diff options
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c | 232 |
1 files changed, 232 insertions, 0 deletions
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 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_GPU | ||
| 24 | |||
| 25 | #include "SDL_shaders_gpu.h" | ||
| 26 | |||
| 27 | // SDL_GPU shader implementation | ||
| 28 | |||
| 29 | typedef struct GPU_ShaderModuleSource | ||
| 30 | { | ||
| 31 | const unsigned char *code; | ||
| 32 | unsigned int code_len; | ||
| 33 | SDL_GPUShaderFormat format; | ||
| 34 | } GPU_ShaderModuleSource; | ||
| 35 | |||
| 36 | #if defined(SDL_GPU_VULKAN) && SDL_GPU_VULKAN | ||
| 37 | #define IF_VULKAN(...) __VA_ARGS__ | ||
| 38 | #define HAVE_SPIRV_SHADERS 1 | ||
| 39 | #include "shaders/spir-v.h" | ||
| 40 | #else | ||
| 41 | #define IF_VULKAN(...) | ||
| 42 | #define HAVE_SPIRV_SHADERS 0 | ||
| 43 | #endif | ||
| 44 | |||
| 45 | #ifdef SDL_GPU_D3D12 | ||
| 46 | #define IF_D3D12(...) __VA_ARGS__ | ||
| 47 | #define HAVE_DXIL60_SHADERS 1 | ||
| 48 | #include "shaders/dxil60.h" | ||
| 49 | #else | ||
| 50 | #define IF_D3D12(...) | ||
| 51 | #define HAVE_DXIL60_SHADERS 0 | ||
| 52 | #endif | ||
| 53 | |||
| 54 | #ifdef SDL_GPU_METAL | ||
| 55 | #define IF_METAL(...) __VA_ARGS__ | ||
| 56 | #define HAVE_METAL_SHADERS 1 | ||
| 57 | #include "shaders/metal.h" | ||
| 58 | #else | ||
| 59 | #define IF_METAL(...) | ||
| 60 | #define HAVE_METAL_SHADERS 0 | ||
| 61 | #endif | ||
| 62 | |||
| 63 | typedef struct GPU_ShaderSources | ||
| 64 | { | ||
| 65 | IF_VULKAN(GPU_ShaderModuleSource spirv;) | ||
| 66 | IF_D3D12(GPU_ShaderModuleSource dxil60;) | ||
| 67 | IF_METAL(GPU_ShaderModuleSource msl;) | ||
| 68 | unsigned int num_samplers; | ||
| 69 | unsigned int num_uniform_buffers; | ||
| 70 | } GPU_ShaderSources; | ||
| 71 | |||
| 72 | #define SHADER_SPIRV(code) \ | ||
| 73 | IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, ) | ||
| 74 | |||
| 75 | #define SHADER_DXIL60(code) \ | ||
| 76 | IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, ) | ||
| 77 | |||
| 78 | #define SHADER_METAL(code) \ | ||
| 79 | IF_METAL(.msl = { code, sizeof(code), SDL_GPU_SHADERFORMAT_MSL }, ) | ||
| 80 | |||
| 81 | // clang-format off | ||
| 82 | static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = { | ||
| 83 | [VERT_SHADER_LINEPOINT] = { | ||
| 84 | .num_samplers = 0, | ||
| 85 | .num_uniform_buffers = 1, | ||
| 86 | SHADER_SPIRV(linepoint_vert_spv) | ||
| 87 | SHADER_DXIL60(linepoint_vert_sm60_dxil) | ||
| 88 | SHADER_METAL(linepoint_vert_metal) | ||
| 89 | }, | ||
| 90 | [VERT_SHADER_TRI_COLOR] = { | ||
| 91 | .num_samplers = 0, | ||
| 92 | .num_uniform_buffers = 1, | ||
| 93 | SHADER_SPIRV(tri_color_vert_spv) | ||
| 94 | SHADER_DXIL60(tri_color_vert_sm60_dxil) | ||
| 95 | SHADER_METAL(tri_color_vert_metal) | ||
| 96 | }, | ||
| 97 | [VERT_SHADER_TRI_TEXTURE] = { | ||
| 98 | .num_samplers = 0, | ||
| 99 | .num_uniform_buffers = 1, | ||
| 100 | SHADER_SPIRV(tri_texture_vert_spv) | ||
| 101 | SHADER_DXIL60(tri_texture_vert_sm60_dxil) | ||
| 102 | SHADER_METAL(tri_texture_vert_metal) | ||
| 103 | }, | ||
| 104 | }; | ||
| 105 | |||
| 106 | static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = { | ||
| 107 | [FRAG_SHADER_COLOR] = { | ||
| 108 | .num_samplers = 0, | ||
| 109 | .num_uniform_buffers = 0, | ||
| 110 | SHADER_SPIRV(color_frag_spv) | ||
| 111 | SHADER_DXIL60(color_frag_sm60_dxil) | ||
| 112 | SHADER_METAL(color_frag_metal) | ||
| 113 | }, | ||
| 114 | [FRAG_SHADER_TEXTURE_RGB] = { | ||
| 115 | .num_samplers = 1, | ||
| 116 | .num_uniform_buffers = 0, | ||
| 117 | SHADER_SPIRV(texture_rgb_frag_spv) | ||
| 118 | SHADER_DXIL60(texture_rgb_frag_sm60_dxil) | ||
| 119 | SHADER_METAL(texture_rgb_frag_metal) | ||
| 120 | }, | ||
| 121 | [FRAG_SHADER_TEXTURE_RGBA] = { | ||
| 122 | .num_samplers = 1, | ||
| 123 | .num_uniform_buffers = 0, | ||
| 124 | SHADER_SPIRV(texture_rgba_frag_spv) | ||
| 125 | SHADER_DXIL60(texture_rgba_frag_sm60_dxil) | ||
| 126 | SHADER_METAL(texture_rgba_frag_metal) | ||
| 127 | }, | ||
| 128 | }; | ||
| 129 | // clang-format on | ||
| 130 | |||
