From f405def691da983a05cbd6f51114d8b9a009269d Mon Sep 17 00:00:00 2001
From: Caleb Cornett <[EMAIL REDACTED]>
Date: Mon, 2 Sep 2024 17:19:43 -0500
Subject: [PATCH] Change GPU flag enums to defines (#10681)
---
include/SDL3/SDL_gpu.h | 81 +++++++++++--------------
src/gpu/SDL_gpu.c | 32 +++++-----
src/gpu/d3d11/SDL_gpu_d3d11.c | 50 ++++++++--------
src/gpu/d3d12/SDL_gpu_d3d12.c | 78 ++++++++++++-------------
src/gpu/metal/SDL_gpu_metal.m | 28 ++++-----
src/gpu/vulkan/SDL_gpu_vulkan.c | 94 +++++++++++++++---------------
src/render/sdlgpu/SDL_render_gpu.c | 8 +--
test/testgpu_spinning_cube.c | 6 +-
8 files changed, 182 insertions(+), 195 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 21bdce416d568..8937fc2cd748a 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -198,18 +198,15 @@ typedef enum SDL_GPUTextureFormat
SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
} SDL_GPUTextureFormat;
-typedef enum SDL_GPUTextureUsageFlagBits
-{
- SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
- SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
- SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
- SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
- SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
- SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
-} SDL_GPUTextureUsageFlagBits;
-
typedef Uint32 SDL_GPUTextureUsageFlags;
+#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< & if the texture supports sampling */
+#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< & if the texture is a color render target */
+#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< & if the texture is a depth stencil target */
+#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the texture supports storage reads in graphics stages */
+#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the texture supports storage reads in the compute stage */
+#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the texture supports storage writes in the compute stage */
+
typedef enum SDL_GPUTextureType
{
SDL_GPU_TEXTURETYPE_2D,
@@ -236,18 +233,15 @@ typedef enum SDL_GPUCubeMapFace
SDL_GPU_CUBEMAPFACE_NEGATIVEZ
} SDL_GPUCubeMapFace;
-typedef enum SDL_GPUBufferUsageFlagBits
-{
- SDL_GPU_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
- SDL_GPU_BUFFERUSAGE_INDEX_BIT = 0x00000002,
- SDL_GPU_BUFFERUSAGE_INDIRECT_BIT = 0x00000004,
- SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
-} SDL_GPUBufferUsageFlagBits;
-
typedef Uint32 SDL_GPUBufferUsageFlags;
+#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< & if the buffer is a vertex buffer */
+#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< & if the buffer is an index buffer */
+#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< & if the buffer is an indirect buffer */
+#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the buffer supports storage reads in graphics stages */
+#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the buffer supports storage reads in the compute stage */
+#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the buffer supports storage writes in the compute stage */
+
typedef enum SDL_GPUTransferBufferUsage
{
SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
@@ -260,19 +254,15 @@ typedef enum SDL_GPUShaderStage
SDL_GPU_SHADERSTAGE_FRAGMENT
} SDL_GPUShaderStage;
-typedef enum SDL_GPUShaderFormatFlagBits
-{
- SDL_GPU_SHADERFORMAT_INVALID = 0x00000000,
- SDL_GPU_SHADERFORMAT_SECRET = 0x00000001, /* NDA'd platforms */
- SDL_GPU_SHADERFORMAT_SPIRV = 0x00000002, /* Vulkan */
- SDL_GPU_SHADERFORMAT_DXBC = 0x00000004, /* D3D11 (Shader Model 5_0) */
- SDL_GPU_SHADERFORMAT_DXIL = 0x00000008, /* D3D12 */
- SDL_GPU_SHADERFORMAT_MSL = 0x00000010, /* Metal */
- SDL_GPU_SHADERFORMAT_METALLIB = 0x00000020 /* Metal */
-} SDL_GPUShaderFormatFlagBits;
-
typedef Uint32 SDL_GPUShaderFormat;
+#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< & if you are providing shaders for NDA'd platforms */
+#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< & if you are providing SPIR-V shaders for Vulkan */
+#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< & if you are providing DXBC SM5_0 shaders for D3D11 */
+#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< & if you are providing DXIL shaders for D3D12 */
+#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< & if you are providing MSL shaders for Metal */
+#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< & if you are providing precompiled metallib shaders for Metal */
+
typedef enum SDL_GPUVertexElementFormat
{
/* 32-bit Signed Integers */
@@ -405,16 +395,13 @@ typedef enum SDL_GPUBlendFactor
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
} SDL_GPUBlendFactor;
-typedef enum SDL_GPUColorComponentFlagBits
-{
- SDL_GPU_COLORCOMPONENT_R_BIT = 0x00000001,
- SDL_GPU_COLORCOMPONENT_G_BIT = 0x00000002,
- SDL_GPU_COLORCOMPONENT_B_BIT = 0x00000004,
- SDL_GPU_COLORCOMPONENT_A_BIT = 0x00000008
-} SDL_GPUColorComponentFlagBits;
-
typedef Uint8 SDL_GPUColorComponentFlags;
+#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< & for the Red component */
+#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< & for the Green component */
+#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< & for the Blue component */
+#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< & for the Alpha component */
+
typedef enum SDL_GPUFilter
{
SDL_GPU_FILTER_NEAREST,
@@ -1670,7 +1657,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
/**
* Binds texture-sampler pairs for use on the vertex shader.
