Engine & Game Library Interface Update
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38
Engine/Src/Imp/HPP/Renderer/GPUResourceManager.hpp
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38
Engine/Src/Imp/HPP/Renderer/GPUResourceManager.hpp
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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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#pragma once
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#include <IAEngine/Base.hpp>
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#include <SDL3/SDL.h>
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namespace ia::iae
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{
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class GPUResourceManager
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{
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public:
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STATIC VOID Initialize();
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STATIC VOID Terminate();
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STATIC SDL_GPUSampler *GetSampler_LinearClamp();
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STATIC SDL_GPUSampler *GetSampler_LinearRepeat();
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STATIC SDL_GPUTexture *CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width, IN INT32 height, IN PCUINT8 rgbaData = nullptr, IN SDL_GPUTextureFormat format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
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STATIC SDL_GPUBuffer *CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data, IN UINT32 dataSize);
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STATIC VOID DestroyTexture(IN SDL_GPUTexture *handle);
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STATIC VOID DestroyBuffer(IN SDL_GPUBuffer *handle);
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};
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} // namespace ia::iae
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