From 2d4eb29c379c02f9a9a8031e61b8b060d420e419 Mon Sep 17 00:00:00 2001
From: Caleb Cornett <[EMAIL REDACTED]>
Date: Thu, 5 Sep 2024 17:41:23 -0500
Subject: [PATCH] Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference
(#10704)
---
include/SDL3/SDL_gpu.h | 30 ++++-
src/dynapi/SDL_dynapi.sym | 2 +
src/dynapi/SDL_dynapi_overrides.h | 2 +
src/dynapi/SDL_dynapi_procs.h | 2 +
src/gpu/SDL_gpu.c | 41 ++++++-
src/gpu/SDL_sysgpu.h | 10 ++
src/gpu/d3d11/SDL_gpu_d3d11.c | 181 ++++++++++++++++++------------
src/gpu/d3d12/SDL_gpu_d3d12.c | 48 ++++----
src/gpu/metal/SDL_gpu_metal.m | 161 ++++++++++++++------------
src/gpu/vulkan/SDL_gpu_vulkan.c | 95 +++++++++++++---
10 files changed, 383 insertions(+), 189 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 211d298f1073b..09f46738b4167 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -1207,8 +1207,8 @@ typedef struct SDL_GPUDepthStencilState
SDL_GPUStencilOpState frontStencilState;
Uint8 compareMask;
Uint8 writeMask;
- Uint8 reference;
Uint8 padding2;
+ Uint8 padding3;
} SDL_GPUDepthStencilState;
typedef struct SDL_GPUColorAttachmentDescription
@@ -1238,7 +1238,6 @@ typedef struct SDL_GPUGraphicsPipelineCreateInfo
SDL_GPUMultisampleState multisampleState;
SDL_GPUDepthStencilState depthStencilState;
SDL_GPUGraphicsPipelineAttachmentInfo attachmentInfo;
- float blendConstants[4];
SDL_PropertiesID props;
} SDL_GPUGraphicsPipelineCreateInfo;
@@ -2140,6 +2139,33 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
SDL_GPURenderPass *renderPass,
const SDL_Rect *scissor);
+/**
+ * Sets the current blend constants on a command buffer.
+ *
+ * \param renderPass a render pass handle.
+ * \param blendConstants the blend constant color.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
+ * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
+ SDL_GPURenderPass *renderPass,
+ SDL_FColor blendConstants);
+
+/**
+ * Sets the current stencil reference value on a command buffer.
+ *
+ * \param renderPass a render pass handle.
+ * \param reference the stencil reference value to set.
+ *
+ * \since This function is available since SDL 3.0.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
+ SDL_GPURenderPass *renderPass,
+ Uint8 reference);
+
/**
* Binds vertex buffers on a command buffer for use with subsequent draw
* calls.
diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym
index f3b8de3c440a4..35ef0041f165f 100644
--- a/src/dynapi/SDL_dynapi.sym
+++ b/src/dynapi/SDL_dynapi.sym
@@ -778,8 +778,10 @@ SDL3_0.0.0 {
SDL_SetEventEnabled;
SDL_SetEventFilter;
SDL_SetFloatProperty;
+ SDL_SetGPUBlendConstants;
SDL_SetGPUBufferName;
SDL_SetGPUScissor;
+ SDL_SetGPUStencilReference;
SDL_SetGPUSwapchainParameters;
SDL_SetGPUTextureName;
SDL_SetGPUViewport;
diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h
index 66e618b7789df..d04960d01066a 100644
--- a/src/dynapi/SDL_dynapi_overrides.h
+++ b/src/dynapi/SDL_dynapi_overrides.h
@@ -803,8 +803,10 @@
#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
#define SDL_SetEventFilter SDL_SetEventFilter_REAL
#define SDL_SetFloatProperty SDL_SetFloatProperty_REAL
+#define SDL_SetGPUBlendConstants SDL_SetGPUBlendConstants_REAL
#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
+#define SDL_SetGPUStencilReference SDL_SetGPUStencilReference_REAL
#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index 54f542f37f643..0d1ed3b05e8d0 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -813,8 +813,10 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_SetGPUBlendConstants,(SDL_GPURenderPass *a, SDL_FColor b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, const SDL_Rect *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUStencilReference,(SDL_GPURenderPass *a, Uint8 b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, const SDL_GPUViewport *b),(a,b),)
diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index c737b082041ff..8f8a3593fec15 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -194,11 +194,6 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
- blitPipelineCreateInfo.blendConstants[0] = 1.0f;
- blitPipelineCreateInfo.blendConstants[1] = 1.0f;
- blitPipelineCreateInfo.blendConstants[2] = 1.0f;
- blitPipelineCreateInfo.blendConstants[3] = 1.0f;
-
pipeline = SDL_CreateGPUGraphicsPipeline(
device,
&blitPipelineCreateInfo);
@@ -1281,6 +1276,42 @@ void SDL_SetGPUScissor(
scissor);
}
+void SDL_SetGPUBlendConstants(
+ SDL_GPURenderPass *renderPass,
+ SDL_FColor blendConstants)
+{
+ if (renderPass == NULL) {
+ SDL_InvalidParamError("renderPass");
+ return;
+ }
+
+ if (RENDERPASS_DEVICE->debugMode) {
+ CHECK_RENDERPASS
+ }
+
+ RENDERPASS_DEVICE->SetBlendConstants(
+ RENDERPASS_COMMAND_BUFFER,
+ blendConstants);
+}
+
+void SDL_SetGPUStencilReference(
+ SDL_GPURenderPass *renderPass,
+ Uint8 reference)
+{
+ if (renderPass == NULL) {
+ SDL_InvalidParamError("renderPass");
+ return;
+ }
+
+ if (RENDERPASS_DEVICE->debugMode) {
+ CHECK_RENDERPASS
+ }
+
+ RENDERPASS_DEVICE->SetStencilReference(
+ RENDERPASS_COMMAND_BUFFER,
+ reference);
+}
+
void SDL_BindGPUVertexBuffers(
SDL_GPURenderPass *renderPass,
Uint32 firstBinding,
diff --git a/src/gpu/SDL_sysgpu.h b/src/gpu/SDL_sysgpu.h
index 7bb63198381ae..f9585e5b4befd 100644
--- a/src/gpu/SDL_sysgpu.h
+++ b/src/gpu/SDL_sysgpu.h
@@ -398,6 +398,14 @@ struct SDL_GPUDevice
SDL_GPUCommandBuffer *commandBuffer,
const SDL_Rect *scissor);
+ void (*SetBlendConstants)(
+ SDL_GPUCommandBuffer *commandBuffer,
+ SDL_FColor blendConstants);
+
+ void (*SetStencilReference)(
+ SDL_GPUCommandBuffer *commandBuffer,
+ Uint8 reference);
+
void (*BindVertexBuffers)(
SDL_GPUCommandBuffer *commandBuffer,
Uint32 firstBinding,
