add msaa toggle
This commit is contained in:
parent
45ca42df99
commit
31823101a5
281
src/main.cpp
281
src/main.cpp
@ -39,6 +39,10 @@ static SDL_GPUBuffer *tile_infos_buffer;
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static Sint32 window_width;
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static Sint32 window_height;
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static Sint32 msaa_texture_width;
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static Sint32 msaa_texture_height;
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static SDL_GPUTexture *msaa_texture;
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static bool Running = true;
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static M4x4 view_matrix = view (V3_(0.0f, 0.0f, 0.0f), radians(45.0f), 10.0f);
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@ -661,105 +665,10 @@ static void setup_memory_functions() {
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static void setup_memory_functions() {}
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#endif
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int main(int argc, char **argv) {
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setup_memory_functions();
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load_map();
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#ifdef SDL_PLATFORM_LINUX
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if (!getenv("ENABLE_VULKAN_RENDERDOC_CAPTURE"))
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SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "wayland,x11");
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#endif
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
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log_error("Failed to initialize SDL (%s). Exiting.", SDL_GetError());
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return 1;
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}
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device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL);
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if (!device) {
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log_error("Failed to create gpu device (%s). Exiting.", SDL_GetError());
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return 1;
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}
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SDL_SetGPUAllowedFramesInFlight(device, 1);
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window = SDL_CreateWindow("Mikemon", 1280, 720, SDL_WINDOW_RESIZABLE);
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if (!window) {
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log_error("Failed to create window (%s). Exiting.", SDL_GetError());
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return 1;
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}
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if (!SDL_ClaimWindowForGPUDevice(device, window)) {
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log_error("Failed to claim window for gpu device (%s). Exiting.", SDL_GetError());
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return 1;
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}
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SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC);
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SDL_GPUShaderCreateInfo basic_vertex_shader_info = {
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.code_size = SDL_arraysize(SPIRV_basic),
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.code = SPIRV_basic,
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.entrypoint = "main_vertex",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_VERTEX,
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.num_uniform_buffers = 1,
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};
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SDL_GPUShader *basic_vertex_shader = SDL_CreateGPUShader(device, &basic_vertex_shader_info);
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if (!basic_vertex_shader) {
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log_error("Failed to create basic vertex shader. Exiting.");
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return 1;
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}
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SDL_GPUShaderCreateInfo basic_pixel_shader_info = {
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.code_size = SDL_arraysize(SPIRV_basic),
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.code = SPIRV_basic,
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.entrypoint = "main_fragment",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
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.num_samplers = 1,
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};
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SDL_GPUShader *basic_pixel_shader = SDL_CreateGPUShader(device, &basic_pixel_shader_info);
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if (!basic_pixel_shader) {
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log_error("Failed to create basic pixel shader. Exiting.");
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return 1;
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}
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SDL_GPUShaderCreateInfo world_vertex_shader_info = {
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.code_size = SDL_arraysize(SPIRV_world),
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.code = SPIRV_world,
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.entrypoint = "main_vertex",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_VERTEX,
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.num_storage_buffers = 1,
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.num_uniform_buffers = 1,
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};
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SDL_GPUShader *world_vertex_shader = SDL_CreateGPUShader(device, &world_vertex_shader_info);
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if (!world_vertex_shader) {
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log_error("Failed to create world vertex shader. Exiting.");
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return 1;
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}
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SDL_GPUShaderCreateInfo world_pixel_shader_info = {
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.code_size = SDL_arraysize(SPIRV_world),
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.code = SPIRV_world,
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.entrypoint = "main_fragment",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
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.num_samplers = 1,
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};
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SDL_GPUShader *world_pixel_shader = SDL_CreateGPUShader(device, &world_pixel_shader_info);
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if (!world_pixel_shader) {
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log_error("Failed to create world pixel shader. Exiting.");
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return 1;
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}
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bool enable_msaa = false;
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SDL_GPUSampleCount highest_supported_sample_count = SDL_GPU_SAMPLECOUNT_1;
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static bool recreate_graphics_pipelines() {
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SDL_GPUColorTargetDescription color_target_descriptions[] = {
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{
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.format = SDL_GetGPUSwapchainTextureFormat(device, window),
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@ -772,12 +681,44 @@ int main(int argc, char **argv) {
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.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
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.enable_blend = true,
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.enable_blend = true,
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},
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},
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};
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{
