mirror of
https://github.com/GabsPuNs/Project-Zenith-Main.git
synced 2026-07-16 18:50:41 +00:00
631 lines
19 KiB
C++
631 lines
19 KiB
C++
#include "RmlUi_Renderer_SDL_GPU.h"
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#include "RmlUi_SDL_GPU/ShadersCompiledSPV.h"
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#include <RmlUi/Core/Core.h>
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#include <RmlUi/Core/FileInterface.h>
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#include <RmlUi/Core/Log.h>
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#include <RmlUi/Core/Types.h>
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#include <SDL3_image/SDL_image.h>
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using namespace Rml;
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enum ShaderType {
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ShaderTypeColor,
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ShaderTypeTexture,
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ShaderTypeVert,
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ShaderTypeCount,
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};
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enum ShaderFormat {
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ShaderFormatSPIRV,
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ShaderFormatMSL,
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ShaderFormatDXIL,
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ShaderFormatCount,
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};
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struct Shader {
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Span<const byte> data[ShaderFormatCount];
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int uniforms;
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int samplers;
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SDL_GPUShaderStage stage;
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};
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#undef X
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#define X(name) \
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Span<const byte> \
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{ \
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name, sizeof(name) \
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}
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static const Shader shaders[ShaderTypeCount] = {
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{{X(shader_frag_color_spirv), X(shader_frag_color_msl), X(shader_frag_color_dxil)}, 0, 0, SDL_GPU_SHADERSTAGE_FRAGMENT},
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{{X(shader_frag_texture_spirv), X(shader_frag_texture_msl), X(shader_frag_texture_dxil)}, 0, 1, SDL_GPU_SHADERSTAGE_FRAGMENT},
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{{X(shader_vert_spirv), X(shader_vert_msl), X(shader_vert_dxil)}, 2, 0, SDL_GPU_SHADERSTAGE_VERTEX}};
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#undef X
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static SDL_GPUShader* CreateShaderFromMemory(SDL_GPUDevice* device, ShaderType type)
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{
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SDL_GPUShaderFormat sdl_shader_format = SDL_GetGPUShaderFormats(device);
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ShaderFormat format = ShaderFormatCount;
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const char* entrypoint = nullptr;
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if (sdl_shader_format & SDL_GPU_SHADERFORMAT_SPIRV)
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{
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sdl_shader_format = SDL_GPU_SHADERFORMAT_SPIRV;
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format = ShaderFormatSPIRV;
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entrypoint = "main";
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}
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else if (sdl_shader_format & SDL_GPU_SHADERFORMAT_DXIL)
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{
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sdl_shader_format = SDL_GPU_SHADERFORMAT_DXIL;
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format = ShaderFormatDXIL;
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entrypoint = "main";
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}
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else if (sdl_shader_format & SDL_GPU_SHADERFORMAT_MSL)
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{
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sdl_shader_format = SDL_GPU_SHADERFORMAT_MSL;
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format = ShaderFormatMSL;
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entrypoint = "main0";
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}
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else
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{
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RMLUI_ERRORMSG("Invalid shader format");
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return nullptr;
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}
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const Shader& shader = shaders[type];
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SDL_GPUShaderCreateInfo info{};
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info.code = static_cast<const Uint8*>(shader.data[format].data());
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info.code_size = shader.data[format].size();
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info.entrypoint = entrypoint;
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info.format = sdl_shader_format;
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info.stage = shader.stage;
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info.num_samplers = shader.samplers;
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info.num_uniform_buffers = shader.uniforms;
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SDL_GPUShader* sdl_shader = SDL_CreateGPUShader(device, &info);
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if (!sdl_shader)
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{
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Log::Message(Log::LT_ERROR, "Failed to create shader: %s", SDL_GetError());
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RMLUI_ERROR;
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}
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return sdl_shader;
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}
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void RenderInterface_SDL_GPU::CreatePipelines()
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{
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SDL_GPUShader* color_shader = CreateShaderFromMemory(device, ShaderTypeColor);
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SDL_GPUShader* texture_shader = CreateShaderFromMemory(device, ShaderTypeTexture);
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SDL_GPUShader* vert_shader = CreateShaderFromMemory(device, ShaderTypeVert);
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SDL_GPUColorTargetDescription target{};
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target.format = SDL_GetGPUSwapchainTextureFormat(device, window);
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target.blend_state.enable_blend = true;
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target.blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
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target.blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
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target.blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
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target.blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
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target.blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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target.blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
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SDL_GPUVertexAttribute attrib[3]{};