@@ -716,6 +724,8 @@ struct SDL_GPUDevice
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(SetViewport, name) \
ASSIGN_DRIVER_FUNC(SetScissor, name) \
+ ASSIGN_DRIVER_FUNC(SetBlendConstants, name) \
+ ASSIGN_DRIVER_FUNC(SetStencilReference, name) \
ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
diff --git a/src/gpu/d3d11/SDL_gpu_d3d11.c b/src/gpu/d3d11/SDL_gpu_d3d11.c
index 61bb1c67e050e..741a593b9551b 100644
--- a/src/gpu/d3d11/SDL_gpu_d3d11.c
+++ b/src/gpu/d3d11/SDL_gpu_d3d11.c
@@ -476,7 +476,6 @@ typedef struct D3D11Shader
typedef struct D3D11GraphicsPipeline
{
- float blendConstants[4];
Sint32 numColorAttachments;
DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
ID3D11BlendState *colorAttachmentBlendState;
@@ -486,7 +485,6 @@ typedef struct D3D11GraphicsPipeline
Uint8 hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
ID3D11DepthStencilState *depthStencilState;
- Uint8 stencilRef;
SDL_GPUPrimitiveType primitiveType;
ID3D11RasterizerState *rasterizerState;
@@ -615,6 +613,8 @@ typedef struct D3D11CommandBuffer
// Render Pass
D3D11GraphicsPipeline *graphicsPipeline;
+ Uint8 stencilRef;
+ SDL_FColor blendConstants;
// Render Pass MSAA resolve
D3D11Texture *colorTargetResolveTexture[MAX_COLOR_TARGET_BINDINGS];
@@ -1541,11 +1541,6 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
pipeline->colorAttachmentFormats[i] = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format];
}
- pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
- pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
- pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
- pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
-
// Multisample
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
@@ -1558,7 +1553,6 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
pipeline->depthStencilAttachmentFormat = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
- pipeline->stencilRef = pipelineCreateInfo->depthStencilState.reference;
// Rasterizer
@@ -3204,6 +3198,8 @@ static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
commandBuffer->graphicsPipeline = NULL;
+ commandBuffer->stencilRef = 0;
+ commandBuffer->blendConstants = (SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f };
commandBuffer->computePipeline = NULL;
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) {
commandBuffer->colorTargetResolveTexture[i] = NULL;
@@ -3384,6 +3380,78 @@ static void D3D11_INTERNAL_PushUniformData(
}
}
+static void D3D11_SetViewport(
+ SDL_GPUCommandBuffer *commandBuffer,
+ const SDL_GPUViewport *viewport)
+{
+ D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
+ D3D11_VIEWPORT vp = {
+ viewport->x,
+ viewport->y,
+ viewport->w,
+ viewport->h,
+ viewport->minDepth,
+ viewport->maxDepth
+ };
+
+ ID3D11DeviceContext_RSSetViewports(
+ d3d11CommandBuffer->context,
+ 1,
+ &vp);
+}
+
+static void D3D11_SetScissor(
+ SDL_GPUCommandBuffer *commandBuffer,
+ const SDL_Rect *scissor)
+{
+ D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
+ D3D11_RECT rect = {
+ scissor->x,
+ scissor->y,
+ scissor->x + scissor->w,
+ scissor->y + scissor->h
+ };
+
+ ID3D11DeviceContext_RSSetScissorRects(
+ d3d11CommandBuffer->context,
+ 1,
+ &rect);
+}
+
+static void D3D11_SetBlendConstants(
+ SDL_GPUCommandBuffer *commandBuffer,
+ SDL_FColor blendConstants)
+{
+ D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
+ FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a };
+
+ d3d11CommandBuffer->blendConstants = blendConstants;
+
+ if (d3d11CommandBuffer->graphicsPipeline != NULL) {
+ ID3D11DeviceContext_OMSetBlendState(
+ d3d11CommandBuffer->context,
+ d3d11CommandBuffer->graphicsPipeline->colorAttachmentBlendState,
+ blendFactor,
+ d3d11CommandBuffer->graphicsPipeline->multisampleState.sampleMask);
+ }
+}
+
+static void D3D11_SetStencilReference(
+ SDL_GPUCommandBuffer *commandBuffer,
+ Uint8 reference)
+{
+ D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
+
+ d3d11CommandBuffer->stencilRef = reference;
+
+ if (d3d11CommandBuffer->graphicsPipeline != NULL) {
+ ID3D11DeviceContext_OMSetDepthStencilState(
+ d3d11CommandBuffer->context,
+ d3d11CommandBuffer->graphicsPipeline->depthStencilState,
+ reference);
+ }
+}
+
static void D3D11_BeginRenderPass(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
@@ -3396,8 +3464,8 @@ static void D3D11_BeginRenderPass(
ID3D11DepthStencilView *dsv = NULL;
Uint32 vpWidth = SDL_MAX_UINT32;
Uint32 vpHeight = SDL_MAX_UINT32;
- D3D11_VIEWPORT viewport;
- D3D11_RECT scissorRect;
+ SDL_GPUViewport viewport;
+ SDL_Rect scissorRect;
d3d11CommandBuffer->needVertexSamplerBind = true;
d3d11CommandBuffer->needVertexResourceBind = true;
@@ -3524,28 +3592,34 @@ static void D3D11_BeginRenderPass(
}
}
- // Set default viewport and scissor state
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = (FLOAT)vpWidth;
- viewport.Height = (FLOAT)vpHeight;
- viewport.MinDepth = 0;
- viewport.MaxDepth = 1;
+ // Set sensible default states
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.w = (float)vpWidth;
+ viewport.h = (float)vpHeight;
+ viewport.minDepth = 0;
+ viewport.maxDepth = 1;
- ID3D11DeviceContext_RSSetViewports(
- d3d11CommandBuffer->context,
- 1,
+ D3D11_SetViewport(
+ commandBuffer,
&viewport);
- scissorRect.left = 0;
- scissorRect.right = (LONG)viewport.Width;
- scissorRect.top = 0;
- scissorRect.bottom = (LONG)viewport.Height;
+ scissorRect.x = 0;
+ scissorRect.y = 0;
+ scissorRect.w = (int)vpWidth;
+ scissorRect.h = (int)vpHeight;
- ID3D11DeviceContext_RSSetScissorRects(
- d3d11CommandBuffer->context,
- 1,
+ D3D11_SetScissor(
+ commandBuffer,
&scissorRect);
+
+ D3D11_SetStencilReference(
+ commandBuffer,
+ 0);
+
+ D3D11_SetBlendConstants(
+ commandBuffer,
+ (SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
}
static void D3D11_BindGraphicsPipeline(
@@ -3554,19 +3628,25 @@ static void D3D11_BindGraphicsPipeline(
{
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
+ FLOAT blendFactor[4] = {
+ d3d11CommandBuffer->blendConstants.r,
+ d3d11CommandBuffer->blendConstants.g,
+ d3d11CommandBuffer->blendConstants.b,
+ d3d11CommandBuffer->blendConstants.a
+ };
d3d11CommandBuffer->graphicsPipeline = pipeline;
ID3D11DeviceContext_OMSetBlendState(
d3d11CommandBuffer->context,
pipeline->colorAttachmentBlendState,
- pipeline->blendConstants,
+ blendFactor,
pipeline->multisampleState.sampleMask);
ID3D11DeviceContext_OMSetDepthStencilState(
d3d11CommandBuffer->context,
pipeline->depthStencilState,
- pipeline->stencilRef);
+ d3d11CommandBuffer->stencilRef);
ID3D11DeviceContext_IASetPrimitiveTopology(
d3d11CommandBuffer->context,
@@ -3612,44 +3692,6 @@ static void D3D11_BindGraphicsPipeline(
d3d11CommandBuffer->needFragmentUniformBufferBind = true;