| 131 | static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage) | ||
| 132 | { | ||
| 133 | const GPU_ShaderModuleSource *sms = NULL; | ||
| 134 | SDL_GPUShaderFormat formats = SDL_GetGPUShaderFormats(device); | ||
| 135 | |||
| 136 | if (formats == SDL_GPU_SHADERFORMAT_INVALID) { | ||
| 137 | // SDL_GetGPUShaderFormats already set the error | ||
| 138 | return NULL; | ||
| 139 | #if HAVE_SPIRV_SHADERS | ||
| 140 | } else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) { | ||
| 141 | sms = &sources->spirv; | ||
| 142 | #endif // HAVE_SPIRV_SHADERS | ||
| 143 | #if HAVE_DXIL60_SHADERS | ||
| 144 | } else if (formats & SDL_GPU_SHADERFORMAT_DXIL) { | ||
| 145 | sms = &sources->dxil60; | ||
| 146 | #endif // HAVE_DXIL60_SHADERS | ||
| 147 | #if HAVE_METAL_SHADERS | ||
| 148 | } else if (formats & SDL_GPU_SHADERFORMAT_MSL) { | ||
| 149 | sms = &sources->msl; | ||
| 150 | #endif // HAVE_METAL_SHADERS | ||
| 151 | } else { | ||
| 152 | SDL_SetError("Unsupported GPU backend"); | ||
| 153 | return NULL; | ||
| 154 | } | ||
| 155 | |||
| 156 | SDL_GPUShaderCreateInfo sci = { 0 }; | ||
| 157 | sci.code = sms->code; | ||
| 158 | sci.code_size = sms->code_len; | ||
| 159 | sci.format = sms->format; | ||
| 160 | // FIXME not sure if this is correct | ||
| 161 | sci.entrypoint = | ||
| 162 | #if HAVE_METAL_SHADERS | ||
| 163 | (sms == &sources->msl) ? "main0" : | ||
| 164 | #endif // HAVE_METAL_SHADERS | ||
| 165 | "main"; | ||
| 166 | sci.num_samplers = sources->num_samplers; | ||
| 167 | sci.num_uniform_buffers = sources->num_uniform_buffers; | ||
| 168 | sci.stage = stage; | ||
| 169 | |||
| 170 | return SDL_CreateGPUShader(device, &sci); | ||
| 171 | } | ||
| 172 | |||
| 173 | bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) | ||
| 174 | { | ||
| 175 | for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) { | ||
| 176 | shaders->vert_shaders[i] = CompileShader( | ||
| 177 | &vert_shader_sources[i], device, SDL_GPU_SHADERSTAGE_VERTEX); | ||
| 178 | if (shaders->vert_shaders[i] == NULL) { | ||
| 179 | GPU_ReleaseShaders(shaders, device); | ||
| 180 | return false; | ||
| 181 | } | ||
| 182 | } | ||
| 183 | |||
| 184 | for (int i = 0; i < SDL_arraysize(frag_shader_sources); ++i) { | ||
| 185 | shaders->frag_shaders[i] = CompileShader( | ||
| 186 | &frag_shader_sources[i], device, SDL_GPU_SHADERSTAGE_FRAGMENT); | ||
| 187 | if (shaders->frag_shaders[i] == NULL) { | ||
| 188 | GPU_ReleaseShaders(shaders, device); | ||
| 189 | return false; | ||
| 190 | } | ||
| 191 | } | ||
| 192 | |||
| 193 | return true; | ||
| 194 | } | ||
| 195 | |||
| 196 | void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device) | ||
| 197 | { | ||
| 198 | for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) { | ||
| 199 | SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]); | ||
| 200 | shaders->vert_shaders[i] = NULL; | ||
| 201 | } | ||
| 202 | |||
| 203 | for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) { | ||
| 204 | SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]); | ||
| 205 | shaders->frag_shaders[i] = NULL; | ||
| 206 | } | ||
| 207 | } | ||
| 208 | |||
| 209 | SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id) | ||
| 210 | { | ||
| 211 | SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders)); | ||
| 212 | SDL_GPUShader *shader = shaders->vert_shaders[id]; | ||
| 213 | SDL_assert(shader != NULL); | ||
| 214 | return shader; | ||
| 215 | } | ||
| 216 | |||
| 217 | SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id) | ||
| 218 | { | ||
| 219 | SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders)); | ||
| 220 | SDL_GPUShader *shader = shaders->frag_shaders[id]; | ||
| 221 | SDL_assert(shader != NULL); | ||
| 222 | return shader; | ||
| 223 | } | ||
| 224 | |||
| 225 | void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) | ||
| 226 | { | ||
| 227 | SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); | ||
| 228 | SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); | ||
| 229 | SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); | ||
| 230 | } | ||
| 231 | |||
| 232 | #endif // SDL_VIDEO_RENDER_GPU | ||