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attrib[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attrib[0].location = 0;
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attrib[0].offset = offsetof(Vertex, position);
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attrib[1].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
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attrib[1].location = 1;
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attrib[1].offset = offsetof(Vertex, colour);
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attrib[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
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attrib[2].location = 2;
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attrib[2].offset = offsetof(Vertex, tex_coord);
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SDL_GPUVertexBufferDescription buffer{};
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buffer.pitch = sizeof(Vertex);
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SDL_GPUGraphicsPipelineCreateInfo info{};
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info.vertex_shader = vert_shader;
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info.target_info.num_color_targets = 1;
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info.target_info.color_target_descriptions = ⌖
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info.vertex_input_state.num_vertex_attributes = 3;
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info.vertex_input_state.num_vertex_buffers = 1;
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info.vertex_input_state.vertex_attributes = attrib;
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info.vertex_input_state.vertex_buffer_descriptions = &buffer;
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info.fragment_shader = color_shader;
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color_pipeline = SDL_CreateGPUGraphicsPipeline(device, &info);
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if (!color_pipeline)
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{
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Log::Message(Log::LT_ERROR, "Failed to create color pipeline: %s", SDL_GetError());
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RMLUI_ERROR;
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}
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info.fragment_shader = texture_shader;
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texture_pipeline = SDL_CreateGPUGraphicsPipeline(device, &info);
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if (!texture_pipeline)
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{
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Log::Message(Log::LT_ERROR, "Failed to create texture pipeline: %s", SDL_GetError());
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RMLUI_ERROR;
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}
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SDL_ReleaseGPUShader(device, color_shader);
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SDL_ReleaseGPUShader(device, texture_shader);
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SDL_ReleaseGPUShader(device, vert_shader);
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}
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RenderInterface_SDL_GPU::RenderInterface_SDL_GPU(SDL_GPUDevice* device, SDL_Window* window) :
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device(device), window(window), render_pass(nullptr), copy_pass(nullptr)
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{
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CreatePipelines();
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SDL_GPUSamplerCreateInfo info{};
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info.min_filter = SDL_GPU_FILTER_LINEAR;
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info.mag_filter = SDL_GPU_FILTER_LINEAR;
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info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
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info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_REPEAT;
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info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_REPEAT;
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info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_REPEAT;
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linear_sampler = SDL_CreateGPUSampler(device, &info);
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if (!linear_sampler)
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{
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Log::Message(Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
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return;
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}
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}
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void RenderInterface_SDL_GPU::Shutdown()
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{
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for (Rml::UniquePtr<Command>& command : commands)
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{
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command->Update(*this);
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}
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for (Rml::UniquePtr<Buffer>& buffer : buffers)
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{
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SDL_ReleaseGPUTransferBuffer(device, buffer->transfer_buffer);
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SDL_ReleaseGPUBuffer(device, buffer->buffer);
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}
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SDL_ReleaseGPUSampler(device, linear_sampler);
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SDL_ReleaseGPUGraphicsPipeline(device, color_pipeline);
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SDL_ReleaseGPUGraphicsPipeline(device, texture_pipeline);
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}
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void RenderInterface_SDL_GPU::BeginFrame(SDL_GPUCommandBuffer* command_buffer, SDL_GPUTexture* swapchain_texture, uint32_t width, uint32_t height)
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{
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this->command_buffer = command_buffer;
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this->swapchain_texture = swapchain_texture;
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swapchain_width = width;
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swapchain_height = height;
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proj = Matrix4f::ProjectOrtho(0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f, -10'000.f, 10'000.f);
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SetTransform(nullptr);
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EnableScissorRegion(false);
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}
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void RenderInterface_SDL_GPU::EndFrame()
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{
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for (Rml::UniquePtr<Command>& command : commands)
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{
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command->Update(*this);
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}
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commands.clear();
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if (copy_pass)
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{
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SDL_EndGPUCopyPass(copy_pass);
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copy_pass = nullptr;
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}
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if (render_pass)
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{
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SDL_EndGPURenderPass(render_pass);
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render_pass = nullptr;
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}
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}
