Input & Resource Managers
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@ -93,7 +93,7 @@ namespace ia::iae
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SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
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SDL_GPUTextureRegion region{.texture = result, .w = (UINT32) width, .h = (UINT32) 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(Renderer::GetDevice());
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@ -103,7 +103,7 @@ namespace ia::iae
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}
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SDL_GPUBuffer *GPUResourceManager::CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data,
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IN UINT32 dataSize)
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IN UINT32 dataSize)
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{
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SDL_GPUBufferCreateInfo createInfo{.usage = usage, .size = dataSize};
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const auto result = SDL_CreateGPUBuffer(Renderer::GetDevice(), &createInfo);
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@ -112,7 +112,7 @@ namespace ia::iae
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THROW_UNKNOWN("Failed to create a SDL GPU Buffer: ", SDL_GetError());
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return nullptr;
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}
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if(dataSize && dataSize)
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if (dataSize && dataSize)
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{
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = dataSize};
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@ -123,7 +123,7 @@ namespace ia::iae
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const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
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const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
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SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
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SDL_GPUBufferRegion dst{.buffer = result, .offset = 0, .size = dataSize};
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SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
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@ -145,4 +145,67 @@ namespace ia::iae
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{
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SDL_ReleaseGPUBuffer(Renderer::GetDevice(), handle);
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}
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Vector<UINT8> GPUResourceManager::GetTexturePixelData(IN SDL_GPUTexture *texture, IN INT32 width, IN INT32 height)
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{
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = (UINT32) width * (UINT32) height * 4};
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const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
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const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
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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 = texture, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
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SDL_DownloadFromGPUTexture(copyPass, ®ion, &transferInfo);
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SDL_EndGPUCopyPass(copyPass);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(Renderer::GetDevice());
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Vector<UINT8> result;
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result.resize(width * height * 4);
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const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
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SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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SDL_memcpy(result.data(), mappedPtr, result.size());
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SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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return result;
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}
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SDL_GPUTexture* GPUResourceManager::CombineTextures(IN SDL_GPUTexture** textures, IN INT32 unitWidth, IN INT32 unitHeight,
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IN INT32 unitCountX, IN INT32 unitCountY)
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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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.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
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.width = (UINT32) unitCountX * unitWidth,
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.height = (UINT32) unitCountY * unitHeight,
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.layer_count_or_depth = 1,
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.num_levels = 1};
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SDL_GPUTexture *result{};
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if (!(result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo)))
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THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
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const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
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const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
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for (INT32 y = 0; y < unitCountY; y++)
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{
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for (INT32 x = 0; x < unitCountX; x++)
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{
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SDL_GPUTextureLocation src{.texture = textures[x + (y * unitCountX)], .x = 0, .y = 0};
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SDL_GPUTextureLocation dst{.texture = result, .x = (UINT32)(x * unitWidth), .y = (UINT32)(y * unitHeight)};
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SDL_CopyGPUTextureToTexture(copyPass, &src, &dst, unitWidth, unitHeight, 1, false);
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}
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}
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SDL_EndGPUCopyPass(copyPass);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(Renderer::GetDevice());
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return result;
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}
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} // namespace ia::iae
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