move framebuffer management from the renderer to the app
This commit is contained in:
+40
-51
@@ -17,19 +17,16 @@ typedef struct R_Texture_Impl {
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Uint32 width;
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Uint32 height;
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Uint32 sample_count;
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bool multisampled;
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R_Texture_Format format;
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} R_Texture_Impl;
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R_Texture R_framebuffer;
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R_Texture R_surface;
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static SDL_Window *window;
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static SDL_GPUDevice *device;
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static R_Texture_Format surface_format;
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static SDL_GPUTexture *surface_texture;
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static R_Texture framebuffer;
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static R_Texture_Impl surface;
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static SDL_GPUTransferBuffer *transfer_buffer;
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@@ -90,7 +87,7 @@ static SDL_GPUStoreOp store_ops[] = {
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};
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static_assert(SDL_arraysize(store_ops) == R_STORE_OP_COUNT);
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R_Texture renderer_texture_create(R_Texture_Format format, R_Texture_Usage usage, Uint32 sample_count, Uint32 width, Uint32 height, void *data, const char *debug_name) {
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R_Texture renderer_texture_create(R_Texture_Format format, R_Texture_Usage usage, bool multisampled, Uint32 width, Uint32 height, void *data, const char *debug_name) {
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SDL_PropertiesID properties = SDL_CreateProperties();
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SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, debug_name);
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@@ -102,7 +99,7 @@ R_Texture renderer_texture_create(R_Texture_Format format, R_Texture_Usage usage
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.height = height,
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.layer_count_or_depth = 1,
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.num_levels = 1,
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.sample_count = sample_count == 1 ? SDL_GPU_SAMPLECOUNT_1 : SDL_GPU_SAMPLECOUNT_8,
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.sample_count = multisampled ? SDL_GPU_SAMPLECOUNT_8 : SDL_GPU_SAMPLECOUNT_1,
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.props = properties,
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});
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SDL_DestroyProperties(properties);
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@@ -120,8 +117,8 @@ R_Texture renderer_texture_create(R_Texture_Format format, R_Texture_Usage usage
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.width = width,
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.height = height,
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.sample_count = sample_count,
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.format = format,
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.multisampled = multisampled,
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.format = format,
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};
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if (data) {
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@@ -165,6 +162,22 @@ void renderer_texture_destroy(R_Texture texture) {
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SDL_free(texture);
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}
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Uint32 renderer_texture_get_width(R_Texture texture) {
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return texture->width;
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}
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Uint32 renderer_texture_get_height(R_Texture texture) {
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return texture->height;
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}
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bool renderer_texture_get_multisampled(R_Texture texture) {
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return texture->multisampled;
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}
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R_Texture_Format renderer_texture_get_format(R_Texture texture) {
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return texture->format;
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}
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R_Buffer renderer_buffer_create(R_Buffer_Usage usage, Uint32 num_bytes, void *data, const char *debug_name) {
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R_Buffer_Impl *result = SDL_calloc(1, sizeof(R_Buffer_Impl));
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if (!result) return NULL;
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@@ -246,22 +259,21 @@ void renderer_buffer_destroy(R_Buffer buffer) {
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SDL_free(buffer);
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}
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Uint32 renderer_buffer_get_size(R_Buffer buffer) {
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return buffer->num_bytes;
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}
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R_Buffer_Usage renderer_buffer_get_usage(R_Buffer buffer){
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return buffer->usage;
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}
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void renderer_frame_begin() {
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SDL_assert(R_framebuffer == NULL);
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SDL_assert(R_surface == NULL);
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Uint32 surface_width = 0, surface_height = 0;
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SDL_WaitAndAcquireGPUSwapchainTexture(render_command_buffer, window, &surface_texture, &surface_width, &surface_height);
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SDL_WaitAndAcquireGPUSwapchainTexture(render_command_buffer, window, &surface.texture, &surface.width, &surface.height);
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if (!framebuffer || framebuffer->width != surface_width || framebuffer->height != surface_height) {
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if (framebuffer) {
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renderer_texture_destroy(framebuffer);
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framebuffer = NULL;
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}
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framebuffer = renderer_texture_create(surface_format, R_TEXTURE_USAGE_TARGET, 8, surface_width, surface_height, NULL, "R_framebuffer");
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}
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R_framebuffer = framebuffer;
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R_surface = &surface;
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}
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void renderer_frame_end() {
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@@ -273,36 +285,13 @@ void renderer_frame_end() {
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render_pass = NULL;
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}
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render_pass = SDL_BeginGPURenderPass(render_command_buffer,
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&(SDL_GPUColorTargetInfo){
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.texture = framebuffer->texture,
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.mip_level = 0,
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.layer_or_depth_plane = 0,
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.clear_color = { 0.0f, 0.0f, 0.0f, 0.0f },
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.load_op = SDL_GPU_LOADOP_LOAD,
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.store_op = SDL_GPU_STOREOP_RESOLVE,
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.resolve_texture = surface_texture,
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.resolve_mip_level = 0,
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.resolve_layer = 0,
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.cycle = false,
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.cycle_resolve_texture = false,
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},
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1,
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NULL
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);
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SDL_EndGPURenderPass(render_pass);
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render_pass = NULL;
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SDL_GPUFence *frame_fence = SDL_SubmitGPUCommandBufferAndAcquireFence(render_command_buffer);
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SDL_WaitForGPUFences(device, true, &frame_fence, 1);
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copy_command_buffer = SDL_AcquireGPUCommandBuffer(device);
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render_command_buffer = SDL_AcquireGPUCommandBuffer(device);
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R_framebuffer = NULL;
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R_surface = NULL;
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copy_pass = SDL_BeginGPUCopyPass(copy_command_buffer);
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}
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@@ -397,7 +386,7 @@ bool renderer_init(SDL_Window *window_) {
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SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC);
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surface_format = R_Texture_Format_from_SDL_GPUTextureFormat(SDL_GetGPUSwapchainTextureFormat(device, window));
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surface.format = R_Texture_Format_from_SDL_GPUTextureFormat(SDL_GetGPUSwapchainTextureFormat(device, window));
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bilinear_sampler = SDL_CreateGPUSampler(device, &(SDL_GPUSamplerCreateInfo){
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.min_filter = SDL_GPU_FILTER_LINEAR,
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@@ -542,7 +531,7 @@ bool renderer_init(SDL_Window *window_) {
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.target_info = {
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.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
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{
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.format = texture_formats[surface_format],
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.format = texture_formats[surface.format],
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.blend_state = {
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.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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@@ -674,7 +663,7 @@ bool renderer_init(SDL_Window *window_) {
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.target_info = {
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.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
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{
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.format = texture_formats[surface_format],
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.format = texture_formats[surface.format],
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.blend_state = {
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.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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@@ -806,7 +795,7 @@ bool renderer_init(SDL_Window *window_) {
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.target_info = {
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.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
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{
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.format = texture_formats[surface_format],
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.format = texture_formats[surface.format],
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.blend_state = {
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.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
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.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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@@ -851,7 +840,7 @@ bool renderer_init(SDL_Window *window_) {
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void ImGui_ImplRenderer_Init() {
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cImGui_ImplSDLGPU3_Init(&(ImGui_ImplSDLGPU3_InitInfo){
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.Device = device,
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.ColorTargetFormat = texture_formats[surface_format],
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.ColorTargetFormat = texture_formats[surface.format],
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.MSAASamples = SDL_GPU_SAMPLECOUNT_8,
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.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
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.PresentMode = SDL_GPU_PRESENTMODE_VSYNC,
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