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| 1 | +#include <SDL_gpu_examples.h> |
| 2 | + |
| 3 | +typedef struct Resolution |
| 4 | +{ |
| 5 | + Uint32 x, y; |
| 6 | +} Resolution; |
| 7 | + |
| 8 | +static const Resolution Resolutions[] = |
| 9 | +{ |
| 10 | + { 640, 480 }, |
| 11 | + { 1280, 720 }, |
| 12 | + { 1024, 1024 }, |
| 13 | + { 1600, 900 }, |
| 14 | + { 1920, 1080 }, |
| 15 | + { 3200, 1800 }, |
| 16 | + { 3840, 2160 } |
| 17 | +}; |
| 18 | +static Uint32 ResolutionCount = SDL_arraysize(Resolutions); |
| 19 | + |
| 20 | +static SDL_GpuGraphicsPipeline* Pipeline; |
| 21 | +static Sint32 ResolutionIndex; |
| 22 | + |
| 23 | +static int Init(Context* context) |
| 24 | +{ |
| 25 | + int result = CommonInit(context, 0); |
| 26 | + if (result < 0) |
| 27 | + { |
| 28 | + return result; |
| 29 | + } |
| 30 | + |
| 31 | + ResolutionIndex = 0; |
| 32 | + |
| 33 | + SDL_GpuShader* vertexShader = LoadShader(context->Device, "RawTriangle.vert", 0, 0, 0, 0); |
| 34 | + if (vertexShader == NULL) |
| 35 | + { |
| 36 | + SDL_Log("Failed to create vertex shader!"); |
| 37 | + return -1; |
| 38 | + } |
| 39 | + |
| 40 | + SDL_GpuShader* fragmentShader = LoadShader(context->Device, "SolidColor.frag", 0, 0, 0, 0); |
| 41 | + if (fragmentShader == NULL) |
| 42 | + { |
| 43 | + SDL_Log("Failed to create fragment shader!"); |
| 44 | + return -1; |
| 45 | + } |
| 46 | + |
| 47 | + SDL_GpuGraphicsPipelineCreateInfo pipelineCreateInfo = { |
| 48 | + .attachmentInfo = { |
| 49 | + .colorAttachmentCount = 1, |
| 50 | + .colorAttachmentDescriptions = (SDL_GpuColorAttachmentDescription[]){{ |
| 51 | + .format = SDL_GpuGetSwapchainTextureFormat(context->Device, context->Window), |
| 52 | + .blendState = { |
| 53 | + .blendEnable = SDL_TRUE, |
| 54 | + .alphaBlendOp = SDL_GPU_BLENDOP_ADD, |
| 55 | + .colorBlendOp = SDL_GPU_BLENDOP_ADD, |
| 56 | + .colorWriteMask = 0xF, |
| 57 | + .srcColorBlendFactor = SDL_GPU_BLENDFACTOR_ONE, |
| 58 | + .srcAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ONE, |
| 59 | + .dstColorBlendFactor = SDL_GPU_BLENDFACTOR_ZERO, |
| 60 | + .dstAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ZERO |
| 61 | + } |
| 62 | + }}, |
| 63 | + }, |
| 64 | + .multisampleState.sampleMask = 0xFFFF, |
| 65 | + .primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, |
| 66 | + .vertexShader = vertexShader, |
| 67 | + .fragmentShader = fragmentShader, |
| 68 | + .rasterizerState.fillMode = SDL_GPU_FILLMODE_FILL |
| 69 | + }; |
| 70 | + |
| 71 | + Pipeline = SDL_GpuCreateGraphicsPipeline(context->Device, &pipelineCreateInfo); |
| 72 | + if (Pipeline == NULL) |
| 73 | + { |
| 74 | + SDL_Log("Failed to create pipeline!"); |
| 75 | + return -1; |
| 76 | + } |
| 77 | + |
| 78 | + SDL_GpuReleaseShader(context->Device, vertexShader); |
| 79 | + SDL_GpuReleaseShader(context->Device, fragmentShader); |
