feat(gpu): migrar a SDL3_GPU amb 2-pass rendering i post-processat
- Infraestructura GPU: GpuContext, GpuPipeline, GpuSpriteBatch, GpuTexture - Engine::render() migrat a 2-pass: sprites → offscreen R8G8B8A8 → swapchain + vignette - UI/text via software renderer (SDL3_ttf) + upload com a textura overlay GPU - CMakeLists.txt actualitzat per incloure subsistema gpu/ Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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source/gpu/gpu_sprite_batch.cpp
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192
source/gpu/gpu_sprite_batch.cpp
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#include "gpu_sprite_batch.hpp"
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#include <SDL3/SDL_log.h>
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#include <cstring> // memcpy
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// ---------------------------------------------------------------------------
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// Public interface
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// ---------------------------------------------------------------------------
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bool GpuSpriteBatch::init(SDL_GPUDevice* device) {
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// Pre-allocate GPU buffers large enough for MAX_SPRITES quads.
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Uint32 max_verts = static_cast<Uint32>(MAX_SPRITES) * 4;
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Uint32 max_indices = static_cast<Uint32>(MAX_SPRITES) * 6;
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Uint32 vb_size = max_verts * sizeof(GpuVertex);
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Uint32 ib_size = max_indices * sizeof(uint32_t);
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// Vertex buffer
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SDL_GPUBufferCreateInfo vb_info = {};
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vb_info.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
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vb_info.size = vb_size;
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vertex_buf_ = SDL_CreateGPUBuffer(device, &vb_info);
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if (!vertex_buf_) {
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SDL_Log("GpuSpriteBatch: vertex buffer creation failed: %s", SDL_GetError());
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return false;
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}
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// Index buffer
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SDL_GPUBufferCreateInfo ib_info = {};
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ib_info.usage = SDL_GPU_BUFFERUSAGE_INDEX;
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ib_info.size = ib_size;
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index_buf_ = SDL_CreateGPUBuffer(device, &ib_info);
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if (!index_buf_) {
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SDL_Log("GpuSpriteBatch: index buffer creation failed: %s", SDL_GetError());
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return false;
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}
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// Transfer buffers (reused every frame via cycle=true on upload)
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = vb_size;
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vertex_transfer_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
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if (!vertex_transfer_) {
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SDL_Log("GpuSpriteBatch: vertex transfer buffer failed: %s", SDL_GetError());
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return false;
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}
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tb_info.size = ib_size;
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index_transfer_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
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if (!index_transfer_) {
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SDL_Log("GpuSpriteBatch: index transfer buffer failed: %s", SDL_GetError());
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return false;
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}
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vertices_.reserve(MAX_SPRITES * 4);
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indices_.reserve(MAX_SPRITES * 6);
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return true;
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}
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void GpuSpriteBatch::destroy(SDL_GPUDevice* device) {
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if (!device) return;
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if (vertex_transfer_) { SDL_ReleaseGPUTransferBuffer(device, vertex_transfer_); vertex_transfer_ = nullptr; }
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if (index_transfer_) { SDL_ReleaseGPUTransferBuffer(device, index_transfer_); index_transfer_ = nullptr; }
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if (vertex_buf_) { SDL_ReleaseGPUBuffer(device, vertex_buf_); vertex_buf_ = nullptr; }
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if (index_buf_) { SDL_ReleaseGPUBuffer(device, index_buf_); index_buf_ = nullptr; }
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}
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void GpuSpriteBatch::beginFrame() {
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vertices_.clear();
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indices_.clear();
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bg_index_count_ = 0;
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sprite_index_offset_ = 0;
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sprite_index_count_ = 0;
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overlay_index_offset_ = 0;
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overlay_index_count_ = 0;
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}
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void GpuSpriteBatch::addBackground(float screen_w, float screen_h,
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float top_r, float top_g, float top_b,
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float bot_r, float bot_g, float bot_b) {
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// Background is the full screen quad, corners:
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// TL(-1, 1) TR(1, 1) → top color
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// BL(-1,-1) BR(1,-1) → bottom color
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// We push it as 4 separate vertices (different colors per row).
