RenderCore
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121
Src/RenderCore/imp/cpp/Texture.cpp
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121
Src/RenderCore/imp/cpp/Texture.cpp
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <RenderCore/Texture.hpp>
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namespace ia::iae
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{
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RDC_Texture::RDC_Texture(IN EType type, IN INT32 width, IN INT32 height, IN BOOL generateMipMaps)
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: m_type(type), m_width(width), m_height(height),
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m_mipLevels(generateMipMaps ? ia_max((UINT32) (floor(log2(ia_max(width, height))) + 1), (UINT32) 1)
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: (UINT32) 1)
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{
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SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
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.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
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.width = (UINT32) width,
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.height = (UINT32) height,
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.layer_count_or_depth = 1,
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.num_levels = m_mipLevels,
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.sample_count = SDL_GPU_SAMPLECOUNT_1};
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switch (type)
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{
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case EType::SAMPLED:
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createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
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break;
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case EType::RENDER_TARGET:
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createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
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break;
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}
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m_handle = SDL_CreateGPUTexture(RDC_Device::GetHandle(), &createInfo);
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if (!m_handle)
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THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
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}
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RDC_Texture::~RDC_Texture()
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{
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SDL_ReleaseGPUTexture(RDC_Device::GetHandle(), m_handle);
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}
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VOID RDC_Texture::SetImageData(IN PCUINT8 rgbaData, IN INT32 stride)
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{
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STATIC Vector<UINT8> TMP_COLOR_BUFFER;
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TMP_COLOR_BUFFER.resize(m_width * m_height * 4);
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if (stride == -1)
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{
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for (SIZE_T i = 0; i < TMP_COLOR_BUFFER.size() >> 2; i++)
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{
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const auto a = static_cast<FLOAT32>(rgbaData[i * 4 + 3]) / 255.0f;
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TMP_COLOR_BUFFER[i * 4 + 0] = static_cast<UINT8>(rgbaData[i * 4 + 0] * a);
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TMP_COLOR_BUFFER[i * 4 + 1] = static_cast<UINT8>(rgbaData[i * 4 + 1] * a);
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TMP_COLOR_BUFFER[i * 4 + 2] = static_cast<UINT8>(rgbaData[i * 4 + 2] * a);
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TMP_COLOR_BUFFER[i * 4 + 3] = rgbaData[i * 4 + 3];
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}
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}
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else
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{
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for (INT32 y = 0; y < m_height; y++)
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{
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for (INT32 x = 0; x < m_width; x++)
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{
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const auto p = &rgbaData[(x + y * stride) * 4];
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const auto a = static_cast<FLOAT32>(p[3]) / 255.0f;
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0] = static_cast<UINT8>(p[0] * a);
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 1] = static_cast<UINT8>(p[1] * a);
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 2] = static_cast<UINT8>(p[2] * a);
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TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 3] = p[3];
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}
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}
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}
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = (UINT32) m_width * (UINT32) m_height * 4};
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const auto stagingBuffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo);
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const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer, false);
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SDL_memcpy(mappedPtr, TMP_COLOR_BUFFER.data(), m_width * m_height * 4);
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SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer);
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auto cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
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const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
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SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
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SDL_GPUTextureRegion region{.texture = m_handle, .w = (UINT32) m_width, .h = (UINT32) m_height, .d = 1};
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SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false);
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SDL_EndGPUCopyPass(copyPass);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(RDC_Device::GetHandle());
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SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer);
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if (m_mipLevels > 1)
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{
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cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle());
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SDL_GenerateMipmapsForGPUTexture(cmdBuffer, m_handle);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(RDC_Device::GetHandle());
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}
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}
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VOID RDC_Texture::BindAsSampler(IN SDL_GPURenderPass *renderPass, IN INT32 index, IN SDL_GPUSampler *sampler)
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{
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SDL_GPUTextureSamplerBinding textureBinding{.texture = m_handle, .sampler = sampler};
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SDL_BindGPUFragmentSamplers(renderPass, index, &textureBinding, 1);
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}
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} // namespace ia::iae
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