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{ // basic_graphics_pipeline
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SDL_GPUShaderCreateInfo basic_vertex_shader_info = {
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.code_size = SDL_arraysize(SPIRV_basic),
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.code = SPIRV_basic,
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.entrypoint = "main_vertex",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_VERTEX,
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.num_uniform_buffers = 1,
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};
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SDL_GPUShader *basic_vertex_shader = SDL_CreateGPUShader(device, &basic_vertex_shader_info);
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if (!basic_vertex_shader) {
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log_error("Failed to create basic vertex shader. Exiting.");
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return false;
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}
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SDL_GPUShaderCreateInfo basic_pixel_shader_info = {
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.code_size = SDL_arraysize(SPIRV_basic),
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.code = SPIRV_basic,
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.entrypoint = "main_fragment",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
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.num_samplers = 1,
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};
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SDL_GPUShader *basic_pixel_shader = SDL_CreateGPUShader(device, &basic_pixel_shader_info);
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if (!basic_pixel_shader) {
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log_error("Failed to create basic pixel shader. Exiting.");
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return false;
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}
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SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = {
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{
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.slot = 0,
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@ -835,12 +776,20 @@ int main(int argc, char **argv) {
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.front_face = SDL_GPU_FRONTFACE_CLOCKWISE,
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.enable_depth_clip = true,
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},
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.multisample_state = {
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.sample_count = enable_msaa ? highest_supported_sample_count : SDL_GPU_SAMPLECOUNT_1,
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},
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.target_info = {
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.color_target_descriptions = color_target_descriptions,
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.num_color_targets = SDL_arraysize(color_target_descriptions),
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},
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};
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if (basic_graphics_pipeline) {
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SDL_ReleaseGPUGraphicsPipeline(device, basic_graphics_pipeline);
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basic_graphics_pipeline = NULL;
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}
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basic_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &basic_graphics_pipeline_info);
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if (!basic_graphics_pipeline) {
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log_error("Failed to create basic graphics pipeline. Exiting.");
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@ -851,7 +800,40 @@ int main(int argc, char **argv) {
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SDL_ReleaseGPUShader(device, basic_pixel_shader);
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}
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{
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{ // world_graphics_pipeline
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SDL_GPUShaderCreateInfo world_vertex_shader_info = {
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.code_size = SDL_arraysize(SPIRV_world),
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.code = SPIRV_world,
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.entrypoint = "main_vertex",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_VERTEX,
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.num_storage_buffers = 1,
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.num_uniform_buffers = 1,
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};
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SDL_GPUShader *world_vertex_shader = SDL_CreateGPUShader(device, &world_vertex_shader_info);
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if (!world_vertex_shader) {
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log_error("Failed to create world vertex shader. Exiting.");
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return false;
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}
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SDL_GPUShaderCreateInfo world_pixel_shader_info = {
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.code_size = SDL_arraysize(SPIRV_world),
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.code = SPIRV_world,
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.entrypoint = "main_fragment",
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.format = SDL_GPU_SHADERFORMAT_SPIRV,
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.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
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.num_samplers = 1,
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};
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SDL_GPUShader *world_pixel_shader = SDL_CreateGPUShader(device, &world_pixel_shader_info);
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if (!world_pixel_shader) {
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log_error("Failed to create world pixel shader. Exiting.");
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return false;
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}
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SDL_GPUVertexBufferDescription vertex_buffer_descriptions[] = {
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{
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.slot = 0,
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@ -897,12 +879,20 @@ int main(int argc, char **argv) {
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.front_face = SDL_GPU_FRONTFACE_CLOCKWISE,
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.enable_depth_clip = true,
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},
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.multisample_state = {
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.sample_count = enable_msaa ? highest_supported_sample_count : SDL_GPU_SAMPLECOUNT_1,
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},
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.target_info = {
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.color_target_descriptions = color_target_descriptions,
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.num_color_targets = SDL_arraysize(color_target_descriptions),
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},
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};
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if (world_graphics_pipeline) {
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SDL_ReleaseGPUGraphicsPipeline(device, world_graphics_pipeline);
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world_graphics_pipeline = NULL;
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}
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world_graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, &world_graphics_pipeline_info);
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if (!world_graphics_pipeline) {
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log_error("Failed to create world graphics pipeline. Exiting.");
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@ -913,6 +903,50 @@ int main(int argc, char **argv) {
