// 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