sdl3 hello world gpu working

This commit is contained in:
Peter Li 2025-04-11 13:57:04 -07:00
parent 6eb7036182
commit 3b65cdb8f5
9 changed files with 1749 additions and 808 deletions

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@ -2231,7 +2231,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index);
/**
* Returns the name of the backend used to create this GPU context.
*
* \param device a GPU context to query.
* \returns the name of the device's driver, or NULL on error.
*

118
lib/sdl3/src/events.zig vendored Normal file
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@ -0,0 +1,118 @@
pub const first: u32 = 0;
pub const quit: u32 = 256;
pub const terminating: u32 = 257;
pub const low_memory: u32 = 258;
pub const will_enter_background: u32 = 259;
pub const did_enter_background: u32 = 260;
pub const will_enter_foreground: u32 = 261;
pub const did_enter_foreground: u32 = 262;
pub const locale_changed: u32 = 263;
pub const system_theme_changed: u32 = 264;
pub const display_orientation: u32 = 337;
pub const display_added: u32 = 338;
pub const display_removed: u32 = 339;
pub const display_moved: u32 = 340;
pub const display_desktop_mode_changed: u32 = 341;
pub const display_current_mode_changed: u32 = 342;
pub const display_content_scale_changed: u32 = 343;
pub const display_first: u32 = 337;
pub const display_last: u32 = 343;
pub const window_shown: u32 = 514;
pub const window_hidden: u32 = 515;
pub const window_exposed: u32 = 516;
pub const window_moved: u32 = 517;
pub const window_resized: u32 = 518;
pub const window_pixel_size_changed: u32 = 519;
pub const window_metal_view_resized: u32 = 520;
pub const window_minimized: u32 = 521;
pub const window_maximized: u32 = 522;
pub const window_restored: u32 = 523;
pub const window_mouse_enter: u32 = 524;
pub const window_mouse_leave: u32 = 525;
pub const window_focus_gained: u32 = 526;
pub const window_focus_lost: u32 = 527;
pub const window_close_requested: u32 = 528;
pub const window_hit_test: u32 = 529;
pub const window_iccprof_changed: u32 = 530;
pub const window_display_changed: u32 = 531;
pub const window_display_scale_changed: u32 = 532;
pub const window_safe_area_changed: u32 = 533;
pub const window_occluded: u32 = 534;
pub const window_enter_fullscreen: u32 = 535;
pub const window_leave_fullscreen: u32 = 536;
pub const window_destroyed: u32 = 537;
pub const window_hdr_state_changed: u32 = 538;
pub const window_first: u32 = 514;
pub const window_last: u32 = 538;
pub const key_down: u32 = 768;
pub const key_up: u32 = 769;
pub const text_editing: u32 = 770;
pub const text_input: u32 = 771;
pub const keymap_changed: u32 = 772;
pub const keyboard_added: u32 = 773;
pub const keyboard_removed: u32 = 774;
pub const text_editing_candidates: u32 = 775;
pub const mouse_motion: u32 = 1024;
pub const mouse_button_down: u32 = 1025;
pub const mouse_button_up: u32 = 1026;
pub const mouse_wheel: u32 = 1027;
pub const mouse_added: u32 = 1028;
pub const mouse_removed: u32 = 1029;
pub const joystick_axis_motion: u32 = 1536;
pub const joystick_ball_motion: u32 = 1537;
pub const joystick_hat_motion: u32 = 1538;
pub const joystick_button_down: u32 = 1539;
pub const joystick_button_up: u32 = 1540;
pub const joystick_added: u32 = 1541;
pub const joystick_removed: u32 = 1542;
pub const joystick_battery_updated: u32 = 1543;
pub const joystick_update_complete: u32 = 1544;
pub const gamepad_axis_motion: u32 = 1616;
pub const gamepad_button_down: u32 = 1617;
pub const gamepad_button_up: u32 = 1618;
pub const gamepad_added: u32 = 1619;
pub const gamepad_removed: u32 = 1620;
pub const gamepad_remapped: u32 = 1621;
pub const gamepad_touchpad_down: u32 = 1622;
pub const gamepad_touchpad_motion: u32 = 1623;
pub const gamepad_touchpad_up: u32 = 1624;
pub const gamepad_sensor_update: u32 = 1625;
pub const gamepad_update_complete: u32 = 1626;
pub const gamepad_steam_handle_updated: u32 = 1627;
pub const finger_down: u32 = 1792;
pub const finger_up: u32 = 1793;
pub const finger_motion: u32 = 1794;
pub const finger_canceled: u32 = 1795;
pub const clipboard_update: u32 = 2304;
pub const drop_file: u32 = 4096;
pub const drop_text: u32 = 4097;
pub const drop_begin: u32 = 4098;
pub const drop_complete: u32 = 4099;
pub const drop_position: u32 = 4100;
pub const audio_device_added: u32 = 4352;
pub const audio_device_removed: u32 = 4353;
pub const audio_device_format_changed: u32 = 4354;
pub const sensor_update: u32 = 4608;
pub const pen_proximity_in: u32 = 4864;
pub const pen_proximity_out: u32 = 4865;
pub const pen_down: u32 = 4866;
pub const pen_up: u32 = 4867;
pub const pen_button_down: u32 = 4868;
pub const pen_button_up: u32 = 4869;
pub const pen_motion: u32 = 4870;
pub const pen_axis: u32 = 4871;
pub const camera_device_added: u32 = 5120;
pub const camera_device_removed: u32 = 5121;
pub const camera_device_approved: u32 = 5122;
pub const camera_device_denied: u32 = 5123;
pub const render_targets_reset: u32 = 8192;
pub const render_device_reset: u32 = 8193;
pub const render_device_lost: u32 = 8194;
pub const private0: u32 = 16384;
pub const private1: u32 = 16385;
pub const private2: u32 = 16386;
pub const private3: u32 = 16387;
pub const poll_sentinel: u32 = 32512;
pub const user: u32 = 32768;
pub const last: u32 = 65535;
pub const enum_padding: u32 = 2147483647;

View File

@ -1,4 +1,5 @@
import os
import sys
from pprint import pprint
import math
@ -23,29 +24,47 @@ def convertCase(x):
origDir = os.path.abspath(os.path.dirname(__file__))
os.chdir(origDir)
gpufile = "../../SDL/include/SDL3/SDL_gpu.h"
infile = "../../SDL/include/SDL3/SDL_gpu.h"
ofile = os.path.abspath(os.path.join(origDir, '../gpu.zig'))
mode_default = 0
mode_collecting = 1
SDL_files = [
'SDL_gpu.h',
]
typedefs_pod = []
typedefs_opaque = []
typedefs_enum = []
typedefs_struct = []
typedefs_unknown = []
functions = []
typeMap = {
'Uint32': 'u32', 'float': 'f32', 'Sint32': 'i32', 'bool': 'bool', 'Uint8': 'u8', 'SDL_PropertiesID': 'PropertiesID','char': 'u8',
'void': 'void',
'int': 'c_int',
'size_t': 'usize',
'SDL_Window': 'Window',
}
defines = []
typeMap_r = {}
lastList = None
def generateAll(infile, ofile):
with open(gpufile) as rf:
mode = mode_default
braceCount = 0
f = rf.readlines()
mode_default = 0
mode_collecting = 1
x = [ y + '\n' for y in """
typedefs_pod = []
typedefs_opaque = []
typedefs_enum = []
typedefs_struct = []
typedefs_unknown = []
functions = []
defines = []
lastList = None
with open(infile) as rf:
mode = mode_default
braceCount = 0
f = rf.readlines()
x = [ y + '\n' for y in """
typedef struct SDL_FColor {
float r;
@ -54,342 +73,527 @@ typedef struct SDL_FColor {
float a;
} SDL_FColor;
typedef struct SDL_Rect
{
int x;
int y;
int w;
int h;
} SDL_Rect;
typedef enum SDL_FlipMode {
SDL_FLIP_NONE, /**< Do not flip */
SDL_FLIP_HORIZONTAL, /**< flip horizontally */
SDL_FLIP_VERTICAL /**< flip vertically */
} SDL_FlipMode;
""".split('\n')]
""".split('\n')]
f += x
f += x
for l in f:
dropped = True
line = l.strip()
if mode == mode_default:
if line.startswith('typedef'):
if ";" in line and 'struct' in line:
typedefs_opaque.append(line)
for l in f:
dropped = True
line = l.strip()
if mode == mode_default:
if line.startswith('typedef'):
if ";" in line and 'struct' in line:
typedefs_opaque.append(line)
dropped = False
elif ';' in line:
typedefs_pod.append(line)
dropped = False
elif 'enum' in line:
lastList = typedefs_enum
typedefs_enum.append(line)
dropped = False
elif 'struct' in line:
lastList = typedefs_struct
typedefs_struct.append(line)
dropped = False
else:
lastList = typedefs_unknown
dropped = False
typedefs_unknown.append(line)
elif line.startswith('extern SDL_DECLSPEC'):
lastList = functions
dropped = False
elif ';' in line:
typedefs_pod.append(line)
dropped = False
elif 'enum' in line:
lastList = typedefs_enum
typedefs_enum.append(line)
dropped = False
elif 'struct' in line:
lastList = typedefs_struct
typedefs_struct.append(line)
dropped = False
else:
lastList = typedefs_unknown
dropped = False
typedefs_unknown.append(line)
functions.append(line)
elif line.startswith('extern SDL_DECLSPEC'):
lastList = functions
dropped = False
functions.append(line)
elif line.startswith('#define '):
lastList = defines
defines.append(line)
elif line.startswith('#define '):
lastList = defines
defines.append(line)
if ';' not in line and not dropped:
mode = mode_collecting
if "{" in l:
braceCount = 1
if ';' not in line and not dropped:
mode = mode_collecting
if "{" in l:
braceCount = 1
elif mode == mode_collecting:
lastList[-1] += l.replace('\n', '\n')
elif mode == mode_collecting:
lastList[-1] += l.replace('\n', '\n')
if "{" in line:
braceCount += 1
if "{" in line:
braceCount += 1
if "}" in line:
braceCount -= 1
if "}" in line:
braceCount -= 1
if ';' in line and braceCount == 0:
mode = mode_default
if ';' in line and braceCount == 0:
mode = mode_default
print_types = False
print_functions = False
print_defines= False
print_types = False
print_functions = False
print_defines= False
def plos(l):
for s in l:
print('> ', s, " < ")
def plos(l):
for s in l:
print('> ', s, " < ")
print('struct')
print('struct')
# plos(typedefs_struct)
print('pod')
plos(typedefs_pod)
if print_types:
print('opaque')
plos(typedefs_opaque)
print('pod')
plos(typedefs_pod)
print('enum')
plos(typedefs_enum)
print('unknown')
plos(typedefs_unknown)
if print_types:
print('opaque')
plos(typedefs_opaque)
print('pod')
plos(typedefs_pod)
print('enum')
plos(typedefs_enum)
print('unknown')
plos(typedefs_unknown)
if print_functions:
print('functions')
plos(functions)
if print_functions:
print('functions')
plos(functions)
if print_defines:
print('defines')
plos(defines)
if print_defines:
print('defines')
plos(defines)
print(f"\nfunctions: {len(functions)}, structs:{len(typedefs_struct)}, enums:{len(typedefs_enum)}\n")
print(f"\nfunctions: {len(functions)}, structs:{len(typedefs_struct)}, enums:{len(typedefs_enum)}\n")
ostring = 'pub const c = @import("c.zig").c;\n\npub const PropertiesID = u32;'
ostring = 'pub const c = @import("c.zig").c;\n\npub const PropertiesID = u32;\n pub const Window = c.SDL_Window;'
