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https://github.com/libsdl-org/SDL.git
synced 2024-11-23 02:43:30 +08:00
GPU: Remove D3D11 backend and allow D3D12 to ingest DXBC (#11456)
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@ -884,7 +884,6 @@
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_std.c" />
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<ClCompile Include="..\..\src\gpu\SDL_gpu.c" />
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<ClCompile Include="..\..\src\gpu\d3d11\SDL_gpu_d3d11.c" />
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<ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c">
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">CompileAsCpp</CompileAs>
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@ -58,7 +58,6 @@
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<ClCompile Include="..\..\src\file\SDL_iostream.c" />
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<ClCompile Include="..\..\src\filesystem\gdk\SDL_sysfilesystem.cpp" />
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<ClCompile Include="..\..\src\gpu\SDL_gpu.c" />
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<ClCompile Include="..\..\src\gpu\d3d11\SDL_gpu_d3d11.c" />
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<ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c" />
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<ClCompile Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan.c" />
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<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
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@ -413,7 +413,6 @@
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<ClCompile Include="..\..\src\filesystem\SDL_filesystem.c" />
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<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c" />
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<ClCompile Include="..\..\src\gpu\SDL_gpu.c" />
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<ClCompile Include="..\..\src\gpu\d3d11\SDL_gpu_d3d11.c" />
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<ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c" />
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<ClCompile Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan.c" />
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<ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
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@ -1601,9 +1601,6 @@
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<ClCompile Include="..\..\src\gpu\SDL_gpu.c">
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<Filter>gpu</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\gpu\d3d11\SDL_gpu_d3d11.c">
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<Filter>gpu</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c">
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<Filter>gpu</Filter>
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</ClCompile>
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@ -782,8 +782,8 @@ typedef Uint32 SDL_GPUShaderFormat;
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#define SDL_GPU_SHADERFORMAT_INVALID 0
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#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
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#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11. */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
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#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
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@ -2076,15 +2076,7 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
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* - 1: Write-only storage textures, followed by write-only storage buffers
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* - 2: Uniform buffers
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*
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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*
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* - t registers: Sampled textures, followed by read-only storage textures,
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* followed by read-only storage buffers
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* - u registers: Write-only storage textures, followed by write-only storage
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* buffers
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* - b registers: Uniform buffers
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*
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* For DXIL shaders, use the following register order:
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* For DXBC and DXIL shaders, use the following register order:
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*
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* - (t[n], space0): Sampled textures, followed by read-only storage textures,
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* followed by read-only storage buffers
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@ -2172,14 +2164,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* buffers
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* - 3: Uniform buffers
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*
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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*
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* - t registers: Sampled textures, followed by storage textures, followed by
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* storage buffers
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* - s registers: Samplers with indices corresponding to the sampled textures
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* - b registers: Uniform buffers
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*
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* For DXIL shaders, use the following register order:
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* For DXBC and DXIL shaders, use the following register order:
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*
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* For vertex shaders:
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*
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@ -207,7 +207,6 @@
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#endif // SDL_RENDER_DISABLED
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#ifdef SDL_GPU_DISABLED
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#undef SDL_GPU_D3D11
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#undef SDL_GPU_D3D12
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#undef SDL_GPU_METAL
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#undef SDL_GPU_VULKAN
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@ -166,9 +166,6 @@ static const SDL_GPUBootstrap *backends[] = {
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#endif
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#ifdef SDL_GPU_D3D12
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&D3D12Driver,
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#endif
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#ifdef SDL_GPU_D3D11
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&D3D11Driver,
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#endif
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NULL
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};
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@ -953,7 +953,6 @@ extern "C" {
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#endif
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extern SDL_GPUBootstrap VulkanDriver;
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extern SDL_GPUBootstrap D3D11Driver;
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extern SDL_GPUBootstrap D3D12Driver;
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extern SDL_GPUBootstrap MetalDriver;
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extern SDL_GPUBootstrap PS5Driver;
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Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,8 +0,0 @@
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fxc /T vs_5_0 /E FullscreenVert /Fh D3D11_FullscreenVert.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom2D /Fh D3D11_BlitFrom2D.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom2DArray /Fh D3D11_BlitFrom2DArray.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFrom3D /Fh D3D11_BlitFrom3D.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFromCube /Fh D3D11_BlitFromCube.h ..\d3dcommon\D3D_Blit.hlsl
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fxc /T ps_5_0 /E BlitFromCubeArray /Fh D3D11_BlitFromCubeArray.h ..\d3dcommon\D3D_Blit.hlsl
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copy /b D3D11_FullscreenVert.h+D3D11_BlitFrom2D.h+D3D11_BlitFrom2DArray.h+D3D11_BlitFrom3D.h+D3D11_BlitFromCube.h+D3D11_BlitFromCubeArray.h D3D11_Blit.h
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del D3D11_FullscreenVert.h D3D11_BlitFrom2D.h D3D11_BlitFrom2DArray.h D3D11_BlitFrom3D.h D3D11_BlitFromCube.h D3D11_BlitFromCubeArray.h
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@ -5898,7 +5898,7 @@ static void D3D12_DownloadFromTexture(
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* And just for some extra fun, D3D12 doesn't actually support depth pitch, so we have to realign that too!