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bool RenderInterface_SDL_GPU::BeginCopyPass()
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{
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if (copy_pass)
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{
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return true;
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}
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if (render_pass)
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{
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SDL_EndGPURenderPass(render_pass);
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render_pass = nullptr;
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}
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copy_pass = SDL_BeginGPUCopyPass(command_buffer);
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if (!copy_pass)
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{
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Log::Message(Log::LT_ERROR, "Failed to begin copy pass: %s", SDL_GetError());
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return false;
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}
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return true;
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}
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bool RenderInterface_SDL_GPU::BeginRenderPass()
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{
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if (render_pass)
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{
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return true;
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}
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if (copy_pass)
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{
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SDL_EndGPUCopyPass(copy_pass);
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copy_pass = nullptr;
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}
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SDL_GPUColorTargetInfo color_info{};
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color_info.texture = swapchain_texture;
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color_info.load_op = SDL_GPU_LOADOP_LOAD;
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color_info.store_op = SDL_GPU_STOREOP_STORE;
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render_pass = SDL_BeginGPURenderPass(command_buffer, &color_info, 1, nullptr);
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if (!render_pass)
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{
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Log::Message(Log::LT_ERROR, "Failed to begin render pass: %s", SDL_GetError());
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return false;
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}
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return true;
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}
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CompiledGeometryHandle RenderInterface_SDL_GPU::CompileGeometry(Span<const Vertex> vertices, Span<const int> indices)
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{
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if (!BeginCopyPass())
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{
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return 0;
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}
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uint32_t vertex_size = static_cast<int>(vertices.size() * sizeof(Vertex));
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uint32_t index_size = static_cast<int>(indices.size() * sizeof(int));
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GeometryView* geometry = new GeometryView();
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geometry->vertex_buffer = RequestBuffer(vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
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geometry->index_buffer = RequestBuffer(index_size, SDL_GPU_BUFFERUSAGE_INDEX);
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if (!geometry->vertex_buffer || !geometry->index_buffer)
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{
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Log::Message(Log::LT_ERROR, "Failed to request buffer(s)");
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delete geometry;
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return 0;
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}
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void* vertex_data = SDL_MapGPUTransferBuffer(device, geometry->vertex_buffer->transfer_buffer, true);
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void* index_data = SDL_MapGPUTransferBuffer(device, geometry->index_buffer->transfer_buffer, true);
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if (!vertex_data || !index_data)
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{
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Log::Message(Log::LT_ERROR, "Failed to map transfer buffer(s): %s", SDL_GetError());
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delete geometry;
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return 0;
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}
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std::memcpy(vertex_data, vertices.data(), vertex_size);
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std::memcpy(index_data, indices.data(), index_size);
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SDL_UnmapGPUTransferBuffer(device, geometry->vertex_buffer->transfer_buffer);
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SDL_UnmapGPUTransferBuffer(device, geometry->index_buffer->transfer_buffer);
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SDL_GPUTransferBufferLocation location{};
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SDL_GPUBufferRegion region{};
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location.transfer_buffer = geometry->vertex_buffer->transfer_buffer;
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region.buffer = geometry->vertex_buffer->buffer;
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region.size = vertex_size;
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SDL_UploadToGPUBuffer(copy_pass, &location, ®ion, false);
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location.transfer_buffer = geometry->index_buffer->transfer_buffer;
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region.buffer = geometry->index_buffer->buffer;
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region.size = index_size;
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SDL_UploadToGPUBuffer(copy_pass, &location, ®ion, false);
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geometry->num_indices = static_cast<int>(indices.size());
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geometry->vertex_buffer->in_use = true;
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geometry->index_buffer->in_use = true;
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return reinterpret_cast<Rml::CompiledGeometryHandle>(geometry);
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}
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void RenderInterface_SDL_GPU::ReleaseGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
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{
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(void)interface;
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GeometryView* geometry = reinterpret_cast<GeometryView*>(handle);
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geometry->vertex_buffer->in_use = false;
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geometry->index_buffer->in_use = false;
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delete geometry;
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}
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void RenderInterface_SDL_GPU::ReleaseGeometry(CompiledGeometryHandle handle)
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{
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commands.push_back(Rml::MakeUnique<ReleaseGeometryCommand>(handle));
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}