}
-static void D3D11_SetViewport(
- SDL_GPUCommandBuffer *commandBuffer,
- const SDL_GPUViewport *viewport)
-{
- D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
- D3D11_VIEWPORT vp = {
- viewport->x,
- viewport->y,
- viewport->w,
- viewport->h,
- viewport->minDepth,
- viewport->maxDepth
- };
-
- ID3D11DeviceContext_RSSetViewports(
- d3d11CommandBuffer->context,
- 1,
- &vp);
-}
-
-static void D3D11_SetScissor(
- SDL_GPUCommandBuffer *commandBuffer,
- const SDL_Rect *scissor)
-{
- D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
- D3D11_RECT rect = {
- scissor->x,
- scissor->y,
- scissor->x + scissor->w,
- scissor->y + scissor->h
- };
-
- ID3D11DeviceContext_RSSetScissorRects(
- d3d11CommandBuffer->context,
- 1,
- &rect);
-}
-
static void D3D11_BindVertexBuffers(
SDL_GPUCommandBuffer *commandBuffer,
Uint32 firstBinding,
@@ -5786,11 +5828,6 @@ static void D3D11_INTERNAL_InitBlitPipelines(
blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
- blitPipelineCreateInfo.blendConstants[0] = 1.0f;
- blitPipelineCreateInfo.blendConstants[1] = 1.0f;
- blitPipelineCreateInfo.blendConstants[2] = 1.0f;
- blitPipelineCreateInfo.blendConstants[3] = 1.0f;
-
blitPipeline = D3D11_CreateGraphicsPipeline(
(SDL_GPURenderer *)renderer,
&blitPipelineCreateInfo);
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index f219e75cc6d27..c3a98dacb0e9a 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -775,9 +775,6 @@ struct D3D12GraphicsPipeline
Uint32 vertexStrides[MAX_BUFFER_BINDINGS];
- float blendConstants[4];
- Uint8 stencilRef;
-
Uint32 vertexSamplerCount;
Uint32 vertexUniformBufferCount;
Uint32 vertexStorageBufferCount;
@@ -2603,11 +2600,6 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
}
pipeline->primitiveType = pipelineCreateInfo->primitiveType;
- pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
- pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
- pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
- pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
- pipeline->stencilRef = pipelineCreateInfo->depthStencilState.reference;
pipeline->vertexSamplerCount = vertShader->samplerCount;
pipeline->vertexStorageTextureCount = vertShader->storageTextureCount;
@@ -3611,6 +3603,23 @@ static void D3D12_SetScissor(
ID3D12GraphicsCommandList_RSSetScissorRects(d3d12CommandBuffer->graphicsCommandList, 1, &scissorRect);
}
+static void D3D12_SetBlendConstants(
+ SDL_GPUCommandBuffer *commandBuffer,
+ SDL_FColor blendConstants)
+{
+ D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
+ FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a };
+ ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor);
+}
+
+static void D3D12_SetStencilReference(
+ SDL_GPUCommandBuffer *commandBuffer,
+ Uint8 reference
+) {
+ D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
+ ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, reference);
+}
+
static D3D12TextureSubresource *D3D12_INTERNAL_FetchTextureSubresource(
D3D12TextureContainer *container,
Uint32 layer,
@@ -3783,7 +3792,6 @@ static void D3D12_BeginRenderPass(
const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
- /* D3D12Renderer *renderer = d3d12CommandBuffer->renderer; */
Uint32 framebufferWidth = SDL_MAX_UINT32;
Uint32 framebufferHeight = SDL_MAX_UINT32;
@@ -3915,7 +3923,7 @@ static void D3D12_BeginRenderPass(
