style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)

Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors
más ajustes manuales posteriores:

- modernize: designated-initializers, trailing-return-type, use-auto,
  avoid-c-arrays (→ std::array<>), use-ranges, use-emplace,
  deprecated-headers, use-equals-default, pass-by-value,
  return-braced-init-list, use-default-member-init
- readability: math-missing-parentheses, implicit-bool-conversion,
  braces-around-statements, isolate-declaration, use-std-min-max,
  identifier-naming, else-after-return, redundant-casting,
  convert-member-functions-to-static, make-member-function-const,
  static-accessed-through-instance
- performance: avoid-endl, unnecessary-value-param, type-promotion,
  inefficient-vector-operation
- dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData),
  dead stores en engine.cpp y png_shape.cpp
- NOLINT justificado en 10 funciones con alta complejidad cognitiva
  (initialize, render, main, processEvents, update×3, performDemoAction,
  randomizeOnDemoStart, renderDebugHUD, AppLogo::update)

Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-21 10:52:07 +01:00
parent 4801f287df
commit c9bcce6f9b
71 changed files with 3469 additions and 2838 deletions

View File

@@ -1,18 +1,21 @@
#include "gpu_pipeline.hpp"
#include "gpu_sprite_batch.hpp" // for GpuVertex layout
#include "gpu_ball_buffer.hpp" // for BallGPUData layout
#include <SDL3/SDL_log.h>
#include <array> // for std::array
#include <cstddef> // offsetof
#include <cstring> // strlen
#include "gpu_ball_buffer.hpp" // for BallGPUData layout
#include "gpu_sprite_batch.hpp" // for GpuVertex layout
#ifndef __APPLE__
// Generated at build time by CMake + glslc (see cmake/spv_to_header.cmake)
#include "sprite_vert_spv.h"
#include "sprite_frag_spv.h"
#include "postfx_vert_spv.h"
#include "postfx_frag_spv.h"
#include "ball_vert_spv.h"
#include "postfx_frag_spv.h"
#include "postfx_vert_spv.h"
#include "sprite_frag_spv.h"
#include "sprite_vert_spv.h"
#endif
#ifdef __APPLE__
@@ -198,15 +201,15 @@ vertex BallVOut ball_instanced_vs(BallInstance inst [[stage_in]],
return out;
}
)";
#endif // __APPLE__
#endif // __APPLE__
// ============================================================================
// GpuPipeline implementation
// ============================================================================
bool GpuPipeline::init(SDL_GPUDevice* device,
SDL_GPUTextureFormat target_format,
SDL_GPUTextureFormat offscreen_format) {
auto GpuPipeline::init(SDL_GPUDevice* device,
SDL_GPUTextureFormat target_format,
SDL_GPUTextureFormat offscreen_format) -> bool {
SDL_GPUShaderFormat supported = SDL_GetGPUShaderFormats(device);
#ifdef __APPLE__
if (!(supported & SDL_GPU_SHADERFORMAT_MSL)) {
@@ -214,7 +217,7 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
return false;
}
#else
if (!(supported & SDL_GPU_SHADERFORMAT_SPIRV)) {
if ((supported & SDL_GPU_SHADERFORMAT_SPIRV) == 0u) {
SDL_Log("GpuPipeline: SPIRV not supported (format mask=%u)", supported);
return false;
}
@@ -224,81 +227,81 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
// Sprite pipeline
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* sprite_vert = createShader(device, kSpriteVertMSL, "sprite_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
SDL_GPUShader* sprite_vert = createShader(device, kSpriteVertMSL, "sprite_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShader(device, kSpriteFragMSL, "sprite_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* sprite_vert = createShaderSPIRV(device, ksprite_vert_spv, ksprite_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
SDL_GPUShader* sprite_vert = createShaderSPIRV(device, ksprite_vert_spv, ksprite_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if (!sprite_vert || !sprite_frag) {
if ((sprite_vert == nullptr) || (sprite_frag == nullptr)) {
SDL_Log("GpuPipeline: failed to create sprite shaders");
if (sprite_vert) SDL_ReleaseGPUShader(device, sprite_vert);
if (sprite_frag) SDL_ReleaseGPUShader(device, sprite_frag);
if (sprite_vert != nullptr) {
SDL_ReleaseGPUShader(device, sprite_vert);
