Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders

This commit is contained in:
2026-05-04 13:21:34 +02:00
parent cec347a97c
commit e51ee84167
82 changed files with 36 additions and 39 deletions

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@@ -0,0 +1,238 @@
#include "rendering/sdl3gpu/sdl3gpu_shader_backend.hpp"
#include <iostream>
#include "rendering/sdl3gpu/shader_factory.hpp"
namespace Rendering {
namespace {
void logInfo(const std::string& msg) { std::cout << "[INFO] " << msg << '\n'; }
void logError(const std::string& msg) { std::cerr << "[ERROR] " << msg << '\n'; }
#ifdef __APPLE__
constexpr SDL_GPUShaderFormat SHADER_FORMAT = SDL_GPU_SHADERFORMAT_MSL;
constexpr const char* VERTEX_ENTRY = "passthrough_vs";
constexpr const char* FRAGMENT_ENTRY = "test_fs"; // overridden per-shader (see loadShader)
constexpr const char* VERTEX_SUFFIX = ".vert.msl";
constexpr const char* FRAGMENT_SUFFIX = ".frag.msl";
#else
constexpr SDL_GPUShaderFormat SHADER_FORMAT = SDL_GPU_SHADERFORMAT_SPIRV;
constexpr const char* VERTEX_ENTRY = "main";
constexpr const char* FRAGMENT_ENTRY = "main";
constexpr const char* VERTEX_SUFFIX = ".vert.spv";
constexpr const char* FRAGMENT_SUFFIX = ".frag.spv";
#endif
} // namespace
Sdl3GpuShaderBackend::~Sdl3GpuShaderBackend() { cleanup(); }
auto Sdl3GpuShaderBackend::init(SDL_Window* window) -> bool {
window_ = window;
return createDevice();
}
auto Sdl3GpuShaderBackend::createDevice() -> bool {
device_ = SDL_CreateGPUDevice(SHADER_FORMAT, false, nullptr);
if (device_ == nullptr) {
logError(std::string("SDL_CreateGPUDevice failed: ") + SDL_GetError());
return false;
}
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
logError(std::string("SDL_ClaimWindowForGPUDevice failed: ") + SDL_GetError());
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
return false;
}
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode());
const char* name = SDL_GetGPUDeviceDriver(device_);
const std::string raw = (name != nullptr) ? name : "GPU";
if (raw == "vulkan") { driver_name_ = "Vulkan"; }
else if (raw == "metal") { driver_name_ = "Metal"; }
else if (raw == "d3d12") { driver_name_ = "D3D12"; }
else if (!raw.empty()) {
driver_name_ = raw;
driver_name_[0] = static_cast<char>(std::toupper(static_cast<unsigned char>(driver_name_[0])));
} else {
driver_name_ = "GPU";
}
logInfo("GPU driver: " + driver_name_);
return true;
}
auto Sdl3GpuShaderBackend::loadVertexShaderFor(const ShaderProgramSpec& spec) -> bool {
if (vertex_shader_ != nullptr) { return true; }
const std::filesystem::path common_dir = spec.folder.parent_path() / "_common";
const std::filesystem::path vertex_path = common_dir / (std::string("passthrough") + VERTEX_SUFFIX);
vertex_shader_ = Sdl3Gpu::loadShaderFromFile(device_, vertex_path, SHADER_FORMAT,
VERTEX_ENTRY, SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
if (vertex_shader_ == nullptr) {
logError("Failed to load shared vertex shader: " + vertex_path.string() + " (" + SDL_GetError() + ")");
return false;
}
logInfo("Loaded shared vertex shader: " + vertex_path.filename().string());
return true;
}
auto Sdl3GpuShaderBackend::buildPipeline(SDL_GPUShader* fragment) -> SDL_GPUGraphicsPipeline* {
const SDL_GPUTextureFormat SWAPCHAIN_FORMAT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
SDL_GPUColorTargetBlendState no_blend{};
SDL_GPUColorTargetDescription color_target{};
color_target.format = SWAPCHAIN_FORMAT;
color_target.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo info{};
info.vertex_shader = vertex_shader_;
info.fragment_shader = fragment;
info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
info.target_info.num_color_targets = 1;
info.target_info.color_target_descriptions = &color_target;
SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device_, &info);
if (pipeline == nullptr) {
