diff --git a/MojoShader b/MojoShader index 162ed8be..94852007 160000 --- a/MojoShader +++ b/MojoShader @@ -1 +1 @@ -Subproject commit 162ed8be9baa4b62b9b2f9b4f6961b949439e583 +Subproject commit 9485200731ac4d1d61dbd114ac2daf804824ca5b diff --git a/src/FNA3D_Driver_SDL.c b/src/FNA3D_Driver_SDL.c index 2c5acf1e..54659c88 100644 --- a/src/FNA3D_Driver_SDL.c +++ b/src/FNA3D_Driver_SDL.c @@ -35,7 +35,7 @@ #define MAX_UPLOAD_CYCLE_COUNT 4 #define TRANSFER_BUFFER_SIZE 16777216 /* 16 MiB */ -static inline SDL_GpuSampleCount XNAToSDL_SampleCount(int32_t sampleCount) +static inline SDL_GPUSampleCount XNAToSDL_SampleCount(int32_t sampleCount) { if (sampleCount <= 1) { @@ -60,7 +60,7 @@ static inline SDL_GpuSampleCount XNAToSDL_SampleCount(int32_t sampleCount) } } -static inline float XNAToSDL_DepthBiasScale(SDL_GpuTextureFormat format) +static inline float XNAToSDL_DepthBiasScale(SDL_GPUTextureFormat format) { switch (format) { @@ -87,7 +87,7 @@ static inline uint32_t SDLGPU_INTERNAL_RoundToAlignment( return alignment * ((value + alignment - 1) / alignment); } -static SDL_GpuTextureFormat XNAToSDL_SurfaceFormat[] = +static SDL_GPUTextureFormat XNAToSDL_SurfaceFormat[] = { SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, /* SurfaceFormat.Color */ SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, /* SurfaceFormat.Bgr565 */ @@ -116,7 +116,7 @@ static SDL_GpuTextureFormat XNAToSDL_SurfaceFormat[] = SDL_GPU_TEXTUREFORMAT_BC7_UNORM_SRGB /* SurfaceFormat.Bc7SrgbEXT */ }; -static SDL_GpuPrimitiveType XNAToSDL_PrimitiveType[] = +static SDL_GPUPrimitiveType XNAToSDL_PrimitiveType[] = { SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /* FNA3D_PRIMITIVETYPE_TRIANGLELIST */ SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /* FNA3D_PRIMITIVETYPE_TRIANGLESTRIP */ @@ -125,13 +125,13 @@ static SDL_GpuPrimitiveType XNAToSDL_PrimitiveType[] = SDL_GPU_PRIMITIVETYPE_POINTLIST /* FNA3D_PRIMITIVETYPE_POINTLIST_EXT */ }; -static SDL_GpuIndexElementSize XNAToSDL_IndexElementSize[] = +static SDL_GPUIndexElementSize XNAToSDL_IndexElementSize[] = { SDL_GPU_INDEXELEMENTSIZE_16BIT, /* FNA3D_INDEXELEMENTSIZE_16BIT */ SDL_GPU_INDEXELEMENTSIZE_32BIT /* FNA3D_INDEXELEMENTSIZE_32BIT */ }; -static SDL_GpuBlendFactor XNAToSDL_BlendFactor[] = +static SDL_GPUBlendFactor XNAToSDL_BlendFactor[] = { SDL_GPU_BLENDFACTOR_ONE, /* FNA3D_BLEND_ONE */ SDL_GPU_BLENDFACTOR_ZERO, /* FNA3D_BLEND_ZERO */ @@ -148,7 +148,7 @@ static SDL_GpuBlendFactor XNAToSDL_BlendFactor[] = SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /* FNA3D_BLEND_SOURCEALPHASATURATION */ }; -static SDL_GpuBlendOp XNAToSDL_BlendOp[] = +static SDL_GPUBlendOp XNAToSDL_BlendOp[] = { SDL_GPU_BLENDOP_ADD, /* FNA3D_BLENDFUNCTION_ADD */ SDL_GPU_BLENDOP_SUBTRACT, /* FNA3D_BLENDFUNCTION_SUBTRACT */ @@ -157,7 +157,7 @@ static SDL_GpuBlendOp XNAToSDL_BlendOp[] = SDL_GPU_BLENDOP_MIN /* FNA3D_BLENDFUNCTION_MIN */ }; -static SDL_GpuFilter XNAToSDL_MagFilter[] = +static SDL_GPUFilter XNAToSDL_MagFilter[] = { SDL_GPU_FILTER_LINEAR, /* FNA3D_TEXTUREFILTER_LINEAR */ SDL_GPU_FILTER_NEAREST, /* FNA3D_TEXTUREFILTER_POINT */ @@ -170,7 +170,7 @@ static SDL_GpuFilter XNAToSDL_MagFilter[] = SDL_GPU_FILTER_LINEAR, /* FNA3D_TEXTUREFILTER_MINPOINT_MAGLINEAR_MIPPOINT */ }; -static SDL_GpuFilter XNAToSDL_MinFilter[] = +static SDL_GPUFilter XNAToSDL_MinFilter[] = { SDL_GPU_FILTER_LINEAR, /* FNA3D_TEXTUREFILTER_LINEAR */ SDL_GPU_FILTER_NEAREST, /* FNA3D_TEXTUREFILTER_POINT */ @@ -183,7 +183,7 @@ static SDL_GpuFilter XNAToSDL_MinFilter[] = SDL_GPU_FILTER_NEAREST, /* FNA3D_TEXTUREFILTER_MINPOINT_MAGLINEAR_MIPPOINT */ }; -static SDL_GpuSamplerMipmapMode XNAToSDL_MipFilter[] = +static SDL_GPUSamplerMipmapMode XNAToSDL_MipFilter[] = { SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, /* FNA3D_TEXTUREFILTER_LINEAR */ SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /* FNA3D_TEXTUREFILTER_POINT */ @@ -196,14 +196,14 @@ static SDL_GpuSamplerMipmapMode XNAToSDL_MipFilter[] = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /* FNA3D_TEXTUREFILTER_MINPOINT_MAGLINEAR_MIPPOINT */ }; -static SDL_GpuSamplerAddressMode XNAToSDL_SamplerAddressMode[] = +static SDL_GPUSamplerAddressMode XNAToSDL_SamplerAddressMode[] = { SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /* FNA3D_TEXTUREADDRESSMODE_WRAP */ SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, /* FNA3D_TEXTUREADDRESSMODE_CLAMP */ SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT /* FNA3D_TEXTUREADDRESSMODE_MIRROR */ }; -static SDL_GpuVertexElementFormat XNAToSDL_VertexAttribType[] = +static SDL_GPUVertexElementFormat XNAToSDL_VertexAttribType[] = { SDL_GPU_VERTEXELEMENTFORMAT_FLOAT, /* FNA3D_VERTEXELEMENTFORMAT_SINGLE */ SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, /* FNA3D_VERTEXELEMENTFORMAT_VECTOR2 */ @@ -219,20 +219,20 @@ static SDL_GpuVertexElementFormat XNAToSDL_VertexAttribType[] = SDL_GPU_VERTEXELEMENTFORMAT_HALF4 /* FNA3D_VERTEXELEMENTFORMAT_HALFVECTOR4 */ }; -static SDL_GpuFillMode XNAToSDL_FillMode[] = +static SDL_GPUFillMode XNAToSDL_FillMode[] = { SDL_GPU_FILLMODE_FILL, /* FNA3D_FILLMODE_SOLID */ SDL_GPU_FILLMODE_LINE /* FNA3D_FILLMODE_WIREFRAME */ }; -static SDL_GpuCullMode XNAToSDL_CullMode[] = +static SDL_GPUCullMode XNAToSDL_CullMode[] = { SDL_GPU_CULLMODE_NONE, /* FNA3D_CULLMODE_NONE */ SDL_GPU_CULLMODE_FRONT, /* FNA3D_CULLMODE_CULLCLOCKWISEFACE */ SDL_GPU_CULLMODE_BACK /* FNA3D_CULLMODE_CULLCOUNTERCLOCKWISEFACE */ }; -static SDL_GpuCompareOp XNAToSDL_CompareOp[] = +static SDL_GPUCompareOp XNAToSDL_CompareOp[] = { SDL_GPU_COMPAREOP_ALWAYS, /* FNA3D_COMPAREFUNCTION_ALWAYS */ SDL_GPU_COMPAREOP_NEVER, /* FNA3D_COMPAREFUNCTION_NEVER */ @@ -244,7 +244,7 @@ static SDL_GpuCompareOp XNAToSDL_CompareOp[] = SDL_GPU_COMPAREOP_NOT_EQUAL /* FNA3D_COMPAREFUNCTION_NOTEQUAL */ }; -static SDL_GpuStencilOp XNAToSDL_StencilOp[] = +static SDL_GPUStencilOp XNAToSDL_StencilOp[] = { SDL_GPU_STENCILOP_KEEP, /* FNA3D_STENCILOPERATION_KEEP */ SDL_GPU_STENCILOP_ZERO, /* FNA3D_STENCILOPERATION_ZERO */ @@ -257,10 +257,10 @@ static SDL_GpuStencilOp XNAToSDL_StencilOp[] = }; static inline SDL_bool XNAToSDL_PresentMode( - SDL_GpuDevice *device, + SDL_GPUDevice *device, SDL_Window *window, FNA3D_PresentInterval interval, - SDL_GpuPresentMode *presentMode + SDL_GPUPresentMode *presentMode ) { if ( interval == FNA3D_PRESENTINTERVAL_DEFAULT || @@ -269,7 +269,7 @@ static