}
if (sprite_frag != nullptr) {
SDL_ReleaseGPUShader(device, sprite_frag);
}
return false;
}
// Vertex input: GpuVertex layout
SDL_GPUVertexBufferDescription vb_desc = {};
vb_desc.slot = 0;
vb_desc.pitch = sizeof(GpuVertex);
vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vb_desc.slot = 0;
vb_desc.pitch = sizeof(GpuVertex);
vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vb_desc.instance_step_rate = 0;
SDL_GPUVertexAttribute attrs[3] = {};
attrs[0].location = 0;
std::array<SDL_GPUVertexAttribute, 3> attrs = {};
attrs[0].location = 0;
attrs[0].buffer_slot = 0;
attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[0].offset = static_cast<Uint32>(offsetof(GpuVertex, x));
attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[0].offset = static_cast<Uint32>(offsetof(GpuVertex, x));
attrs[1].location = 1;
attrs[1].location = 1;
attrs[1].buffer_slot = 0;
attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[1].offset = static_cast<Uint32>(offsetof(GpuVertex, u));
attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[1].offset = static_cast<Uint32>(offsetof(GpuVertex, u));
attrs[2].location = 2;
attrs[2].location = 2;
attrs[2].buffer_slot = 0;
attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
attrs[2].offset = static_cast<Uint32>(offsetof(GpuVertex, r));
attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
attrs[2].offset = static_cast<Uint32>(offsetof(GpuVertex, r));
SDL_GPUVertexInputState vertex_input = {};
vertex_input.vertex_buffer_descriptions = &vb_desc;
vertex_input.num_vertex_buffers = 1;
vertex_input.vertex_attributes = attrs;
vertex_input.num_vertex_attributes = 3;
vertex_input.num_vertex_buffers = 1;
vertex_input.vertex_attributes = attrs.data();
vertex_input.num_vertex_attributes = 3;
// Alpha blend state (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
SDL_GPUColorTargetBlendState blend = {};
blend.enable_blend = true;
blend.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend.enable_color_write_mask = false; // write all channels
blend.enable_blend = true;
blend.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend.enable_color_write_mask = false; // write all channels
SDL_GPUColorTargetDescription color_target_desc = {};
color_target_desc.format = offscreen_format;
color_target_desc.format = offscreen_format;
color_target_desc.blend_state = blend;
SDL_GPUGraphicsPipelineCreateInfo sprite_pipe_info = {};
sprite_pipe_info.vertex_shader = sprite_vert;
sprite_pipe_info.fragment_shader = sprite_frag;
sprite_pipe_info.vertex_shader = sprite_vert;
sprite_pipe_info.fragment_shader = sprite_frag;
sprite_pipe_info.vertex_input_state = vertex_input;
sprite_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
sprite_pipe_info.target_info.num_color_targets = 1;
sprite_pipe_info.target_info.color_target_descriptions = &color_target_desc;
sprite_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
sprite_pipe_info.target_info.num_color_targets = 1;
sprite_pipe_info.target_info.color_target_descriptions = &color_target_desc;
sprite_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &sprite_pipe_info);
SDL_ReleaseGPUShader(device, sprite_vert);
SDL_ReleaseGPUShader(device, sprite_frag);
if (!sprite_pipeline_) {
if (sprite_pipeline_ == nullptr) {
SDL_Log("GpuPipeline: sprite pipeline creation failed: %s", SDL_GetError());
return false;
}
@@ -310,59 +313,59 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
// Targets: offscreen (same as sprite pipeline)
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* ball_vert = createShader(device, kBallInstancedVertMSL, "ball_instanced_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
SDL_GPUShader* ball_vert = createShader(device, kBallInstancedVertMSL, "ball_instanced_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShader(device, kSpriteFragMSL, "sprite_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* ball_vert = createShaderSPIRV(device, kball_vert_spv, kball_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
SDL_GPUShader* ball_vert = createShaderSPIRV(device, kball_vert_spv, kball_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if (!ball_vert || !ball_frag) {