| 80 | + |
| 81 | + SDL_Log("Press Left and Right to resize the window!"); |
| 82 | + |
| 83 | + return 0; |
| 84 | +} |
| 85 | + |
| 86 | +static int Update(Context* context) |
| 87 | +{ |
| 88 | + SDL_bool changeResolution = SDL_FALSE; |
| 89 | + |
| 90 | + if (context->RightPressed) |
| 91 | + { |
| 92 | + ResolutionIndex = (ResolutionIndex + 1) % ResolutionCount; |
| 93 | + changeResolution = SDL_TRUE; |
| 94 | + } |
| 95 | + |
| 96 | + if (context->LeftPressed) |
| 97 | + { |
| 98 | + ResolutionIndex -= 1; |
| 99 | + if (ResolutionIndex < 0) |
| 100 | + { |
| 101 | + ResolutionIndex = ResolutionCount - 1; |
| 102 | + } |
| 103 | + changeResolution = SDL_TRUE; |
| 104 | + } |
| 105 | + |
| 106 | + if (changeResolution) |
| 107 | + { |
| 108 | + Resolution currentResolution = Resolutions[ResolutionIndex]; |
| 109 | + SDL_Log("Setting resolution to: %u, %u", currentResolution.x, currentResolution.y); |
| 110 | + SDL_SetWindowSize(context->Window, currentResolution.x, currentResolution.y); |
| 111 | + SDL_SetWindowPosition(context->Window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
| 112 | + SDL_SyncWindow(context->Window); |
| 113 | + } |
| 114 | + |
| 115 | + return 0; |
| 116 | +} |
| 117 | + |
| 118 | +static int Draw(Context* context) |
| 119 | +{ |
| 120 | + SDL_GpuCommandBuffer* cmdbuf = SDL_GpuAcquireCommandBuffer(context->Device); |
| 121 | + if (cmdbuf == NULL) |
| 122 | + { |
| 123 | + SDL_Log("GpuAcquireCommandBuffer failed"); |
| 124 | + return -1; |
| 125 | + } |
| 126 | + |
| 127 | + Uint32 w, h; |
| 128 | + SDL_GpuTexture* swapchainTexture = SDL_GpuAcquireSwapchainTexture(cmdbuf, context->Window, &w, &h); |
| 129 | + if (swapchainTexture != NULL) |
| 130 | + { |
| 131 | + SDL_GpuColorAttachmentInfo colorAttachmentInfo = { 0 }; |
| 132 | + colorAttachmentInfo.textureSlice.texture = swapchainTexture; |
| 133 | + colorAttachmentInfo.clearColor = (SDL_GpuColor){ 0.0f, 0.0f, 0.0f, 1.0f }; |
| 134 | + colorAttachmentInfo.loadOp = SDL_GPU_LOADOP_CLEAR; |
| 135 | + colorAttachmentInfo.storeOp = SDL_GPU_STOREOP_STORE; |
| 136 | + |
| 137 | + SDL_GpuRenderPass* renderPass = SDL_GpuBeginRenderPass(cmdbuf, &colorAttachmentInfo, 1, NULL); |
| 138 | + SDL_GpuBindGraphicsPipeline(renderPass, Pipeline); |
| 139 | + SDL_GpuDrawPrimitives(renderPass, 0, 1); |
| 140 | + SDL_GpuEndRenderPass(renderPass); |
| 141 | + } |
| 142 | + |
| 143 | + SDL_GpuSubmit(cmdbuf); |
| 144 | + |
| 145 | + return 0; |
| 146 | +} |
| 147 | + |
| 148 | +static void Quit(Context* context) |
| 149 | +{ |
| 150 | + SDL_GpuReleaseGraphicsPipeline(context->Device, Pipeline); |
| 151 | + CommonQuit(context); |
| 152 | +} |
| 153 | + |
| 154 | +Example WindowResize_Example = { "WindowResize", Init, Update, Draw, Quit }; |
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