inline SDL_bool XNAToSDL_PresentMode( if (SDL_GetHintBoolean("FNA3D_VULKAN_FORCE_MAILBOX_VSYNC", 0)) { *presentMode = SDL_GPU_PRESENTMODE_MAILBOX; - if (!SDL_SupportsGpuPresentMode(device, window, *presentMode)) + if (!SDL_WindowSupportsGPUPresentMode(device, window, *presentMode)) { *presentMode = SDL_GPU_PRESENTMODE_VSYNC; } @@ -283,7 +283,7 @@ static inline SDL_bool XNAToSDL_PresentMode( else if (interval == FNA3D_PRESENTINTERVAL_IMMEDIATE) { *presentMode = SDL_GPU_PRESENTMODE_IMMEDIATE; - if (!SDL_SupportsGpuPresentMode(device, window, *presentMode)) + if (!SDL_WindowSupportsGPUPresentMode(device, window, *presentMode)) { *presentMode = SDL_GPU_PRESENTMODE_VSYNC; } @@ -304,16 +304,16 @@ static inline SDL_bool XNAToSDL_PresentMode( /* Indirection to cleanly handle Renderbuffers */ typedef struct SDLGPU_TextureHandle /* Cast from FNA3D_Texture* */ { - SDL_GpuTexture *texture; - SDL_GpuTextureCreateInfo createInfo; + SDL_GPUTexture *texture; + SDL_GPUTextureCreateInfo createInfo; uint8_t boundAsRenderTarget; } SDLGPU_TextureHandle; typedef struct SDLGPU_Renderbuffer /* Cast from FNA3D_Renderbuffer* */ { SDLGPU_TextureHandle *textureHandle; - SDL_GpuTextureFormat format; - SDL_GpuSampleCount sampleCount; + SDL_GPUTextureFormat format; + SDL_GPUSampleCount sampleCount; uint8_t isDepth; /* if true, owns the texture reference */ } SDLGPU_Renderbuffer; @@ -324,14 +324,14 @@ typedef struct SDLGPU_Effect /* Cast from FNA3D_Effect* */ typedef struct SDLGPU_BufferHandle /* Cast from FNA3D_Buffer* */ { - SDL_GpuBuffer *buffer; + SDL_GPUBuffer *buffer; uint32_t size; } SDLGPU_BufferHandle; typedef struct SamplerStateHashMap { PackedState key; - SDL_GpuSampler *value; + SDL_GPUSampler *value; } SamplerStateHashMap; typedef struct SamplerStateHashArray @@ -341,7 +341,7 @@ typedef struct SamplerStateHashArray int32_t capacity; } SamplerStateHashArray; -static inline SDL_GpuSampler* SamplerStateHashArray_Fetch( +static inline SDL_GPUSampler* SamplerStateHashArray_Fetch( SamplerStateHashArray *arr, PackedState key ) { @@ -362,7 +362,7 @@ static inline SDL_GpuSampler* SamplerStateHashArray_Fetch( static inline void SamplerStateHashArray_Insert( SamplerStateHashArray *arr, PackedState key, - SDL_GpuSampler *value + SDL_GPUSampler *value ) { SamplerStateHashMap map; map.key.a = key.a; @@ -383,20 +383,20 @@ typedef struct GraphicsPipelineHash PackedState depthStencilState; uint32_t vertexBufferBindingsIndex; FNA3D_PrimitiveType primitiveType; - SDL_GpuSampleCount sampleCount; + SDL_GPUSampleCount sampleCount; uint32_t sampleMask; - SDL_GpuShader *vertShader; - SDL_GpuShader *fragShader; - SDL_GpuTextureFormat colorFormats[MAX_RENDERTARGET_BINDINGS]; + SDL_GPUShader *vertShader; + SDL_GPUShader *fragShader; + SDL_GPUTextureFormat colorFormats[MAX_RENDERTARGET_BINDINGS]; uint32_t colorFormatCount; SDL_bool hasDepthStencilAttachment; - SDL_GpuTextureFormat depthStencilFormat; + SDL_GPUTextureFormat depthStencilFormat; } GraphicsPipelineHash; typedef struct GraphicsPipelineHashMap { GraphicsPipelineHash key; - SDL_GpuGraphicsPipeline *value; + SDL_GPUGraphicsPipeline *value; } GraphicsPipelineHashMap; typedef struct GraphicsPipelineHashArray @@ -444,7 +444,7 @@ static inline uint64_t GraphicsPipelineHashTable_GetHashCode(GraphicsPipelineHas return result; } -static inline SDL_GpuGraphicsPipeline *GraphicsPipelineHashTable_Fetch( +static inline SDL_GPUGraphicsPipeline *GraphicsPipelineHashTable_Fetch( GraphicsPipelineHashTable *table, GraphicsPipelineHash key ) { @@ -484,7 +484,7 @@ static inline SDL_GpuGraphicsPipeline *GraphicsPipelineHashTable_Fetch( static inline void GraphicsPipelineHashTable_Insert( GraphicsPipelineHashTable *table, GraphicsPipelineHash key, - SDL_GpuGraphicsPipeline *value + SDL_GPUGraphicsPipeline *value ) { uint64_t hashcode = GraphicsPipelineHashTable_GetHashCode(key); GraphicsPipelineHashArray *arr = &table->buckets[hashcode % NUM_PIPELINE_HASH_BUCKETS]; @@ -500,15 +500,15 @@ static inline void GraphicsPipelineHashTable_Insert( typedef struct SDLGPU_Renderer { - SDL_GpuDevice *device; - SDL_GpuCommandBuffer *renderCommandBuffer; - SDL_GpuCommandBuffer *uploadCommandBuffer; + SDL_GPUDevice *device; + SDL_GPUCommandBuffer *renderCommandBuffer; + SDL_GPUCommandBuffer *uploadCommandBuffer; - SDL_GpuRenderPass *renderPass; + SDL_GPURenderPass *renderPass; uint8_t renderPassInProgress; uint8_t needNewRenderPass; - SDL_GpuCopyPass *copyPass; + SDL_GPUCopyPass *copyPass; uint8_t copyPassInProgress; uint8_t shouldClearColorOnBeginPass; @@ -516,13 +516,13 @@ typedef struct SDLGPU_Renderer uint8_t shouldClearStencilOnBeginPass; SDL_FColor clearColorValue; - SDL_GpuDepthStencilValue clearDepthStencilValue; + SDL_GPUDepthStencilValue clearDepthStencilValue; /* Defer render pass settings */ SDLGPU_TextureHandle *nextRenderPassColorAttachments[MAX_RENDERTARGET_BINDINGS]; - SDL_GpuCubeMapFace nextRenderPassColorAttachmentCubeFace[MAX_RENDERTARGET_BINDINGS]; + SDL_GPUCubeMapFace nextRenderPassColorAttachmentCubeFace[MAX_RENDERTARGET_BINDINGS]; uint32_t nextRenderPassColorAttachmentCount; - SDL_GpuSampleCount nextRenderPassMultisampleCount; + SDL_GPUSampleCount nextRenderPassMultisampleCount; SDLGPU_TextureHandle *nextRenderPassDepthStencilAttachment; /* may be NULL */ @@ -531,7 +531,7 @@ typedef struct SDLGPU_Renderer uint8_t needNewGraphicsPipeline; int32_t currentVertexBufferBindingsIndex; - SDL_GpuGraphicsPipeline *currentGraphicsPipeline; + SDL_GPUGraphicsPipeline *currentGraphicsPipeline; MOJOSHADER_sdlShaderData *currentVertexShader; MOJOSHADER_sdlShaderData *currentFragmentShader; @@ -543,17 +543,17 @@ typedef struct SDLGPU_Renderer uint32_t numVertexBindings; FNA3D_VertexBufferBinding vertexBindings[MAX_BOUND_VERTEX_BUFFERS]; FNA3D_VertexElement vertexElements[MAX_BOUND_VERTEX_BUFFERS][MAX_VERTEX_ATTRIBUTES]; - SDL_GpuBufferBinding vertexBufferBindings[MAX_BOUND_VERTEX_BUFFERS]; + SDL_GPUBufferBinding vertexBufferBindings[MAX_BOUND_VERTEX_BUFFERS]; uint8_t needVertexBufferBind; /* Index buffer state shadowing */ - SDL_GpuBufferBinding indexBufferBinding; + SDL_GPUBufferBinding indexBufferBinding; /* Sampler bind settings */ - SDL_GpuTextureSamplerBinding vertexTextureSamplerBindings[MAX_VERTEXTEXTURE_SAMPLERS]; + SDL_GPUTextureSamplerBinding vertexTextureSamplerBindings[MAX_VERTEXTEXTURE_SAMPLERS]; uint8_t needVertexSamplerBind; - SDL_GpuTextureSamplerBinding