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SDL_ReleaseGPUShader(device, world_pixel_shader);
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}
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return true;
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}
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int main(int argc, char **argv) {
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setup_memory_functions();
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load_map();
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#ifdef SDL_PLATFORM_LINUX
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if (!getenv("ENABLE_VULKAN_RENDERDOC_CAPTURE"))
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SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "wayland,x11");
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#endif
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
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log_error("Failed to initialize SDL (%s). Exiting.", SDL_GetError());
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return 1;
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}
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device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL);
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if (!device) {
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log_error("Failed to create gpu device (%s). Exiting.", SDL_GetError());
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return 1;
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}
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SDL_SetGPUAllowedFramesInFlight(device, 1);
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window = SDL_CreateWindow("Mikemon", 1280, 720, SDL_WINDOW_RESIZABLE);
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if (!window) {
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log_error("Failed to create window (%s). Exiting.", SDL_GetError());
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return 1;
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}
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if (!SDL_ClaimWindowForGPUDevice(device, window)) {
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log_error("Failed to claim window for gpu device (%s). Exiting.", SDL_GetError());
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return 1;
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}
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SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC);
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SDL_GPUTextureFormat swapchain_format = SDL_GetGPUSwapchainTextureFormat(device, window);
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highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_2) ? SDL_GPU_SAMPLECOUNT_2 : highest_supported_sample_count;
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highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_4) ? SDL_GPU_SAMPLECOUNT_4 : highest_supported_sample_count;
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highest_supported_sample_count = SDL_GPUTextureSupportsSampleCount(device, swapchain_format, SDL_GPU_SAMPLECOUNT_8) ? SDL_GPU_SAMPLECOUNT_8 : highest_supported_sample_count;
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recreate_graphics_pipelines();
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SDL_GPUTexture *player_texture = create_shader_texture("../assets/decorations/strawberry.png");
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if (!player_texture) {
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log_error("Failed to create shader texture. Exiting.");
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@ -1115,6 +1149,14 @@ int main(int argc, char **argv) {
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ImGui::DragFloat("fovy", &per_frame.fovy_degrees);
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ImGui::DragFloat("camera_distance", &per_frame.camera_distance, 0.25f, 1.0f, INFINITY);
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ImGui::DragFloat("camera_tilt", &per_frame.camera_tilt, 0.25f, 0.0f, 89.0f);
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if (ImGui::Checkbox("MSAA", &enable_msaa)) {
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recreate_graphics_pipelines();
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if (msaa_texture) {
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SDL_ReleaseGPUTexture(device, msaa_texture);
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msaa_texture = NULL;
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}
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}
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}
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ImGui::End();
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@ -1276,6 +1318,33 @@ int main(int argc, char **argv) {
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ImDrawData *draw_data = ImGui::GetDrawData();
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continue;
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}
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if (enable_msaa && (!msaa_texture || msaa_texture_width != width || msaa_texture_height != height)) {
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if (msaa_texture) {
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SDL_ReleaseGPUTexture(device, msaa_texture);
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msaa_texture = NULL;
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}
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SDL_GPUTextureCreateInfo texture_info = {
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.type = SDL_GPU_TEXTURETYPE_2D,
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.format = swapchain_format,
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.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
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.width = (Uint32)width,
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.height = (Uint32)height,
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.layer_count_or_depth = 1,
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.num_levels = 1,
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.sample_count = highest_supported_sample_count,
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};
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msaa_texture = SDL_CreateGPUTexture(device, &texture_info);
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if (!msaa_texture) {
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log_error("Failed to create gpu texture (%s).", SDL_GetError());
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return 1;
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}
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msaa_texture_width = width;
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msaa_texture_height = height;
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}
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{
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ZoneScopedN("Update");
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@ -1308,10 +1377,12 @@ int main(int argc, char **argv) {
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}
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SDL_GPUColorTargetInfo color_target_info = {
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.texture = swapchain_texture,
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.clear_color = { .r = 1.0f, .g = 0.0f, .b = 1.0f, .a = 1.0f },
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = SDL_GPU_STOREOP_STORE,
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.texture = enable_msaa ? msaa_texture : swapchain_texture,
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.clear_color = { .r = 1.0f, .g = 0.0f, .b = 1.0f, .a = 1.0f },
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.load_op = SDL_GPU_LOADOP_CLEAR,
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.store_op = enable_msaa ? SDL_GPU_STOREOP_RESOLVE : SDL_GPU_STOREOP_STORE,
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.resolve_texture = swapchain_texture,
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.cycle = true,
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};
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SDL_GPURenderPass *render_pass = SDL_BeginGPURenderPass(command_buffer, &color_target_info, 1, NULL);
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