Add the SDL_GPU API

Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
This commit is contained in:
cosmonaut
2024-03-18 11:43:23 -07:00
committed by Sam Lantinga
parent 8ddb099d3e
commit 2e7d5bb429
96 changed files with 60218 additions and 66 deletions

View File

@@ -0,0 +1,91 @@
#if D3D12
#define BlitRS \
"DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\
#define REG(reg, space) register(reg, space)
#else
#define REG(reg, space) register(reg)
#endif
struct VertexToPixel
{
float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
};
cbuffer SourceRegionBuffer : REG(b0, space3)
{
float2 UVLeftTop;
float2 UVDimensions;
uint MipLevel;
float LayerOrDepth;
};
Texture2D SourceTexture2D : REG(t0, space2);
Texture2DArray SourceTexture2DArray : REG(t0, space2);
Texture3D SourceTexture3D : REG(t0, space2);
TextureCube SourceTextureCube : REG(t0, space2);
sampler SourceSampler : REG(s0, space2);
#if D3D12
[RootSignature(BlitRS)]
#endif
VertexToPixel FullscreenVert(uint vI : SV_VERTEXID)
{
float2 inTex = float2((vI << 1) & 2, vI & 2);
VertexToPixel Out = (VertexToPixel)0;
Out.tex = inTex;
Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
return Out;
}
#if D3D12
[RootSignature(BlitRS)]
#endif
float4 BlitFrom2D(VertexToPixel input) : SV_Target0
{
float2 newCoord = UVLeftTop + UVDimensions * input.tex;
return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel);
}
#if D3D12
[RootSignature(BlitRS)]
#endif
float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0
{
float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth);
return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel);
}
#if D3D12
[RootSignature(BlitRS)]
#endif
float4 BlitFrom3D(VertexToPixel input) : SV_Target0
{
float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth);
return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel);
}
#if D3D12
[RootSignature(BlitRS)]
#endif
float4 BlitFromCube(VertexToPixel input) : SV_Target0
{
// Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping
float3 newCoord;
float2 scaledUV = UVLeftTop + UVDimensions * input.tex;
float u = 2.0 * scaledUV.x - 1.0;
float v = 2.0 * scaledUV.y - 1.0;
switch ((uint)LayerOrDepth) {
case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X
case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X
case 2: newCoord = float3(u, -1.0, -v); break; // POSITIVE Y
case 3: newCoord = float3(u, 1.0, v); break; // NEGATIVE Y
case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z
case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z
default: newCoord = float3(0, 0, 0); break; // silences warning
}
return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel);
}