- F7/F8: nuevo setFieldScale() cambia resolución lógica en pasos del 10% (mín 50%, máx limitado por pantalla), reinicia escena como F4 - F1/F2: muestran notificación "Zoom X%" al cambiar escala de ventana - Ventana física = lógico × zoom en todo momento; resizeWindowCentered() unifica el cálculo de posición leyendo el tamaño real con SDL_GetWindowSize - PostFXUniforms::time renombrado a screen_height; scanlines usan la altura lógica actual en lugar del 720 hardcodeado — F1/F2 escalan las scanlines visualmente, F7/F8 las mantienen a 1 franja por píxel lógico - Eliminados logs de debug de calculateMaxWindowScale y setWindowScale Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
496 lines
21 KiB
C++
496 lines
21 KiB
C++
#include "gpu_pipeline.hpp"
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#include "gpu_sprite_batch.hpp" // for GpuVertex layout
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#include "gpu_ball_buffer.hpp" // for BallGPUData layout
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#include <SDL3/SDL_log.h>
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#include <cstddef> // offsetof
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#include <cstring> // strlen
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#ifndef __APPLE__
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// Generated at build time by CMake + glslc (see cmake/spv_to_header.cmake)
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#include "sprite_vert_spv.h"
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#include "sprite_frag_spv.h"
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#include "postfx_vert_spv.h"
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#include "postfx_frag_spv.h"
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#include "ball_vert_spv.h"
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#endif
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#ifdef __APPLE__
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// ============================================================================
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// MSL Shaders (Metal Shading Language, macOS)
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// ============================================================================
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// ---------------------------------------------------------------------------
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// Sprite vertex shader
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// Input: GpuVertex (pos=NDC float2, uv float2, col float4)
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// Output: position, uv, col forwarded to fragment stage
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// ---------------------------------------------------------------------------
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static const char* kSpriteVertMSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct SpriteVIn {
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float2 pos [[attribute(0)]];
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float2 uv [[attribute(1)]];
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float4 col [[attribute(2)]];
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};
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struct SpriteVOut {
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float4 pos [[position]];
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float2 uv;
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float4 col;
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};
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vertex SpriteVOut sprite_vs(SpriteVIn in [[stage_in]]) {
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SpriteVOut out;
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out.pos = float4(in.pos, 0.0, 1.0);
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out.uv = in.uv;
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out.col = in.col;
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return out;
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}
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)";
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// ---------------------------------------------------------------------------
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// Sprite fragment shader
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// Samples a texture and multiplies by vertex color (for tinting + alpha).
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// ---------------------------------------------------------------------------
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static const char* kSpriteFragMSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct SpriteVOut {
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float4 pos [[position]];
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float2 uv;
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float4 col;
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};
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fragment float4 sprite_fs(SpriteVOut in [[stage_in]],
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texture2d<float> tex [[texture(0)]],
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sampler samp [[sampler(0)]]) {
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float4 t = tex.sample(samp, in.uv);
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return float4(t.rgb * in.col.rgb, t.a * in.col.a);
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}
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)";
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// ---------------------------------------------------------------------------
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// PostFX vertex shader
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// Generates a full-screen triangle from vertex_id (no vertex buffer needed).
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// UV mapping: NDC(-1,-1)→UV(0,1) NDC(-1,3)→UV(0,-1) NDC(3,-1)→UV(2,1)
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// ---------------------------------------------------------------------------
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static const char* kPostFXVertMSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
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const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
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const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
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PostVOut out;
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out.pos = float4(positions[vid], 0.0, 1.0);
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out.uv = uvs[vid];
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return out;
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}
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)";
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// ---------------------------------------------------------------------------
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// PostFX fragment shader
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// Effects driven by PostFXUniforms (uniform buffer slot 0):
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// - Chromatic aberration: RGB channel UV offset
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// - Scanlines: sin-wave intensity modulation
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// - Vignette: radial edge darkening
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// MSL binding for fragment uniform buffer 0 with 1 sampler, 0 storage:
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// constant PostFXUniforms& u [[buffer(0)]]
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// ---------------------------------------------------------------------------
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static const char* kPostFXFragMSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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};
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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// Chromatic aberration: offset R and B channels horizontally
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float ca = u.chroma_strength * 0.005;
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float4 color;
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color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
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color.g = scene.sample(samp, in.uv ).g;
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color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
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color.a = scene.sample(samp, in.uv ).a;
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// Scanlines: horizontal sine-wave at ~360 lines (one dark band per 2 px at 720p)
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float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * u.screen_height);
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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// Vignette: radial edge darkening
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float2 d = in.uv - float2(0.5, 0.5);
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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color.rgb *= clamp(vignette, 0.0, 1.0);
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return color;
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}
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)";
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// ---------------------------------------------------------------------------
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// Ball instanced vertex shader
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// Reads BallGPUData as per-instance attributes (input_rate = INSTANCE).