fragmentTextureSamplerBindings[MAX_TEXTURE_SAMPLERS]; + SDL_GPUTextureSamplerBinding fragmentTextureSamplerBindings[MAX_TEXTURE_SAMPLERS]; uint8_t needFragmentSamplerBind; /* Pipeline state */ @@ -574,23 +574,23 @@ typedef struct SDLGPU_Renderer /* Transfer structure */ - SDL_GpuTransferBuffer *textureDownloadBuffer; + SDL_GPUTransferBuffer *textureDownloadBuffer; uint32_t textureDownloadBufferSize; - SDL_GpuTransferBuffer *bufferDownloadBuffer; + SDL_GPUTransferBuffer *bufferDownloadBuffer; uint32_t bufferDownloadBufferSize; - SDL_GpuTransferBuffer *textureUploadBuffer; + SDL_GPUTransferBuffer *textureUploadBuffer; uint32_t textureUploadBufferOffset; uint32_t textureUploadCycleCount; - SDL_GpuTransferBuffer *bufferUploadBuffer; + SDL_GPUTransferBuffer *bufferUploadBuffer; uint32_t bufferUploadBufferOffset; uint32_t bufferUploadCycleCount; /* Synchronization */ - SDL_GpuFence **fenceGroups[MAX_FRAMES_IN_FLIGHT]; + SDL_GPUFence **fenceGroups[MAX_FRAMES_IN_FLIGHT]; uint8_t frameCounter; /* RT tracking to reduce unnecessary cycling */ @@ -613,10 +613,10 @@ typedef struct SDLGPU_Renderer /* Dummy Samplers */ - SDL_GpuTexture *dummyTexture2D; - SDL_GpuTexture *dummyTexture3D; - SDL_GpuTexture *dummyTextureCube; - SDL_GpuSampler *dummySampler; + SDL_GPUTexture *dummyTexture2D; + SDL_GPUTexture *dummyTexture3D; + SDL_GPUTexture *dummyTextureCube; + SDL_GPUSampler *dummySampler; /* Backbuffer parameter cache */ @@ -639,7 +639,7 @@ typedef struct SDLGPU_Renderer /* Format Conversion */ -static inline SDL_GpuTextureFormat XNAToSDL_DepthFormat( +static inline SDL_GPUTextureFormat XNAToSDL_DepthFormat( SDLGPU_Renderer* renderer, FNA3D_DepthFormat format ) { @@ -670,8 +670,8 @@ static FNA3D_PresentationParameters requestedPresentationParameters; static void SDLGPU_ResetCommandBufferState( SDLGPU_Renderer *renderer ) { - renderer->renderCommandBuffer = SDL_AcquireGpuCommandBuffer(renderer->device); - renderer->uploadCommandBuffer = SDL_AcquireGpuCommandBuffer(renderer->device); + renderer->renderCommandBuffer = SDL_AcquireGPUCommandBuffer(renderer->device); + renderer->uploadCommandBuffer = SDL_AcquireGPUCommandBuffer(renderer->device); /* Reset state */ renderer->needNewRenderPass = 1; @@ -691,7 +691,7 @@ static void SDLGPU_INTERNAL_EndCopyPass( ) { if (renderer->copyPassInProgress) { - SDL_EndGpuCopyPass( + SDL_EndGPUCopyPass( renderer->copyPass ); @@ -706,7 +706,7 @@ static void SDLGPU_INTERNAL_EndRenderPass( ) { if (renderer->renderPassInProgress) { - SDL_EndGpuRenderPass( + SDL_EndGPURenderPass( renderer->renderPass ); @@ -721,17 +721,17 @@ static void SDLGPU_INTERNAL_EndRenderPass( static void SDLGPU_INTERNAL_FlushCommandsAndAcquireFence( SDLGPU_Renderer *renderer, - SDL_GpuFence **uploadFence, - SDL_GpuFence **renderFence + SDL_GPUFence **uploadFence, + SDL_GPUFence **renderFence ) { SDLGPU_INTERNAL_EndCopyPass(renderer); SDLGPU_INTERNAL_EndRenderPass(renderer); - *uploadFence = SDL_SubmitGpuAndAcquireFence( + *uploadFence = SDL_SubmitGPUCommandBufferAndAcquireFence( renderer->uploadCommandBuffer ); - *renderFence = SDL_SubmitGpuAndAcquireFence( + *renderFence = SDL_SubmitGPUCommandBufferAndAcquireFence( renderer->renderCommandBuffer ); @@ -743,15 +743,15 @@ static void SDLGPU_INTERNAL_FlushCommands( ) { SDLGPU_INTERNAL_EndCopyPass(renderer); SDLGPU_INTERNAL_EndRenderPass(renderer); - SDL_SubmitGpu(renderer->uploadCommandBuffer); - SDL_SubmitGpu(renderer->renderCommandBuffer); + SDL_SubmitGPUCommandBuffer(renderer->uploadCommandBuffer); + SDL_SubmitGPUCommandBuffer(renderer->renderCommandBuffer); SDLGPU_ResetCommandBufferState(renderer); } static void SDLGPU_INTERNAL_FlushCommandsAndStall( SDLGPU_Renderer *renderer ) { - SDL_GpuFence* fences[2]; + SDL_GPUFence* fences[2]; SDLGPU_INTERNAL_FlushCommandsAndAcquireFence( renderer, @@ -759,19 +759,19 @@ static void SDLGPU_INTERNAL_FlushCommandsAndStall( &fences[1] ); - SDL_WaitGpuForFences( + SDL_WaitForGPUFences( renderer->device, 1, fences, 2 ); - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, fences[0] ); - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, fences[1] ); @@ -785,9 +785,9 @@ static void SDLGPU_SwapBuffers( void* overrideWindowHandle ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_GpuTexture *swapchainTexture; - SDL_GpuBlitRegion srcRegion; - SDL_GpuBlitRegion dstRegion; + SDL_GPUTexture *swapchainTexture; + SDL_GPUBlitRegion srcRegion; + SDL_GPUBlitRegion dstRegion; uint32_t width, height, i; SDLGPU_INTERNAL_EndCopyPass(renderer); @@ -796,19 +796,19 @@ static void SDLGPU_SwapBuffers( if (renderer->fenceGroups[renderer->frameCounter][0] != NULL) { /* Wait for the least-recent fence */ - SDL_WaitGpuForFences( + SDL_WaitForGPUFences( renderer->device, 1, renderer->fenceGroups[renderer->frameCounter], 2 ); - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, renderer->fenceGroups[renderer->frameCounter][0] ); - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, renderer->fenceGroups[renderer->frameCounter][1] ); @@ -817,7 +817,7 @@ static void SDLGPU_SwapBuffers( renderer->fenceGroups[renderer->frameCounter][1] = NULL; } - swapchainTexture = SDL_AcquireGpuSwapchainTexture( + swapchainTexture = SDL_AcquireGPUSwapchainTexture( renderer->renderCommandBuffer, overrideWindowHandle, &width, @@ -842,7 +842,7 @@ static void SDLGPU_SwapBuffers( dstRegion.w = width; dstRegion.h = height; - SDL_BlitGpu( + SDL_BlitGPUTexture( renderer->renderCommandBuffer, &srcRegion, &dstRegion, @@ -975,9 +975,9 @@ static void SDLGPU_INTERNAL_BindRenderTarget( static void SDLGPU_INTERNAL_BeginRenderPass( SDLGPU_Renderer *renderer ) { - SDL_GpuColorAttachmentInfo colorAttachmentInfos[MAX_RENDERTARGET_BINDINGS]; - SDL_GpuDepthStencilAttachmentInfo depthStencilAttachmentInfo; - SDL_GpuViewport gpuViewport; + SDL_GPUColorAttachmentInfo colorAttachmentInfos[MAX_RENDERTARGET_BINDINGS]; + SDL_GPUDepthStencilAttachmentInfo depthStencilAttachmentInfo; + SDL_GPUViewport gpuViewport; uint32_t i; if (!renderer->needNewRenderPass) @@ -1070,7 +1070,7 @@ static void SDLGPU_INTERNAL_BeginRenderPass( SDLGPU_INTERNAL_BindRenderTarget(renderer, renderer->nextRenderPassDepthStencilAttachment); } - renderer->renderPass = SDL_BeginGpuRenderPass( + renderer->renderPass = SDL_BeginGPURenderPass( renderer->renderCommandBuffer, colorAttachmentInfos, renderer->nextRenderPassColorAttachmentCount, @@ -1084,14 +1084,14 @@ static void SDLGPU_INTERNAL_BeginRenderPass( gpuViewport.minDepth = renderer->viewport.minDepth; gpuViewport.maxDepth = renderer->viewport.maxDepth; - SDL_SetGpuViewport( + SDL_SetGPUViewport( renderer->renderPass, &gpuViewport ); if (renderer->fnaRasterizerState.scissorTestEnable) { - SDL_SetGpuScissor( + SDL_SetGPUScissor( renderer->renderPass, &renderer->scissorRect ); @@ -1150,7 +1150,7 @@ static void SDLGPU_SetRenderTargets( { renderer->nextRenderPassColorAttachmentCubeFace[i] = ( renderTargets[i].type == FNA3D_RENDERTARGET_TYPE_CUBE ? - (SDL_GpuCubeMapFace) renderTargets[i].cube.face : + (SDL_GPUCubeMapFace) renderTargets[i].cube.face : 0 ); @@ -1183,7 +1183,7 @@ static void SDLGPU_INTERNAL_BeginCopyPass( ) { if (!renderer->copyPassInProgress) { - renderer->copyPass = SDL_BeginGpuCopyPass( + renderer->copyPass = SDL_BeginGPUCopyPass( renderer->uploadCommandBuffer ); @@ -1206,13 +1206,13 @@ static void SDLGPU_ResolveTarget( /* Rendering needs to finish to get the target data to make mips from */ SDLGPU_INTERNAL_FlushCommands(renderer); - SDL_GenerateGpuMipmaps(renderer->renderCommandBuffer, texture->texture); + SDL_GenerateMipmapsForGPUTexture(renderer->renderCommandBuffer, texture->texture); } static void SDLGPU_INTERNAL_GenerateVertexInputInfo( SDLGPU_Renderer *renderer, - SDL_GpuVertexBinding *bindings, - SDL_GpuVertexAttribute *attributes, + SDL_GPUVertexBinding *bindings, + SDL_GPUVertexAttribute *attributes, uint32_t *attributeCount ) { MOJOSHADER_sdlShaderData *vertexShader, *blah; @@ -1312,26 +1312,26 @@ static void SDLGPU_INTERNAL_GenerateVertexInputInfo( ); } -static SDL_GpuGraphicsPipeline* SDLGPU_INTERNAL_FetchGraphicsPipeline( +static SDL_GPUGraphicsPipeline* SDLGPU_INTERNAL_FetchGraphicsPipeline( SDLGPU_Renderer *renderer ) { MOJOSHADER_sdlShaderData *vertShader, *fragShader; GraphicsPipelineHash hash; - SDL_GpuGraphicsPipeline *pipeline; - SDL_GpuGraphicsPipelineCreateInfo createInfo; - SDL_GpuColorAttachmentDescription colorAttachmentDescriptions[MAX_RENDERTARGET_BINDINGS]; - SDL_GpuVertexBinding *vertexBindings; - SDL_GpuVertexAttribute *vertexAttributes; + SDL_GPUGraphicsPipeline *pipeline; + SDL_GPUGraphicsPipelineCreateInfo createInfo; + SDL_GPUColorAttachmentDescription colorAttachmentDescriptions[MAX_RENDERTARGET_BINDINGS]; + SDL_GPUVertexBinding *vertexBindings; + SDL_GPUVertexAttribute *vertexAttributes; int32_t i; vertexBindings = SDL_malloc( renderer->numVertexBindings * - sizeof(SDL_GpuVertexBinding) + sizeof(SDL_GPUVertexBinding) ); vertexAttributes = SDL_malloc( renderer->numVertexBindings * MAX_VERTEX_ATTRIBUTES * - sizeof(SDL_GpuVertexAttribute) + sizeof(SDL_GPUVertexAttribute) ); /* We have to do this to link the vertex attribute modified shader program */ @@ -1545,7 +1545,7 @@ static SDL_GpuGraphicsPipeline* SDLGPU_INTERNAL_FetchGraphicsPipeline( /* Finally, after 1000 years, create the pipeline! */ createInfo.props = 0; - pipeline = SDL_CreateGpuGraphicsPipeline( + pipeline = SDL_CreateGPUGraphicsPipeline( renderer->device, &createInfo ); @@ -1571,7 +1571,7 @@ static SDL_GpuGraphicsPipeline* SDLGPU_INTERNAL_FetchGraphicsPipeline( static void SDLGPU_INTERNAL_BindGraphicsPipeline( SDLGPU_Renderer *renderer ) { - SDL_GpuGraphicsPipeline *pipeline; + SDL_GPUGraphicsPipeline *pipeline; MOJOSHADER_sdlShaderData *vertShaderData, *fragShaderData; MOJOSHADER_sdlGetBoundShaderData( @@ -1592,7 +1592,7 @@ static void SDLGPU_INTERNAL_BindGraphicsPipeline( if (pipeline != renderer->currentGraphicsPipeline) { - SDL_BindGpuGraphicsPipeline( + SDL_BindGPUGraphicsPipeline( renderer->renderPass, pipeline ); @@ -1616,12 +1616,12 @@ static void SDLGPU_INTERNAL_BindGraphicsPipeline( renderer->indexBufferBinding.buffer = NULL; } -static SDL_GpuSampler* SDLGPU_INTERNAL_FetchSamplerState( +static SDL_GPUSampler* SDLGPU_INTERNAL_FetchSamplerState( SDLGPU_Renderer *renderer, FNA3D_SamplerState *samplerState ) { - SDL_GpuSamplerCreateInfo samplerCreateInfo; - SDL_GpuSampler *sampler; + SDL_GPUSamplerCreateInfo samplerCreateInfo; + SDL_GPUSampler *sampler; PackedState hash = GetPackedSamplerState(*samplerState); sampler = SamplerStateHashArray_Fetch( @@ -1655,7 +1655,7 @@ static SDL_GpuSampler* SDLGPU_INTERNAL_FetchSamplerState( samplerCreateInfo.maxLod = 1000.0f; samplerCreateInfo.props = 0; - sampler = SDL_CreateGpuSampler( + sampler = SDL_CreateGPUSampler( renderer->device, &samplerCreateInfo ); @@ -1683,7 +1683,7 @@ static void SDLGPU_VerifyVertexSampler( ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_TextureHandle *textureHandle = (SDLGPU_TextureHandle*) texture; - SDL_GpuSampler *gpuSampler; + SDL_GPUSampler *gpuSampler; MOJOSHADER_sdlShaderData *vertShader, *blah; MOJOSHADER_samplerType samplerType; @@ -1744,7 +1744,7 @@ static void SDLGPU_VerifySampler( ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_TextureHandle *textureHandle = (SDLGPU_TextureHandle*) texture; - SDL_GpuSampler *gpuSampler; + SDL_GPUSampler *gpuSampler; MOJOSHADER_sdlShaderData *blah, *fragShader; MOJOSHADER_samplerType samplerType; @@ -1873,7 +1873,7 @@ static void SDLGPU_SetViewport( FNA3D_Viewport *viewport ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_GpuViewport gpuViewport; + SDL_GPUViewport gpuViewport; if ( viewport->x != renderer->viewport.x || viewport->y != renderer->viewport.y || @@ -1893,7 +1893,7 @@ static void SDLGPU_SetViewport( gpuViewport.minDepth = viewport->minDepth; gpuViewport.maxDepth = viewport->maxDepth; - SDL_SetGpuViewport( + SDL_SetGPUViewport( renderer->renderPass, &gpuViewport ); @@ -1914,7 +1914,7 @@ static void SDLGPU_SetScissorRect( if (renderer->renderPassInProgress && renderer->fnaRasterizerState.scissorTestEnable) { - SDL_SetGpuScissor( + SDL_SetGPUScissor( renderer->renderPass, &renderer->scissorRect ); @@ -2060,7 +2060,7 @@ static void SDLGPU_ApplyRasterizerState( FNA3D_RasterizerState *rasterizerState ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_GpuTextureFormat depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; + SDL_GPUTextureFormat depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; float realDepthBias; if (renderer->nextRenderPassDepthStencilAttachment != NULL) @@ -2074,7 +2074,7 @@ static void SDLGPU_ApplyRasterizerState( if (renderer->renderPassInProgress) { - SDL_SetGpuScissor( + SDL_SetGPUScissor( renderer->renderPass, &renderer->scissorRect ); @@ -2112,7 +2112,7 @@ static void SDLGPU_INTERNAL_BindVertexSamplers( &blah ); - SDL_BindGpuVertexSamplers( + SDL_BindGPUVertexSamplers( renderer->renderPass, 0, renderer->vertexTextureSamplerBindings, @@ -2131,7 +2131,7 @@ static void SDLGPU_INTERNAL_BindFragmentSamplers( &fragShaderData ); - SDL_BindGpuFragmentSamplers( + SDL_BindGPUFragmentSamplers( renderer->renderPass, 0, renderer->fragmentTextureSamplerBindings, @@ -2143,8 +2143,8 @@ static void SDLGPU_INTERNAL_BindFragmentSamplers( static void SDLGPU_INTERNAL_BindDeferredState( SDLGPU_Renderer *renderer, FNA3D_PrimitiveType primitiveType, - SDL_GpuBuffer *indexBuffer, /* can be NULL */ - SDL_GpuIndexElementSize indexElementSize + SDL_GPUBuffer *indexBuffer, /* can be NULL */ + SDL_GPUIndexElementSize indexElementSize ) { if (primitiveType != renderer->fnaPrimitiveType) { @@ -2174,7 +2174,7 @@ static void SDLGPU_INTERNAL_BindDeferredState( ) { renderer->indexBufferBinding.buffer = indexBuffer; - SDL_BindGpuIndexBuffer( + SDL_BindGPUIndexBuffer( renderer->renderPass, &renderer->indexBufferBinding, indexElementSize @@ -2183,7 +2183,7 @@ static void SDLGPU_INTERNAL_BindDeferredState( if (renderer->needVertexBufferBind) { - SDL_BindGpuVertexBuffers( + SDL_BindGPUVertexBuffers( renderer->renderPass, 0, renderer->vertexBufferBindings, @@ -2215,7 +2215,7 @@ static void SDLGPU_DrawInstancedPrimitives( XNAToSDL_IndexElementSize[indexElementSize] ); - SDL_DrawGpuIndexedPrimitives( + SDL_DrawGPUIndexedPrimitives( renderer->renderPass, PrimitiveVerts(primitiveType, primitiveCount), instanceCount, @@ -2265,7 +2265,7 @@ static void SDLGPU_DrawPrimitives( SDL_GPU_INDEXELEMENTSIZE_16BIT ); - SDL_DrawGpuPrimitives( + SDL_DrawGPUPrimitives( renderer->renderPass, PrimitiveVerts(primitiveType, primitiveCount), 1, @@ -2279,7 +2279,7 @@ static void SDLGPU_DrawPrimitives( static void SDLGPU_INTERNAL_DestroyFauxBackbuffer( SDLGPU_Renderer *renderer ) { - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderer->fauxBackbufferColor->texture ); @@ -2288,7 +2288,7 @@ static void SDLGPU_INTERNAL_DestroyFauxBackbuffer( if (renderer->fauxBackbufferDepthStencil != NULL) { - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderer->fauxBackbufferDepthStencil->texture ); @@ -2305,14 +2305,14 @@ static SDLGPU_TextureHandle* SDLGPU_INTERNAL_CreateTextureWithHandle( uint32_t width, uint32_t height, uint32_t depth, - SDL_GpuTextureFormat format, + SDL_GPUTextureFormat format, uint32_t layerCount, uint32_t levelCount, - SDL_GpuTextureUsageFlags usageFlags, - SDL_GpuSampleCount sampleCount + SDL_GPUTextureUsageFlags usageFlags, + SDL_GPUSampleCount sampleCount ) { - SDL_GpuTextureCreateInfo textureCreateInfo; - SDL_GpuTexture *texture; + SDL_GPUTextureCreateInfo textureCreateInfo; + SDL_GPUTexture *texture; SDLGPU_TextureHandle *textureHandle; textureCreateInfo.width = width; @@ -2338,7 +2338,7 @@ static SDLGPU_TextureHandle* SDLGPU_INTERNAL_CreateTextureWithHandle( textureCreateInfo.sampleCount = sampleCount; textureCreateInfo.props = 0; - texture = SDL_CreateGpuTexture( + texture = SDL_CreateGPUTexture( renderer->device, &textureCreateInfo ); @@ -2416,8 +2416,8 @@ static void SDLGPU_ResetBackbuffer( FNA3D_PresentationParameters *presentationParameters ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_GpuSwapchainComposition swapchainComposition; - SDL_GpuPresentMode presentMode; + SDL_GPUSwapchainComposition swapchainComposition; + SDL_GPUPresentMode presentMode; SDLGPU_INTERNAL_FlushCommandsAndStall(renderer); @@ -2452,7 +2452,7 @@ static void SDLGPU_ResetBackbuffer( return; } - SDL_SetGpuSwapchainParameters( + SDL_SetGPUSwapchainParameters( renderer->device, presentationParameters->deviceWindowHandle, swapchainComposition, @@ -2503,7 +2503,7 @@ static FNA3D_Texture* SDLGPU_CreateTexture2D( int32_t levelCount, uint8_t isRenderTarget ) { - SDL_GpuTextureUsageFlags usageFlags = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; + SDL_GPUTextureUsageFlags usageFlags = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; if (isRenderTarget) { @@ -2551,7 +2551,7 @@ static FNA3D_Texture* SDLGPU_CreateTextureCube( int32_t levelCount, uint8_t isRenderTarget ) { - SDL_GpuTextureUsageFlags usageFlags = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; + SDL_GPUTextureUsageFlags usageFlags = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; if (isRenderTarget) { @@ -2584,14 +2584,14 @@ static FNA3D_Renderbuffer* SDLGPU_GenColorRenderbuffer( SDLGPU_Renderbuffer *colorBufferHandle; /* Recreate texture with appropriate settings */ - SDL_ReleaseGpuTexture(renderer->device, textureHandle->texture); + SDL_ReleaseGPUTexture(renderer->device, textureHandle->texture); textureHandle->createInfo.sampleCount = XNAToSDL_SampleCount(multiSampleCount); textureHandle->createInfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT; - textureHandle->texture = SDL_CreateGpuTexture( + textureHandle->texture = SDL_CreateGPUTexture( renderer->device, &textureHandle->createInfo ); @@ -2656,7 +2656,7 @@ static void SDLGPU_AddDisposeTexture( SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_TextureHandle *textureHandle = (SDLGPU_TextureHandle*) texture; - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, textureHandle->texture ); @@ -2673,7 +2673,7 @@ static void SDLGPU_AddDisposeRenderbuffer( if (renderbufferHandle->isDepth) { - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderbufferHandle->textureHandle->texture ); @@ -2686,8 +2686,8 @@ static void SDLGPU_AddDisposeRenderbuffer( static void SDLGPU_INTERNAL_SetTextureData( SDLGPU_Renderer *renderer, - SDL_GpuTexture *texture, - SDL_GpuTextureFormat format, + SDL_GPUTexture *texture, + SDL_GPUTextureFormat format, uint32_t x, uint32_t y, uint32_t z, @@ -2699,10 +2699,10 @@ static void SDLGPU_INTERNAL_SetTextureData( void* data, uint32_t dataLength ) { - SDL_GpuTextureRegion textureRegion; - SDL_GpuTextureTransferInfo textureCopyParams; - SDL_GpuTransferBufferCreateInfo transferBufferCreateInfo; - SDL_GpuTransferBuffer *transferBuffer = renderer->textureUploadBuffer; + SDL_GPUTextureRegion textureRegion; + SDL_GPUTextureTransferInfo textureCopyParams; + SDL_GPUTransferBufferCreateInfo transferBufferCreateInfo; + SDL_GPUTransferBuffer *transferBuffer = renderer->textureUploadBuffer; uint32_t transferOffset; SDL_bool cycle = renderer->textureUploadBufferOffset == 0; SDL_bool