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void RenderInterface_SDL_GPU::RenderGeometryCommand::Update(RenderInterface_SDL_GPU& interface)
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{
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if (!interface.BeginRenderPass())
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{
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return;
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}
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GeometryView* geometry = reinterpret_cast<GeometryView*>(handle);
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if (texture != 0)
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{
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SDL_BindGPUGraphicsPipeline(interface.render_pass, interface.texture_pipeline);
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SDL_GPUTextureSamplerBinding texture_binding{};
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texture_binding.texture = reinterpret_cast<SDL_GPUTexture*>(texture);
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texture_binding.sampler = interface.linear_sampler;
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SDL_BindGPUFragmentSamplers(interface.render_pass, 0, &texture_binding, 1);
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}
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else
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{
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SDL_BindGPUGraphicsPipeline(interface.render_pass, interface.color_pipeline);
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}
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SDL_GPUBufferBinding vertex_buffer_binding{};
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SDL_GPUBufferBinding index_buffer_binding{};
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vertex_buffer_binding.buffer = geometry->vertex_buffer->buffer;
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index_buffer_binding.buffer = geometry->index_buffer->buffer;
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SDL_BindGPUVertexBuffers(interface.render_pass, 0, &vertex_buffer_binding, 1);
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SDL_BindGPUIndexBuffer(interface.render_pass, &index_buffer_binding, SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_SetGPUScissor(interface.render_pass, &interface.scissor);
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SDL_PushGPUVertexUniformData(interface.command_buffer, 0, &interface.transform, sizeof(interface.transform));
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SDL_PushGPUVertexUniformData(interface.command_buffer, 1, &translation, sizeof(translation));
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SDL_DrawGPUIndexedPrimitives(interface.render_pass, geometry->num_indices, 1, 0, 0, 0);
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}
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void RenderInterface_SDL_GPU::RenderGeometry(CompiledGeometryHandle handle, Vector2f translation, TextureHandle texture)
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{
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commands.push_back(Rml::MakeUnique<RenderGeometryCommand>(handle, translation, texture));
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}
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void RenderInterface_SDL_GPU::EnableScissorRegionCommand::Update(RenderInterface_SDL_GPU& interface)
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{
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if (!enable)
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{
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interface.scissor.x = 0;
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interface.scissor.y = 0;
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interface.scissor.w = interface.swapchain_width;
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interface.scissor.h = interface.swapchain_height;
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}
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}
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void RenderInterface_SDL_GPU::EnableScissorRegion(bool enable)
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{
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commands.push_back(Rml::MakeUnique<EnableScissorRegionCommand>(enable));
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}
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void RenderInterface_SDL_GPU::SetScissorRegionCommand::Update(RenderInterface_SDL_GPU& interface)
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{
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interface.scissor.x = region.Left();
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interface.scissor.w = region.Width();
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interface.scissor.y = region.Top();
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interface.scissor.h = region.Height();
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}
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void RenderInterface_SDL_GPU::SetScissorRegion(Rectanglei region)
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{
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commands.push_back(Rml::MakeUnique<SetScissorRegionCommand>(region));
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}
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TextureHandle RenderInterface_SDL_GPU::LoadTexture(Vector2i& texture_dimensions, const String& source)
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{
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Rml::FileInterface* file_interface = Rml::GetFileInterface();
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Rml::FileHandle file_handle = file_interface->Open(source);
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if (!file_handle)
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{
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return 0;
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}
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file_interface->Seek(file_handle, 0, SEEK_END);
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size_t buffer_size = file_interface->Tell(file_handle);
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file_interface->Seek(file_handle, 0, SEEK_SET);
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using Rml::byte;
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Rml::UniquePtr<byte[]> buffer(new byte[buffer_size]);
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file_interface->Read(buffer.get(), buffer_size, file_handle);
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file_interface->Close(file_handle);
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const size_t i_ext = source.rfind('.');
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Rml::String extension = (i_ext == Rml::String::npos ? Rml::String() : source.substr(i_ext + 1));
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SDL_Surface* surface = IMG_LoadTyped_IO(SDL_IOFromMem(buffer.get(), int(buffer_size)), 1, extension.c_str());
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if (!surface)
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{
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return 0;
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}
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texture_dimensions = {surface->w, surface->h};
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if (surface->format != SDL_PIXELFORMAT_RGBA32)
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{
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SDL_Surface* converted_surface = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA32);
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SDL_DestroySurface(surface);
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if (!converted_surface)
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{
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return 0;
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}
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surface = converted_surface;
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}
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// Convert colors to premultiplied alpha, which is necessary for correct alpha compositing.