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// Generates a 6-vertex quad (2 triangles) per instance using vertex_id.
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//
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// BallGPUData layout:
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// float2 center [[attribute(0)]] — NDC center (cx, cy)
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// float2 half [[attribute(1)]] — NDC half-size (hw, hh), both positive
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// float4 col [[attribute(2)]] — RGBA [0,1]
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//
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// NDC convention (SDL / Metal): Y increases upward (+1=top, -1=bottom).
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// half.x = w/screen_w, half.y = h/screen_h (positive; Y is not flipped)
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// Vertex order: TL TR BL | TR BR BL (CCW winding, standard Metal)
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// ---------------------------------------------------------------------------
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static const char* kBallInstancedVertMSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct BallInstance {
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float2 center [[attribute(0)]]; // NDC center
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float2 halfsize [[attribute(1)]]; // NDC half-size (both positive); 'half' is reserved in MSL
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float4 col [[attribute(2)]];
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};
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struct BallVOut {
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float4 pos [[position]];
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float2 uv;
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float4 col;
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};
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vertex BallVOut ball_instanced_vs(BallInstance inst [[stage_in]],
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uint vid [[vertex_id]]) {
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// Offset signs for each of the 6 vertices (TL TR BL | TR BR BL)
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const float2 offsets[6] = {
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{-1.0f, 1.0f}, // TL
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{ 1.0f, 1.0f}, // TR
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{-1.0f, -1.0f}, // BL
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{ 1.0f, 1.0f}, // TR (shared)
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{ 1.0f, -1.0f}, // BR
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{-1.0f, -1.0f}, // BL (shared)
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};
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// UV: TL=(0,0) TR=(1,0) BL=(0,1) BR=(1,1)
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const float2 uvs[6] = {
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{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f},
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{1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
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};
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float2 pos = inst.center + offsets[vid] * inst.halfsize;
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BallVOut out;
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out.pos = float4(pos.x, pos.y, 0.0f, 1.0f);
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out.uv = uvs[vid];
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out.col = inst.col;
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return out;
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}
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)";
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#endif // __APPLE__
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// ============================================================================
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// GpuPipeline implementation
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// ============================================================================
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bool GpuPipeline::init(SDL_GPUDevice* device,
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SDL_GPUTextureFormat target_format,
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SDL_GPUTextureFormat offscreen_format) {
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SDL_GPUShaderFormat supported = SDL_GetGPUShaderFormats(device);
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#ifdef __APPLE__
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if (!(supported & SDL_GPU_SHADERFORMAT_MSL)) {
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SDL_Log("GpuPipeline: MSL not supported (format mask=%u)", supported);
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return false;
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}
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#else
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if (!(supported & SDL_GPU_SHADERFORMAT_SPIRV)) {
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SDL_Log("GpuPipeline: SPIRV not supported (format mask=%u)", supported);
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return false;
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}
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#endif
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// ----------------------------------------------------------------
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// Sprite pipeline
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// ----------------------------------------------------------------
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#ifdef __APPLE__
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SDL_GPUShader* sprite_vert = createShader(device, kSpriteVertMSL, "sprite_vs",
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SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* sprite_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
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SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
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#else
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SDL_GPUShader* sprite_vert = createShaderSPIRV(device, ksprite_vert_spv, ksprite_vert_spv_size,
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"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* sprite_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
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"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
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#endif
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if (!sprite_vert || !sprite_frag) {
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SDL_Log("GpuPipeline: failed to create sprite shaders");
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if (sprite_vert) SDL_ReleaseGPUShader(device, sprite_vert);
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if (sprite_frag) SDL_ReleaseGPUShader(device, sprite_frag);
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return false;
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}
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// Vertex input: GpuVertex layout
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SDL_GPUVertexBufferDescription vb_desc = {};
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vb_desc.slot = 0;
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vb_desc.pitch = sizeof(GpuVertex);
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vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
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vb_desc.instance_step_rate = 0;
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SDL_GPUVertexAttribute attrs[3] = {};
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attrs[0].location = 0;
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attrs[0].buffer_slot = 0;
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attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attrs[0].offset = static_cast<Uint32>(offsetof(GpuVertex, x));
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attrs[1].location = 1;
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attrs[1].buffer_slot = 0;
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attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attrs[1].offset = static_cast<Uint32>(offsetof(GpuVertex, u));
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attrs[2].location = 2;
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attrs[2].buffer_slot = 0;
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attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
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attrs[2].offset = static_cast<Uint32>(offsetof(GpuVertex, r));
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SDL_GPUVertexInputState vertex_input = {};
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vertex_input.vertex_buffer_descriptions = &vb_desc;
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vertex_input.num_vertex_buffers = 1;
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vertex_input.vertex_attributes = attrs;
