1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
|
/* sdl_gpu_test.c -- -lSDL3 */
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_gpu.h>
#include <stdio.h>
#include <err.h>
SDL_Window *win;
SDL_GPUDevice *gpudev;
SDL_GPUGraphicsPipeline *pipeline_fill;
SDL_GPUBuffer *buf_vert;
SDL_GPUTransferBuffer *buf_vert_xfer;
float vertices[][2] = {
{ 0.5, -0.5 },
{ 0.5, 0.5 },
{ -0.5, -0.5 },
{ -0.5, -0.5 },
{ -0.5, 0.5 },
{ 0.5, 0.5 },
};
SDL_GPUShader* load_shader(
SDL_GPUDevice* dev,
const char *path,
SDL_GPUShaderStage stage,
Uint32 samplers,
Uint32 uniformbufs,
Uint32 storagebufs,
Uint32 storagetextures)
{
size_t code_size;
void *code = SDL_LoadFile(path, &code_size);
if (!code) {
fprintf(stderr, "couldn't read file: %s\n", SDL_GetError());
return NULL;
}
SDL_GPUShaderCreateInfo info = {
.code = code,
.code_size = code_size,
.entrypoint = "main",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = stage,
.num_samplers = samplers,
.num_uniform_buffers = uniformbufs,
.num_storage_buffers = storagebufs,
.num_storage_textures = storagetextures
};
SDL_GPUShader *sh = SDL_CreateGPUShader(dev, &info);
if (!sh) {
fprintf(stderr, "failed to create shader: %s\n", SDL_GetError());
return NULL;
}
SDL_free(code);
return sh;
}
#define CHECK(t, msg) do { if (!(t)) { fprintf(stderr, "%s: %s\n", msg, SDL_GetError()); return SDL_APP_FAILURE; } } while(0)
SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) {
(void)argc;
(void)argv;
(void)appstate;
/* TODO: support more than just SPIR-V */
win = SDL_CreateWindow("Hello, world!", 1024, 768, SDL_WINDOW_RESIZABLE | SDL_WINDOW_VULKAN);
CHECK(win, "failed to create window");
gpudev = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, 0, NULL);
CHECK(gpudev, "failed to create gpu device");
CHECK(SDL_ClaimWindowForGPUDevice(gpudev, win), "failed to claim window");
SDL_GPUShader *shader_vert = load_shader(gpudev, "shader/tri.vert.spv", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0, 0, 0);
CHECK(shader_vert, "load vertex shader");
SDL_GPUShader *shader_frag = load_shader(gpudev, "shader/tri.frag.spv", SDL_GPU_SHADERSTAGE_FRAGMENT, 0, 0, 0, 0);
CHECK(shader_frag, "load fragment shader");
SDL_GPUBufferCreateInfo buf_desc = {
.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
.size = sizeof(vertices),
.props = 0
};
buf_vert = SDL_CreateGPUBuffer(gpudev, &buf_desc);
CHECK(buf_vert, "vertex buffer");
SDL_GPUTransferBufferCreateInfo buf_xfer_desc = {
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = sizeof(buf_vert),
.props = 0
};
buf_vert_xfer = SDL_CreateGPUTransferBuffer(gpudev, &buf_xfer_desc);
CHECK(buf_vert_xfer, "vertex transfer buffer");
void *map = SDL_MapGPUTransferBuffer(gpudev, buf_vert_xfer, false);
SDL_memcpy(map, vertices, sizeof(vertices));
SDL_UnmapGPUTransferBuffer(gpudev, buf_vert_xfer);
SDL_GPUCommandBuffer *cmdbuf = SDL_AcquireGPUCommandBuffer(gpudev);
CHECK(cmdbuf, "gpu command buffer acquisition");
SDL_GPUCopyPass *copypass = SDL_BeginGPUCopyPass(cmdbuf);
CHECK(copypass, "gpu copy pass");
SDL_GPUTransferBufferLocation src = {
.transfer_buffer = buf_vert_xfer,
.offset = 0
};
SDL_GPUBufferRegion dest = {
.buffer = buf_vert,
.offset = 0,
.size = sizeof(vertices)
};
SDL_UploadToGPUBuffer(copypass, &src, &dest, false);
SDL_EndGPUCopyPass(copypass);
SDL_SubmitGPUCommandBuffer(cmdbuf);
SDL_ReleaseGPUTransferBuffer(gpudev, buf_vert_xfer);
SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {
.target_info = {
.num_color_targets = 1,
.color_target_descriptions = (SDL_GPUColorTargetDescription[]) {{
.format = SDL_GetGPUSwapchainTextureFormat(gpudev, win)
}},
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.vertex_shader = shader_vert,
.fragment_shader = shader_frag,
.vertex_input_state = {
.num_vertex_buffers = 1,
.vertex_buffer_descriptions = &(SDL_GPUVertexBufferDescription) {
.slot = 0,
.pitch = sizeof(float) * 2,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
.num_vertex_attributes = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]) {
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 0
}
}
},
.props = 0
};
pipeline_info.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
pipeline_fill = SDL_CreateGPUGraphicsPipeline(gpudev, &pipeline_info);
CHECK(pipeline_fill, "graphics pipeline");
SDL_ReleaseGPUShader(gpudev, shader_frag);
SDL_ReleaseGPUShader(gpudev, shader_vert);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
(void)appstate;
switch (event->type) {
case SDL_EVENT_QUIT:
puts("Quit!");
return SDL_APP_SUCCESS;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate) {
(void)appstate;
SDL_GPUCommandBuffer *cmdbuf = SDL_AcquireGPUCommandBuffer(gpudev);
if (!cmdbuf) {
fprintf(stderr, "failed to acquire GPU command buffer: %s\n", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_GPUTexture *swapchain;
if (!SDL_WaitAndAcquireGPUSwapchainTexture(cmdbuf, win, &swapchain, NULL, NULL)) {
fprintf(stderr, "failed to acquire swapchain texture: %s\n", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!swapchain) {
fprintf(stderr, "null swapchain texture: %s\n", SDL_GetError());
SDL_SubmitGPUCommandBuffer(cmdbuf);
return SDL_APP_FAILURE;
}
SDL_GPUColorTargetInfo color_target_info = { 0 };
color_target_info.texture = swapchain;
color_target_info.clear_color = (SDL_FColor) { 0, 0, 0, 1 };
color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
color_target_info.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass *render_pass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
SDL_BindGPUGraphicsPipeline(render_pass, pipeline_fill);
SDL_BindGPUVertexBuffers(render_pass, 0, &(SDL_GPUBufferBinding) { .buffer = buf_vert, .offset = 0 }, 1);
SDL_DrawGPUPrimitives(render_pass, sizeof(vertices) / (sizeof(float)*2), 1, 0, 0);
SDL_EndGPURenderPass(render_pass);
SDL_SubmitGPUCommandBuffer(cmdbuf);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
(void)appstate;
(void)result;
SDL_ReleaseGPUGraphicsPipeline(gpudev, pipeline_fill);
SDL_ReleaseWindowFromGPUDevice(gpudev, win);
SDL_DestroyGPUDevice(gpudev);
SDL_DestroyWindow(win);
}
|