# time to generate types...
# first the opaques
ostring += '\n'
ostring += '\n'
typeMap = {
'Uint32': 'u32', 'float': 'f32', 'Sint32': 'i32', 'bool': 'bool', 'Uint8': 'u8', 'SDL_PropertiesID': 'PropertiesID','char': 'i8',
'size_t': 'usize',
'SDL_FColor': 'FColor',
'SDL_FlipMode': 'FlipMode'
}
opaques = {'Window': ''}
enums = {}
typeMap_r = {}
opaqueOrder = []
for t in typedefs_pod:
c_typename = t.strip().strip(';').split(' ')[-1]
typename = c_typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
# todo generate packed flags for each one
for t in typedefs_opaque:
c_typename = t.strip().strip(';').split(' ')[3]
typename = c_typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
brackets = "{}"
definition = f"pub const {typename} = opaque {{\n"
# ostring += definition
opaques[typename] = definition
opaqueOrder.append(typename)
for t in typedefs_pod:
c_typename = t.strip().strip(';').split(' ')[-1]
typename = c_typename
ostring += '\n'
if typename.startswith("SDL_"):
typename = typename[4:]
packedFlags = [
('SDL_GPUTextureUsageFlags', 'Uint32', [
('SDL_GPU_TEXTUREUSAGE_SAMPLER', 1 << 0),
('SDL_GPU_TEXTUREUSAGE_COLOR_TARGET', 1 << 1),
('SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET', 1 << 2),
('SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ', 1 << 3),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ', 1 << 4),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE', 1 << 5),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE', 1 << 6),
('rsvd', 1 << 31)
]),
('SDL_GPUBufferUsageFlags', 'Uint32', [
('SDL_GPU_BUFFERUSAGE_VERTEX', (1 << 0)),
('SDL_GPU_BUFFERUSAGE_INDEX', (1 << 1)),
('SDL_GPU_BUFFERUSAGE_INDIRECT', (1 << 2)),
('SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ', (1 << 3)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ', (1 << 4)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE', (1 << 5)),
('rsvd', 1 << 31)
]),
('SDL_GPUColorComponentFlags', 'Uint8', [
('SDL_GPU_COLORCOMPONENT_R', (1 << 0)),
('SDL_GPU_COLORCOMPONENT_G', (1 << 1)),
('SDL_GPU_COLORCOMPONENT_B', (1 << 2)),
('SDL_GPU_COLORCOMPONENT_A', (1 << 3)),
('rsvd', 1 << 7)
]),
('SDL_GPUShaderFormat', 'Uint32', [
('SDL_GPU_SHADERFORMAT_PRIVATE', (1 << 0)),
('SDL_GPU_SHADERFORMAT_SPIRV', (1 << 1)),
('SDL_GPU_SHADERFORMAT_DXBC', (1 << 2)),
('SDL_GPU_SHADERFORMAT_DXIL', (1 << 3)),
('SDL_GPU_SHADERFORMAT_MSL', (1 << 4)),
('SDL_GPU_SHADERFORMAT_METALLIB', (1 << 5)),
('rsvd', 1 << 31)
], [('Invalid', '.{}')]),
]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
# todo generate packed flags for each one
def makePackedFlags(typename, backingtype, flagList, constants=None):
global typeMap
global typeMap_r
for t in typedefs_opaque:
c_typename = t.strip().strip(';').split(' ')[3]
typename = c_typename
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
rv = 'pub const ' + typename + ' = packed struct(' + typeMap[backingtype] + ') {\n'
brackets = "{}"
definition = f"pub const {typename} = opaque{brackets};\n"
ostring += definition
offset = 0
padcount = 0
for flag in flagList:
name = flag[0]
targetOffset = math.log2(flag[1])
ostring += '\n'
if 'SDL_GPU_' in name:
name = name[8:]
name = convertCase(name)
packedFlags = [
('SDL_GPUTextureUsageFlags', 'Uint32', [
('SDL_GPU_TEXTUREUSAGE_SAMPLER', 1 << 0),
('SDL_GPU_TEXTUREUSAGE_COLOR_TARGET', 1 << 1),
('SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET', 1 << 2),
('SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ', 1 << 3),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ', 1 << 4),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE', 1 << 5),
('SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE', 1 << 6),
]),
('SDL_GPUBufferUsageFlags', 'Uint32', [
('SDL_GPU_BUFFERUSAGE_VERTEX', (1 << 0)),
('SDL_GPU_BUFFERUSAGE_INDEX', (1 << 1)),
('SDL_GPU_BUFFERUSAGE_INDIRECT', (1 << 2)),
('SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ', (1 << 3)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ', (1 << 4)),
('SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE', (1 << 5)),
]),
('SDL_GPUColorComponentFlags', 'Uint8', [
('SDL_GPU_COLORCOMPONENT_R', (1 << 0)),
('SDL_GPU_COLORCOMPONENT_G', (1 << 1)),
('SDL_GPU_COLORCOMPONENT_B', (1 << 2)),
('SDL_GPU_COLORCOMPONENT_A', (1 << 3)),
]),
('SDL_GPUShaderFormat', 'Uint32', [
('SDL_GPU_SHADERFORMAT_PRIVATE', (1 << 0)),
('SDL_GPU_SHADERFORMAT_SPIRV', (1 << 1)),
('SDL_GPU_SHADERFORMAT_DXBC', (1 << 2)),
('SDL_GPU_SHADERFORMAT_DXIL', (1 << 3)),
('SDL_GPU_SHADERFORMAT_MSL', (1 << 4)),
('SDL_GPU_SHADERFORMAT_METALLIB', (1 << 5)),
], [('Invalid', '.{}')]),
]
if targetOffset != offset:
diff = int(targetOffset - offset)
rv += ' ' + 'pad' + str(padcount) + ': u' + str(diff) + ' = 0,\n'
padcount += 1
offset = targetOffset
def makePackedFlags(typename, backingtype, flagList, constants=None):
global typeMap
global typeMap_r
rv += ' ' + name + ': bool = false,\n'
offset += 1
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
if constants is not None:
for constant in constants:
rv += f' pub const {constant[0]}: @This() = {constant[1]};\n'
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
rv += '};\n'
rv = 'pub const ' + typename + ' = packed struct(' + typeMap[backingtype] + ') {\n'
return rv
offset = 0
padcount = 0
for flag in flagList:
name = flag[0]
targetOffset = math.log2(flag[1])
ostring += '\n'
if 'SDL_GPU_' in name:
name = name[8:]
name = convertCase(name)
for p in packedFlags:
ostring += makePackedFlags(*p)
if targetOffset != offset:
diff = int(targetOffset - offset)
rv += ' ' + 'pad' + str(padcount) + ': u' + str(diff) + ' = 0,\n'
padcount += 1
offset = targetOffset
for t in typedefs_enum:
typename = t.split("}")[1].strip('\n ;')
#print("E", typename, t)
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
rv += ' ' + name + ': bool = false,\n'
offset += 1
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
enums[typename] = ""
if constants is not None:
for constant in constants:
rv += f' pub const {constant[0]}: @This() = {constant[1]};\n'
# print(t)
rv += '};\n'
inners = t.strip().split('\n')[1:-1]
e = []
return rv
ostring += '\n'
for p in packedFlags:
ostring += makePackedFlags(*p)
for t in typedefs_enum:
typename = t.split("}")[1].strip('\n ;')
#print("E", typename, t)
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
# print(t)
inners = t.strip().split('\n')[1:-1]
e = []
for i in range(0, len(inners)):
line = inners[i]
if ',' in line or line == inners[-1]:
e.append(line.strip())
for i in range(0, len(inners)):
line = inners[i]
if ',' in line or line == inners[-1]:
e.append(line.strip())
for i in range(0, len(e)):
e[i] = e[i].replace('/*', '//')
e[i] = e[i].replace('SDL_GPU_', '')
for i in range(0, len(e)):
e[i] = e[i].replace('/*', '//')
e[i] = e[i].replace('SDL_GPU_', '')
if ',' not in e[i]:
count = 0
for x in e[i]:
if x == ' ':
break
count += 1
if ',' not in e[i]:
count = 0
for x in e[i]:
if x == ' ':
break
count += 1
e[i] = e[i][:count] + ',' + e[i][count:]
e[i] = e[i][:count] + ',' + e[i][count:]
r = e[i].split(',')
r = e[i].split(',')
r[0] = convertCase(r[0])
r[0] = convertCase(r[0])
e[i] = r[0] + ',' + r[1]
common = os.path.commonprefix(e)
#print(common)
#plos(e)
e[i] = r[0] + ',' + r[1]
common = os.path.commonprefix(e)
#print(common)
#plos(e)
ostring += 'pub const ' + typename + ' = ' + 'enum {\n'
for i in e:
ostring += ' ' + i + '\n'
ostring += '};\n\n'
ostring += 'pub const ' + typename + ' = ' + 'enum(c_int) {\n'
for i in e:
ostring += ' ' + i + '\n'
ostring += '};\n\n'
for t in typedefs_struct:
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
for t in typedefs_struct:
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
for t in typedefs_struct:
for t in typedefs_struct:
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
typename = t.split("}")[1].strip('\n ;')
c_typename = typename
if typename.startswith("SDL_"):
typename = typename[4:]
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
typeMap[c_typename] = typename
typeMap_r[typename] = c_typename
inner = t.strip("\n ").split('\n')[1:-1]
inner = t.strip("\n ").split('\n')[1:-1]
# print("----", typename)
for i in range(0, len(inner)):
inner[i] = inner[i].replace('/*', "//")
inner[i] = inner[i].replace('*<', "")
inner[i] = inner[i].replace('*/', "")
# print("----", typename)
for i in range(0, len(inner)):
inner[i] = inner[i].replace('/*', "//")
inner[i] = inner[i].replace('*<', "")
inner[i] = inner[i].replace('*/', "")
fields = []
fields = []
for txt in inner:
s = txt.split(';')
decl = s[0].strip()
comment = ""
if len(s) > 1:
comment = s[1].strip()
for txt in inner:
s = txt.split(';')
decl = s[0].strip()
comment = ""
if len(s) > 1:
comment = s[1].strip()
fieldType = " ".join(decl.split(' ')[:-1])
name = decl.split(' ')[-1]
const = False
pointer = False
fieldType = " ".join(decl.split(' ')[:-1])
name = decl.split(' ')[-1]
const = False
pointer = False
if fieldType.startswith('const'):
fieldType = fieldType[5:].strip()
const = True
if fieldType.startswith('const'):
fieldType = fieldType[5:].strip()
const = True
if name.startswith('*'):
pointer = True;
name = name.strip('*')
if name.startswith('*'):
pointer = True;
name = name.strip('*')
if fieldType != '' and name != '':
fields.append((fieldType, name, const, comment, pointer))
# not implemented
if '[' in name:
assert False
if fieldType != '' and name != '':
fields.append((fieldType, name, const, comment, pointer))
if '[' in fieldType:
assert False
# not implemented
if '[' in name:
assert False
