Add SDL_CreateGPURenderer
This commit is contained in:
committed by
Sam Lantinga
parent
5a59b5f321
commit
f7b7188837
@@ -1249,6 +1249,7 @@ SDL3_0.0.0 {
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SDL_SetRenderTextureAddressMode;
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SDL_GetRenderTextureAddressMode;
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SDL_GetGPUDeviceProperties;
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SDL_CreateGPURenderer;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -1274,3 +1274,4 @@
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#define SDL_SetRenderTextureAddressMode SDL_SetRenderTextureAddressMode_REAL
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#define SDL_GetRenderTextureAddressMode SDL_GetRenderTextureAddressMode_REAL
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#define SDL_GetGPUDeviceProperties SDL_GetGPUDeviceProperties_REAL
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#define SDL_CreateGPURenderer SDL_CreateGPURenderer_REAL
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@@ -1282,3 +1282,4 @@ SDL_DYNAPI_PROC(float,SDL_GetWindowProgressValue,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_SetRenderTextureAddressMode,(SDL_Renderer *a,SDL_TextureAddressMode b,SDL_TextureAddressMode c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_GetRenderTextureAddressMode,(SDL_Renderer *a,SDL_TextureAddressMode *b,SDL_TextureAddressMode *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGPUDeviceProperties,(SDL_GPUDevice *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateGPURenderer,(SDL_Window *a,SDL_GPUShaderFormat b,SDL_GPUDevice **c),(a,b,c),return)
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@@ -1187,6 +1187,37 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name)
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return renderer;
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}
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SDL_Renderer *SDL_CreateGPURenderer(SDL_Window *window, SDL_GPUShaderFormat format_flags, SDL_GPUDevice **device)
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{
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if (!device) {
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SDL_InvalidParamError("device");
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return NULL;
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}
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*device = NULL;
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SDL_Renderer *renderer;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
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if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
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SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
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SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
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SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, true);
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}
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SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "gpu");
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renderer = SDL_CreateRendererWithProperties(props);
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if (renderer) {
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*device = (SDL_GPUDevice *)SDL_GetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL);
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}
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SDL_DestroyProperties(props);
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return renderer;
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}
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SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
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{
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#ifdef SDL_VIDEO_RENDER_SW
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@@ -1128,21 +1128,26 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
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}
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for (Uint32 i = 0; i < SDL_arraysize(data->samplers); ++i) {
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SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
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if (data->samplers[i]) {
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SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
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}
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}
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if (data->backbuffer.texture) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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}
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if (renderer->window) {
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if (renderer->window && data->device) {
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SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
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}
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ReleaseVertexBuffer(data);
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GPU_DestroyPipelineCache(&data->pipeline_cache);
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GPU_ReleaseShaders(&data->shaders, data->device);
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SDL_DestroyGPUDevice(data->device);
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if (data->device) {
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GPU_ReleaseShaders(&data->shaders, data->device);
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SDL_DestroyGPUDevice(data->device);
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}
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SDL_free(data);
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}
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@@ -244,9 +244,24 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
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void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
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{
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
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bool custom_shaders = false;
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if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN, false)) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
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custom_shaders = true;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN, false)) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
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custom_shaders = true;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN, false)) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
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custom_shaders = true;
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}
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if (!custom_shaders) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
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}
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}
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#endif // SDL_VIDEO_RENDER_GPU
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