false,
(depthStencilAttachmentInfo == NULL) ? NULL : &dsv);
- // Set sensible default viewport state
+ // Set sensible default states
SDL_GPUViewport defaultViewport;
defaultViewport.x = 0;
defaultViewport.y = 0;
@@ -3937,6 +3945,14 @@ static void D3D12_BeginRenderPass(
D3D12_SetScissor(
commandBuffer,
&defaultScissor);
+
+ D3D12_SetStencilReference(
+ commandBuffer,
+ 0);
+
+ D3D12_SetBlendConstants(
+ commandBuffer,
+ (SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
}
static void D3D12_INTERNAL_TrackUniformBuffer(
@@ -4120,21 +4136,9 @@ static void D3D12_BindGraphicsPipeline(
// Set the pipeline state
ID3D12GraphicsCommandList_SetPipelineState(d3d12CommandBuffer->graphicsCommandList, pipeline->pipelineState);
-
ID3D12GraphicsCommandList_SetGraphicsRootSignature(d3d12CommandBuffer->graphicsCommandList, pipeline->rootSignature->handle);
-
ID3D12GraphicsCommandList_IASetPrimitiveTopology(d3d12CommandBuffer->graphicsCommandList, SDLToD3D12_PrimitiveType[pipeline->primitiveType]);
- float blendFactor[4] = {
- pipeline->blendConstants[0],
- pipeline->blendConstants[1],
- pipeline->blendConstants[2],
- pipeline->blendConstants[3]
- };
- ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor);
-
- ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, pipeline->stencilRef);
-
// Mark that bindings are needed
d3d12CommandBuffer->needVertexSamplerBind = true;
d3d12CommandBuffer->needVertexStorageTextureBind = true;
diff --git a/src/gpu/metal/SDL_gpu_metal.m b/src/gpu/metal/SDL_gpu_metal.m
index 7c1e36b599545..84eb1513ae5f0 100644
--- a/src/gpu/metal/SDL_gpu_metal.m
+++ b/src/gpu/metal/SDL_gpu_metal.m
@@ -81,14 +81,14 @@ static void METAL_ReleaseWindow(
MTLPixelFormatABGR4Unorm, // B4G4R4A4_UNORM
MTLPixelFormatBGRA8Unorm, // B8G8R8A8_UNORM
#ifdef SDL_PLATFORM_MACOS
- MTLPixelFormatBC1_RGBA, // BC1_UNORM
- MTLPixelFormatBC2_RGBA, // BC2_UNORM
- MTLPixelFormatBC3_RGBA, // BC3_UNORM
- MTLPixelFormatBC4_RUnorm, // BC4_UNORM
- MTLPixelFormatBC5_RGUnorm, // BC5_UNORM
- MTLPixelFormatBC7_RGBAUnorm, // BC7_UNORM
- MTLPixelFormatBC6H_RGBFloat, // BC6H_FLOAT
- MTLPixelFormatBC6H_RGBUfloat,// BC6H_UFLOAT
+ MTLPixelFormatBC1_RGBA, // BC1_UNORM
+ MTLPixelFormatBC2_RGBA, // BC2_UNORM
+ MTLPixelFormatBC3_RGBA, // BC3_UNORM
+ MTLPixelFormatBC4_RUnorm, // BC4_UNORM
+ MTLPixelFormatBC5_RGUnorm, // BC5_UNORM
+ MTLPixelFormatBC7_RGBAUnorm, // BC7_UNORM
+ MTLPixelFormatBC6H_RGBFloat, // BC6H_FLOAT
+ MTLPixelFormatBC6H_RGBUfloat, // BC6H_UFLOAT
#else
MTLPixelFormatInvalid, // BC1_UNORM
MTLPixelFormatInvalid, // BC2_UNORM
@@ -402,14 +402,12 @@ static MTLColorWriteMask SDLToMetal_ColorWriteMask(
{
id<MTLRenderPipelineState> handle;
- float blendConstants[4];
Uint32 sampleMask;
SDL_GPURasterizerState rasterizerState;
SDL_GPUPrimitiveType primitiveType;
id<MTLDepthStencilState> depthStencilState;
- Uint8 stencilReference;
Uint32 vertexSamplerCount;
Uint32 vertexUniformBufferCount;
@@ -1103,13 +1101,8 @@ static void METAL_ReleaseGraphicsPipeline(
result = SDL_malloc(sizeof(MetalGraphicsPipeline));
result->handle = pipelineState;
- result->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
- result->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
- result->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
- result->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