tstr = "pub const " + typename + " = extern struct {\n"
if '[' in fieldType:
assert False
for field in fields:
tstr += ' ' + field[1] + ': ' + ('*' if field[4] else '') + ('const ' if field[2] else '') + typeMap[field[0]] + ', ' + field[3] + ' \n'
tstr = "pub const " + typename + " = extern struct {\n"
tstr += '};\n'
for field in fields:
typestring = typeMap[field[0]]
ptr = '[*c]'
if typestring in opaques:
ptr = '*'
tstr += ' ' + field[1] + ': ' + (ptr if field[4] else '') + ('const ' if field[2] else '') + typestring + ', ' + field[3] + ' \n'
ostring += tstr + "\n"
tstr += '};\n'
for t in functions:
print(t)
ostring += tstr + "\n"
# print (ostring)
for t in functions:
funcname = None
with open(os.path.abspath(os.path.join(origDir, '../gpu.zig')), 'w') as f:
f.write(ostring)
s = t[len("extern SDL_DECLSPEC "):].split('(')
label = s[0]
args = s[1].replace('\n', '')
def findTypeFromLabel(label):
pointerCount = label.count('*')
label = label.split(' ')
typeStr = None
isConst = False
if label[0] == 'const':
isConst = True
if isConst:
typeStr = 'const ' + typeMap[label[1]]
else:
typeStr = typeMap[label[0]]
for i in range(0, pointerCount):
if typeStr.split(' ')[-1] in opaques:
typeStr = '*' + typeStr
else:
typeStr = '[*c]' + typeStr
if typeStr == '*void':
typeStr = '*anyopaque'
if typeStr == '*const u8':
return '[*c]const u8'
return typeStr
def getArgsListFromArgs(t, args):
rv = []
if args.strip(' );') == 'void':
return rv
l = args.replace(')', '')
l = l.replace(';', '')
l = l.split(',')
l2 = []
for x in l:
l2.append(x.strip())
print(l2)
for i in l2:
x = findTypeFromLabel(i)
print("type: ", i, '>', x, '<')
y = i.split(' ')[-1].replace('*', '')
if y == 'type':
y = '_type'
v = (x, y)
rv.append(v)
print(v)
return rv
def findFuncFromLabel(label):
rv = ''
rv = label.split(' ')[-1]
if rv.startswith('SDL_'):
rv = rv[4:]
if rv.startswith('GPU'):
rv = 'gpu' + rv[3:]
if rv.startswith('GDK'):
rv = 'gdk' + rv[3:]
rv = rv[0].lower() + rv[1:]
return rv
argsList = getArgsListFromArgs(t, args)
rtype = findTypeFromLabel(label)
funcLabel = findFuncFromLabel(label)
funcargs = ''
first = True
body = ''
for arg in argsList:
if first:
first = False
else:
funcargs += ', '
funcargs += arg[1] + ': ' + arg[0]
# body += ' _ = ' + arg[1] + ';\n'
cfunc = label.split(' ')[-1].strip()
funcstring = '// ' + label.split(' ')[-1] + '\n'
funcstring += 'pub inline fn ' + funcLabel + '('+ funcargs + ') ' + rtype + ' {\n'
bitCastRtype = False
ptrCastRtype = False
enumCastRtype = False
if rtype is not None and rtype != 'void':
funcstring += ' return '
if rtype == '[*c]const u8' or rtype.strip('*') in opaques:
ptrCastRtype = True
elif rtype in enums:
enumCastRtype = True
elif rtype != 'bool' and rtype != 'void':
print('rtype === ', rtype)
bitCastRtype = True
else:
funcstring += ' '
if ptrCastRtype:
funcstring += '@ptrCast('
if bitCastRtype:
funcstring += '@bitCast('
if enumCastRtype:
funcstring += '@enumFromInt('
funcstring += 'c.' + cfunc + '('
first = True
selfArg = None
for arg in argsList:
argType = arg[0]
argName = arg[1]
if first:
first = False
if argType.strip('*') in opaques:
selfArg = argType.strip('*')
else:
funcstring += ', '
if argType == 'bool' or argType == '[*c]const u8':
funcstring += argName
elif '*' in argType:
funcstring += '@ptrCast(' + argName + ')'
else:
funcstring += '@bitCast(' + argName + ')'
if bitCastRtype or ptrCastRtype or enumCastRtype:
funcstring += ')'
funcstring += ');\n'
funcstring += body
funcstring += '}\n\n'
if selfArg is not None:
opaques[selfArg] += funcstring
else:
ostring += funcstring
for opaque in opaques:
opaques[opaque] += '};\n\n'
for opaque in opaqueOrder:
ostring += opaques[opaque]
with open(ofile, 'w') as f:
f.write(ostring)
subprocess.run(['zig', 'fmt', ofile])
generateAll(infile, ofile)

0
lib/sdl3/src/generators/shared.py vendored Normal file
View File

737
lib/sdl3/src/gpu.zig vendored
View File

@ -1,20 +1,7 @@
pub const c = @import("c.zig").c;
pub const PropertiesID = u32;
pub const GPUDevice = opaque{};
pub const GPUBuffer = opaque{};
pub const GPUTransferBuffer = opaque{};
pub const GPUTexture = opaque{};
pub const GPUSampler = opaque{};
pub const GPUShader = opaque{};
pub const GPUComputePipeline = opaque{};
pub const GPUGraphicsPipeline = opaque{};
pub const GPUCommandBuffer = opaque{};
pub const GPURenderPass = opaque{};
pub const GPUComputePass = opaque{};
pub const GPUCopyPass = opaque{};
pub const GPUFence = opaque{};
pub const Window = c.SDL_Window;
pub const GPUTextureUsageFlags = packed struct(u32) {
textureusageSampler: bool = false,
@ -24,6 +11,8 @@ pub const GPUTextureUsageFlags = packed struct(u32) {
textureusageComputeStorageRead: bool = false,
textureusageComputeStorageWrite: bool = false,
textureusageComputeStorageSimultaneousReadWrite: bool = false,
pad0: u24 = 0,
rsvd: bool = false,
};
pub const GPUBufferUsageFlags = packed struct(u32) {
bufferusageVertex: bool = false,
@ -32,12 +21,16 @@ pub const GPUBufferUsageFlags = packed struct(u32) {
bufferusageGraphicsStorageRead: bool = false,
bufferusageComputeStorageRead: bool = false,
bufferusageComputeStorageWrite: bool = false,
pad0: u25 = 0,
rsvd: bool = false,
};
pub const GPUColorComponentFlags = packed struct(u8) {
colorcomponentR: bool = false,
colorcomponentG: bool = false,
colorcomponentB: bool = false,
colorcomponentA: bool = false,
pad0: u3 = 0,
rsvd: bool = false,
};
pub const GPUShaderFormat = packed struct(u32) {
shaderformatPrivate: bool = false,
@ -46,35 +39,37 @@ pub const GPUShaderFormat = packed struct(u32) {
shaderformatDxil: bool = false,
shaderformatMsl: bool = false,
shaderformatMetallib: bool = false,
pad0: u25 = 0,
rsvd: bool = false,
pub const Invalid: @This() = .{};
};
pub const GPUPrimitiveType = enum {
primitivetypeTrianglelist, //*< A series of separate triangles. */
pub const GPUPrimitiveType = enum(c_int) {
primitivetypeTrianglelist, //*< A series of separate triangles. */
primitivetypeTrianglestrip, //*< A series of connected triangles. */
primitivetypeLinelist, //*< A series of separate lines. */
primitivetypeLinestrip, //*< A series of connected lines. */
primitivetypePointlist, //*< A series of separate points. */
primitivetypeLinelist, //*< A series of separate lines. */
primitivetypeLinestrip, //*< A series of connected lines. */
primitivetypePointlist, //*< A series of separate points. */
};
pub const GPULoadOp = enum {
loadopLoad, //*< The previous contents of the texture will be preserved. */
loadopClear, //*< The contents of the texture will be cleared to a color. */
loadopDontCare, //*< The previous contents of the texture need not be preserved. The contents will be undefined. */
pub const GPULoadOp = enum(c_int) {
loadopLoad, //*< The previous contents of the texture will be preserved. */
loadopClear, //*< The contents of the texture will be cleared to a color. */
loadopDontCare, //*< The previous contents of the texture need not be preserved. The contents will be undefined. */
};
pub const GPUStoreOp = enum {
storeopStore, //*< The contents generated during the render pass will be written to memory. */
storeopDontCare, //*< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
storeopResolve, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
storeopResolveAndStore, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
pub const GPUStoreOp = enum(c_int) {
storeopStore, //*< The contents generated during the render pass will be written to memory. */
storeopDontCare, //*< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
storeopResolve, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
storeopResolveAndStore, //*< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
};
pub const GPUIndexElementSize = enum {
pub const GPUIndexElementSize = enum(c_int) {
indexelementsize16bit, //*< The index elements are 16-bit. */
indexelementsize32bit, //*< The index elements are 32-bit. */
indexelementsize32bit, //*< The index elements are 32-bit. */
};
pub const GPUTextureFormat = enum {
pub const GPUTextureFormat = enum(c_int) {
textureformatInvalid,
textureformatA8Unorm,
textureformatR8Unorm,
@ -182,22 +177,22 @@ pub const GPUTextureFormat = enum {
textureformatAstc12x12Float,
};
pub const GPUTextureType = enum {
texturetype2d, //*< The texture is a 2-dimensional image. */
texturetype2dArray, //*< The texture is a 2-dimensional array image. */
texturetype3d, //*< The texture is a 3-dimensional image. */
texturetypeCube, //*< The texture is a cube image. */
texturetypeCubeArray, //*< The texture is a cube array image. */
pub const GPUTextureType = enum(c_int) {
texturetype2d, //*< The texture is a 2-dimensional image. */
texturetype2dArray, //*< The texture is a 2-dimensional array image. */
texturetype3d, //*< The texture is a 3-dimensional image. */
texturetypeCube, //*< The texture is a cube image. */
texturetypeCubeArray, //*< The texture is a cube array image. */
};
pub const GPUSampleCount = enum {
samplecount1, //*< No multisampling. */
samplecount2, //*< MSAA 2x */
samplecount4, //*< MSAA 4x */
samplecount8, //*< MSAA 8x */
pub const GPUSampleCount = enum(c_int) {
samplecount1, //*< No multisampling. */
samplecount2, //*< MSAA 2x */
samplecount4, //*< MSAA 4x */
samplecount8, //*< MSAA 8x */
};
pub const GPUCubeMapFace = enum {
pub const GPUCubeMapFace = enum(c_int) {
cubemapfacePositivex,
cubemapfaceNegativex,
cubemapfacePositivey,
@ -206,17 +201,17 @@ pub const GPUCubeMapFace = enum {
cubemapfaceNegativez,
};