logError(std::string("SDL_CreateGPUGraphicsPipeline failed: ") + SDL_GetError());
}
return pipeline;
}
auto Sdl3GpuShaderBackend::loadShader(const ShaderProgramSpec& spec) -> bool {
if (device_ == nullptr) { return false; }
if (!loadVertexShaderFor(spec)) { return false; }
const std::filesystem::path frag_path = spec.folder / (spec.base_name + FRAGMENT_SUFFIX);
#ifdef __APPLE__
const std::string entry = spec.base_name + "_fs";
const char* fragment_entry = entry.c_str();
#else
const char* fragment_entry = FRAGMENT_ENTRY;
#endif
SDL_GPUShader* new_fragment = Sdl3Gpu::loadShaderFromFile(device_, frag_path, SHADER_FORMAT,
fragment_entry, SDL_GPU_SHADERSTAGE_FRAGMENT, 0, 1);
if (new_fragment == nullptr) {
logError("Failed to load fragment shader: " + frag_path.string() + " (" + SDL_GetError() + ")");
return false;
}
SDL_GPUGraphicsPipeline* new_pipeline = buildPipeline(new_fragment);
if (new_pipeline == nullptr) {
SDL_ReleaseGPUShader(device_, new_fragment);
return false;
}
SDL_WaitForGPUIdle(device_);
if (pipeline_ != nullptr) { SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_); }
if (fragment_shader_ != nullptr) { SDL_ReleaseGPUShader(device_, fragment_shader_); }
pipeline_ = new_pipeline;
fragment_shader_ = new_fragment;
logInfo("Shader loaded successfully: " + spec.base_name);
return true;
}
void Sdl3GpuShaderBackend::render(const ShaderUniforms& uniforms) {
if (device_ == nullptr || pipeline_ == nullptr) { return; }
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) { return; }
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
Uint32 sh = 0;
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh) || swapchain == nullptr) {
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
SDL_GPUColorTargetInfo color_target{};
color_target.texture = swapchain;
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.clear_color = {.r = 0.0f, .g = 0.0f, .b = 0.0f, .a = 1.0f};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass != nullptr) {
SDL_GPUViewport vp{};
vp.x = 0.0f;
vp.y = 0.0f;
vp.w = static_cast<float>(sw);
vp.h = static_cast<float>(sh);
vp.min_depth = 0.0f;
vp.max_depth = 1.0f;
SDL_SetGPUViewport(pass, &vp);
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
UniformsStd140 ubo{};
ubo.iTime = uniforms.iTime;
ubo.iResolutionX = uniforms.iResolutionX;
ubo.iResolutionY = uniforms.iResolutionY;
SDL_PushGPUFragmentUniformData(cmd, 0, &ubo, sizeof(ubo));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_SubmitGPUCommandBuffer(cmd);
}
void Sdl3GpuShaderBackend::setVSync(bool vsync) {
vsync_ = vsync;
if (device_ != nullptr && window_ != nullptr) {
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode());
logInfo(vsync ? "VSync enabled" : "VSync disabled");
}
}
auto Sdl3GpuShaderBackend::bestPresentMode() const -> SDL_GPUPresentMode {
if (vsync_) { return SDL_GPU_PRESENTMODE_VSYNC; }
if (device_ != nullptr && window_ != nullptr) {
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
return SDL_GPU_PRESENTMODE_IMMEDIATE;
}
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
return SDL_GPU_PRESENTMODE_MAILBOX;
}
}
return SDL_GPU_PRESENTMODE_VSYNC;
}
void Sdl3GpuShaderBackend::cleanup() {
if (device_ == nullptr) { return; }
SDL_WaitForGPUIdle(device_);
if (pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
if (fragment_shader_ != nullptr) {
SDL_ReleaseGPUShader(device_, fragment_shader_);
fragment_shader_ = nullptr;
}
if (vertex_shader_ != nullptr) {
SDL_ReleaseGPUShader(device_, vertex_shader_);
vertex_shader_ = nullptr;
}
if (window_ != nullptr) {
SDL_ReleaseWindowFromGPUDevice(device_, window_);
}
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
window_ = nullptr;
}
auto makeSdl3GpuBackend() -> std::unique_ptr<IShaderBackend> {
return std::make_unique<Sdl3GpuShaderBackend>();
}
} // namespace Rendering