result->sampleMask = pipelineCreateInfo->multisampleState.sampleMask;
result->depthStencilState = depthStencilState;
- result->stencilReference = pipelineCreateInfo->depthStencilState.reference;
result->rasterizerState = pipelineCreateInfo->rasterizerState;
result->primitiveType = pipelineCreateInfo->primitiveType;
result->vertexSamplerCount = vertexShader->samplerCount;
@@ -2087,6 +2080,65 @@ static void METAL_INTERNAL_ReturnUniformBufferToPool(
uniformBuffer->drawOffset = 0;
}
+static void METAL_SetViewport(
+ SDL_GPUCommandBuffer *commandBuffer,
+ const SDL_GPUViewport *viewport)
+{
+ @autoreleasepool {
+ MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
+ MTLViewport metalViewport;
+
+ metalViewport.originX = viewport->x;
+ metalViewport.originY = viewport->y;
+ metalViewport.width = viewport->w;
+ metalViewport.height = viewport->h;
+ metalViewport.znear = viewport->minDepth;
+ metalViewport.zfar = viewport->maxDepth;
+
+ [metalCommandBuffer->renderEncoder setViewport:metalViewport];
+ }
+}
+
+static void METAL_SetScissor(
+ SDL_GPUCommandBuffer *commandBuffer,
+ const SDL_Rect *scissor)
+{
+ @autoreleasepool {
+ MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
+ MTLScissorRect metalScissor;
+
+ metalScissor.x = scissor->x;
+ metalScissor.y = scissor->y;
+ metalScissor.width = scissor->w;
+ metalScissor.height = scissor->h;
+
+ [metalCommandBuffer->renderEncoder setScissorRect:metalScissor];
+ }
+}
+
+static void METAL_SetBlendConstants(
+ SDL_GPUCommandBuffer *commandBuffer,
+ SDL_FColor blendConstants)
+{
+ @autoreleasepool {
+ MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
+ [metalCommandBuffer->renderEncoder setBlendColorRed:blendConstants.r
+ green:blendConstants.g
+ blue:blendConstants.b
+ alpha:blendConstants.a];
+ }
+}
+
+static void METAL_SetStencilReference(
+ SDL_GPUCommandBuffer *commandBuffer,
+ Uint8 reference
+) {
+ @autoreleasepool {
+ MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
+ [metalCommandBuffer->renderEncoder setStencilReferenceValue:reference];
+ }
+}
+
static void METAL_BeginRenderPass(
SDL_GPUCommandBuffer *commandBuffer,
const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
@@ -2099,8 +2151,8 @@ static void METAL_BeginRenderPass(
MTLRenderPassDescriptor *passDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
Uint32 vpWidth = UINT_MAX;
Uint32 vpHeight = UINT_MAX;
- MTLViewport viewport;
- MTLScissorRect scissorRect;
+ SDL_GPUViewport viewport;
+ SDL_Rect scissorRect;
for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
MetalTextureContainer *container = (MetalTextureContainer *)colorAttachmentInfos[i].texture;
@@ -2201,20 +2253,28 @@ static void METAL_BeginRenderPass(
}
}
- // Set default viewport and scissor state
- viewport.originX = 0;
- viewport.originY = 0;
- viewport.width = vpWidth;
- viewport.height = vpHeight;
- viewport.znear = 0;
- viewport.zfar = 1;
- [metalCommandBuffer->renderEncoder setViewport:viewport];
+ // Set sensible default states
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.w = vpWidth;
+ viewport.h = vpHeight;
+ viewport.minDepth = 0;
+ viewport.maxDepth = 1;
+ METAL_SetViewport(commandBuffer, &viewport);
scissorRect.x = 0;
scissorRect.y = 0;
- scissorRect.width = vpWidth;
- scissorRect.height = vpHeight;
- [metalCommandBuffer->renderEncoder setScissorRect:scissorRect];
+ scissorRect.w = vpWidth;