pub const GPUTransferBufferUsage = enum {
pub const GPUTransferBufferUsage = enum(c_int) {
transferbufferusageUpload,
transferbufferusageDownload,
};
pub const GPUShaderStage = enum {
pub const GPUShaderStage = enum(c_int) {
shaderstageVertex,
shaderstageFragment,
};
pub const GPUVertexElementFormat = enum {
pub const GPUVertexElementFormat = enum(c_int) {
vertexelementformatInvalid,
vertexelementformatInt,
vertexelementformatInt2,
@ -250,110 +245,110 @@ pub const GPUVertexElementFormat = enum {
vertexelementformatHalf4,
};
pub const GPUVertexInputRate = enum {
vertexinputrateVertex, //*< Attribute addressing is a function of the vertex index. */
vertexinputrateInstance, //*< Attribute addressing is a function of the instance index. */
pub const GPUVertexInputRate = enum(c_int) {
vertexinputrateVertex, //*< Attribute addressing is a function of the vertex index. */
vertexinputrateInstance, //*< Attribute addressing is a function of the instance index. */
};
pub const GPUFillMode = enum {
fillmodeFill, //*< Polygons will be rendered via rasterization. */
fillmodeLine, //*< Polygon edges will be drawn as line segments. */
pub const GPUFillMode = enum(c_int) {
fillmodeFill, //*< Polygons will be rendered via rasterization. */
fillmodeLine, //*< Polygon edges will be drawn as line segments. */
};
pub const GPUCullMode = enum {
cullmodeNone, //*< No triangles are culled. */
cullmodeFront, //*< Front-facing triangles are culled. */
cullmodeBack, //*< Back-facing triangles are culled. */
pub const GPUCullMode = enum(c_int) {
cullmodeNone, //*< No triangles are culled. */
cullmodeFront, //*< Front-facing triangles are culled. */
cullmodeBack, //*< Back-facing triangles are culled. */
};
pub const GPUFrontFace = enum {
frontfaceCounterClockwise, //*< A triangle with counter-clockwise vertex winding will be considered front-facing. */
frontfaceClockwise, //*< A triangle with clockwise vertex winding will be considered front-facing. */
pub const GPUFrontFace = enum(c_int) {
frontfaceCounterClockwise, //*< A triangle with counter-clockwise vertex winding will be considered front-facing. */
frontfaceClockwise, //*< A triangle with clockwise vertex winding will be considered front-facing. */
};
pub const GPUCompareOp = enum {
pub const GPUCompareOp = enum(c_int) {
compareopInvalid,
compareopNever, //*< The comparison always evaluates false. */
compareopLess, //*< The comparison evaluates reference < test. */
compareopEqual, //*< The comparison evaluates reference == test. */
compareopLessOrEqual, //*< The comparison evaluates reference <= test. */
compareopGreater, //*< The comparison evaluates reference > test. */
compareopNotEqual, //*< The comparison evaluates reference != test. */
compareopGreaterOrEqual, //*< The comparison evalutes reference >= test. */
compareopAlways, //*< The comparison always evaluates true. */
compareopNever, //*< The comparison always evaluates false. */
compareopLess, //*< The comparison evaluates reference < test. */
compareopEqual, //*< The comparison evaluates reference == test. */
compareopLessOrEqual, //*< The comparison evaluates reference <= test. */
compareopGreater, //*< The comparison evaluates reference > test. */
compareopNotEqual, //*< The comparison evaluates reference != test. */
compareopGreaterOrEqual, //*< The comparison evalutes reference >= test. */
compareopAlways, //*< The comparison always evaluates true. */
};
pub const GPUStencilOp = enum {
pub const GPUStencilOp = enum(c_int) {
stencilopInvalid,
stencilopKeep, //*< Keeps the current value. */
stencilopZero, //*< Sets the value to 0. */
stencilopReplace, //*< Sets the value to reference. */
stencilopIncrementAndClamp, //*< Increments the current value and clamps to the maximum value. */
stencilopDecrementAndClamp, //*< Decrements the current value and clamps to 0. */
stencilopInvert, //*< Bitwise-inverts the current value. */
stencilopIncrementAndWrap, //*< Increments the current value and wraps back to 0. */
stencilopDecrementAndWrap, //*< Decrements the current value and wraps to the maximum value. */
stencilopKeep, //*< Keeps the current value. */
stencilopZero, //*< Sets the value to 0. */
stencilopReplace, //*< Sets the value to reference. */
stencilopIncrementAndClamp, //*< Increments the current value and clamps to the maximum value. */
stencilopDecrementAndClamp, //*< Decrements the current value and clamps to 0. */
stencilopInvert, //*< Bitwise-inverts the current value. */
stencilopIncrementAndWrap, //*< Increments the current value and wraps back to 0. */
stencilopDecrementAndWrap, //*< Decrements the current value and wraps to the maximum value. */
};
pub const GPUBlendOp = enum {
pub const GPUBlendOp = enum(c_int) {
blendopInvalid,
blendopAdd, //*< (source * source_factor) + (destination * destination_factor) */
blendopSubtract, //*< (source * source_factor) - (destination * destination_factor) */
blendopReverseSubtract, //*< (destination * destination_factor) - (source * source_factor) */
blendopMin, //*< min(source
blendopMax //*< max(source, destination) */
blendopAdd, //*< (source * source_factor) + (destination * destination_factor) */
blendopSubtract, //*< (source * source_factor) - (destination * destination_factor) */
blendopReverseSubtract, //*< (destination * destination_factor) - (source * source_factor) */
blendopMin, //*< min(source
blendopMax, //*< max(source, destination) */
};
pub const GPUBlendFactor = enum {
pub const GPUBlendFactor = enum(c_int) {
blendfactorInvalid,
blendfactorZero, //*< 0 */
blendfactorOne, //*< 1 */
blendfactorSrcColor, //*< source color */
blendfactorOneMinusSrcColor, //*< 1 - source color */
blendfactorDstColor, //*< destination color */
blendfactorOneMinusDstColor, //*< 1 - destination color */
blendfactorSrcAlpha, //*< source alpha */
blendfactorOneMinusSrcAlpha, //*< 1 - source alpha */
blendfactorDstAlpha, //*< destination alpha */
blendfactorOneMinusDstAlpha, //*< 1 - destination alpha */
blendfactorConstantColor, //*< blend constant */
blendfactorOneMinusConstantColor, //*< 1 - blend constant */
blendfactorSrcAlphaSaturate //*< min(source alpha, 1 - destination alpha) */
blendfactorZero, //*< 0 */
blendfactorOne, //*< 1 */
blendfactorSrcColor, //*< source color */
blendfactorOneMinusSrcColor, //*< 1 - source color */
blendfactorDstColor, //*< destination color */
blendfactorOneMinusDstColor, //*< 1 - destination color */
blendfactorSrcAlpha, //*< source alpha */
blendfactorOneMinusSrcAlpha, //*< 1 - source alpha */
blendfactorDstAlpha, //*< destination alpha */
blendfactorOneMinusDstAlpha, //*< 1 - destination alpha */
blendfactorConstantColor, //*< blend constant */
blendfactorOneMinusConstantColor, //*< 1 - blend constant */
blendfactorSrcAlphaSaturate, //*< min(source alpha, 1 - destination alpha) */
};
pub const GPUFilter = enum {
filterNearest, //*< Point filtering. */
filterLinear, //*< Linear filtering. */
pub const GPUFilter = enum(c_int) {
filterNearest, //*< Point filtering. */
filterLinear, //*< Linear filtering. */
};
pub const GPUSamplerMipmapMode = enum {
samplermipmapmodeNearest, //*< Point filtering. */
samplermipmapmodeLinear, //*< Linear filtering. */
pub const GPUSamplerMipmapMode = enum(c_int) {
samplermipmapmodeNearest, //*< Point filtering. */
samplermipmapmodeLinear, //*< Linear filtering. */
};
pub const GPUSamplerAddressMode = enum {
sampleraddressmodeRepeat, //*< Specifies that the coordinates will wrap around. */
sampleraddressmodeMirroredRepeat, //*< Specifies that the coordinates will wrap around mirrored. */
sampleraddressmodeClampToEdge, //*< Specifies that the coordinates will clamp to the 0-1 range. */
pub const GPUSamplerAddressMode = enum(c_int) {
sampleraddressmodeRepeat, //*< Specifies that the coordinates will wrap around. */
sampleraddressmodeMirroredRepeat, //*< Specifies that the coordinates will wrap around mirrored. */
sampleraddressmodeClampToEdge, //*< Specifies that the coordinates will clamp to the 0-1 range. */
};
pub const GPUPresentMode = enum {
pub const GPUPresentMode = enum(c_int) {
presentmodeVsync,
presentmodeImmediate,
presentmodeMailbox,
};
pub const GPUSwapchainComposition = enum {
pub const GPUSwapchainComposition = enum(c_int) {
swapchaincompositionSdr,
swapchaincompositionSdrLinear,
swapchaincompositionHdrExtendedLinear,
swapchaincompositionHdr10St2084,
};
pub const FlipMode = enum {
sdlFlipNone, //*< Do not flip */
sdlFlipHorizontal, //*< flip horizontally */
sdlFlipVertical, //*< flip vertically */
pub const FlipMode = enum(c_int) {
sdlFlipNone, //*< Do not flip */
sdlFlipHorizontal, //*< flip horizontally */
sdlFlipVertical, //*< flip vertically */
};
pub const GPUViewport = extern struct {
@ -474,9 +469,9 @@ pub const GPUVertexAttribute = extern struct {
};
pub const GPUVertexInputState = extern struct {
vertex_buffer_descriptions: *const GPUVertexBufferDescription, // A pointer to an array of vertex buffer descriptions.
vertex_buffer_descriptions: [*c]const GPUVertexBufferDescription, // A pointer to an array of vertex buffer descriptions.
num_vertex_buffers: u32, // The number of vertex buffer descriptions in the above array.
vertex_attributes: *const GPUVertexAttribute, // A pointer to an array of vertex attribute descriptions.
vertex_attributes: [*c]const GPUVertexAttribute, // A pointer to an array of vertex attribute descriptions.
num_vertex_attributes: u32, // The number of vertex attribute descriptions in the above array.