if ((ball_vert == nullptr) || (ball_frag == nullptr)) {
SDL_Log("GpuPipeline: failed to create ball instanced shaders");
if (ball_vert) SDL_ReleaseGPUShader(device, ball_vert);
if (ball_frag) SDL_ReleaseGPUShader(device, ball_frag);
if (ball_vert != nullptr) {
SDL_ReleaseGPUShader(device, ball_vert);
}
if (ball_frag != nullptr) {
SDL_ReleaseGPUShader(device, ball_frag);
}
return false;
}
// Vertex input: BallGPUData as per-instance data (step rate = 1 instance)
SDL_GPUVertexBufferDescription ball_vb_desc = {};
ball_vb_desc.slot = 0;
ball_vb_desc.pitch = sizeof(BallGPUData);
ball_vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE;
ball_vb_desc.slot = 0;
ball_vb_desc.pitch = sizeof(BallGPUData);
ball_vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE;
ball_vb_desc.instance_step_rate = 1;
SDL_GPUVertexAttribute ball_attrs[3] = {};
std::array<SDL_GPUVertexAttribute, 3> ball_attrs = {};
// attr 0: center (float2) at offset 0
ball_attrs[0].location = 0;
ball_attrs[0].location = 0;
ball_attrs[0].buffer_slot = 0;
ball_attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[0].offset = static_cast<Uint32>(offsetof(BallGPUData, cx));
ball_attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[0].offset = static_cast<Uint32>(offsetof(BallGPUData, cx));
// attr 1: half-size (float2) at offset 8
ball_attrs[1].location = 1;
ball_attrs[1].location = 1;
ball_attrs[1].buffer_slot = 0;
ball_attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[1].offset = static_cast<Uint32>(offsetof(BallGPUData, hw));
ball_attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[1].offset = static_cast<Uint32>(offsetof(BallGPUData, hw));
// attr 2: color (float4) at offset 16
ball_attrs[2].location = 2;
ball_attrs[2].location = 2;
ball_attrs[2].buffer_slot = 0;
ball_attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
ball_attrs[2].offset = static_cast<Uint32>(offsetof(BallGPUData, r));
ball_attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
ball_attrs[2].offset = static_cast<Uint32>(offsetof(BallGPUData, r));
SDL_GPUVertexInputState ball_vertex_input = {};
ball_vertex_input.vertex_buffer_descriptions = &ball_vb_desc;
ball_vertex_input.num_vertex_buffers = 1;
ball_vertex_input.vertex_attributes = ball_attrs;
ball_vertex_input.num_vertex_attributes = 3;
ball_vertex_input.num_vertex_buffers = 1;
ball_vertex_input.vertex_attributes = ball_attrs.data();
ball_vertex_input.num_vertex_attributes = 3;
SDL_GPUGraphicsPipelineCreateInfo ball_pipe_info = {};
ball_pipe_info.vertex_shader = ball_vert;
ball_pipe_info.fragment_shader = ball_frag;
ball_pipe_info.vertex_shader = ball_vert;
ball_pipe_info.fragment_shader = ball_frag;
ball_pipe_info.vertex_input_state = ball_vertex_input;
ball_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
ball_pipe_info.target_info.num_color_targets = 1;
ball_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
ball_pipe_info.target_info.num_color_targets = 1;
ball_pipe_info.target_info.color_target_descriptions = &color_target_desc;
ball_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &ball_pipe_info);
@@ -370,7 +373,7 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
SDL_ReleaseGPUShader(device, ball_vert);
SDL_ReleaseGPUShader(device, ball_frag);
if (!ball_pipeline_) {
if (ball_pipeline_ == nullptr) {
SDL_Log("GpuPipeline: ball instanced pipeline creation failed: %s", SDL_GetError());
return false;
}
@@ -389,20 +392,20 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
// PostFX pipeline
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* postfx_vert = createShader(device, kPostFXVertMSL, "postfx_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShader(device, kPostFXFragMSL, "postfx_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
SDL_GPUShader* postfx_vert = createShader(device, kPostFXVertMSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShader(device, kPostFXFragMSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* postfx_vert = createShaderSPIRV(device, kpostfx_vert_spv, kpostfx_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShaderSPIRV(device, kpostfx_frag_spv, kpostfx_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
