelinedesc.vertex_input_state.vertex_buffer_descriptions = &vertex_buffer_desc; - pipelinedesc.vertex_input_state.num_vertex_attributes = 2; - pipelinedesc.vertex_input_state.vertex_attributes = (SDL_GPUVertexAttribute*) &vertex_attributes; - - pipelinedesc.props = 0; - - render_state.pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pipelinedesc); - CHECK_CREATE(render_state.pipeline, "Render Pipeline") - - /* These are reference-counted; once the pipeline is created, you don't need to keep these. */ - SDL_ReleaseGPUShader(gpu_device, vertex_shader); - SDL_ReleaseGPUShader(gpu_device, fragment_shader); - - /* Set up per-window state */ - - window_states = (WindowState *) SDL_calloc(state->num_windows, sizeof (WindowState)); - if (!window_states) { - SDL_Log("Out of memory!"); - quit(2); - } - - for (i = 0; i < state->num_windows; i++) { - WindowState *winstate = &window_states[i]; - - /* create a depth texture for the window */ - SDL_GetWindowSizeInPixels(state->windows[i], (int*) &drawablew, (int*) &drawableh); - winstate->tex_depth = CreateDepthTexture(drawablew, drawableh); - winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh); - winstate->tex_resolve = CreateResolveTexture(drawablew, drawableh); - - /* make each window different */ - winstate->angle_x = (i * 10) % 360; - winstate->angle_y = (i * 20) % 360; - winstate->angle_z = (i * 30) % 360; - } -} - -static int done = 0; - -void loop(void) -{ - SDL_Event event; - int i; - - /* Check for events */ - while (SDL_PollEvent(&event) && !done) { - SDLTest_CommonEvent(state, &event, &done); - } - if (!done) { - for (i = 0; i < state->num_windows; ++i) { - Render(state->windows[i], i); - } - } -#ifdef __EMSCRIPTEN__ - else { - emscripten_cancel_main_loop(); - } -#endif -} - -int -main(int argc, char *argv[]) -{ - int msaa; - int i; - const SDL_DisplayMode *mode; - Uint64 then, now; - - /* Initialize params */ - msaa = 0; - - /* Initialize test framework */ - state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); - if (!state) { - return 1; - } - for (i = 1; i < argc;) { - int consumed; - - consumed = SDLTest_CommonArg(state, i); - if (consumed == 0) { - if (SDL_strcasecmp(argv[i], "--msaa") == 0) { - ++msaa; - consumed = 1; - } else { - consumed = -1; - } - } - if (consumed < 0) { - static const char *options[] = { "[--msaa]", NULL }; - SDLTest_CommonLogUsage(state, argv[0], options); - quit(1); - } - i += consumed; - } - - state->skip_renderer = 1; - state->window_flags |= SDL_WINDOW_RESIZABLE; - - if (!SDLTest_CommonInit(state)) { - quit(2); - return 0; - } - - mode = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(state->windows[0])); - SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format)); - - init_render_state(msaa); - - /* Main render loop */ - frames = 0; - then = SDL_GetTicks(); - done = 0; - -#ifdef __EMSCRIPTEN__ - emscripten_set_main_loop(loop, 0, 1); -#else - while (!done) { - loop(); - } -#endif - - /* Print out some timing information */ - now = SDL_GetTicks(); - if (now > then) { - SDL_Log("%2.2f frames per second", - ((double) frames * 1000) / (now - then)); - } -#if !defined(__ANDROID__) - quit(0); -#endif - return 0; -} - -/* vi: set ts=4 sw=4 expandtab: */ -- cgit v1.2.3