};
@ -503,8 +498,8 @@ pub const GPUColorTargetBlendState = extern struct {
pub const GPUShaderCreateInfo = extern struct {
code_size: usize, // The size in bytes of the code pointed to.
code: *const u8, // A pointer to shader code.
entrypoint: *const i8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
code: [*c]const u8, // A pointer to shader code.
entrypoint: [*c]const u8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
format: GPUShaderFormat, // The format of the shader code.
stage: GPUShaderStage, // The stage the shader program corresponds to.
num_samplers: u32, // The number of samplers defined in the shader.
@ -580,7 +575,7 @@ pub const GPUColorTargetDescription = extern struct {
};
pub const GPUGraphicsPipelineTargetInfo = extern struct {
color_target_descriptions: *const GPUColorTargetDescription, // A pointer to an array of color target descriptions.
color_target_descriptions: [*c]const GPUColorTargetDescription, // A pointer to an array of color target descriptions.
num_color_targets: u32, // The number of color target descriptions in the above array.
depth_stencil_format: GPUTextureFormat, // The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false.
has_depth_stencil_target: bool, // true specifies that the pipeline uses a depth-stencil target.
@ -603,8 +598,8 @@ pub const GPUGraphicsPipelineCreateInfo = extern struct {
pub const GPUComputePipelineCreateInfo = extern struct {
code_size: usize, // The size in bytes of the compute shader code pointed to.
code: *const u8, // A pointer to compute shader code.
entrypoint: *const i8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
code: [*c]const u8, // A pointer to compute shader code.
entrypoint: [*c]const u8, // A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader.
format: GPUShaderFormat, // The format of the compute shader code.
num_samplers: u32, // The number of samplers defined in the shader.
num_readonly_storage_textures: u32, // The number of readonly storage textures defined in the shader.
@ -694,3 +689,505 @@ pub const FColor = extern struct {
a: f32,
};
pub const Rect = extern struct {
x: c_int,
y: c_int,
w: c_int,
h: c_int,
};
// SDL_GPUSupportsShaderFormats
pub inline fn gpuSupportsShaderFormats(format_flags: GPUShaderFormat, name: [*c]const u8) bool {
return c.SDL_GPUSupportsShaderFormats(@bitCast(format_flags), name);
}
// SDL_GPUSupportsProperties
pub inline fn gpuSupportsProperties(props: PropertiesID) bool {
return c.SDL_GPUSupportsProperties(@bitCast(props));
}
// SDL_CreateGPUDevice
pub inline fn createGPUDevice(format_flags: GPUShaderFormat, debug_mode: bool, name: [*c]const u8) *GPUDevice {
return @ptrCast(c.SDL_CreateGPUDevice(@bitCast(format_flags), debug_mode, name));
}
// SDL_CreateGPUDeviceWithProperties
pub inline fn createGPUDeviceWithProperties(props: PropertiesID) *GPUDevice {
return @ptrCast(c.SDL_CreateGPUDeviceWithProperties(@bitCast(props)));
}
// SDL_GetNumGPUDrivers
pub inline fn getNumGPUDrivers() c_int {
return @bitCast(c.SDL_GetNumGPUDrivers());
}
// SDL_GetGPUDriver
pub inline fn getGPUDriver(index: c_int) [*c]const u8 {
return @ptrCast(c.SDL_GetGPUDriver(@bitCast(index)));
}
// SDL_GPUTextureFormatTexelBlockSize
pub inline fn gpuTextureFormatTexelBlockSize(format: GPUTextureFormat) u32 {
return @bitCast(c.SDL_GPUTextureFormatTexelBlockSize(@bitCast(format)));
}
// SDL_CalculateGPUTextureFormatSize
pub inline fn calculateGPUTextureFormatSize(format: GPUTextureFormat, width: u32, height: u32, depth_or_layer_count: u32) u32 {
return @bitCast(c.SDL_CalculateGPUTextureFormatSize(@bitCast(format), @bitCast(width), @bitCast(height), @bitCast(depth_or_layer_count)));
}
pub const GPUDevice = opaque {
// SDL_DestroyGPUDevice
pub inline fn destroyGPUDevice(device: *GPUDevice) void {
c.SDL_DestroyGPUDevice(@ptrCast(device));
}
// SDL_GetGPUDeviceDriver
pub inline fn getGPUDeviceDriver(device: *GPUDevice) [*c]const u8 {
return @ptrCast(c.SDL_GetGPUDeviceDriver(@ptrCast(device)));
}
// SDL_GetGPUShaderFormats
pub inline fn getGPUShaderFormats(device: *GPUDevice) GPUShaderFormat {
return @bitCast(c.SDL_GetGPUShaderFormats(@ptrCast(device)));
}
// SDL_CreateGPUComputePipeline
pub inline fn createGPUComputePipeline(device: *GPUDevice, createinfo: [*c]const GPUComputePipelineCreateInfo) *GPUComputePipeline {
return @ptrCast(c.SDL_CreateGPUComputePipeline(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUGraphicsPipeline
pub inline fn createGPUGraphicsPipeline(device: *GPUDevice, createinfo: [*c]const GPUGraphicsPipelineCreateInfo) *GPUGraphicsPipeline {
return @ptrCast(c.SDL_CreateGPUGraphicsPipeline(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUSampler
pub inline fn createGPUSampler(device: *GPUDevice, createinfo: [*c]const GPUSamplerCreateInfo) *GPUSampler {
return @ptrCast(c.SDL_CreateGPUSampler(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUShader
pub inline fn createGPUShader(device: *GPUDevice, createinfo: [*c]const GPUShaderCreateInfo) *GPUShader {
return @ptrCast(c.SDL_CreateGPUShader(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUTexture
pub inline fn createGPUTexture(device: *GPUDevice, createinfo: [*c]const GPUTextureCreateInfo) *GPUTexture {
return @ptrCast(c.SDL_CreateGPUTexture(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUBuffer
pub inline fn createGPUBuffer(device: *GPUDevice, createinfo: [*c]const GPUBufferCreateInfo) *GPUBuffer {
return @ptrCast(c.SDL_CreateGPUBuffer(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_CreateGPUTransferBuffer
pub inline fn createGPUTransferBuffer(device: *GPUDevice, createinfo: [*c]const GPUTransferBufferCreateInfo) *GPUTransferBuffer {
return @ptrCast(c.SDL_CreateGPUTransferBuffer(@ptrCast(device), @ptrCast(createinfo)));
}
// SDL_SetGPUBufferName
pub inline fn setGPUBufferName(device: *GPUDevice, buffer: *GPUBuffer, text: [*c]const u8) void {
c.SDL_SetGPUBufferName(@ptrCast(device), @ptrCast(buffer), text);
}
// SDL_SetGPUTextureName
pub inline fn setGPUTextureName(device: *GPUDevice, texture: *GPUTexture, text: [*c]const u8) void {
c.SDL_SetGPUTextureName(@ptrCast(device), @ptrCast(texture), text);
}
// SDL_ReleaseGPUTexture
pub inline fn releaseGPUTexture(device: *GPUDevice, texture: *GPUTexture) void {
c.SDL_ReleaseGPUTexture(@ptrCast(device), @ptrCast(texture));
}
// SDL_ReleaseGPUSampler
pub inline fn releaseGPUSampler(device: *GPUDevice, sampler: *GPUSampler) void {
c.SDL_ReleaseGPUSampler(@ptrCast(device), @ptrCast(sampler));
}
// SDL_ReleaseGPUBuffer
pub inline fn releaseGPUBuffer(device: *GPUDevice, buffer: *GPUBuffer) void {
c.SDL_ReleaseGPUBuffer(@ptrCast(device), @ptrCast(buffer));
}
// SDL_ReleaseGPUTransferBuffer
pub inline fn releaseGPUTransferBuffer(device: *GPUDevice, transfer_buffer: *GPUTransferBuffer) void {
c.SDL_ReleaseGPUTransferBuffer(@ptrCast(device), @ptrCast(transfer_buffer));
}
// SDL_ReleaseGPUComputePipeline
pub inline fn releaseGPUComputePipeline(device: *GPUDevice, compute_pipeline: *GPUComputePipeline) void {
c.SDL_ReleaseGPUComputePipeline(@ptrCast(device), @ptrCast(compute_pipeline));
}
// SDL_ReleaseGPUShader
pub inline fn releaseGPUShader(device: *GPUDevice, shader: *GPUShader) void {
c.SDL_ReleaseGPUShader(@ptrCast(device), @ptrCast(shader));
}
// SDL_ReleaseGPUGraphicsPipeline
pub inline fn releaseGPUGraphicsPipeline(device: *GPUDevice, graphics_pipeline: *GPUGraphicsPipeline) void {
c.SDL_ReleaseGPUGraphicsPipeline(@ptrCast(device), @ptrCast(graphics_pipeline));
}
// SDL_AcquireGPUCommandBuffer
pub inline fn acquireGPUCommandBuffer(device: *GPUDevice) *GPUCommandBuffer {
return @ptrCast(c.SDL_AcquireGPUCommandBuffer(@ptrCast(device)));
}
// SDL_MapGPUTransferBuffer
pub inline fn mapGPUTransferBuffer(device: *GPUDevice, transfer_buffer: *GPUTransferBuffer, cycle: bool) [*c]void {
return @bitCast(c.SDL_MapGPUTransferBuffer(@ptrCast(device), @ptrCast(transfer_buffer), cycle));
}
// SDL_UnmapGPUTransferBuffer
pub inline fn unmapGPUTransferBuffer(device: *GPUDevice, transfer_buffer: *GPUTransferBuffer) void {
c.SDL_UnmapGPUTransferBuffer(@ptrCast(device), @ptrCast(transfer_buffer));
}
// SDL_WindowSupportsGPUSwapchainComposition
pub inline fn windowSupportsGPUSwapchainComposition(device: *GPUDevice, window: *Window, swapchain_composition: GPUSwapchainComposition) bool {