usingTemporaryTransferBuffer = SDL_FALSE; @@ -2712,7 +2712,7 @@ static void SDLGPU_INTERNAL_SetTextureData( renderer->textureUploadBufferOffset = SDLGPU_INTERNAL_RoundToAlignment( renderer->textureUploadBufferOffset, - SDL_GpuTextureFormatTexelBlockSize(format) + SDL_GPUTextureFormatTexelBlockSize(format) ); transferOffset = renderer->textureUploadBufferOffset; @@ -2722,7 +2722,7 @@ static void SDLGPU_INTERNAL_SetTextureData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - transferBuffer = SDL_CreateGpuTransferBuffer( + transferBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -2751,9 +2751,9 @@ static void SDLGPU_INTERNAL_SetTextureData( } } - dst = (uint8_t*) SDL_MapGpuTransferBuffer(renderer->device, transferBuffer, cycle); + dst = (uint8_t*) SDL_MapGPUTransferBuffer(renderer->device, transferBuffer, cycle); SDL_memcpy(dst + transferOffset, data, dataLength); - SDL_UnmapGpuTransferBuffer(renderer->device, transferBuffer); + SDL_UnmapGPUTransferBuffer(renderer->device, transferBuffer); textureRegion.texture = texture; textureRegion.layer = layer; @@ -2770,7 +2770,7 @@ static void SDLGPU_INTERNAL_SetTextureData( textureCopyParams.imagePitch = 0; /* default, assume tightly packed */ textureCopyParams.imageHeight = 0; /* default, assume tightly packed */ - SDL_UploadToGpuTexture( + SDL_UploadToGPUTexture( renderer->copyPass, &textureCopyParams, &textureRegion, @@ -2779,7 +2779,7 @@ static void SDLGPU_INTERNAL_SetTextureData( if (usingTemporaryTransferBuffer) { - SDL_ReleaseGpuTransferBuffer(renderer->device, transferBuffer); + SDL_ReleaseGPUTransferBuffer(renderer->device, transferBuffer); } else { @@ -2956,7 +2956,7 @@ static FNA3D_Buffer* SDLGPU_GenVertexBuffer( FNA3D_BufferUsage usage, int32_t sizeInBytes ) { - SDL_GpuBufferCreateInfo createInfo; + SDL_GPUBufferCreateInfo createInfo; SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_BufferHandle *bufferHandle = @@ -2965,7 +2965,7 @@ static FNA3D_Buffer* SDLGPU_GenVertexBuffer( createInfo.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT; createInfo.sizeInBytes = sizeInBytes; createInfo.props = 0; - bufferHandle->buffer = SDL_CreateGpuBuffer( + bufferHandle->buffer = SDL_CreateGPUBuffer( renderer->device, &createInfo ); @@ -2980,7 +2980,7 @@ static FNA3D_Buffer* SDLGPU_GenIndexBuffer( FNA3D_BufferUsage usage, int32_t sizeInBytes ) { - SDL_GpuBufferCreateInfo createInfo; + SDL_GPUBufferCreateInfo createInfo; SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_BufferHandle *bufferHandle = SDL_malloc(sizeof(SDLGPU_BufferHandle)); @@ -2988,7 +2988,7 @@ static FNA3D_Buffer* SDLGPU_GenIndexBuffer( createInfo.usageFlags = SDL_GPU_BUFFERUSAGE_INDEX_BIT; createInfo.sizeInBytes = sizeInBytes; createInfo.props = 0; - bufferHandle->buffer = SDL_CreateGpuBuffer( + bufferHandle->buffer = SDL_CreateGPUBuffer( renderer->device, &createInfo ); @@ -3004,7 +3004,7 @@ static void SDLGPU_AddDisposeVertexBuffer( SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_BufferHandle *bufferHandle = (SDLGPU_BufferHandle*) buffer; - SDL_ReleaseGpuBuffer( + SDL_ReleaseGPUBuffer( renderer->device, bufferHandle->buffer ); @@ -3019,7 +3019,7 @@ static void SDLGPU_AddDisposeIndexBuffer( SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_BufferHandle *bufferHandle = (SDLGPU_BufferHandle*) buffer; - SDL_ReleaseGpuBuffer( + SDL_ReleaseGPUBuffer( renderer->device, bufferHandle->buffer ); @@ -3029,16 +3029,16 @@ static void SDLGPU_AddDisposeIndexBuffer( static void SDLGPU_INTERNAL_SetBufferData( SDLGPU_Renderer *renderer, - SDL_GpuBuffer *buffer, + SDL_GPUBuffer *buffer, uint32_t dstOffset, void *data, uint32_t dataLength, SDL_bool cycle ) { - SDL_GpuTransferBufferCreateInfo transferBufferCreateInfo; - SDL_GpuTransferBufferLocation transferLocation; - SDL_GpuBufferRegion bufferRegion; - SDL_GpuTransferBuffer *transferBuffer = renderer->bufferUploadBuffer; + SDL_GPUTransferBufferCreateInfo transferBufferCreateInfo; + SDL_GPUTransferBufferLocation transferLocation; + SDL_GPUBufferRegion bufferRegion; + SDL_GPUTransferBuffer *transferBuffer = renderer->bufferUploadBuffer; uint32_t transferOffset = renderer->bufferUploadBufferOffset; SDL_bool transferCycle = renderer->bufferUploadBufferOffset == 0; SDL_bool usingTemporaryTransferBuffer = SDL_FALSE; @@ -3052,7 +3052,7 @@ static void SDLGPU_INTERNAL_SetBufferData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - transferBuffer = SDL_CreateGpuTransferBuffer( + transferBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -3080,9 +3080,9 @@ static void SDLGPU_INTERNAL_SetBufferData( } } - dst = (uint8_t*) SDL_MapGpuTransferBuffer(renderer->device, transferBuffer, transferCycle); + dst = (uint8_t*) SDL_MapGPUTransferBuffer(renderer->device, transferBuffer, transferCycle); SDL_memcpy(dst + transferOffset, data, dataLength); - SDL_UnmapGpuTransferBuffer(renderer->device, transferBuffer); + SDL_UnmapGPUTransferBuffer(renderer->device, transferBuffer); transferLocation.transferBuffer = transferBuffer; transferLocation.offset = transferOffset; @@ -3091,7 +3091,7 @@ static void SDLGPU_INTERNAL_SetBufferData( bufferRegion.offset = dstOffset; bufferRegion.size = dataLength; - SDL_UploadToGpuBuffer( + SDL_UploadToGPUBuffer( renderer->copyPass, &transferLocation, &bufferRegion, @@ -3100,7 +3100,7 @@ static void SDLGPU_INTERNAL_SetBufferData( if (usingTemporaryTransferBuffer) { - SDL_ReleaseGpuTransferBuffer(renderer->device, transferBuffer); + SDL_ReleaseGPUTransferBuffer(renderer->device, transferBuffer); } else { @@ -3208,7 +3208,7 @@ static void SDLGPU_SetIndexBufferData( static void SDLGPU_INTERNAL_GetTextureData( SDLGPU_Renderer *renderer, - SDL_GpuTexture *texture, + SDL_GPUTexture *texture, uint32_t x, uint32_t y, uint32_t z, @@ -3220,9 +3220,9 @@ static void SDLGPU_INTERNAL_GetTextureData( void* data, uint32_t dataLength ) { - SDL_GpuTextureRegion region; - SDL_GpuTextureTransferInfo textureCopyParams; - SDL_GpuTransferBufferCreateInfo transferBufferCreateInfo; + SDL_GPUTextureRegion region; + SDL_GPUTextureTransferInfo textureCopyParams; + SDL_GPUTransferBufferCreateInfo transferBufferCreateInfo; uint8_t *src; /* Create transfer buffer if necessary */ @@ -3231,7 +3231,7 @@ static void SDLGPU_INTERNAL_GetTextureData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - renderer->textureDownloadBuffer = SDL_CreateGpuTransferBuffer( + renderer->textureDownloadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -3240,7 +3240,7 @@ static void SDLGPU_INTERNAL_GetTextureData( } else if (renderer->textureDownloadBufferSize < dataLength) { - SDL_ReleaseGpuTransferBuffer( + SDL_ReleaseGPUTransferBuffer( renderer->device, renderer->textureDownloadBuffer ); @@ -3248,7 +3248,7 @@ static void SDLGPU_INTERNAL_GetTextureData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - renderer->textureDownloadBuffer = SDL_CreateGpuTransferBuffer( + renderer->textureDownloadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -3275,7 +3275,7 @@ static void SDLGPU_INTERNAL_GetTextureData( textureCopyParams.imagePitch = 0; textureCopyParams.imageHeight = 0; - SDL_DownloadFromGpuTexture( + SDL_DownloadFromGPUTexture( renderer->copyPass, ®ion, &textureCopyParams @@ -3287,21 +3287,21 @@ static void SDLGPU_INTERNAL_GetTextureData( SDLGPU_INTERNAL_FlushCommandsAndStall(renderer); /* Copy into data pointer */ - src = (uint8_t*) SDL_MapGpuTransferBuffer(renderer->device, renderer->textureDownloadBuffer, SDL_FALSE); + src = (uint8_t*) SDL_MapGPUTransferBuffer(renderer->device, renderer->textureDownloadBuffer, SDL_FALSE); SDL_memcpy(data, src, dataLength); - SDL_UnmapGpuTransferBuffer(renderer->device, renderer->textureDownloadBuffer); + SDL_UnmapGPUTransferBuffer(renderer->device, renderer->textureDownloadBuffer); } static void SDLGPU_INTERNAL_GetBufferData( SDLGPU_Renderer *renderer, - SDL_GpuBuffer *buffer, + SDL_GPUBuffer *buffer, uint32_t offset, void *data, uint32_t dataLength ) { - SDL_GpuBufferRegion bufferRegion; - SDL_GpuTransferBufferLocation transferLocation; - SDL_GpuTransferBufferCreateInfo transferBufferCreateInfo; + SDL_GPUBufferRegion bufferRegion; + SDL_GPUTransferBufferLocation transferLocation; + SDL_GPUTransferBufferCreateInfo transferBufferCreateInfo; uint8_t *src; /* Create transfer buffer if necessary */ @@ -3310,7 +3310,7 @@ static void SDLGPU_INTERNAL_GetBufferData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - renderer->bufferDownloadBuffer = SDL_CreateGpuTransferBuffer( + renderer->bufferDownloadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -3319,7 +3319,7 @@ static void SDLGPU_INTERNAL_GetBufferData( } else if (renderer->bufferDownloadBufferSize < dataLength) { - SDL_ReleaseGpuTransferBuffer( + SDL_ReleaseGPUTransferBuffer( renderer->device, renderer->bufferDownloadBuffer ); @@ -3327,7 +3327,7 @@ static void SDLGPU_INTERNAL_GetBufferData( transferBufferCreateInfo.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD; transferBufferCreateInfo.sizeInBytes = dataLength; transferBufferCreateInfo.props = 0; - renderer->bufferDownloadBuffer = SDL_CreateGpuTransferBuffer( + renderer->bufferDownloadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -3344,7 +3344,7 @@ static void SDLGPU_INTERNAL_GetBufferData( transferLocation.transferBuffer = renderer->bufferDownloadBuffer; transferLocation.offset = 0; - SDL_DownloadFromGpuBuffer( + SDL_DownloadFromGPUBuffer( renderer->copyPass, &bufferRegion, &transferLocation @@ -3356,9 +3356,9 @@ static void SDLGPU_INTERNAL_GetBufferData( SDLGPU_INTERNAL_FlushCommandsAndStall(renderer); /* Copy into data pointer */ - src = (uint8_t*) SDL_MapGpuTransferBuffer(renderer->device, renderer->bufferDownloadBuffer, SDL_FALSE); + src = (uint8_t*) SDL_MapGPUTransferBuffer(renderer->device, renderer->bufferDownloadBuffer, SDL_FALSE); SDL_memcpy(data, src, dataLength); - SDL_UnmapGpuTransferBuffer(renderer->device, renderer->bufferDownloadBuffer); + SDL_UnmapGPUTransferBuffer(renderer->device, renderer->bufferDownloadBuffer); } static void SDLGPU_GetVertexBufferData( @@ -3783,9 +3783,9 @@ static int32_t SDLGPU_GetMaxMultiSampleCount( ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_bool supports2 = SDL_SupportsGpuSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_2); - SDL_bool supports4 = SDL_SupportsGpuSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_4); - SDL_bool supports8 = SDL_SupportsGpuSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_8); + SDL_bool supports2 = SDL_GPUTextureSupportsSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_2); + SDL_bool supports4 = SDL_GPUTextureSupportsSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_4); + SDL_bool supports8 = SDL_GPUTextureSupportsSampleCount(renderer->device, XNAToSDL_SurfaceFormat[format], SDL_GPU_SAMPLECOUNT_8); if (supports8) return SDL_min(multiSampleCount, 8); if (supports4) return SDL_min(multiSampleCount, 4); @@ -3801,7 +3801,7 @@ static void SDLGPU_SetStringMarker( ) { SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; - SDL_InsertGpuDebugLabel( + SDL_InsertGPUDebugLabel( renderer->renderCommandBuffer, text ); @@ -3815,7 +3815,7 @@ static void SDLGPU_SetTextureName( SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) driverData; SDLGPU_TextureHandle *textureHandle = (SDLGPU_TextureHandle*) texture; - SDL_SetGpuTextureName( + SDL_SetGPUTextureName( renderer->device, textureHandle->texture, text @@ -3847,12 +3847,12 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) SDLGPU_Renderer *renderer = (SDLGPU_Renderer*) device->driverData; int32_t i, j; - SDL_SubmitGpu(renderer->renderCommandBuffer); - SDL_SubmitGpu(renderer->uploadCommandBuffer); + SDL_SubmitGPUCommandBuffer(renderer->renderCommandBuffer); + SDL_SubmitGPUCommandBuffer(renderer->uploadCommandBuffer); if (renderer->textureDownloadBuffer != NULL) { - SDL_ReleaseGpuTransferBuffer( + SDL_ReleaseGPUTransferBuffer( renderer->device, renderer->textureDownloadBuffer ); @@ -3860,14 +3860,14 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) if (renderer->bufferDownloadBuffer != NULL) { - SDL_ReleaseGpuTransferBuffer( + SDL_ReleaseGPUTransferBuffer( renderer->device, renderer->bufferDownloadBuffer ); } - SDL_ReleaseGpuTransferBuffer(renderer->device, renderer->textureUploadBuffer); - SDL_ReleaseGpuTransferBuffer(renderer->device, renderer->bufferUploadBuffer); + SDL_ReleaseGPUTransferBuffer(renderer->device, renderer->textureUploadBuffer); + SDL_ReleaseGPUTransferBuffer(renderer->device, renderer->bufferUploadBuffer); SDLGPU_INTERNAL_DestroyFauxBackbuffer(renderer); @@ -3875,7 +3875,7 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) { if (renderer->fenceGroups[i][0] != NULL) { - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, renderer->fenceGroups[i][0] ); @@ -3883,7 +3883,7 