// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #pragma once #include #include namespace ia::iae { class GPUResourceManager { public: STATIC VOID Initialize(); STATIC VOID Terminate(); STATIC SDL_GPUSampler *GetSampler_LinearClamp(); STATIC SDL_GPUSampler *GetSampler_LinearRepeat(); 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, IN BOOL generateMipmaps = false); STATIC SDL_GPUBuffer *CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data, IN UINT32 dataSize); STATIC VOID DestroyTexture(IN SDL_GPUTexture *handle); STATIC VOID DestroyBuffer(IN SDL_GPUBuffer *handle); STATIC Vector GetTexturePixelData(IN SDL_GPUTexture* texture, IN INT32 width, IN INT32 height); STATIC SDL_GPUTexture* CombineTextures(IN SDL_GPUTexture** textures, IN INT32 unitWidth, IN INT32 unitHeight, IN INT32 unitCountX, IN INT32 unitCountY); }; } // namespace ia::iae