From 2b16b72221ffba63df6788f6519826cae5da82bd Mon Sep 17 00:00:00 2001 From: captain0xff Date: Thu, 31 Oct 2024 00:07:43 +0530 Subject: [PATCH] add shader support for the other backends --- examples/testgputext.c | 58 +++++++++++++++++++++++++++--------------- 1 file changed, 37 insertions(+), 21 deletions(-) diff --git a/examples/testgputext.c b/examples/testgputext.c index d5e6e9eb..ef527863 100644 --- a/examples/testgputext.c +++ b/examples/testgputext.c @@ -3,11 +3,15 @@ #include #include "testgputext/shaders/spir-v.h" +#include "testgputext/shaders/dxbc50.h" +#include "testgputext/shaders/dxil60.h" +#include "testgputext/shaders/metal.h" #define SDL_MATH_3D_IMPLEMENTATION #include "testgputext/SDL_math3d.h" #define MAX_VERTEX_COUNT 4000 #define MAX_INDEX_COUNT 6000 +#define SUPPORTED_SHADER_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB) typedef struct Vec2 { @@ -64,32 +68,44 @@ void *check_error_ptr(void *ptr) SDL_GPUShader *load_shader( SDL_GPUDevice *device, - const unsigned char code[], - const unsigned int code_size, bool is_vertex, Uint32 sampler_count, Uint32 uniform_buffer_count, Uint32 storage_buffer_count, Uint32 storage_texture_count) { - SDL_GPUShaderCreateInfo shader_info = { - .code = code, - .code_size = code_size, - .entrypoint = "main", - .format = SDL_GPU_SHADERFORMAT_SPIRV, - .stage = (is_vertex) ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT, - .num_samplers = sampler_count, - .num_uniform_buffers = uniform_buffer_count, - .num_storage_buffers = storage_buffer_count, - .num_storage_textures = storage_texture_count - }; - SDL_GPUShader *shader = SDL_CreateGPUShader(device, &shader_info); - if (shader == NULL) { - SDL_Log("Failed to create shader!"); - return NULL; + SDL_GPUShaderCreateInfo createinfo; + createinfo.num_samplers = sampler_count; + createinfo.num_storage_buffers = storage_buffer_count; + createinfo.num_storage_textures = storage_texture_count; + createinfo.num_uniform_buffers = uniform_buffer_count; + createinfo.props = 0; + + SDL_GPUShaderFormat format = SDL_GetGPUShaderFormats(device); + if (format & SDL_GPU_SHADERFORMAT_DXBC) { + createinfo.format = SDL_GPU_SHADERFORMAT_DXBC; + createinfo.code = (Uint8*)(is_vertex ? shader_vert_sm50_dxbc : shader_frag_sm50_dxbc); + createinfo.code_size = is_vertex ? SDL_arraysize(shader_vert_sm50_dxbc) : SDL_arraysize(shader_frag_sm50_dxbc); + createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain"; + } else if (format & SDL_GPU_SHADERFORMAT_DXIL) { + createinfo.format = SDL_GPU_SHADERFORMAT_DXIL; + createinfo.code = is_vertex ? shader_vert_sm60_dxil : shader_frag_sm60_dxil; + createinfo.code_size = is_vertex ? SDL_arraysize(shader_vert_sm60_dxil) : SDL_arraysize(shader_frag_sm60_dxil); + createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain"; + } else if (format & SDL_GPU_SHADERFORMAT_METALLIB) { + createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB; + createinfo.code = is_vertex ? shader_vert_metal : shader_frag_metal; + createinfo.code_size = is_vertex ? shader_frag_metal_len : shader_frag_metal_len; + createinfo.entrypoint = is_vertex ? "vs_main" : "fs_main"; + } else { + createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV; + createinfo.code = is_vertex ? shader_vert_spv : shader_frag_spv; + createinfo.code_size = is_vertex ? shader_vert_spv_len : shader_frag_spv_len; + createinfo.entrypoint = "main"; } - return shader; + createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT; + return SDL_CreateGPUShader(device, &createinfo); } void queue_text_sequence(GeometryData *geometry_data, TTF_GPUAtlasDrawSequence *sequence, SDL_FColor *colour) @@ -222,11 +238,11 @@ int main(int argc, char *argv[]) context.window = check_error_ptr(SDL_CreateWindow("GPU text test", 800, 600, 0)); - context.device = check_error_ptr(SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL)); + context.device = check_error_ptr(SDL_CreateGPUDevice(SUPPORTED_SHADER_FORMATS, true, NULL)); check_error_bool(SDL_ClaimWindowForGPUDevice(context.device, context.window)); - SDL_GPUShader *vertex_shader = load_shader(context.device, shader_vert_spv, shader_vert_spv_len, true, 0, 1, 0, 0); - SDL_GPUShader *fragment_shader = load_shader(context.device, shader_frag_spv, shader_frag_spv_len, false, 1, 0, 0, 0); + SDL_GPUShader *vertex_shader = load_shader(context.device, true, 0, 1, 0, 0); + SDL_GPUShader *fragment_shader = load_shader(context.device, false, 1, 0, 0, 0); SDL_GPUGraphicsPipelineCreateInfo pipeline_create_info = { .target_info = {