return c.SDL_WindowSupportsGPUSwapchainComposition(@ptrCast(device), @ptrCast(window), @bitCast(swapchain_composition));
}
// SDL_WindowSupportsGPUPresentMode
pub inline fn windowSupportsGPUPresentMode(device: *GPUDevice, window: *Window, present_mode: GPUPresentMode) bool {
return c.SDL_WindowSupportsGPUPresentMode(@ptrCast(device), @ptrCast(window), @bitCast(present_mode));
}
// SDL_ClaimWindowForGPUDevice
pub inline fn claimWindowForGPUDevice(device: *GPUDevice, window: *Window) bool {
return c.SDL_ClaimWindowForGPUDevice(@ptrCast(device), @ptrCast(window));
}
// SDL_ReleaseWindowFromGPUDevice
pub inline fn releaseWindowFromGPUDevice(device: *GPUDevice, window: *Window) void {
c.SDL_ReleaseWindowFromGPUDevice(@ptrCast(device), @ptrCast(window));
}
// SDL_SetGPUSwapchainParameters
pub inline fn setGPUSwapchainParameters(device: *GPUDevice, window: *Window, swapchain_composition: GPUSwapchainComposition, present_mode: GPUPresentMode) bool {
return c.SDL_SetGPUSwapchainParameters(@ptrCast(device), @ptrCast(window), @bitCast(swapchain_composition), @bitCast(present_mode));
}
// SDL_SetGPUAllowedFramesInFlight
pub inline fn setGPUAllowedFramesInFlight(device: *GPUDevice, allowed_frames_in_flight: u32) bool {
return c.SDL_SetGPUAllowedFramesInFlight(@ptrCast(device), @bitCast(allowed_frames_in_flight));
}
// SDL_GetGPUSwapchainTextureFormat
pub inline fn getGPUSwapchainTextureFormat(device: *GPUDevice, window: *Window) GPUTextureFormat {
return @enumFromInt(c.SDL_GetGPUSwapchainTextureFormat(@ptrCast(device), @ptrCast(window)));
}
// SDL_WaitForGPUSwapchain
pub inline fn waitForGPUSwapchain(device: *GPUDevice, window: *Window) bool {
return c.SDL_WaitForGPUSwapchain(@ptrCast(device), @ptrCast(window));
}
// SDL_WaitForGPUIdle
pub inline fn waitForGPUIdle(device: *GPUDevice) bool {
return c.SDL_WaitForGPUIdle(@ptrCast(device));
}
// SDL_WaitForGPUFences
pub inline fn waitForGPUFences(device: *GPUDevice, wait_all: bool, fences: [*c]*GPUFence, num_fences: u32) bool {
return c.SDL_WaitForGPUFences(@ptrCast(device), wait_all, @ptrCast(fences), @bitCast(num_fences));
}
// SDL_QueryGPUFence
pub inline fn queryGPUFence(device: *GPUDevice, fence: *GPUFence) bool {
return c.SDL_QueryGPUFence(@ptrCast(device), @ptrCast(fence));
}
// SDL_ReleaseGPUFence
pub inline fn releaseGPUFence(device: *GPUDevice, fence: *GPUFence) void {
c.SDL_ReleaseGPUFence(@ptrCast(device), @ptrCast(fence));
}
// SDL_GPUTextureSupportsFormat
pub inline fn gpuTextureSupportsFormat(device: *GPUDevice, format: GPUTextureFormat, _type: GPUTextureType, usage: GPUTextureUsageFlags) bool {
return c.SDL_GPUTextureSupportsFormat(@ptrCast(device), @bitCast(format), @bitCast(_type), @bitCast(usage));
}
// SDL_GPUTextureSupportsSampleCount
pub inline fn gpuTextureSupportsSampleCount(device: *GPUDevice, format: GPUTextureFormat, sample_count: GPUSampleCount) bool {
return c.SDL_GPUTextureSupportsSampleCount(@ptrCast(device), @bitCast(format), @bitCast(sample_count));
}
// SDL_GDKSuspendGPU
pub inline fn gdkSuspendGPU(device: *GPUDevice) void {
c.SDL_GDKSuspendGPU(@ptrCast(device));
}
// SDL_GDKResumeGPU
pub inline fn gdkResumeGPU(device: *GPUDevice) void {
c.SDL_GDKResumeGPU(@ptrCast(device));
}
};
pub const GPUBuffer = opaque {};
pub const GPUTransferBuffer = opaque {};
pub const GPUTexture = opaque {};
pub const GPUSampler = opaque {};
pub const GPUShader = opaque {};
pub const GPUComputePipeline = opaque {};
pub const GPUGraphicsPipeline = opaque {};
pub const GPUCommandBuffer = opaque {
// SDL_InsertGPUDebugLabel
pub inline fn insertGPUDebugLabel(command_buffer: *GPUCommandBuffer, text: [*c]const u8) void {
c.SDL_InsertGPUDebugLabel(@ptrCast(command_buffer), text);
}
// SDL_PushGPUDebugGroup
pub inline fn pushGPUDebugGroup(command_buffer: *GPUCommandBuffer, name: [*c]const u8) void {
c.SDL_PushGPUDebugGroup(@ptrCast(command_buffer), name);
}
// SDL_PopGPUDebugGroup
pub inline fn popGPUDebugGroup(command_buffer: *GPUCommandBuffer) void {
c.SDL_PopGPUDebugGroup(@ptrCast(command_buffer));
}
// SDL_PushGPUVertexUniformData
pub inline fn pushGPUVertexUniformData(command_buffer: *GPUCommandBuffer, slot_index: u32, data: [*c]const void, length: u32) void {
c.SDL_PushGPUVertexUniformData(@ptrCast(command_buffer), @bitCast(slot_index), @ptrCast(data), @bitCast(length));
}
// SDL_PushGPUFragmentUniformData
pub inline fn pushGPUFragmentUniformData(command_buffer: *GPUCommandBuffer, slot_index: u32, data: [*c]const void, length: u32) void {
c.SDL_PushGPUFragmentUniformData(@ptrCast(command_buffer), @bitCast(slot_index), @ptrCast(data), @bitCast(length));
}
// SDL_PushGPUComputeUniformData
pub inline fn pushGPUComputeUniformData(command_buffer: *GPUCommandBuffer, slot_index: u32, data: [*c]const void, length: u32) void {
c.SDL_PushGPUComputeUniformData(@ptrCast(command_buffer), @bitCast(slot_index), @ptrCast(data), @bitCast(length));
}
// SDL_BeginGPURenderPass
pub inline fn beginGPURenderPass(command_buffer: *GPUCommandBuffer, color_target_infos: [*c]const GPUColorTargetInfo, num_color_targets: u32, depth_stencil_target_info: [*c]const GPUDepthStencilTargetInfo) *GPURenderPass {
return @ptrCast(c.SDL_BeginGPURenderPass(@ptrCast(command_buffer), @ptrCast(color_target_infos), @bitCast(num_color_targets), @ptrCast(depth_stencil_target_info)));
}
// SDL_BeginGPUComputePass
pub inline fn beginGPUComputePass(command_buffer: *GPUCommandBuffer, storage_texture_bindings: [*c]const GPUStorageTextureReadWriteBinding, num_storage_texture_bindings: u32, storage_buffer_bindings: [*c]const GPUStorageBufferReadWriteBinding, num_storage_buffer_bindings: u32) *GPUComputePass {
return @ptrCast(c.SDL_BeginGPUComputePass(@ptrCast(command_buffer), @ptrCast(storage_texture_bindings), @bitCast(num_storage_texture_bindings), @ptrCast(storage_buffer_bindings), @bitCast(num_storage_buffer_bindings)));
}
// SDL_BeginGPUCopyPass
pub inline fn beginGPUCopyPass(command_buffer: *GPUCommandBuffer) *GPUCopyPass {
return @ptrCast(c.SDL_BeginGPUCopyPass(@ptrCast(command_buffer)));
}
// SDL_GenerateMipmapsForGPUTexture
pub inline fn generateMipmapsForGPUTexture(command_buffer: *GPUCommandBuffer, texture: *GPUTexture) void {
c.SDL_GenerateMipmapsForGPUTexture(@ptrCast(command_buffer), @ptrCast(texture));
}
// SDL_BlitGPUTexture
pub inline fn blitGPUTexture(command_buffer: *GPUCommandBuffer, info: [*c]const GPUBlitInfo) void {
c.SDL_BlitGPUTexture(@ptrCast(command_buffer), @ptrCast(info));
}
// SDL_AcquireGPUSwapchainTexture
pub inline fn acquireGPUSwapchainTexture(command_buffer: *GPUCommandBuffer, window: *Window, swapchain_texture: [*c]*GPUTexture, swapchain_texture_width: [*c]u32, swapchain_texture_height: [*c]u32) bool {
return c.SDL_AcquireGPUSwapchainTexture(@ptrCast(command_buffer), @ptrCast(window), @ptrCast(swapchain_texture), @ptrCast(swapchain_texture_width), @ptrCast(swapchain_texture_height));
}
// SDL_WaitAndAcquireGPUSwapchainTexture
pub inline fn waitAndAcquireGPUSwapchainTexture(command_buffer: *GPUCommandBuffer, window: *Window, swapchain_texture: [*c]*GPUTexture, swapchain_texture_width: [*c]u32, swapchain_texture_height: [*c]u32) bool {
return c.SDL_WaitAndAcquireGPUSwapchainTexture(@ptrCast(command_buffer), @ptrCast(window), @ptrCast(swapchain_texture), @ptrCast(swapchain_texture_width), @ptrCast(swapchain_texture_height));
}
// SDL_SubmitGPUCommandBuffer
pub inline fn submitGPUCommandBuffer(command_buffer: *GPUCommandBuffer) bool {
return c.SDL_SubmitGPUCommandBuffer(@ptrCast(command_buffer));
}
// SDL_SubmitGPUCommandBufferAndAcquireFence
pub inline fn submitGPUCommandBufferAndAcquireFence(command_buffer: *GPUCommandBuffer) *GPUFence {
return @ptrCast(c.SDL_SubmitGPUCommandBufferAndAcquireFence(@ptrCast(command_buffer)));
}
// SDL_CancelGPUCommandBuffer
pub inline fn cancelGPUCommandBuffer(command_buffer: *GPUCommandBuffer) bool {
return c.SDL_CancelGPUCommandBuffer(@ptrCast(command_buffer));
}
};
pub const GPURenderPass = opaque {
// SDL_BindGPUGraphicsPipeline
pub inline fn bindGPUGraphicsPipeline(render_pass: *GPURenderPass, graphics_pipeline: *GPUGraphicsPipeline) void {
c.SDL_BindGPUGraphicsPipeline(@ptrCast(render_pass), @ptrCast(graphics_pipeline));
