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GPU: Intro fixes
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@ -30,24 +30,24 @@
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*
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* A basic workflow might be something like this:
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*
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* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
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* The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice--although strictly speaking you
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* can render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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*
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* Next the app prepares static data (things that are created once and used
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* over and over). For example:
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*
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* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
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* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader.
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* - Vertex buffers (arrays of geometry data) and other data rendering will
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* need: use SDL_UploadToGPUBuffer().
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* - Textures (images): use SDL_UploadToGPUTexture().
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* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
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* need: use SDL_UploadToGPUBuffer.
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* - Textures (images): use SDL_UploadToGPUTexture.
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* - Samplers (how textures should be read from): use SDL_CreateGPUSampler.
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* - Render pipelines (precalculated rendering state): use
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* SDL_CreateGPUGraphicsPipeline()
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* SDL_CreateGPUGraphicsPipeline
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*
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* To render, the app creates one or more command buffers, with
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* SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering
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* SDL_AcquireGPUCommandBuffer. Command buffers collect rendering
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* instructions that will be submitted to the GPU in batch. Complex scenes can
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* use multiple command buffers, maybe configured across multiple threads in
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* parallel, as long as they are submitted in the correct order, but many apps
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@ -56,7 +56,7 @@
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* Rendering can happen to a texture (what other APIs call a "render target")
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* or it can happen to the swapchain texture (which is just a special texture
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* that represents a window's contents). The app can use
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* SDL_AcquireGPUSwapchainTexture() to render to the window.
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* SDL_AcquireGPUSwapchainTexture to render to the window.
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*
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* Rendering actually happens in a Render Pass, which is encoded into a
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* command buffer. One can encode multiple render passes (or alternate between
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@ -66,7 +66,7 @@
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* simultaneously. If the set of textures being rendered to needs to change,
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* the Render Pass must be ended and a new one must be begun.
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*
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* The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for
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* The app calls SDL_BeginGPURenderPass. Then it sets states it needs for
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* each draw:
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*
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* - SDL_BindGPUGraphicsPipeline
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@ -83,25 +83,25 @@
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* - etc
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*
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* After all the drawing commands for a pass are complete, the app should call
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* SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
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* SDL_EndGPURenderPass. Once a render pass ends all render-related state is
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* reset.
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*
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* The app can begin new Render Passes and make new draws in the same command
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* buffer until the entire scene is rendered.
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*
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* Once all of the render commands for the scene are complete, the app calls
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* SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
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* SDL_SubmitGPUCommandBuffer to send it to the GPU for processing.
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*
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* If the app needs to read back data from texture or buffers, the API has an
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* efficient way of doing this, provided that the app is willing to tolerate
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* some latency. When the app uses SDL_DownloadFromGPUTexture() or
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* SDL_DownloadFromGPUBuffer(), submitting the command buffer with
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* SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that the
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* some latency. When the app uses SDL_DownloadFromGPUTexture or
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* SDL_DownloadFromGPUBuffer, submitting the command buffer with
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* SubmitGPUCommandBufferAndAcquireFence will return a fence handle that the
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* app can poll or wait on in a thread. Once the fence indicates that the
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* command buffer is done processing, it is safe to read the downloaded data.
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* Make sure to call SDL_ReleaseGPUFence() when done with the fence.
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* Make sure to call SDL_ReleaseGPUFence when done with the fence.
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*
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* The API also has "compute" support. The app calls SDL_GPUBeginComputePass()
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* The API also has "compute" support. The app calls SDL_GPUBeginComputePass
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* with compute-writeable textures and/or buffers, which can be written to in
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* a compute shader. Then it sets states it needs for the compute dispatches:
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*
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@ -121,16 +121,15 @@
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* creates the GPU device, the app lets the device know which shader formats
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* the app can provide. It will then select the appropriate backend depending
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* on the available shader formats and the backends available on the platform.
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* When creating shaders, the app must provide the correct shader for the
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* When creating shaders, the app must provide the correct shader format for the
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* selected backend. If you would like to learn more about why the API works
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* this way, there is a detailed
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* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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* explaining this situation.
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*
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* It is optimal for apps to pre-compile the shader formats they might use,
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* but for ease of use SDL provides a satellite single-header library for
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* performing runtime shader cross-compilation:
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* https://github.com/libsdl-org/SDL_gpu_shadercross
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* but for ease of use SDL provides a [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross) for
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* performing runtime shader cross-compilation.
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*
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* This is an extremely quick overview that leaves out several important
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* details. Already, though, one can see that GPU programming can be quite
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@ -145,8 +144,8 @@
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* itself by querying feature support. If you need cutting-edge features with
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* limited hardware support, this API is probably not for you.
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*
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* Examples demonstrating proper usage of this API can be found here:
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* https://github.com/TheSpydog/SDL_gpu_examples
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* Examples demonstrating proper usage of this API can be found [here]
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* (https://github.com/TheSpydog/SDL_gpu_examples).
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*/
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#ifndef SDL_gpu_h_
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