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const size_t pixels_byte_size = surface->w * surface->h * 4;
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byte* pixels = static_cast<byte*>(surface->pixels);
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for (size_t i = 0; i < pixels_byte_size; i += 4)
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{
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const byte alpha = pixels[i + 3];
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for (size_t j = 0; j < 3; ++j)
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{
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pixels[i + j] = byte(int(pixels[i + j]) * int(alpha) / 255);
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}
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}
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Span<const byte> data{static_cast<const byte*>(surface->pixels), static_cast<size_t>(surface->pitch * surface->h)};
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texture_dimensions = {surface->w, surface->h};
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TextureHandle handle = GenerateTexture(data, texture_dimensions);
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SDL_DestroySurface(surface);
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return handle;
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}
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TextureHandle RenderInterface_SDL_GPU::GenerateTexture(Span<const byte> source, Vector2i source_dimensions)
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{
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SDL_GPUTransferBuffer* transfer_buffer;
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{
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SDL_GPUTransferBufferCreateInfo info{};
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info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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info.size = source_dimensions.x * source_dimensions.y * 4;
|
|
transfer_buffer = SDL_CreateGPUTransferBuffer(device, &info);
|
|
if (!transfer_buffer)
|
|
{
|
|
Log::Message(Log::LT_ERROR, "Failed to create transfer buffer: %s", SDL_GetError());
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void* dst = SDL_MapGPUTransferBuffer(device, transfer_buffer, false);
|
|
if (!dst)
|
|
{
|
|
SDL_Log("Failed to map transfer buffer: %s", SDL_GetError());
|
|
return 0;
|
|
}
|
|
|
|
std::memcpy(dst, source.data(), source_dimensions.x * source_dimensions.y * 4);
|
|
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
|
|
|
|
SDL_GPUTexture* texture;
|
|
{
|
|
SDL_GPUTextureCreateInfo info{};
|
|
info.type = SDL_GPU_TEXTURETYPE_2D;
|
|
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
|
info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
|
info.width = source_dimensions.x;
|
|
info.height = source_dimensions.y;
|
|
info.layer_count_or_depth = 1;
|
|
info.num_levels = 1;
|
|
texture = SDL_CreateGPUTexture(device, &info);
|
|
if (!texture)
|
|
{
|
|
Log::Message(Log::LT_ERROR, "Failed to create texture: %s", SDL_GetError());
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
SDL_GPUTextureTransferInfo transfer_info{};
|
|
SDL_GPUTextureRegion region{};
|
|
transfer_info.transfer_buffer = transfer_buffer;
|
|
region.texture = texture;
|
|
region.w = source_dimensions.x;
|
|
region.h = source_dimensions.y;
|
|
region.d = 1;
|
|
|
|
// We can get calls out outside of Begin/End Frame so always acquire a command buffer here