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) if (renderer->fenceGroups[i][1] != NULL) { - SDL_ReleaseGpuFence( + SDL_ReleaseGPUFence( renderer->device, renderer->fenceGroups[i][1] ); @@ -3896,7 +3896,7 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) { for (j = 0; j < renderer->graphicsPipelineHashTable.buckets[i].count; j += 1) { - SDL_ReleaseGpuGraphicsPipeline( + SDL_ReleaseGPUGraphicsPipeline( renderer->device, renderer->graphicsPipelineHashTable.buckets[i].elements[j].value ); @@ -3905,35 +3905,35 @@ static void SDLGPU_DestroyDevice(FNA3D_Device *device) for (i = 0; i < renderer->samplerStateArray.count; i += 1) { - SDL_ReleaseGpuSampler( + SDL_ReleaseGPUSampler( renderer->device, renderer->samplerStateArray.elements[i].value ); } - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderer->dummyTexture2D ); - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderer->dummyTexture3D ); - SDL_ReleaseGpuTexture( + SDL_ReleaseGPUTexture( renderer->device, renderer->dummyTextureCube ); - SDL_ReleaseGpuSampler( + SDL_ReleaseGPUSampler( renderer->device, renderer->dummySampler ); MOJOSHADER_sdlDestroyContext(renderer->mojoshaderContext); - SDL_DestroyGpuDevice(renderer->device); + SDL_DestroyGPUDevice(renderer->device); SDL_free(renderer); SDL_free(device); @@ -3951,21 +3951,20 @@ static FNA3D_Device* SDLGPU_CreateDevice( uint8_t debugMode ) { SDLGPU_Renderer *renderer; - SDL_GpuDevice *device; - SDL_GpuSwapchainComposition swapchainComposition; - SDL_GpuTextureCreateInfo textureCreateInfo; - SDL_GpuSamplerCreateInfo samplerCreateInfo; - SDL_GpuTransferBufferCreateInfo transferBufferCreateInfo; - SDL_GpuPresentMode desiredPresentMode; + SDL_GPUDevice *device; + SDL_GPUSwapchainComposition swapchainComposition; + SDL_GPUTextureCreateInfo textureCreateInfo; + SDL_GPUSamplerCreateInfo samplerCreateInfo; + SDL_GPUTransferBufferCreateInfo transferBufferCreateInfo; + SDL_GPUPresentMode desiredPresentMode; uint64_t dummyInt = 0; FNA3D_Device *result; int32_t i; requestedPresentationParameters = *presentationParameters; - device = SDL_CreateGpuDevice( + device = SDL_CreateGPUDevice( MOJOSHADER_sdlGetShaderFormats(), debugMode, - 0, NULL ); @@ -3999,7 +3998,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( } } - if (!SDL_ClaimGpuWindow( + if (!SDL_ClaimWindowForGPUDevice( renderer->device, presentationParameters->deviceWindowHandle )) { @@ -4021,7 +4020,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( return NULL; } - if (!SDL_SetGpuSwapchainParameters( + if (!SDL_SetGPUSwapchainParameters( renderer->device, presentationParameters->deviceWindowHandle, swapchainComposition, @@ -4052,7 +4051,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( transferBufferCreateInfo.sizeInBytes = TRANSFER_BUFFER_SIZE; transferBufferCreateInfo.props = 0; renderer->textureUploadBufferOffset = 0; - renderer->textureUploadBuffer = SDL_CreateGpuTransferBuffer( + renderer->textureUploadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -4069,7 +4068,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( transferBufferCreateInfo.sizeInBytes = TRANSFER_BUFFER_SIZE; transferBufferCreateInfo.props = 0; renderer->bufferUploadBufferOffset = 0; - renderer->bufferUploadBuffer = SDL_CreateGpuTransferBuffer( + renderer->bufferUploadBuffer = SDL_CreateGPUTransferBuffer( renderer->device, &transferBufferCreateInfo ); @@ -4102,43 +4101,43 @@ static FNA3D_Device* SDLGPU_CreateDevice( /* Determine capabilities */ - renderer->supportsDXT1 = SDL_SupportsGpuTextureFormat( + renderer->supportsDXT1 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_BC1_UNORM, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT ); - renderer->supportsBC2 = SDL_SupportsGpuTextureFormat( + renderer->supportsBC2 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_BC2_UNORM, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT ); - renderer->supportsBC3 = SDL_SupportsGpuTextureFormat( + renderer->supportsBC3 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_BC3_UNORM, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT ); - renderer->supportsBC7 = SDL_SupportsGpuTextureFormat( + renderer->supportsBC7 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_BC7_UNORM, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT ); - renderer->supportsSRGB = SDL_SupportsGpuTextureFormat( + renderer->supportsSRGB = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT ); - renderer->supportsD24 = SDL_SupportsGpuTextureFormat( + renderer->supportsD24 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_D24_UNORM, SDL_GPU_TEXTURETYPE_2D, SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT ); - renderer->supportsD24S8 = SDL_SupportsGpuTextureFormat( + renderer->supportsD24S8 = SDL_GPUTextureSupportsFormat( renderer->device, SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, SDL_GPU_TEXTURETYPE_2D, @@ -4158,7 +4157,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( textureCreateInfo.sampleCount = SDL_GPU_SAMPLECOUNT_1; textureCreateInfo.props = 0; - renderer->dummyTexture2D = SDL_CreateGpuTexture( + renderer->dummyTexture2D = SDL_CreateGPUTexture( renderer->device, &textureCreateInfo ); @@ -4166,7 +4165,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( textureCreateInfo.layerCountOrDepth = 2; textureCreateInfo.type = SDL_GPU_TEXTURETYPE_3D; - renderer->dummyTexture3D = SDL_CreateGpuTexture( + renderer->dummyTexture3D = SDL_CreateGPUTexture( renderer->device, &textureCreateInfo ); @@ -4174,7 +4173,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( textureCreateInfo.layerCountOrDepth = 6; textureCreateInfo.type = SDL_GPU_TEXTURETYPE_CUBE; - renderer->dummyTextureCube = SDL_CreateGpuTexture( + renderer->dummyTextureCube = SDL_CreateGPUTexture( renderer->device, &textureCreateInfo ); @@ -4194,7 +4193,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( samplerCreateInfo.maxLod = 1; samplerCreateInfo.props = 0; - renderer->dummySampler = SDL_CreateGpuSampler( + renderer->dummySampler = SDL_CreateGPUSampler( renderer->device, &samplerCreateInfo ); @@ -4271,7 +4270,7 @@ static FNA3D_Device* SDLGPU_CreateDevice( for (i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) { - renderer->fenceGroups[i] = SDL_malloc(2 * sizeof(SDL_GpuFence*)); + renderer->fenceGroups[i] = SDL_malloc(2 * sizeof(SDL_GPUFence*)); renderer->fenceGroups[i][0] = NULL; renderer->fenceGroups[i][1] = NULL; }