Events won't be delivered to the regular event watcher list callbacks if a client event filter discards events. Use the special window event watcher list to watch for resizes in the GPU renderers, as events are delivered to this list before a client can potentially discard them.
(cherry picked from commit cb4f33b644)
When the upload needs realignment, a new buffer is created to do the
upload, and the source data is copied to the new buffer. This commit
fixes the issue where the memcopy can read off the end of the source
buffer since it is reading based on destination pitch instead of source
pitch.
(cherry picked from commit 6a01d6e7d3)
When descriptor leaks overflow, the D3D12 SDL GPU renderer fetches more from the pool, but never returns them, which eventually causes an "out of memory" crash.
(cherry picked from commit c74b406a4c)
We previously thought this wasn't possible because constant buffer offsets and
partial updates were unavailable, but we were reading the wrong table - this is
only the case for D3D11...
https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro
... while 12 doesn't list this feature at all:
https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
We double checked and Jesse Natalie confirmed that this feature is required for
D3D12 even for 11_0 drivers. (Thanks Jesse!)
Additionally, D3D12 requires that UAVs are accessible from all shader stages,
meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be
a property to lower the requirements, but that can be done later.
For a depth buffer in D3D12 that is also going to be used in a texture sampler, the creation (on an Intel HD 5500 igpu) fails. e.g. SDL_GPUTextureCreateInfo type = TEXTURE_2D, format = D32_FLOAT, usage = DEPTH_STENCIL_TARGET | SAMPLER
The error messages are:
D32_FLOAT
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: The Format (0x29, R32_FLOAT) is invalid when creating a View; the
Resource was already created with a fully qualified Format, which is not castable (0x28, D32_FLOAT).
D24_UNORM
D3D12 ERROR: ID3D12Device::CreateShaderResourceView: For the resource format D24_UNORM_S8_UINT, when making a D3D view, the format name for the view can't be R24_UNORM_X8_TYPELESS.
I found this is because the texture format needs to be created as _TYPELESS, then the views (depth stencil view, shader resource view) should then be created as their respective types - e.g. texture = R32_TYPELESS, dsv = D32_FLOAT, srv = R32_FLOAT
Tested and working on:
NVidia RTX 3050 (D3D12 feature set 12_2)
Intel HD 5500 (D3D12 feature set 11_1)
(cherry picked from commit c81b62293a)
The default should be the entrypoint generated by SDL_shadercross. That way it doesn't need to be hand-specified in the common workflow.
(cherry picked from commit dcb97a5f49)
Since there is no option to change it this seems like a much better default value. The stretching behaviour is really off-putting.
The new behavior shows a small black border when resizing the windows. This makes it more in line with the other backends and it's what you would expect to happen as a user.