// 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) { SDL_ReleaseGPUTexture(Renderer::GetDevice(), handle); } VOID GPUResourceManager::DestroyBuffer(IN SDL_GPUBuffer *handle) { SDL_ReleaseGPUBuffer(Renderer::GetDevice(), handle); } } // namespace ia::iae