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*
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* Since this is an async download we have to do all these fixups after the command is finished,
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* so we'll cache the metadata similar to D3D11 and map and copy it when the command buffer is cleaned.
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* so we'll cache the metadata and map and copy it when the command buffer is cleaned.
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*/
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if (pixelsPerRow == 0) {
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@ -8676,7 +8676,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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SDL_GPUBootstrap D3D12Driver = {
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"direct3d12",
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SDL_GPU_SHADERFORMAT_DXIL,
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SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_DXBC,
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D3D12_PrepareDriver,
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D3D12_CreateDevice
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};
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@ -42,15 +42,6 @@ typedef struct GPU_ShaderModuleSource
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#define HAVE_SPIRV_SHADERS 0
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#endif
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#ifdef SDL_GPU_D3D11
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#define IF_D3D11(...) __VA_ARGS__
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#define HAVE_DXBC50_SHADERS 1
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#include "shaders/dxbc50.h"
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#else
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#define IF_D3D11(...)
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#define HAVE_DXBC50_SHADERS 0
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#endif
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#ifdef SDL_GPU_D3D12
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#define IF_D3D12(...) __VA_ARGS__
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#define HAVE_DXIL60_SHADERS 1
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@ -72,7 +63,6 @@ typedef struct GPU_ShaderModuleSource
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typedef struct GPU_ShaderSources
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{
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IF_VULKAN(GPU_ShaderModuleSource spirv;)
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IF_D3D11(GPU_ShaderModuleSource dxbc50;)
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IF_D3D12(GPU_ShaderModuleSource dxil60;)
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IF_METAL(GPU_ShaderModuleSource msl;)
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unsigned int num_samplers;
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@ -82,9 +72,6 @@ typedef struct GPU_ShaderSources
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#define SHADER_SPIRV(code) \
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IF_VULKAN(.spirv = { code, sizeof(code), SDL_GPU_SHADERFORMAT_SPIRV }, )
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#define SHADER_DXBC50(code) \
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IF_D3D11(.dxbc50 = { (const unsigned char *)code, sizeof(code), SDL_GPU_SHADERFORMAT_DXBC }, )
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#define SHADER_DXIL60(code) \
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IF_D3D12(.dxil60 = { code, sizeof(code), SDL_GPU_SHADERFORMAT_DXIL }, )
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@ -97,7 +84,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(linepoint_vert_spv)
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SHADER_DXBC50(linepoint_vert_sm50_dxbc)
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SHADER_DXIL60(linepoint_vert_sm60_dxil)
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SHADER_METAL(linepoint_vert_metal)
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},
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@ -105,7 +91,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(tri_color_vert_spv)
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SHADER_DXBC50(tri_color_vert_sm50_dxbc)
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SHADER_DXIL60(tri_color_vert_sm60_dxil)
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SHADER_METAL(tri_color_vert_metal)
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},
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@ -113,7 +98,6 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
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.num_samplers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(tri_texture_vert_spv)
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SHADER_DXBC50(tri_texture_vert_sm50_dxbc)
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SHADER_DXIL60(tri_texture_vert_sm60_dxil)
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SHADER_METAL(tri_texture_vert_metal)
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},
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@ -124,7 +108,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
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.num_samplers = 0,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(color_frag_spv)
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SHADER_DXBC50(color_frag_sm50_dxbc)
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SHADER_DXIL60(color_frag_sm60_dxil)
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SHADER_METAL(color_frag_metal)
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},
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@ -132,7 +115,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(texture_rgb_frag_spv)
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SHADER_DXBC50(texture_rgb_frag_sm50_dxbc)
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SHADER_DXIL60(texture_rgb_frag_sm60_dxil)
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SHADER_METAL(texture_rgb_frag_metal)
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},
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@ -140,7 +122,6 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(texture_rgba_frag_spv)
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SHADER_DXBC50(texture_rgba_frag_sm50_dxbc)
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SHADER_DXIL60(texture_rgba_frag_sm60_dxil)
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SHADER_METAL(texture_rgba_frag_metal)
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},
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@ -159,10 +140,6 @@ static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDev
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} else if (formats & SDL_GPU_SHADERFORMAT_SPIRV) {
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sms = &sources->spirv;
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#endif // HAVE_SPIRV_SHADERS
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#if HAVE_DXBC50_SHADERS
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} else if (formats & SDL_GPU_SHADERFORMAT_DXBC) {
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sms = &sources->dxbc50;
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#endif // HAVE_DXBC50_SHADERS
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#if HAVE_DXIL60_SHADERS
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} else if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
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sms = &sources->dxil60;
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@ -248,7 +225,6 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
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void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
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{
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, HAVE_DXBC50_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
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}
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