Commit Graph

187 Commits

Author SHA1 Message Date
Evan Hemsley
c4fba75a12 GPU Vulkan: Clean up in Submit in headless mode (#12744)
(cherry picked from commit 33f90f2e41)
2025-04-04 14:27:53 -07:00
Lucas Murray
5b052e6f8c GPU: Add missing error code to VkErrorMessages()
(cherry picked from commit 906c6c7516)
2025-04-04 07:39:44 -07:00
Lucas Murray
d89c3489f8 GPU: The D3D12 blit shaders are DXIL
(cherry picked from commit 205c34c62a)
2025-04-04 07:39:43 -07:00
Sam Lantinga
a447863e4f Set a default shader entry point
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)
2025-04-04 07:39:16 -07:00
Lucas Murray
34db21cea8 GPU: Don't pass null properties to SDL_CopyProperties()
(cherry picked from commit 300013cea7)
2025-04-04 07:36:30 -07:00
Evan Hemsley
943226edc1 GPU Vulkan: Fix recursive Submit calls causing defrag to fail (#12718)
---------

Co-authored-by: Sam Lantinga <slouken@libsdl.org>
(cherry picked from commit b53e7b4478)
2025-04-03 15:01:43 -07:00
blukai
9109e05f3f fix vulkan vertex buffer indexing
this was causing problems when i was specifying non-zero buffer slots in
`SDL_BindGPUVertexBuffers`, `SDL_GPUVertexAttribute` and
`SDL_GPUVertexBufferDescription`.

`firstSlot + 1` is simply copied over from metal and d3d12 backends.

(cherry picked from commit 512485869c)
2025-03-31 18:42:03 -07:00
Sam Lantinga
ed8e7e85f0 SDL_ClaimWindowForGPUDevice() should fail for transparent windows
The GPU API doesn't currently support transparent windows (transparent swapchain effects doesn't seem possible on D3D12) so we should explicitly fail so users don't expect transparency and then not get it.

Fixes https://github.com/libsdl-org/SDL/issues/12410

(cherry picked from commit 2fbb583290)
2025-03-21 12:15:09 -07:00
Evan Hemsley
ac21e3ef3f GPU Vulkan: Fix render pass race (#12587)
(cherry picked from commit c696e93180)
2025-03-19 13:34:26 -07:00
Arnoldo Adonaí Barón Robles
ae05ab280d Fix Vulkan error check
(cherry picked from commit a551c2a6d7)
2025-03-17 22:11:21 -07:00
Caleb Cornett
51a6cb2cf5 gpu: Fix MTLLibrary dispatch data destructor
(cherry picked from commit 6d0fb0a2e6)
2025-03-17 18:54:30 -07:00
Evan Hemsley
daf468e141 GPU: Fix Vulkan backend never checking deallocations (#12567)
---------

Co-authored-by: Sam Lantinga <slouken@libsdl.org>
(cherry picked from commit 0bd70684b3)
2025-03-17 13:59:47 -07:00
Sam Lantinga
18d93d11e1 Only use VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR on Android
This fixes Nintendo Switch where the identity bit isn't available. We only needed this on Android to automatically handle device user orientation.

(cherry picked from commit 2c7c3d4d7b)
2025-03-02 09:14:12 -08:00
guitarfreak
c682599448 GPU_d3d12: Switched the default swapchain scaling mode to none.
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.
2025-02-28 11:33:51 -08:00
guitarfreak
ea513fd47c Fixed vulkan gpu backend android orientation behaviour to just work like on iOS.
I changed it so that the OS does the orientation change itself with a potential performance penalty.
This makes it automatically do the right thing, just like on iOS which would make the orientation change behaviour more consistent across different platforms.

But without adding an option to the user, this would disallow the user solving the problem in his in the app/shaders and saving some performance.

It's up to you to decide what to do. But I changed this in my local copy of the source for my use case.
But this also
2025-02-28 07:34:16 -08:00
jsoulier
9464aaa8af Change D3D12 GPU backend to respect has_depth_stencil_target 2025-02-26 10:16:50 -08:00
cosmonaut
2f77558bad fix comment 2025-02-25 09:44:10 -08:00
cosmonaut
44f1ec35c4 GPU: Make Vulkan transfer buffers dedicated allocs 2025-02-25 09:44:10 -08:00
Ethan Lee
db817a37f4 gpu: Fix forward declaration and inclusion of PrivateGPUDriver 2025-02-24 15:46:39 -05:00
zopsicle
a7bc6c5e08 gpu: initialize VkDebugUtilsLabelEXT::color
Fixes #12383.
2025-02-24 11:51:13 -08:00
Caleb Cornett
60b7faa987 gpu: Validate that reserved struct members are unset 2025-02-24 08:57:09 -08:00
Caleb Cornett
0815637cf0 vulkan build fix 2025-02-23 12:19:12 -08:00
Caleb Cornett
ea77472d75 Document/ignore GPU features without universal support 2025-02-23 12:19:12 -08:00
Petar Popovic
b5297de56f Add 'const' to pointer parameters 2025-02-21 15:59:40 -08:00
Petar Popovic
c70f54e28b Remove redundant casts 2025-02-21 10:09:10 -08:00
Sam Lantinga
2e346d7166 Added 32-bit texture formats to Texture_GetBlockWidth() and Texture_GetBlockHeight()
Fixes https://github.com/libsdl-org/SDL/issues/12335
2025-02-21 09:29:18 -08:00
Ryan C. Gordon
84a236c92e hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.

