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render: Add Suspend/Resume calls for GDK support

Ethan Lee 4 дней назад
Родитель
Сommit
ee5c5cf755

+ 1 - 3
include/SDL3/SDL_main.h

@@ -667,9 +667,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  * This should be called from an event watch in response to an
  * `SDL_EVENT_DID_ENTER_BACKGROUND` event.
  *
- * When using SDL_Render, your event watch should be added _after_ creating
- * the `SDL_Renderer`; this allows the timing of the D3D12 command queue
- * suspension to execute in the correct order.
+ * When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.
  *
  * When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
  *

+ 34 - 0
include/SDL3/SDL_render.h

@@ -3082,6 +3082,40 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, S
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
 
+#ifdef SDL_PLATFORM_GDK
+
+/**
+ * Call this to suspend Render operations on Xbox when you receive the
+ * SDL_EVENT_DID_ENTER_BACKGROUND event.
+ *
+ * Do NOT call any SDL_Render functions after calling this function! This must
+ * also be called before calling SDL_GDKSuspendComplete.
+ *
+ * \param renderer the renderer which should suspend operation
+ *
+ * \since This function is available since SDL 3.6.0.
+ *
+ * \sa SDL_AddEventWatch
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
+
+/**
+ * Call this to resume Render operations on Xbox when you receive the
+ * SDL_EVENT_WILL_ENTER_FOREGROUND event.
+ *
+ * When resuming, this function MUST be called before calling any other
+ * SDL_Render functions.
+ *
+ * \param renderer the renderer which should resume operation
+ *
+ * \since This function is available since SDL 3.6.0.
+ *
+ * \sa SDL_AddEventWatch
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
+
+#endif /* SDL_PLATFORM_GDK */
+
 /* Ends C function definitions when using C++ */
 #ifdef __cplusplus
 }

+ 8 - 0
src/core/SDL_core_unsupported.c

@@ -69,6 +69,14 @@ void SDL_GDKResumeGPU(SDL_GPUDevice *device)
 {
 }
 
+void SDL_GDKSuspendRenderer(SDL_Renderer *renderer)
+{
+}
+
+void SDL_GDKResumeRenderer(SDL_Renderer *renderer)
+{
+}
+
 #endif /* !SDL_PLATFORM_GDK */
 
 #if !defined(SDL_PLATFORM_WINDOWS)

+ 2 - 0
src/core/SDL_core_unsupported.h

@@ -35,6 +35,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
 extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKDefaultUser(XUserHandle *outUserHandle);
 extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
 extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
 #endif /* !SDL_PLATFORM_GDK */
 
 #if !defined(SDL_PLATFORM_WINDOWS)

+ 2 - 0
src/dynapi/SDL_dynapi.sym

@@ -1283,6 +1283,8 @@ SDL3_0.0.0 {
     SDL_SetGPURenderStateSamplerBindings;
     SDL_SetGPURenderStateStorageTextures;
     SDL_SetGPURenderStateStorageBuffers;
+    SDL_GDKSuspendRenderer;
+    SDL_GDKResumeRenderer;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 2 - 0
src/dynapi/SDL_dynapi_overrides.h

@@ -1309,3 +1309,5 @@
 #define SDL_SetGPURenderStateSamplerBindings SDL_SetGPURenderStateSamplerBindings_REAL
 #define SDL_SetGPURenderStateStorageTextures SDL_SetGPURenderStateStorageTextures_REAL
 #define SDL_SetGPURenderStateStorageBuffers SDL_SetGPURenderStateStorageBuffers_REAL
+#define SDL_GDKSuspendRenderer SDL_GDKSuspendRenderer_REAL
+#define SDL_GDKResumeRenderer SDL_GDKResumeRenderer_REAL

+ 2 - 0
src/dynapi/SDL_dynapi_procs.h

@@ -1317,3 +1317,5 @@ SDL_DYNAPI_PROC(SDL_Tray*,SDL_CreateTrayWithProperties,(SDL_PropertiesID a),(a),
 SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateSamplerBindings,(SDL_GPURenderState *a,int b,const SDL_GPUTextureSamplerBinding *c),(a,b,c),return)
 SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateStorageTextures,(SDL_GPURenderState *a,int b,SDL_GPUTexture *const*c),(a,b,c),return)
 SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateStorageBuffers,(SDL_GPURenderState *a,int b,SDL_GPUBuffer *const*c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_GDKSuspendRenderer,(SDL_Renderer *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_GDKResumeRenderer,(SDL_Renderer *a),(a),)

+ 20 - 0
src/render/SDL_render.c

@@ -6347,3 +6347,23 @@ void SDL_DestroyGPURenderState(SDL_GPURenderState *state)
     SDL_free(state->storage_buffers);
     SDL_free(state);
 }
+
+#ifdef SDL_PLATFORM_GDK
+
+void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer)
+{
+    CHECK_RENDERER_MAGIC(renderer,);
+    if (renderer->GDKSuspendRenderer != NULL) {
+        renderer->GDKSuspendRenderer(renderer);
+    }
+}
+
+void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer)
+{
+    CHECK_RENDERER_MAGIC(renderer,);
+    if (renderer->GDKResumeRenderer != NULL) {
+        renderer->GDKResumeRenderer(renderer);
+    }
+}
+
+#endif /* SDL_PLATFORM_GDK */