+ scissorRect.h = vpHeight;
+ METAL_SetScissor(commandBuffer, &scissorRect);
+
+ METAL_SetBlendConstants(
+ commandBuffer,
+ (SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
+
+ METAL_SetStencilReference(
+ commandBuffer,
+ 0);
}
}
@@ -2240,19 +2300,10 @@ static void METAL_BindGraphicsPipeline(
slopeScale:((rast->depthBiasEnable) ? rast->depthBiasSlopeFactor : 0)
clamp:((rast->depthBiasEnable) ? rast->depthBiasClamp : 0)];
- // Apply blend constants
- [metalCommandBuffer->renderEncoder
- setBlendColorRed:metalGraphicsPipeline->blendConstants[0]
- green:metalGraphicsPipeline->blendConstants[1]
- blue:metalGraphicsPipeline->blendConstants[2]
- alpha:metalGraphicsPipeline->blendConstants[3]];
-
// Apply depth-stencil state
if (metalGraphicsPipeline->depthStencilState != NULL) {
[metalCommandBuffer->renderEncoder
setDepthStencilState:metalGraphicsPipeline->depthStencilState];
- [metalCommandBuffer->renderEncoder
- setStencilReferenceValue:metalGraphicsPipeline->stencilReference];
}
for (Uint32 i = 0; i < metalGraphicsPipeline->vertexUniformBufferCount; i += 1) {
@@ -2274,42 +2325,6 @@ static void METAL_BindGraphicsPipeline(
}
}
-static void METAL_SetViewport(
- SDL_GPUCommandBuffer *commandBuffer,
- const SDL_GPUViewport *viewport)
-{
- @autoreleasepool {
- MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
- MTLViewport metalViewport;
-
- metalViewport.originX = viewport->x;
- metalViewport.originY = viewport->y;
- metalViewport.width = viewport->w;
- metalViewport.height = viewport->h;
- metalViewport.znear = viewport->minDepth;
- metalViewport.zfar = viewport->maxDepth;
-
- [metalCommandBuffer->renderEncoder setViewport:metalViewport];
- }
-}
-
-static void METAL_SetScissor(
- SDL_GPUCommandBuffer *commandBuffer,
- const SDL_Rect *scissor)
-{
- @autoreleasepool {
- MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
- MTLScissorRect metalScissor;
-
- metalScissor.x = scissor->x;
- metalScissor.y = scissor->y;
- metalScissor.width = scissor->w;
- metalScissor.height = scissor->h;
-
- [metalCommandBuffer->renderEncoder setScissorRect:metalScissor];
- }
-}
-
static void METAL_BindVertexBuffers(
SDL_GPUCommandBuffer *commandBuffer,
Uint32 firstBinding,
diff --git a/src/gpu/vulkan/SDL_gpu_vulkan.c b/src/gpu/vulkan/SDL_gpu_vulkan.c
index d555fd88416bb..8fcea98422830 100644
--- a/src/gpu/vulkan/SDL_gpu_vulkan.c
+++ b/src/gpu/vulkan/SDL_gpu_vulkan.c
@@ -996,10 +996,12 @@ typedef struct VulkanCommandBuffer
VulkanTextureSubresource *depthStencilAttachmentSubresource; // may be NULL
- // Viewport/scissor state
+ // Dynamic state
VkViewport currentViewport;
VkRect2D currentScissor;
+ float blendConstants[4];
+ Uint8 stencilRef;
// Resource bind state
@@ -6425,7 +6427,9 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
static const VkDynamicState dynamicStates[] = {
VK_DYNAMIC_STATE_VIEWPORT,
- VK_DYNAMIC_STATE_SCISSOR
+ VK_DYNAMIC_STATE_SCISSOR,
+ VK_DYNAMIC_STATE_BLEND_CONSTANTS,
+ VK_DYNAMIC_STATE_STENCIL_REFERENCE
};
VkPipelineDynamicStateCreateInfo dynamicStateCreateInfo;
@@ -6590,8 +6594,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
pipelineCreateInfo->depthStencilState.compareMask;
frontStencilState.writeMask =
pipelineCreateInfo->depthStencilState.writeMask;
- frontStencilState.reference =
- pipe
(Patch may be truncated, please check the link at the top of this post.)