This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.

- The ability to make "stackable" tables is removed. Apparently this still
  worked with the current implementation, but I could see a future
  implementation struggle mightily to support this. It'll be better for
  something external to build on top of the table if it needs it, inserting a
  linked list of stacked items as the hash values and managing them separately.
  There was only one place in SDL using this, unnecessarily, and that has also
  been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
  estimated number of items the table is meant to hold. The bucket count was
  crucial to our classic hashtable implementation, but meant less once we
  moved to an Open Addressing implementation anyhow, since the bucket count
  isn't static (and they aren't really "buckets" anymore either). Now you
  can just report how many items you think the hash will hold and SDL will
  allocate a reasonable default for you...or 0 to not guess, and SDL will
  start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
  hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
  and also lets us hold the read-lock for the entire iteration and get rid of
  the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
  keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.

I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-15 18:52:56 -05:00
coffeechriph
55fd205ba4 Add missing integer texture formats to SDL_GPUTextureFormatTexelBlockSize (#12151) 2025-02-11 14:21:30 -08:00
Edu Garcia
9b18e8438f [GPU] D3D12 backend debug markers were being cut
Code used wcslen that return number of characters, but D3D12 debug layer uses bytes + wide chars
2025-02-11 07:21:44 -08:00
Evan Hemsley
86691d325b GPU: Remove stencil bit from sampler aspect mask on Vulkan (#12196) 2025-02-05 17:52:35 -08:00
Evan Hemsley
70a239210e GPU: Describe "readonly storage" images as sampled images on Vulkan backend (#12149) 2025-01-31 15:07:33 -08:00
Evan Hemsley
8e766c9252 GPU: Resource binding state shadowing (#12138)
---------

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
2025-01-31 08:34:10 -08:00
Ozkan Sezer
e4fcc7b6e7 gpu/vulkan/SDL_gpu_vulkan.c: fix type redefinition error
src/gpu/vulkan/SDL_gpu_vulkan.c:763: error: redefinition of typedef 'VulkanUniformBuffer'
src/gpu/vulkan/SDL_gpu_vulkan.c:482: note: previous declaration of 'VulkanUniformBuffer' was here
2025-01-31 02:50:00 +03:00
Katelyn Gadd
c0a9d220b9 vulkan: Fixes for swapchain resize crash on X11.
Fixes #11075.
2025-01-20 23:17:38 -05:00
Ryan C. Gordon
6d5815db52 vulkan: Deal with VK_ERROR_OUT_OF_DATE_KHR returns from vkAcquireNextImageKHR.
Fixes #11075.
2025-01-20 22:32:23 -05:00
Katelyn Gadd
6b7dad7d82 vulkan: move temporary pointer to its own field to prevent a bad dereference.
Reference Issue #11075.
2025-01-20 22:32:23 -05:00
Ethan Lee
326ce9bb8d gpu: D3D12 buildfix for Xbox 2025-01-16 12:19:59 -05:00
cosmonaut
355f69ebfe GPU: Ensure thread safety of Vulkan resource creation 2025-01-15 13:45:43 -08:00
Sam Lantinga
cdde6dd7bb Bumped deployment requirements for Apple platforms
We require at least Xcode 12.2 and macOS SDK 11 to build. We support deploying to macOS 10.13, iOS 11.0, and tvOS 11.0.

This cleans up the code significantly
2025-01-14 12:03:07 -08:00
cosmonaut
4294c06836 GPU: Check texture format support in pipeline creation 2025-01-14 10:16:20 -08:00
cosmonaut
d590e1f122 GPU: Align D3D12 clear properties to naming convention 2025-01-13 17:38:21 -08:00
Evan Hemsley
fb6df93384 GPU: Add name properties to resources (#11946) 2025-01-13 17:29:08 -08:00
Ethan Lee
3df0767e34 gpu: Initialize Metal stencil format even if stencil test is disabled 2025-01-12 13:05:27 -08:00
Ethan Lee
90aff306c1 gpu: Show a debug error when pipelines are not given the right shader stages 2025-01-09 20:17:21 -05:00
Ethan Lee
6cdde10edb gpu: Metal depth write should behave like Vulkan/D3D12 2025-01-09 15:28:26 -05:00
Katelyn Gadd
a58bc3eaf4 [GPU] Fix crash in nvidia user-mode win32 driver when game window is minimized during swapchain resize (#11848) 2025-01-04 10:25:08 -08:00
Katelyn Gadd
67ea67f191 Fix mip generation for 2x1 textures on D3D12 2025-01-02 13:17:06 -05:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
Lucas Murray
b2c2a483e8 GPU: Rename HDR10_ST2048 to HDR10_ST2084 2024-12-26 09:47:13 -08:00
Caleb Cornett
a27c139b12 GPU: Explicitly check Metal hardware support on device creation 2024-12-24 12:36:52 -05:00