GPU: Intro fixes

This commit is contained in:
cosmonaut
2024-10-04 11:29:27 -07:00
parent 93c7521dd5
commit f3285b01c8

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@@ -30,24 +30,24 @@
* *
* A basic workflow might be something like this: * A basic workflow might be something like this:
* *
* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to * The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to
* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you * a window with SDL_ClaimWindowForGPUDevice--although strictly speaking you
* can render offscreen entirely, perhaps for image processing, and not use a * can render offscreen entirely, perhaps for image processing, and not use a
* window at all. * window at all.
* *
* Next the app prepares static data (things that are created once and used * Next the app prepares static data (things that are created once and used
* over and over). For example: * over and over). For example:
* *
* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader.
* - Vertex buffers (arrays of geometry data) and other data rendering will * - Vertex buffers (arrays of geometry data) and other data rendering will
* need: use SDL_UploadToGPUBuffer(). * need: use SDL_UploadToGPUBuffer.
* - Textures (images): use SDL_UploadToGPUTexture(). * - Textures (images): use SDL_UploadToGPUTexture.
* - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). * - Samplers (how textures should be read from): use SDL_CreateGPUSampler.
* - Render pipelines (precalculated rendering state): use * - Render pipelines (precalculated rendering state): use
* SDL_CreateGPUGraphicsPipeline() * SDL_CreateGPUGraphicsPipeline
* *
* To render, the app creates one or more command buffers, with * To render, the app creates one or more command buffers, with
* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering * SDL_AcquireGPUCommandBuffer. Command buffers collect rendering
* instructions that will be submitted to the GPU in batch. Complex scenes can * instructions that will be submitted to the GPU in batch. Complex scenes can
* use multiple command buffers, maybe configured across multiple threads in * use multiple command buffers, maybe configured across multiple threads in
* parallel, as long as they are submitted in the correct order, but many apps * parallel, as long as they are submitted in the correct order, but many apps
@@ -56,7 +56,7 @@
* Rendering can happen to a texture (what other APIs call a "render target") * Rendering can happen to a texture (what other APIs call a "render target")
* or it can happen to the swapchain texture (which is just a special texture * or it can happen to the swapchain texture (which is just a special texture
* that represents a window's contents). The app can use * that represents a window's contents). The app can use
* SDL_AcquireGPUSwapchainTexture() to render to the window. * SDL_AcquireGPUSwapchainTexture to render to the window.
* *
* Rendering actually happens in a Render Pass, which is encoded into a * Rendering actually happens in a Render Pass, which is encoded into a
* command buffer. One can encode multiple render passes (or alternate between * command buffer. One can encode multiple render passes (or alternate between
@@ -66,7 +66,7 @@
* simultaneously. If the set of textures being rendered to needs to change, * simultaneously. If the set of textures being rendered to needs to change,
* the Render Pass must be ended and a new one must be begun. * the Render Pass must be ended and a new one must be begun.
* *
* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for * The app calls SDL_BeginGPURenderPass. Then it sets states it needs for
* each draw: * each draw:
* *
* - SDL_BindGPUGraphicsPipeline * - SDL_BindGPUGraphicsPipeline
@@ -83,25 +83,25 @@
* - etc * - etc
* *
* After all the drawing commands for a pass are complete, the app should call * After all the drawing commands for a pass are complete, the app should call
* SDL_EndGPURenderPass(). Once a render pass ends all render-related state is * SDL_EndGPURenderPass. Once a render pass ends all render-related state is
* reset. * reset.
* *
* The app can begin new Render Passes and make new draws in the same command * The app can begin new Render Passes and make new draws in the same command
* buffer until the entire scene is rendered. * buffer until the entire scene is rendered.
* *
* Once all of the render commands for the scene are complete, the app calls * Once all of the render commands for the scene are complete, the app calls
* SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing. * SDL_SubmitGPUCommandBuffer to send it to the GPU for processing.
* *
* If the app needs to read back data from texture or buffers, the API has an * If the app needs to read back data from texture or buffers, the API has an
* efficient way of doing this, provided that the app is willing to tolerate * efficient way of doing this, provided that the app is willing to tolerate
* some latency. When the app uses SDL_DownloadFromGPUTexture() or * some latency. When the app uses SDL_DownloadFromGPUTexture or
* SDL_DownloadFromGPUBuffer(), submitting the command buffer with * SDL_DownloadFromGPUBuffer, submitting the command buffer with
* SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that the * SubmitGPUCommandBufferAndAcquireFence will return a fence handle that the
* app can poll or wait on in a thread. Once the fence indicates that the * app can poll or wait on in a thread. Once the fence indicates that the
* command buffer is done processing, it is safe to read the downloaded data. * command buffer is done processing, it is safe to read the downloaded data.
* Make sure to call SDL_ReleaseGPUFence() when done with the fence. * Make sure to call SDL_ReleaseGPUFence when done with the fence.
* *
* The API also has "compute" support. The app calls SDL_GPUBeginComputePass() * The API also has "compute" support. The app calls SDL_GPUBeginComputePass
* with compute-writeable textures and/or buffers, which can be written to in * with compute-writeable textures and/or buffers, which can be written to in
* a compute shader. Then it sets states it needs for the compute dispatches: * a compute shader. Then it sets states it needs for the compute dispatches:
* *
@@ -121,16 +121,15 @@
* creates the GPU device, the app lets the device know which shader formats * creates the GPU device, the app lets the device know which shader formats
* the app can provide. It will then select the appropriate backend depending * the app can provide. It will then select the appropriate backend depending
* on the available shader formats and the backends available on the platform. * on the available shader formats and the backends available on the platform.
* When creating shaders, the app must provide the correct shader for the * When creating shaders, the app must provide the correct shader format for the
* selected backend. If you would like to learn more about why the API works * selected backend. If you would like to learn more about why the API works
* this way, there is a detailed * this way, there is a detailed
* [blog post](https://moonside.games/posts/layers-all-the-way-down/) * [blog post](https://moonside.games/posts/layers-all-the-way-down/)
* explaining this situation. * explaining this situation.
* *
* It is optimal for apps to pre-compile the shader formats they might use, * It is optimal for apps to pre-compile the shader formats they might use,
* but for ease of use SDL provides a satellite single-header library for * but for ease of use SDL provides a [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross) for
* performing runtime shader cross-compilation: * performing runtime shader cross-compilation.
* https://github.com/libsdl-org/SDL_gpu_shadercross
* *
* This is an extremely quick overview that leaves out several important * This is an extremely quick overview that leaves out several important
* details. Already, though, one can see that GPU programming can be quite * details. Already, though, one can see that GPU programming can be quite
@@ -145,8 +144,8 @@
* itself by querying feature support. If you need cutting-edge features with * itself by querying feature support. If you need cutting-edge features with
* limited hardware support, this API is probably not for you. * limited hardware support, this API is probably not for you.
* *
* Examples demonstrating proper usage of this API can be found here: * Examples demonstrating proper usage of this API can be found [here]
* https://github.com/TheSpydog/SDL_gpu_examples * (https://github.com/TheSpydog/SDL_gpu_examples).
*/ */
#ifndef SDL_gpu_h_ #ifndef SDL_gpu_h_