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vertex_input.num_vertex_attributes = 3;
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// Alpha blend state (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
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SDL_GPUColorTargetBlendState blend = {};
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blend.enable_blend = true;
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blend.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
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blend.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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blend.color_blend_op = SDL_GPU_BLENDOP_ADD;
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blend.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
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blend.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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blend.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
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blend.enable_color_write_mask = false; // write all channels
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SDL_GPUColorTargetDescription color_target_desc = {};
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color_target_desc.format = offscreen_format;
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color_target_desc.blend_state = blend;
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SDL_GPUGraphicsPipelineCreateInfo sprite_pipe_info = {};
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sprite_pipe_info.vertex_shader = sprite_vert;
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sprite_pipe_info.fragment_shader = sprite_frag;
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sprite_pipe_info.vertex_input_state = vertex_input;
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sprite_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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sprite_pipe_info.target_info.num_color_targets = 1;
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sprite_pipe_info.target_info.color_target_descriptions = &color_target_desc;
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sprite_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &sprite_pipe_info);
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SDL_ReleaseGPUShader(device, sprite_vert);
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SDL_ReleaseGPUShader(device, sprite_frag);
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if (!sprite_pipeline_) {
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SDL_Log("GpuPipeline: sprite pipeline creation failed: %s", SDL_GetError());
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return false;
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}
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// ----------------------------------------------------------------
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// Ball instanced pipeline
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// Vertex: ball_instanced_vs (BallGPUData per-instance, no index buffer)
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// Fragment: sprite_fs (same texture+color blend as sprite pipeline)
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// Targets: offscreen (same as sprite pipeline)
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// ----------------------------------------------------------------
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#ifdef __APPLE__
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SDL_GPUShader* ball_vert = createShader(device, kBallInstancedVertMSL, "ball_instanced_vs",
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SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* ball_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
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SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
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#else
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SDL_GPUShader* ball_vert = createShaderSPIRV(device, kball_vert_spv, kball_vert_spv_size,
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"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* ball_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
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"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
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#endif
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if (!ball_vert || !ball_frag) {
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SDL_Log("GpuPipeline: failed to create ball instanced shaders");
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if (ball_vert) SDL_ReleaseGPUShader(device, ball_vert);
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if (ball_frag) SDL_ReleaseGPUShader(device, ball_frag);
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return false;
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}
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// Vertex input: BallGPUData as per-instance data (step rate = 1 instance)
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SDL_GPUVertexBufferDescription ball_vb_desc = {};
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ball_vb_desc.slot = 0;
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ball_vb_desc.pitch = sizeof(BallGPUData);
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ball_vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE;
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ball_vb_desc.instance_step_rate = 1;
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SDL_GPUVertexAttribute ball_attrs[3] = {};
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// attr 0: center (float2) at offset 0
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ball_attrs[0].location = 0;
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ball_attrs[0].buffer_slot = 0;
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ball_attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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ball_attrs[0].offset = static_cast<Uint32>(offsetof(BallGPUData, cx));
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// attr 1: half-size (float2) at offset 8
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ball_attrs[1].location = 1;
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ball_attrs[1].buffer_slot = 0;
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ball_attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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ball_attrs[1].offset = static_cast<Uint32>(offsetof(BallGPUData, hw));
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// attr 2: color (float4) at offset 16
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ball_attrs[2].location = 2;
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ball_attrs[2].buffer_slot = 0;
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ball_attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
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ball_attrs[2].offset = static_cast<Uint32>(offsetof(BallGPUData, r));
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SDL_GPUVertexInputState ball_vertex_input = {};
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ball_vertex_input.vertex_buffer_descriptions = &ball_vb_desc;
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ball_vertex_input.num_vertex_buffers = 1;
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ball_vertex_input.vertex_attributes = ball_attrs;
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ball_vertex_input.num_vertex_attributes = 3;
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SDL_GPUGraphicsPipelineCreateInfo ball_pipe_info = {};
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ball_pipe_info.vertex_shader = ball_vert;
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ball_pipe_info.fragment_shader = ball_frag;
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ball_pipe_info.vertex_input_state = ball_vertex_input;
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ball_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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ball_pipe_info.target_info.num_color_targets = 1;
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ball_pipe_info.target_info.color_target_descriptions = &color_target_desc;
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ball_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &ball_pipe_info);
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SDL_ReleaseGPUShader(device, ball_vert);
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SDL_ReleaseGPUShader(device, ball_frag);
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if (!ball_pipeline_) {
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SDL_Log("GpuPipeline: ball instanced pipeline creation failed: %s", SDL_GetError());
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return false;
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}
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// ----------------------------------------------------------------
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// UI overlay pipeline (same as sprite but renders to swapchain format)
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// Reuse sprite shaders with different target format.
