// 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 . #include namespace ia::iae { RDC_Texture::RDC_Texture(IN EType type, IN INT32 width, IN INT32 height, IN BOOL generateMipMaps) : m_type(type), m_width(width), m_height(height), m_mipLevels(generateMipMaps ? ia_max((UINT32) (floor(log2(ia_max(width, height))) + 1), (UINT32) 1) : (UINT32) 1) { SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D, .format = RDC_Device::GetSwapchainTextureFormat(), .width = (UINT32) width, .height = (UINT32) height, .layer_count_or_depth = 1, .num_levels = m_mipLevels, .sample_count = SDL_GPU_SAMPLECOUNT_1}; switch (type) { case EType::SAMPLED: createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER; break; } m_handle = SDL_CreateGPUTexture(RDC_Device::GetHandle(), &createInfo); if (!m_handle) THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError()); } RDC_Texture::~RDC_Texture() { SDL_ReleaseGPUTexture(RDC_Device::GetHandle(), m_handle); } VOID RDC_Texture::SetImageData(IN PCUINT8 rgbaData, IN INT32 stride) { STATIC Vector TMP_COLOR_BUFFER; TMP_COLOR_BUFFER.resize(m_width * m_height * 4); const auto swapchainFormat = RDC_Device::GetSwapchainTextureFormat(); const auto swapRB = (swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM) || (swapchainFormat == SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB); if (stride == -1) { for (SIZE_T i = 0; i < TMP_COLOR_BUFFER.size() >> 2; i++) { const auto a = static_cast(rgbaData[i * 4 + 3]) / 255.0f; TMP_COLOR_BUFFER[i * 4 + 0] = static_cast(rgbaData[i * 4 + 0] * a); TMP_COLOR_BUFFER[i * 4 + 1] = static_cast(rgbaData[i * 4 + 1] * a); TMP_COLOR_BUFFER[i * 4 + 2] = static_cast(rgbaData[i * 4 + 2] * a); TMP_COLOR_BUFFER[i * 4 + 3] = rgbaData[i * 4 + 3]; if (swapRB) std::swap(TMP_COLOR_BUFFER[i * 4 + 0], TMP_COLOR_BUFFER[i * 4 + 2]); } } else { for (INT32 y = 0; y < m_height; y++) { for (INT32 x = 0; x < m_width; x++) { const auto p = &rgbaData[(x + y * stride) * 4]; const auto a = static_cast(p[3]) / 255.0f; TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0] = static_cast(p[0] * a); TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 1] = static_cast(p[1] * a); TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 2] = static_cast(p[2] * a); TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 3] = p[3]; if (swapRB) std::swap(TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0], TMP_COLOR_BUFFER[(x + y * m_width) * 4 + 0]); } } } SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = (UINT32) m_width * (UINT32) m_height * 4}; const auto stagingBuffer = SDL_CreateGPUTransferBuffer(RDC_Device::GetHandle(), &stagingBufferCreateInfo); const auto mappedPtr = SDL_MapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer, false); SDL_memcpy(mappedPtr, TMP_COLOR_BUFFER.data(), m_width * m_height * 4); SDL_UnmapGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer); auto cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle()); const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer); SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0}; SDL_GPUTextureRegion region{.texture = m_handle, .w = (UINT32) m_width, .h = (UINT32) m_height, .d = 1}; SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false); SDL_EndGPUCopyPass(copyPass); SDL_SubmitGPUCommandBuffer(cmdBuffer); SDL_WaitForGPUIdle(RDC_Device::GetHandle()); SDL_ReleaseGPUTransferBuffer(RDC_Device::GetHandle(), stagingBuffer); if (m_mipLevels > 1) { cmdBuffer = SDL_AcquireGPUCommandBuffer(RDC_Device::GetHandle()); SDL_GenerateMipmapsForGPUTexture(cmdBuffer, m_handle); SDL_SubmitGPUCommandBuffer(cmdBuffer); SDL_WaitForGPUIdle(RDC_Device::GetHandle()); } } VOID RDC_Texture::BindAsSampler(IN SDL_GPURenderPass *renderPass, IN INT32 index, IN SDL_GPUSampler *sampler) { SDL_GPUTextureSamplerBinding textureBinding{.texture = m_handle, .sampler = sampler}; SDL_BindGPUFragmentSamplers(renderPass, index, &textureBinding, 1); } } // namespace ia::iae