}
// SDL_SetGPUViewport
pub inline fn setGPUViewport(render_pass: *GPURenderPass, viewport: [*c]const GPUViewport) void {
c.SDL_SetGPUViewport(@ptrCast(render_pass), @ptrCast(viewport));
}
// SDL_SetGPUScissor
pub inline fn setGPUScissor(render_pass: *GPURenderPass, scissor: [*c]const Rect) void {
c.SDL_SetGPUScissor(@ptrCast(render_pass), @ptrCast(scissor));
}
// SDL_SetGPUBlendConstants
pub inline fn setGPUBlendConstants(render_pass: *GPURenderPass, blend_constants: FColor) void {
c.SDL_SetGPUBlendConstants(@ptrCast(render_pass), @bitCast(blend_constants));
}
// SDL_SetGPUStencilReference
pub inline fn setGPUStencilReference(render_pass: *GPURenderPass, reference: u8) void {
c.SDL_SetGPUStencilReference(@ptrCast(render_pass), @bitCast(reference));
}
// SDL_BindGPUVertexBuffers
pub inline fn bindGPUVertexBuffers(render_pass: *GPURenderPass, first_slot: u32, bindings: [*c]const GPUBufferBinding, num_bindings: u32) void {
c.SDL_BindGPUVertexBuffers(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(bindings), @bitCast(num_bindings));
}
// SDL_BindGPUIndexBuffer
pub inline fn bindGPUIndexBuffer(render_pass: *GPURenderPass, binding: [*c]const GPUBufferBinding, index_element_size: GPUIndexElementSize) void {
c.SDL_BindGPUIndexBuffer(@ptrCast(render_pass), @ptrCast(binding), @bitCast(index_element_size));
}
// SDL_BindGPUVertexSamplers
pub inline fn bindGPUVertexSamplers(render_pass: *GPURenderPass, first_slot: u32, texture_sampler_bindings: [*c]const GPUTextureSamplerBinding, num_bindings: u32) void {
c.SDL_BindGPUVertexSamplers(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(texture_sampler_bindings), @bitCast(num_bindings));
}
// SDL_BindGPUVertexStorageTextures
pub inline fn bindGPUVertexStorageTextures(render_pass: *GPURenderPass, first_slot: u32, storage_textures: [*c]*GPUTexture, num_bindings: u32) void {
c.SDL_BindGPUVertexStorageTextures(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(storage_textures), @bitCast(num_bindings));
}
// SDL_BindGPUVertexStorageBuffers
pub inline fn bindGPUVertexStorageBuffers(render_pass: *GPURenderPass, first_slot: u32, storage_buffers: [*c]*GPUBuffer, num_bindings: u32) void {
c.SDL_BindGPUVertexStorageBuffers(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(storage_buffers), @bitCast(num_bindings));
}
// SDL_BindGPUFragmentSamplers
pub inline fn bindGPUFragmentSamplers(render_pass: *GPURenderPass, first_slot: u32, texture_sampler_bindings: [*c]const GPUTextureSamplerBinding, num_bindings: u32) void {
c.SDL_BindGPUFragmentSamplers(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(texture_sampler_bindings), @bitCast(num_bindings));
}
// SDL_BindGPUFragmentStorageTextures
pub inline fn bindGPUFragmentStorageTextures(render_pass: *GPURenderPass, first_slot: u32, storage_textures: [*c]*GPUTexture, num_bindings: u32) void {
c.SDL_BindGPUFragmentStorageTextures(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(storage_textures), @bitCast(num_bindings));
}
// SDL_BindGPUFragmentStorageBuffers
pub inline fn bindGPUFragmentStorageBuffers(render_pass: *GPURenderPass, first_slot: u32, storage_buffers: [*c]*GPUBuffer, num_bindings: u32) void {
c.SDL_BindGPUFragmentStorageBuffers(@ptrCast(render_pass), @bitCast(first_slot), @ptrCast(storage_buffers), @bitCast(num_bindings));
}
// SDL_DrawGPUIndexedPrimitives
pub inline fn drawGPUIndexedPrimitives(render_pass: *GPURenderPass, num_indices: u32, num_instances: u32, first_index: u32, vertex_offset: i32, first_instance: u32) void {
c.SDL_DrawGPUIndexedPrimitives(@ptrCast(render_pass), @bitCast(num_indices), @bitCast(num_instances), @bitCast(first_index), @bitCast(vertex_offset), @bitCast(first_instance));
}
// SDL_DrawGPUPrimitives
pub inline fn drawGPUPrimitives(render_pass: *GPURenderPass, num_vertices: u32, num_instances: u32, first_vertex: u32, first_instance: u32) void {
c.SDL_DrawGPUPrimitives(@ptrCast(render_pass), @bitCast(num_vertices), @bitCast(num_instances), @bitCast(first_vertex), @bitCast(first_instance));
}
// SDL_DrawGPUPrimitivesIndirect
pub inline fn drawGPUPrimitivesIndirect(render_pass: *GPURenderPass, buffer: *GPUBuffer, offset: u32, draw_count: u32) void {
c.SDL_DrawGPUPrimitivesIndirect(@ptrCast(render_pass), @ptrCast(buffer), @bitCast(offset), @bitCast(draw_count));
}
// SDL_DrawGPUIndexedPrimitivesIndirect
pub inline fn drawGPUIndexedPrimitivesIndirect(render_pass: *GPURenderPass, buffer: *GPUBuffer, offset: u32, draw_count: u32) void {
c.SDL_DrawGPUIndexedPrimitivesIndirect(@ptrCast(render_pass), @ptrCast(buffer), @bitCast(offset), @bitCast(draw_count));
}
// SDL_EndGPURenderPass
pub inline fn endGPURenderPass(render_pass: *GPURenderPass) void {
c.SDL_EndGPURenderPass(@ptrCast(render_pass));
}
};
pub const GPUComputePass = opaque {
// SDL_BindGPUComputePipeline
pub inline fn bindGPUComputePipeline(compute_pass: *GPUComputePass, compute_pipeline: *GPUComputePipeline) void {
c.SDL_BindGPUComputePipeline(@ptrCast(compute_pass), @ptrCast(compute_pipeline));
}
// SDL_BindGPUComputeSamplers
pub inline fn bindGPUComputeSamplers(compute_pass: *GPUComputePass, first_slot: u32, texture_sampler_bindings: [*c]const GPUTextureSamplerBinding, num_bindings: u32) void {
c.SDL_BindGPUComputeSamplers(@ptrCast(compute_pass), @bitCast(first_slot), @ptrCast(texture_sampler_bindings), @bitCast(num_bindings));
}
// SDL_BindGPUComputeStorageTextures
pub inline fn bindGPUComputeStorageTextures(compute_pass: *GPUComputePass, first_slot: u32, storage_textures: [*c]*GPUTexture, num_bindings: u32) void {
c.SDL_BindGPUComputeStorageTextures(@ptrCast(compute_pass), @bitCast(first_slot), @ptrCast(storage_textures), @bitCast(num_bindings));
}
// SDL_BindGPUComputeStorageBuffers
pub inline fn bindGPUComputeStorageBuffers(compute_pass: *GPUComputePass, first_slot: u32, storage_buffers: [*c]*GPUBuffer, num_bindings: u32) void {
c.SDL_BindGPUComputeStorageBuffers(@ptrCast(compute_pass), @bitCast(first_slot), @ptrCast(storage_buffers), @bitCast(num_bindings));
}
// SDL_DispatchGPUCompute
pub inline fn dispatchGPUCompute(compute_pass: *GPUComputePass, groupcount_x: u32, groupcount_y: u32, groupcount_z: u32) void {
c.SDL_DispatchGPUCompute(@ptrCast(compute_pass), @bitCast(groupcount_x), @bitCast(groupcount_y), @bitCast(groupcount_z));
}
// SDL_DispatchGPUComputeIndirect
pub inline fn dispatchGPUComputeIndirect(compute_pass: *GPUComputePass, buffer: *GPUBuffer, offset: u32) void {
c.SDL_DispatchGPUComputeIndirect(@ptrCast(compute_pass), @ptrCast(buffer), @bitCast(offset));
}
// SDL_EndGPUComputePass
pub inline fn endGPUComputePass(compute_pass: *GPUComputePass) void {
c.SDL_EndGPUComputePass(@ptrCast(compute_pass));
}
};
pub const GPUCopyPass = opaque {
// SDL_UploadToGPUTexture
pub inline fn uploadToGPUTexture(copy_pass: *GPUCopyPass, source: [*c]const GPUTextureTransferInfo, destination: [*c]const GPUTextureRegion, cycle: bool) void {
c.SDL_UploadToGPUTexture(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination), cycle);
}
// SDL_UploadToGPUBuffer
pub inline fn uploadToGPUBuffer(copy_pass: *GPUCopyPass, source: [*c]const GPUTransferBufferLocation, destination: [*c]const GPUBufferRegion, cycle: bool) void {
c.SDL_UploadToGPUBuffer(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination), cycle);
}
// SDL_CopyGPUTextureToTexture
pub inline fn copyGPUTextureToTexture(copy_pass: *GPUCopyPass, source: [*c]const GPUTextureLocation, destination: [*c]const GPUTextureLocation, w: u32, h: u32, d: u32, cycle: bool) void {
c.SDL_CopyGPUTextureToTexture(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination), @bitCast(w), @bitCast(h), @bitCast(d), cycle);
}
// SDL_CopyGPUBufferToBuffer
pub inline fn copyGPUBufferToBuffer(copy_pass: *GPUCopyPass, source: [*c]const GPUBufferLocation, destination: [*c]const GPUBufferLocation, size: u32, cycle: bool) void {
c.SDL_CopyGPUBufferToBuffer(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination), @bitCast(size), cycle);
}
// SDL_DownloadFromGPUTexture
pub inline fn downloadFromGPUTexture(copy_pass: *GPUCopyPass, source: [*c]const GPUTextureRegion, destination: [*c]const GPUTextureTransferInfo) void {
c.SDL_DownloadFromGPUTexture(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination));