SDL_GPUShader* postfx_vert = createShaderSPIRV(device, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShaderSPIRV(device, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if (!postfx_vert || !postfx_frag) {
if ((postfx_vert == nullptr) || (postfx_frag == nullptr)) {
SDL_Log("GpuPipeline: failed to create postfx shaders");
if (postfx_vert) SDL_ReleaseGPUShader(device, postfx_vert);
if (postfx_frag) SDL_ReleaseGPUShader(device, postfx_frag);
if (postfx_vert != nullptr) {
SDL_ReleaseGPUShader(device, postfx_vert);
}
if (postfx_frag != nullptr) {
SDL_ReleaseGPUShader(device, postfx_frag);
}
return false;
}
@@ -412,17 +415,17 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
no_blend.enable_color_write_mask = false;
SDL_GPUColorTargetDescription postfx_target_desc = {};
postfx_target_desc.format = target_format;
postfx_target_desc.format = target_format;
postfx_target_desc.blend_state = no_blend;
SDL_GPUVertexInputState no_input = {};
SDL_GPUGraphicsPipelineCreateInfo postfx_pipe_info = {};
postfx_pipe_info.vertex_shader = postfx_vert;
postfx_pipe_info.fragment_shader = postfx_frag;
postfx_pipe_info.vertex_shader = postfx_vert;
postfx_pipe_info.fragment_shader = postfx_frag;
postfx_pipe_info.vertex_input_state = no_input;
postfx_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
postfx_pipe_info.target_info.num_color_targets = 1;
postfx_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
postfx_pipe_info.target_info.num_color_targets = 1;
postfx_pipe_info.target_info.color_target_descriptions = &postfx_target_desc;
postfx_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &postfx_pipe_info);
@@ -430,7 +433,7 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
SDL_ReleaseGPUShader(device, postfx_vert);
SDL_ReleaseGPUShader(device, postfx_frag);
if (!postfx_pipeline_) {
if (postfx_pipeline_ == nullptr) {
SDL_Log("GpuPipeline: postfx pipeline creation failed: %s", SDL_GetError());
return false;
}
@@ -440,55 +443,65 @@ bool GpuPipeline::init(SDL_GPUDevice* device,
}
void GpuPipeline::destroy(SDL_GPUDevice* device) {
if (sprite_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, sprite_pipeline_); sprite_pipeline_ = nullptr; }
if (ball_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, ball_pipeline_); ball_pipeline_ = nullptr; }
if (postfx_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, postfx_pipeline_); postfx_pipeline_ = nullptr; }
if (sprite_pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device, sprite_pipeline_);
sprite_pipeline_ = nullptr;
}
if (ball_pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device, ball_pipeline_);
ball_pipeline_ = nullptr;
}
if (postfx_pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device, postfx_pipeline_);
postfx_pipeline_ = nullptr;
}
}
SDL_GPUShader* GpuPipeline::createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) {
auto GpuPipeline::createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = spv_code;
info.code_size = spv_size;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_SPIRV;
info.stage = stage;
info.num_samplers = num_samplers;
info.code = spv_code;
info.code_size = spv_size;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_SPIRV;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_storage_textures = 0;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (!shader)
if (shader == nullptr) {
SDL_Log("GpuPipeline: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;
}
SDL_GPUShader* GpuPipeline::createShader(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) {
auto GpuPipeline::createShader(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = static_cast<size_t>(strlen(msl_source) + 1);
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = static_cast<size_t>(strlen(msl_source) + 1);
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_storage_textures = 0;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (!shader) {
if (shader == nullptr) {
SDL_Log("GpuPipeline: shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;