|
|
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(device);
|
|
if (!command_buffer)
|
|
{
|
|
Log::Message(Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
|
|
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
|
|
SDL_ReleaseGPUTexture(device, texture);
|
|
return 0;
|
|
}
|
|
|
|
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
|
|
if (!copy_pass)
|
|
{
|
|
Log::Message(Log::LT_ERROR, "Failed to begin copy pass: %s", SDL_GetError());
|
|
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
|
|
SDL_ReleaseGPUTexture(device, texture);
|
|
SDL_CancelGPUCommandBuffer(command_buffer);
|
|
return 0;
|
|
}
|
|
|
|
SDL_UploadToGPUTexture(copy_pass, &transfer_info, ®ion, false);
|
|
SDL_ReleaseGPUTransferBuffer(device, transfer_buffer);
|
|
SDL_EndGPUCopyPass(copy_pass);
|
|
SDL_SubmitGPUCommandBuffer(command_buffer);
|
|
|
|
return reinterpret_cast<TextureHandle>(texture);
|
|
}
|
|
|
|
void RenderInterface_SDL_GPU::ReleaseTextureCommand::Update(RenderInterface_SDL_GPU& interface)
|
|
{
|
|
SDL_GPUTexture* texture = reinterpret_cast<SDL_GPUTexture*>(handle);
|
|
SDL_ReleaseGPUTexture(interface.device, texture);
|
|
}
|
|
|
|
void RenderInterface_SDL_GPU::ReleaseTexture(TextureHandle texture_handle)
|
|
{
|
|
commands.push_back(Rml::MakeUnique<ReleaseTextureCommand>(texture_handle));
|
|
}
|
|
|
|
RenderInterface_SDL_GPU::SetTransformCommand::SetTransformCommand(const Rml::Matrix4f* new_transform)
|
|
{
|
|
if (new_transform)
|
|
{
|
|
has_transform = true;
|
|
transform = *new_transform;
|
|
}
|
|
else
|
|
{
|
|
has_transform = false;
|
|
}
|
|
}
|
|
|
|
void RenderInterface_SDL_GPU::SetTransformCommand::Update(RenderInterface_SDL_GPU& interface)
|
|
{
|
|
if (has_transform)
|
|
{
|
|
interface.transform = interface.proj * transform;
|
|
}
|
|
else
|
|
{
|
|
interface.transform = interface.proj;
|
|
}
|
|
}
|
|
|
|
void RenderInterface_SDL_GPU::SetTransform(const Rml::Matrix4f* new_transform)
|
|
{
|
|
commands.push_back(Rml::MakeUnique<SetTransformCommand>(new_transform));
|
|
}
|
|
|
|
RenderInterface_SDL_GPU::Buffer* RenderInterface_SDL_GPU::RequestBuffer(int capacity, SDL_GPUBufferUsageFlags usage)
|
|
{
|
|
auto it = std::lower_bound(buffers.begin(), buffers.end(), capacity,
|
|
[](const Rml::UniquePtr<Buffer>& lhs, int capacity) { return lhs->capacity < capacity; });
|
|
|
|
for (auto tmp_it = it; tmp_it != buffers.end(); ++tmp_it)
|
|
{
|
|
const auto& buffer = *tmp_it;
|
|
if (!buffer->in_use && buffer->usage == usage)
|
|
{
|
|
// set in_use as false and expect the caller to set it to true themselves
|
|
buffer->in_use = false;
|
|
return buffer.get();
|
|
}
|
|
}
|
|
|
|
Rml::UniquePtr<Buffer> buffer = Rml::MakeUnique<Buffer>();
|
|
{
|
|
SDL_GPUTransferBufferCreateInfo info{};
|
|
info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
|
info.size = capacity;
|
|
buffer->transfer_buffer = SDL_CreateGPUTransferBuffer(device, &info);
|
|
}
|
|
{
|
|
SDL_GPUBufferCreateInfo info{};
|
|
info.usage = usage;
|
|
info.size = capacity;
|
|
buffer->buffer = SDL_CreateGPUBuffer(device, &info);
|
|
}
|
|
if (!buffer->transfer_buffer || !buffer->buffer)
|
|
{
|
|
Log::Message(Log::LT_ERROR, "Failed to create buffer(s): %s", SDL_GetError());
|
|
SDL_ReleaseGPUTransferBuffer(device, buffer->transfer_buffer);
|
|
SDL_ReleaseGPUBuffer(device, buffer->buffer);
|
|
return {};
|
|
}
|
|
buffer->usage = usage;
|
|
buffer->in_use = false;
|
|
buffer->capacity = capacity;
|
|
auto inserted_it = buffers.insert(it, std::move(buffer));
|
|
return inserted_it->get();
|
|
}
|