*
- * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
+ * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* \param renderPass a render pass handle.
* \param firstSlot the vertex sampler slot to begin binding from.
@@ -1690,7 +1677,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
* Binds storage textures for use on the vertex shader.
*
* These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* \param renderPass a render pass handle.
* \param firstSlot the vertex storage texture slot to begin binding from.
@@ -1709,7 +1696,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
* Binds storage buffers for use on the vertex shader.
*
* These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* \param renderPass a render pass handle.
* \param firstSlot the vertex storage buffer slot to begin binding from.
@@ -1727,7 +1714,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
/**
* Binds texture-sampler pairs for use on the fragment shader.
*
- * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
+ * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
*
* \param renderPass a render pass handle.
* \param firstSlot the fragment sampler slot to begin binding from.
@@ -1747,7 +1734,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
* Binds storage textures for use on the fragment shader.
*
* These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
*
* \param renderPass a render pass handle.
* \param firstSlot the fragment storage texture slot to begin binding from.
@@ -1766,7 +1753,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
* Binds storage buffers for use on the fragment shader.
*
* These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
*
* \param renderPass a render pass handle.
* \param firstSlot the fragment storage buffer slot to begin binding from.
@@ -1953,7 +1940,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
* Binds storage textures as readonly for use on the compute pipeline.
*
* These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
*
* \param computePass a compute pass handle.
* \param firstSlot the compute storage texture slot to begin binding from.
@@ -1972,7 +1959,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
* Binds storage buffers as readonly for use on the compute pipeline.
*
* These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
*
* \param computePass a compute pass handle.
* \param firstSlot the compute storage buffer slot to begin binding from.
diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index 183efb37c495a..811216ff08b7f 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -718,16 +718,16 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For any texture: levelCount must be >= 1");
failed = true;
}
- if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
- SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ_BIT and SAMPLER_BIT");
+ if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+ SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ and SAMPLER");
failed = true;
}
- if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT))) {
- SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET_BIT and SAMPLER_BIT");
+ if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER))) {
+ SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET and SAMPLER");
failed = true;
}
- if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
- SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER_BIT for textures with an integer format");
+ if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+ SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER for textures with an integer format");
failed = true;
}
@@ -759,8 +759,8 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
failed = true;
}
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
- SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+ SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
failed = true;
}
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
@@ -774,8 +774,8 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
} else {
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
// Array Texture Validation
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
- SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+ SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
failed = true;
}
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
@@ -2063,8 +2063,8 @@ void SDL_GenerateMipmapsForGPUTexture(
return;
}
- if (!(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) || !(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
- SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER_BIT and COLOR_TARGET_BIT usage flags!");
+ if (!(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) || !(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
+ SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER and COLOR_TARGET usage flags!");
return;
}
}
@@ -2108,12 +2108,12 @@ void SDL_BlitGPUTexture(
SDL_assert_release(!"Blit source and destination textures must be non-NULL");
return; // attempting to proceed will crash
}
- if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) == 0) {
- SDL_assert_release(!"Blit source texture must be created with the SAMPLER_BIT usage flag");
+ if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
+ SDL_assert_release(!"Blit source texture must be created with the SAMPLER usage flag");
failed = true;
}
- if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) == 0) {
- SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET_BIT usage flag");
+ if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) == 0) {
+ SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET usage flag");
failed = true;
}
if (IsDepthFormat(srcHeader->info.format)) {
diff --git a/src/gpu/d3d11/SDL_gpu_d3d11.c b/src/gpu/d3d11/SDL_gpu_d3d11.c
index 6011699eb46de..c231005981454 100644
--- a/src/gpu/d3d11/SDL_gpu_d3d11.c
+++ b/src/gpu/d3d11/SDL_gpu_d3d11.c
@@ -1848,20 +1848,20 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
D3D11Texture *d3d11Texture;
HRESULT res;
- isColorTarget = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
- isDepthStencil = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
+ isColorTarget = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+ isDepthStencil = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
needsSRV =
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT);
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ);
needSubresourceUAV =
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
isMultisample = createInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1;
isStaging = createInfo->usageFlags == 0;
isMippable =
createInfo->levelCount > 1 &&
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) &&
- (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT);
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) &&
+ (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
format = SDLToD3D11_TextureFormat[createInfo->format];
if (isDepthStencil) {
format = D3D11_INTERNAL_GetTypelessFormat(format);
@@ -2370,19 +2370,19 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.BindFlags = 0;
- if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
- if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
}
- if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
- if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT |
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT |
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+ if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ |
+ SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ |
+ SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
}
@@ -2392,12 +2392,12 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
bufferDesc.StructureByteStride = 0;
bufferDesc.MiscFlags = 0;
- if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
}
- if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT |
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT |
- SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+ if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ |
+ SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ |
+ SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
}
@@ -4151,7 +4151,7 @@ static void D3D11_BeginComputePass(
for (i = 0; i < storageTextureBindingCount; i += 1) {
textureContainer = (D3D11TextureContainer *)storageTextureBindings[i].texture;
- if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+ if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
}
@@ -4977,7 +4977,7 @@ static bool D3D11_INTERNAL_CreateSwapchain(
windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D;
windowData->textureContainer.header.info.levelCount = 1;
windowData->textureContainer.header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
- windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+ windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
windowData->texture.container = &windowData->textureContainer;
windowData->texture.containerIndex = 0;
@@ -5547,20 +5547,20 @@ static bool D3D11_SupportsTextureFormat(
}
// Are the usage flags supported?