}
// SDL_DownloadFromGPUBuffer
pub inline fn downloadFromGPUBuffer(copy_pass: *GPUCopyPass, source: [*c]const GPUBufferRegion, destination: [*c]const GPUTransferBufferLocation) void {
c.SDL_DownloadFromGPUBuffer(@ptrCast(copy_pass), @ptrCast(source), @ptrCast(destination));
}
// SDL_EndGPUCopyPass
pub inline fn endGPUCopyPass(copy_pass: *GPUCopyPass) void {
c.SDL_EndGPUCopyPass(@ptrCast(copy_pass));
}
};
pub const GPUFence = opaque {};

39
lib/sdl3/src/init.zig vendored
View File

@ -1,39 +0,0 @@
pub const c = @cImport({ // todo, should not be constant
@cInclude("SDL3/SDL.h");
});
pub const InitOptions = packed struct(c_int) {
pad0: u4 = 0, // 0 - 3
audio: bool = false, // 4
video: bool = false, // 5
pad1: u2 = 0, // 6-7
pad2: u1 = 0, // 8
joystick: bool = false, // 9
pad3: u2 = 0, // 10-11
haptic: bool = false, // 12
gamepad: bool = false,
events: bool = false,
sensor: bool = false,
camera: bool = false,
pad4: u3 = 0,
pad5: u12 = 0,
};
pub const AppResult = enum{
app_continue,
app_success,
app_failure,
};
pub const Window = opaque {};
pub fn createWindow() !*Window {
return @ptrCast();
}
pub fn init(options: InitOptions) !void {
if (!c.SDL_Init(@bitCast(options))) {
return error.InitFailed;
}
}

View File

@ -4,9 +4,17 @@ timer: std.time.Timer,
// fillPipeline: *sdl3.GpuGraphicsPipeline = undefined,
// linePipeline: *sdl3.GpuGraphicsPipeline = undefined,
// viewport: sdl3.GpuViewport = undefined,
// scissor: sdl3.Rect = undefined,
scissor: gpu.Rect = .{ .x = 0, .y = 0, .w = 640, .h = 480 },
running: bool = true,
window: *sdl3.Window = undefined,
device: *gpu.GPUDevice = undefined,
shaderpath: []const u8 = undefined,
shadersuffix: []const u8 = undefined,
fragment: *gpu.GPUShader = undefined,
vertex: *gpu.GPUShader = undefined,
pipeline: *gpu.GPUGraphicsPipeline = undefined,
shaderformat: gpu.GPUShaderFormat = undefined,
pub fn create(allocator: std.mem.Allocator) !*@This() {
const self = try allocator.create(@This());
@ -24,10 +32,92 @@ pub fn startContext(self: *@This()) !void {
.gamepad = true,
});
const window = sdl3.c.SDL_CreateWindow("lmao your mom", 640, 480, 0);
_ = window;
self.window = sdl3.c.SDL_CreateWindow("hello-world", 640, 480, 0).?;
self.device = gpu.createGPUDevice(.{
.shaderformatSpirv = true,
.shaderformatDxil = true,
.shaderformatMsl = true,
}, false, null);
_ = self;
if (!self.device.claimWindowForGPUDevice(self.window))
return error.UnableToClaimGpu;
const formats = self.device.getGPUShaderFormats();
std.debug.print("SDL Context Loaded: {}\n", .{formats});
if (formats.shaderformatSpirv) {
self.shaderpath = "./content/_cooked/spv"; // shaderformatSpirv
self.shadersuffix = ".spv";
self.shaderformat = .{ .shaderformatSpirv = true };
} else if (formats.shaderformatMsl) {
self.shaderpath = "./content/_cooked/msl"; // shaderformatSpirv
self.shadersuffix = ".msl";
self.shaderformat = .{ .shaderformatMsl = true };
} else if (formats.shaderformatDxil) {
self.shaderpath = "./content/_cooked/dxil"; // shaderformatSpirv
self.shadersuffix = ".dxil";
self.shaderformat = .{ .shaderformatDxil = true };
}
self.fragment = try self.loadShader("hello-triangle.frag", .shaderstageFragment, 0, 0, 0, 0);
self.vertex = try self.loadShader("hello-triangle.vert", .shaderstageVertex, 0, 0, 0, 0);
var pci = std.mem.zeroes(gpu.GPUGraphicsPipelineCreateInfo);
pci.fragment_shader = self.fragment;
pci.vertex_shader = self.vertex;
pci.target_info.num_color_targets = 1;
pci.target_info.color_target_descriptions = &[_]gpu.GPUColorTargetDescription{
.{
.format = self.device.getGPUSwapchainTextureFormat(self.window),
.blend_state = std.mem.zeroes(gpu.GPUColorTargetBlendState),
},
};
pci.rasterizer_state.fill_mode = .fillmodeFill;
self.pipeline = self.device.createGPUGraphicsPipeline(&pci);
}
pub fn loadFileAlloc(filename: []const u8, comptime alignment: usize, allocator: std.mem.Allocator) ![]u8 {
var file = try std.fs.cwd().openFile(filename, .{});
defer file.close();
const filesize = (try file.stat()).size + 1; // add null byte
const buffer: []align(alignment) u8 = try allocator.alignedAlloc(u8, alignment, filesize);
errdefer allocator.free(buffer);
try file.reader().readNoEof(buffer[0 .. buffer.len - 1]);
buffer[buffer.len - 1] = 0;
return buffer;
}
pub fn loadShader(
self: *@This(),
shaderName: []const u8,
stage: gpu.GPUShaderStage,
num_samplers: u32, // The number of samplers defined in the shader.
num_storage_textures: u32, // The number of storage textures defined in the shader.
num_storage_buffers: u32, // The number of storage buffers defined in the shader.
num_uniform_buffers: u32, // The number of uniform buffers defined in the shader.
) !*gpu.GPUShader {
const spath = try std.fmt.allocPrintZ(self.allocator, "{s}/{s}{s}", .{ self.shaderpath, shaderName, self.shadersuffix });
defer self.allocator.free(spath);
std.debug.print("loading shader {s}\n", .{spath});
const fileContents = try loadFileAlloc(spath, 8, self.allocator);
defer self.allocator.free(fileContents);
const sci = gpu.GPUShaderCreateInfo{
.code = @ptrCast(fileContents.ptr),
.entrypoint = "main",
.format = self.shaderformat,
.code_size = fileContents.len - 1,
.stage = stage,
.num_samplers = num_samplers,
.num_storage_textures = num_storage_textures, // The number of storage textures defined in the shader.
.num_storage_buffers = num_storage_buffers, // The number of storage buffers defined in the shader.
.num_uniform_buffers = num_uniform_buffers, // The number of uniform buffers defined in the shader.
.props = 0,
};
return self.device.createGPUShader(&sci);
}
pub fn loop(self: *@This()) !void {
@ -40,25 +130,53 @@ pub fn loop(self: *@This()) !void {
}
fn update(self: *@This(), dt: f64) void {
_ = dt;
while (sdl3.pollEvent()) |event| {
_ = event;
// std.debug.print("{any} \n", .{event});
switch (event.type) {
sdl_event.quit => {
self.running = false;
},
else => {},
}
self.draw(dt);
}
self.running = true;
}
pub fn draw(self: *@This(), dt: f64) void {
_ = dt;
const cmd = self.device.acquireGPUCommandBuffer();
var swapchain_texture: *gpu.GPUTexture = undefined;
if (cmd.waitAndAcquireGPUSwapchainTexture(self.window, &swapchain_texture, null, null)) {
var targetInfo: gpu.GPUColorTargetInfo = std.mem.zeroes(gpu.GPUColorTargetInfo);
targetInfo.texture = swapchain_texture;
targetInfo.clear_color = .{ .r = 0.1, .g = 0.1, .b = 0.1, .a = 1.0 };
targetInfo.load_op = .loadopClear;
targetInfo.store_op = .storeopStore;
const renderpass = cmd.beginGPURenderPass(&targetInfo, 1, null);
renderpass.bindGPUGraphicsPipeline(self.pipeline);
renderpass.setGPUScissor(&self.scissor);
renderpass.drawGPUPrimitives(3, 1, 0, 0);
renderpass.endGPURenderPass();
}
_ = cmd.submitGPUCommandBuffer();
}
pub fn destroy(self: *@This()) void {
sdl3.c.SDL_DestroyWindow(self.window);
self.device.releaseWindowFromGPUDevice(self.window);
self.allocator.destroy(self);
}
pub fn main() !void {
std.debug.print("creating context", .{});
std.debug.print("hello world... n", .{});
const app = try create(std.heap.c_allocator);
try app.loop();
defer app.destroy();
}
const sdl3 = @import("sdl3");
const gpu = sdl3.gpu;
const sdl_event = sdl3.events;
const std = @import("std");

47
lib/sdl3/src/sdl3.zig vendored
View File

@ -1,4 +1,47 @@
const c = @import("c.zig").c;
pub const c = @import("c.zig").c;
pub const events = @import("events.zig");
pub const InitOptions = packed struct(c_int) {
pad0: u4 = 0, // 0 - 3
audio: bool = false, // 4
video: bool = false, // 5
pad1: u2 = 0, // 6-7
pad2: u1 = 0, // 8
joystick: bool = false, // 9
pad3: u2 = 0, // 10-11
haptic: bool = false, // 12
gamepad: bool = false,
events: bool = false,
sensor: bool = false,
camera: bool = false,
pad4: u3 = 0,
pad5: u12 = 0,
};
pub const AppResult = enum {
app_continue,
app_success,
app_failure,
};
pub const Window = c.SDL_Window;
pub const Event = c.SDL_Event;
pub const Rect = c.SDL_Rect;
pub fn init(options: InitOptions) !void {
if (!c.SDL_Init(@bitCast(options))) {
return error.InitFailed;
}
}
pub const EventType = events;
var gLastEvent: Event = undefined;
pub fn pollEvent() ?*Event {
if (c.SDL_PollEvent(&gLastEvent)) {
return &gLastEvent;
}
return null;
}
pub const gpu = @import("gpu.zig");
pub const init = @import("init.zig");