+ 5 - 0
src/render/SDL_sysrender.h

@@ -280,6 +280,11 @@ struct SDL_Renderer
 
     bool (*AddVulkanRenderSemaphores)(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
 
+#ifdef SDL_PLATFORM_GDK
+    void (*GDKSuspendRenderer)(SDL_Renderer *renderer);
+    void (*GDKResumeRenderer)(SDL_Renderer *renderer);
+#endif
+
     // The current renderer info
     const char *name;
     SDL_PixelFormat *texture_formats;

+ 15 - 15
src/render/direct3d12/SDL_render_d3d12.c

@@ -563,25 +563,25 @@ static HRESULT D3D12_IssueBatch(D3D12_RenderData *data)
 }
 
 #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
-static bool SDLCALL D3D12_GDKEventFilter(void* userdata, SDL_Event* event)
+
+static void D3D12_GDKSuspendRenderer(SDL_Renderer *renderer)
 {
-    D3D12_RenderData *data = (D3D12_RenderData *)userdata;
-    if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
-        data->commandQueue->SuspendX(0);
-    } else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
-        data->commandQueue->ResumeX();
-    }
-    return true;
+    D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
+    data->commandQueue->SuspendX(0);
+}
+
+static void D3D12_GDKResumeRenderer(SDL_Renderer *renderer)
+{
+    D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
+    data->commandQueue->ResumeX();
 }
+
 #endif
 
 static void D3D12_DestroyRenderer(SDL_Renderer *renderer)
 {
     D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
     if (data) {
-#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
-        SDL_RemoveEventWatch(D3D12_GDKEventFilter, data);
-#endif
         D3D12_WaitForGPU(data);
         D3D12_ReleaseAll(renderer);
         SDL_free(data);
@@ -1128,10 +1128,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
     SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice);
     SDL_SetPointerProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue);
 
-#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
-    SDL_AddEventWatch(D3D12_GDKEventFilter, data);
-#endif
-
 done:
     D3D_SAFE_RELEASE(d3dDevice);
     return result;
@@ -3517,6 +3513,10 @@ bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Proper
     renderer->DestroyTexture = D3D12_DestroyTexture;
     renderer->DestroyRenderer = D3D12_DestroyRenderer;
     renderer->SetVSync = D3D12_SetVSync;
+#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
+    renderer->GDKSuspendRenderer = D3D12_GDKSuspendRenderer;
+    renderer->GDKResumeRenderer = D3D12_GDKResumeRenderer;
+#endif
     renderer->internal = data;
     D3D12_InvalidateCachedState(renderer);
 

+ 15 - 16
src/render/gpu/SDL_render_gpu.c

@@ -1563,17 +1563,19 @@ static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
 }
 
 #ifdef SDL_PLATFORM_GDK
-static bool SDLCALL GPU_GDKEventFilter(void *userdata, SDL_Event *event)
+
+static void GPU_GDKSuspendRenderer(SDL_Renderer *renderer)
 {
-    GPU_RenderData *data = (GPU_RenderData *)userdata;
-    SDL_assert(!data->external_device);
-    if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
-        SDL_GDKSuspendGPU(data->device);
-    } else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
-        SDL_GDKResumeGPU(data->device);
-    }
-    return true;
+    GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
+    SDL_GDKSuspendGPU(data->device);
+}
+
+static void GPU_GDKResumeRenderer(SDL_Renderer *renderer)
+{
+    GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
+    SDL_GDKResumeGPU(data->device);
 }
+
 #endif
 
 static void GPU_DestroyRenderer(SDL_Renderer *renderer)
@@ -1609,9 +1611,6 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
     if (data->device) {
         GPU_ReleaseShaders(&data->shaders, data->device);
         if (!data->external_device) {
-#ifdef SDL_PLATFORM_GDK
-            SDL_RemoveEventWatch(GPU_GDKEventFilter, data);
-#endif
             SDL_DestroyGPUDevice(data->device);
         }
     }
@@ -1722,6 +1721,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     renderer->DestroyTexture = GPU_DestroyTexture;
     renderer->DestroyRenderer = GPU_DestroyRenderer;
     renderer->SetVSync = GPU_SetVSync;
+#ifdef SDL_PLATFORM_GDK
+    renderer->GDKSuspendRenderer = GPU_GDKSuspendRenderer;
+    renderer->GDKResumeRenderer = GPU_GDKResumeRenderer;
+#endif
     renderer->internal = data;
     renderer->window = window;
     renderer->name = GPU_RenderDriver.name;
@@ -1775,10 +1778,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
         if (!data->device) {
             return false;
         }
-
-#ifdef SDL_PLATFORM_GDK
-        SDL_AddEventWatch(GPU_GDKEventFilter, data);
-#endif
     }
 
     if (!GPU_InitShaders(&data->shaders, data->device)) {

+ 2 - 0
test/testsymbols.c

@@ -40,6 +40,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(void);
 extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
 extern SDL_DECLSPEC void SDLCALL SDL_GetGDKDefaultUser(void);
 extern SDL_DECLSPEC void SDLCALL SDL_GetGDKTaskQueue(void);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(void);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(void);
 #endif
 
 #if !defined(SDL_PLATFORM_IOS)