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// We create a second version of the sprite pipeline for swapchain.
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// ----------------------------------------------------------------
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// (postfx pipeline targets swapchain; UI overlay also targets swapchain
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// but needs its own pipeline with swapchain format.)
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// For simplicity, the sprite pipeline is used for the offscreen pass only.
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// The UI overlay is composited via a separate postfx-like pass below.
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// ----------------------------------------------------------------
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// PostFX pipeline
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// ----------------------------------------------------------------
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#ifdef __APPLE__
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SDL_GPUShader* postfx_vert = createShader(device, kPostFXVertMSL, "postfx_vs",
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SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* postfx_frag = createShader(device, kPostFXFragMSL, "postfx_fs",
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SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* postfx_vert = createShaderSPIRV(device, kpostfx_vert_spv, kpostfx_vert_spv_size,
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"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* postfx_frag = createShaderSPIRV(device, kpostfx_frag_spv, kpostfx_frag_spv_size,
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"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#endif
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if (!postfx_vert || !postfx_frag) {
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SDL_Log("GpuPipeline: failed to create postfx shaders");
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if (postfx_vert) SDL_ReleaseGPUShader(device, postfx_vert);
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if (postfx_frag) SDL_ReleaseGPUShader(device, postfx_frag);
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return false;
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}
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// PostFX: no vertex input (uses vertex_id), no blend (replace output)
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SDL_GPUColorTargetBlendState no_blend = {};
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no_blend.enable_blend = false;
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no_blend.enable_color_write_mask = false;
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SDL_GPUColorTargetDescription postfx_target_desc = {};
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postfx_target_desc.format = target_format;
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postfx_target_desc.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo postfx_pipe_info = {};
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postfx_pipe_info.vertex_shader = postfx_vert;
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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.target_info.color_target_descriptions = &postfx_target_desc;
|
|
|
|
postfx_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &postfx_pipe_info);
|
|
|
|
SDL_ReleaseGPUShader(device, postfx_vert);
|
|
SDL_ReleaseGPUShader(device, postfx_frag);
|
|
|
|
if (!postfx_pipeline_) {
|
|
SDL_Log("GpuPipeline: postfx pipeline creation failed: %s", SDL_GetError());
|
|
return false;
|
|
}
|
|
|
|
SDL_Log("GpuPipeline: all pipelines created successfully");
|
|
return true;
|
|
}
|
|
|
|
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; }
|
|
}
|
|
|
|
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) {
|
|
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.num_storage_textures = 0;
|
|
info.num_storage_buffers = num_storage_buffers;
|
|
info.num_uniform_buffers = num_uniform_buffers;
|
|
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
|
|
if (!shader)
|
|
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) {
|
|
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.num_storage_textures = 0;
|
|
info.num_storage_buffers = num_storage_buffers;
|
|
info.num_uniform_buffers = num_uniform_buffers;
|
|
|
|
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
|
|
if (!shader) {
|
|
SDL_Log("GpuPipeline: shader '%s' failed: %s", entrypoint, SDL_GetError());
|
|
}
|
|
return shader;
|
|
}
|