Engine & Game Library Interface Update
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148
Engine/Src/Imp/CPP/Renderer/GPUResourceManager.cpp
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148
Engine/Src/Imp/CPP/Renderer/GPUResourceManager.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 <IAEngine/Engine.hpp>
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#include <Renderer/GPUResourceManager.hpp>
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#include <Renderer/Renderer.hpp>
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namespace ia::iae
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{
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SDL_GPUSampler *g_linearClampSampler{};
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SDL_GPUSampler *g_linearRepeatSampler{};
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VOID GPUResourceManager::Initialize()
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{
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{ // Create Samplers
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SDL_GPUSamplerCreateInfo createInfo{.min_filter = SDL_GPU_FILTER_LINEAR,
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.mag_filter = SDL_GPU_FILTER_LINEAR,
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.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
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.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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.enable_anisotropy = false};
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g_linearClampSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
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createInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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createInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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createInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
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g_linearRepeatSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
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}
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}
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VOID GPUResourceManager::Terminate()
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{
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SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearClampSampler);
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SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearRepeatSampler);
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}
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SDL_GPUSampler *GPUResourceManager::GetSampler_LinearClamp()
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{
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return g_linearClampSampler;
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}
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SDL_GPUSampler *GPUResourceManager::GetSampler_LinearRepeat()
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{
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return g_linearRepeatSampler;
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}
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SDL_GPUTexture *GPUResourceManager::CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width,
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IN INT32 height, IN PCUINT8 rgbaData,
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IN SDL_GPUTextureFormat format)
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{
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SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
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.format = format,
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.usage = usage,
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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 = 1,
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.sample_count = SDL_GPU_SAMPLECOUNT_1};
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const auto result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo);
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if (!result)
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{
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THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
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return nullptr;
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}
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if (rgbaData)
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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 mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
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SDL_memcpy(mappedPtr, rgbaData, width * height * 4);
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SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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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 = 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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SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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}
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return result;
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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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{
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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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if (!result)
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{
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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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{
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SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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.size = dataSize};
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const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
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const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
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SDL_memcpy(mappedPtr, data, dataSize);
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SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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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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SDL_EndGPUCopyPass(copyPass);
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SDL_SubmitGPUCommandBuffer(cmdBuffer);
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SDL_WaitForGPUIdle(Renderer::GetDevice());
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SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
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}
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return result;
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}
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VOID GPUResourceManager::DestroyTexture(IN SDL_GPUTexture *handle)
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{
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SDL_ReleaseGPUTexture(Renderer::GetDevice(), handle);
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}
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VOID GPUResourceManager::DestroyBuffer(IN SDL_GPUBuffer *handle)
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{
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SDL_ReleaseGPUBuffer(Renderer::GetDevice(), handle);
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}
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} // namespace ia::iae
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