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125 lines
4.0 KiB
C
125 lines
4.0 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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/* we don't actually use any shaders in this one, so just give us lots of options for backends. */
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#define TESTGPU_SUPPORTED_FORMATS (SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXBC | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB)
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static SDLTest_CommonState *state;
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static SDL_GPUDevice *gpu_device;
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static Uint64 then = 0;
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static Uint64 frames = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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const SDL_DisplayMode *mode;
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int dw, dh;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return SDL_APP_FAILURE;
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}
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state->skip_renderer = 1;
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if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
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SDLTest_CommonQuit(state);
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return SDL_APP_FAILURE;
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}
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gpu_device = SDL_CreateGPUDevice(TESTGPU_SUPPORTED_FORMATS, true, NULL);
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if (!gpu_device) {
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SDL_Log("SDL_CreateGPUDevice failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_ClaimWindowForGPUDevice(gpu_device, state->windows[0])) {
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SDL_Log("SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
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if (mode) {
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SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode->format));
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}
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SDL_GetWindowSize(state->windows[0], &dw, &dh);
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SDL_Log("Window Size : %d,%d\n", dw, dh);
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SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh);
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SDL_Log("Draw Size : %d,%d\n", dw, dh);
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SDL_Log("\n");
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then = SDL_GetTicks();
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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SDL_GPUCommandBuffer *cmdbuf = SDL_AcquireGPUCommandBuffer(gpu_device);
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if (cmdbuf == NULL) {
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SDL_Log("SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_GPUTexture *swapchainTexture;
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if (!SDL_AcquireGPUSwapchainTexture(cmdbuf, state->windows[0], &swapchainTexture, NULL, NULL)) {
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SDL_Log("SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (swapchainTexture != NULL) {
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const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
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SDL_GPURenderPass *renderPass;
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SDL_GPUColorTargetInfo color_target_info;
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SDL_zero(color_target_info);
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color_target_info.texture = swapchainTexture;
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color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
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color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
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color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
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color_target_info.clear_color.a = 1.0f;
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color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target_info.store_op = SDL_GPU_STOREOP_STORE;
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renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
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SDL_EndGPURenderPass(renderPass);
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}
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SDL_SubmitGPUCommandBuffer(cmdbuf);
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frames++;
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* Print out some timing information */
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const Uint64 now = SDL_GetTicks();
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if (now > then) {
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SDL_Log("%2.2f frames per second\n", ((double)frames * 1000) / (now - then));
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}
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SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[0]);
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SDL_DestroyGPUDevice(gpu_device);
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SDLTest_CommonQuit(state);
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}
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