- if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) {
+ if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) {
return false;
}
- if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) {
+ if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) {
return false;
}
- if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) {
+ if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) {
// TYPED_UNORDERED_ACCESS_VIEW implies support for typed UAV stores
return false;
}
- if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) {
+ if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) {
return false;
}
- if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) {
+ if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) {
return false;
}
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 94ca373e702d9..2c19b365aea04 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -1459,7 +1459,7 @@ static void D3D12_INTERNAL_TextureSubresourceBarrier(
destinationState,
textureSubresource->parent->resource,
textureSubresource->index,
- textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+ textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
}
static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
@@ -1467,17 +1467,17 @@ static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
{
// NOTE: order matters here!
- if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
+ if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
- } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+ } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
- } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+ } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
return D3D12_RESOURCE_STATE_RENDER_TARGET;
- } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+ } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
- } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT) {
+ } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ) {
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
- } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
} else {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Texture has no default usage mode!");
@@ -1538,17 +1538,17 @@ static void D3D12_INTERNAL_TextureTransitionToDefaultUsage(
static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultBufferResourceState(
D3D12Buffer *buffer)
{
- if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+ if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
- } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+ } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
return D3D12_RESOURCE_STATE_INDEX_BUFFER;
- } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+ } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
return D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
- } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+ } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) {
return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
- } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT) {
+ } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) {
return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
- } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
} else {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Buffer has no default usage mode!");
@@ -1568,7 +1568,7 @@ static void D3D12_INTERNAL_BufferBarrier(
destinationState,
buffer->handle,
0,
- buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+ buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE);
buffer->transitioned = true;
}
@@ -2693,7 +2693,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
Uint32 layerCount = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : textureCreateInfo->layerCountOrDepth;
Uint32 depth = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? textureCreateInfo->layerCountOrDepth : 1;
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
useClearValue = true;
clearValue.Color[0] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
@@ -2702,14 +2702,14 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
clearValue.Color[3] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
}
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
useClearValue = true;
clearValue.DepthStencil.Depth = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
}
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
@@ -2768,9 +2768,9 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
texture->resource = handle;
// Create the SRV if applicable
- if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
- (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
- (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+ if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+ (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+ (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2841,7 +2841,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
texture->subresources[subresourceIndex].dsvHandle.heap = NULL;
// Create RTV if needed
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
texture->subresources[subresourceIndex].rtvHandles = (D3D12CPUDescriptor *)SDL_calloc(depth, sizeof(D3D12CPUDescriptor));
for (Uint32 depthIndex = 0; depthIndex < depth; depthIndex += 1) {
@@ -2880,7 +2880,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
}
// Create DSV if needed
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2901,7 +2901,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
}
// Create subresource UAV if necessary
- if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -3007,11 +3007,11 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
return NULL;
}
- if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
- if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
resourceFlags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
}
#endif
@@ -3088,7 +3088,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
buffer->srvDescriptor.heap = NULL;
buffer->cbvDescriptor.heap = NULL;
- if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+ if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
D3D12_INTERNAL_AssignCpuDescriptorHandle(
renderer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
@@ -3112,8 +3112,8 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
}
if (
- (usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
- (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+ (usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) ||
+ (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ)) {
D3D12_INTERNAL_AssignCpuDescriptorHandle(
renderer,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
@@ -3768,7 +3768,7 @@ static void D3D12_BeginRenderPass(
framebufferHeight = h;
}
- if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
+ if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a color target!");
return;
}
@@ -3791,7 +3791,7 @@ static void D3D12_BeginRenderPass(
}
// Fixme:
- if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
+ if
(Patch may be truncated, please check the link at the top of this post.)