// 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
#include
#include
namespace ia::iae
{
SDL_GPUSampler *g_linearClampSampler{};
SDL_GPUSampler *g_linearRepeatSampler{};
VOID GPUResourceManager::Initialize()
{
{ // Create Samplers
SDL_GPUSamplerCreateInfo createInfo{.min_filter = SDL_GPU_FILTER_LINEAR,
.mag_filter = SDL_GPU_FILTER_LINEAR,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
.enable_anisotropy = false};
g_linearClampSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
createInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
createInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
createInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
g_linearRepeatSampler = SDL_CreateGPUSampler(Renderer::GetDevice(), &createInfo);
}
}
VOID GPUResourceManager::Terminate()
{
SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearClampSampler);
SDL_ReleaseGPUSampler(Renderer::GetDevice(), g_linearRepeatSampler);
}
SDL_GPUSampler *GPUResourceManager::GetSampler_LinearClamp()
{
return g_linearClampSampler;
}
SDL_GPUSampler *GPUResourceManager::GetSampler_LinearRepeat()
{
return g_linearRepeatSampler;
}
SDL_GPUTexture *GPUResourceManager::CreateTexture(IN SDL_GPUTextureUsageFlags usage, IN INT32 width,
IN INT32 height, IN PCUINT8 rgbaData,
IN SDL_GPUTextureFormat format)
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = format,
.usage = usage,
.width = (UINT32) width,
.height = (UINT32) height,
.layer_count_or_depth = 1,
.num_levels = 1,
.sample_count = SDL_GPU_SAMPLECOUNT_1};
const auto result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo);
if (!result)
{
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
return nullptr;
}
if (rgbaData)
{
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = (UINT32) width * (UINT32) height * 4};
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
SDL_memcpy(mappedPtr, rgbaData, width * height * 4);
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
SDL_GPUTextureRegion region{.texture = result, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
SDL_UploadToGPUTexture(copyPass, &transferInfo, ®ion, false);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(Renderer::GetDevice());
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
}
return result;
}
SDL_GPUBuffer *GPUResourceManager::CreateDeviceLocalBuffer(IN SDL_GPUBufferUsageFlags usage, IN PCVOID data,
IN UINT32 dataSize)
{
SDL_GPUBufferCreateInfo createInfo{.usage = usage, .size = dataSize};
const auto result = SDL_CreateGPUBuffer(Renderer::GetDevice(), &createInfo);
if (!result)
{
THROW_UNKNOWN("Failed to create a SDL GPU Buffer: ", SDL_GetError());
return nullptr;
}
if (dataSize && dataSize)
{
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = dataSize};
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
SDL_memcpy(mappedPtr, data, dataSize);
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
SDL_GPUTransferBufferLocation src{.transfer_buffer = stagingBuffer, .offset = 0};
SDL_GPUBufferRegion dst{.buffer = result, .offset = 0, .size = dataSize};
SDL_UploadToGPUBuffer(copyPass, &src, &dst, false);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(Renderer::GetDevice());
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
}
return result;
}
VOID GPUResourceManager::DestroyTexture(IN SDL_GPUTexture *handle)
{
if(!handle) return;
SDL_ReleaseGPUTexture(Renderer::GetDevice(), handle);
}
VOID GPUResourceManager::DestroyBuffer(IN SDL_GPUBuffer *handle)
{
SDL_ReleaseGPUBuffer(Renderer::GetDevice(), handle);
}
Vector GPUResourceManager::GetTexturePixelData(IN SDL_GPUTexture *texture, IN INT32 width, IN INT32 height)
{
SDL_GPUTransferBufferCreateInfo stagingBufferCreateInfo{.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = (UINT32) width * (UINT32) height * 4};
const auto stagingBuffer = SDL_CreateGPUTransferBuffer(Renderer::GetDevice(), &stagingBufferCreateInfo);
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
SDL_GPUTextureTransferInfo transferInfo{.transfer_buffer = stagingBuffer, .offset = 0};
SDL_GPUTextureRegion region{.texture = texture, .w = (UINT32) width, .h = (UINT32) height, .d = 1};
SDL_DownloadFromGPUTexture(copyPass, ®ion, &transferInfo);
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(Renderer::GetDevice());
Vector result;
result.resize(width * height * 4);
const auto mappedPtr = SDL_MapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer, false);
SDL_UnmapGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
SDL_memcpy(result.data(), mappedPtr, result.size());
SDL_ReleaseGPUTransferBuffer(Renderer::GetDevice(), stagingBuffer);
return result;
}
SDL_GPUTexture* GPUResourceManager::CombineTextures(IN SDL_GPUTexture** textures, IN INT32 unitWidth, IN INT32 unitHeight,
IN INT32 unitCountX, IN INT32 unitCountY)
{
SDL_GPUTextureCreateInfo createInfo{.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = (UINT32) unitCountX * unitWidth,
.height = (UINT32) unitCountY * unitHeight,
.layer_count_or_depth = 1,
.num_levels = 1};
SDL_GPUTexture *result{};
if (!(result = SDL_CreateGPUTexture(Renderer::GetDevice(), &createInfo)))
THROW_UNKNOWN("Failed to create a SDL GPU Texture: ", SDL_GetError());
const auto cmdBuffer = SDL_AcquireGPUCommandBuffer(Renderer::GetDevice());
const auto copyPass = SDL_BeginGPUCopyPass(cmdBuffer);
for (INT32 y = 0; y < unitCountY; y++)
{
for (INT32 x = 0; x < unitCountX; x++)
{
SDL_GPUTextureLocation src{.texture = textures[x + (y * unitCountX)], .x = 0, .y = 0};
SDL_GPUTextureLocation dst{.texture = result, .x = (UINT32)(x * unitWidth), .y = (UINT32)(y * unitHeight)};
SDL_CopyGPUTextureToTexture(copyPass, &src, &dst, unitWidth, unitHeight, 1, false);
}
}
SDL_EndGPUCopyPass(copyPass);
SDL_SubmitGPUCommandBuffer(cmdBuffer);
SDL_WaitForGPUIdle(Renderer::GetDevice());
return result;
}
} // namespace ia::iae