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uint32_t vi = static_cast<uint32_t>(vertices_.size());
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// Top-left
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vertices_.push_back({ -1.0f, 1.0f, 0.0f, 0.0f, top_r, top_g, top_b, 1.0f });
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// Top-right
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vertices_.push_back({ 1.0f, 1.0f, 1.0f, 0.0f, top_r, top_g, top_b, 1.0f });
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// Bottom-right
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vertices_.push_back({ 1.0f, -1.0f, 1.0f, 1.0f, bot_r, bot_g, bot_b, 1.0f });
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// Bottom-left
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vertices_.push_back({ -1.0f, -1.0f, 0.0f, 1.0f, bot_r, bot_g, bot_b, 1.0f });
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// Two triangles: TL-TR-BR, BR-BL-TL
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indices_.push_back(vi + 0); indices_.push_back(vi + 1); indices_.push_back(vi + 2);
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indices_.push_back(vi + 2); indices_.push_back(vi + 3); indices_.push_back(vi + 0);
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bg_index_count_ = 6;
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sprite_index_offset_ = 6;
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(void)screen_w; (void)screen_h; // unused — bg always covers full NDC
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}
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void GpuSpriteBatch::addSprite(float x, float y, float w, float h,
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float r, float g, float b, float a,
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float scale,
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float screen_w, float screen_h) {
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// Apply scale around the sprite centre
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float scaled_w = w * scale;
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float scaled_h = h * scale;
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float offset_x = (w - scaled_w) * 0.5f;
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float offset_y = (h - scaled_h) * 0.5f;
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float px0 = x + offset_x;
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float py0 = y + offset_y;
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float px1 = px0 + scaled_w;
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float py1 = py0 + scaled_h;
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float ndx0, ndy0, ndx1, ndy1;
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toNDC(px0, py0, screen_w, screen_h, ndx0, ndy0);
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toNDC(px1, py1, screen_w, screen_h, ndx1, ndy1);
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pushQuad(ndx0, ndy0, ndx1, ndy1, 0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a);
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sprite_index_count_ += 6;
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}
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void GpuSpriteBatch::addFullscreenOverlay() {
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overlay_index_offset_ = static_cast<int>(indices_.size());
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pushQuad(-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
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overlay_index_count_ = 6;
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}
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bool GpuSpriteBatch::uploadBatch(SDL_GPUDevice* device, SDL_GPUCommandBuffer* cmd_buf) {
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if (vertices_.empty()) return false;
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Uint32 vb_size = static_cast<Uint32>(vertices_.size() * sizeof(GpuVertex));
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Uint32 ib_size = static_cast<Uint32>(indices_.size() * sizeof(uint32_t));
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// Map → write → unmap transfer buffers
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void* vp = SDL_MapGPUTransferBuffer(device, vertex_transfer_, true /* cycle */);
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if (!vp) { SDL_Log("GpuSpriteBatch: vertex map failed"); return false; }
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memcpy(vp, vertices_.data(), vb_size);
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SDL_UnmapGPUTransferBuffer(device, vertex_transfer_);
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void* ip = SDL_MapGPUTransferBuffer(device, index_transfer_, true /* cycle */);
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if (!ip) { SDL_Log("GpuSpriteBatch: index map failed"); return false; }
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memcpy(ip, indices_.data(), ib_size);
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SDL_UnmapGPUTransferBuffer(device, index_transfer_);
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// Upload via copy pass
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SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd_buf);
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SDL_GPUTransferBufferLocation v_src = { vertex_transfer_, 0 };
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SDL_GPUBufferRegion v_dst = { vertex_buf_, 0, vb_size };
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SDL_UploadToGPUBuffer(copy, &v_src, &v_dst, true /* cycle */);
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SDL_GPUTransferBufferLocation i_src = { index_transfer_, 0 };
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SDL_GPUBufferRegion i_dst = { index_buf_, 0, ib_size };
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SDL_UploadToGPUBuffer(copy, &i_src, &i_dst, true /* cycle */);
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SDL_EndGPUCopyPass(copy);
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return true;
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}
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// ---------------------------------------------------------------------------
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// Private helpers
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// ---------------------------------------------------------------------------
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void GpuSpriteBatch::toNDC(float px, float py,
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float screen_w, float screen_h,
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float& ndx, float& ndy) const {
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ndx = (px / screen_w) * 2.0f - 1.0f;
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ndy = 1.0f - (py / screen_h) * 2.0f;
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}
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void GpuSpriteBatch::pushQuad(float ndx0, float ndy0, float ndx1, float ndy1,
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float u0, float v0, float u1, float v1,
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float r, float g, float b, float a) {
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uint32_t vi = static_cast<uint32_t>(vertices_.size());
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// TL, TR, BR, BL
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vertices_.push_back({ ndx0, ndy0, u0, v0, r, g, b, a });
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vertices_.push_back({ ndx1, ndy0, u1, v0, r, g, b, a });
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vertices_.push_back({ ndx1, ndy1, u1, v1, r, g, b, a });
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vertices_.push_back({ ndx0, ndy1, u0, v1, r, g, b, a });
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indices_.push_back(vi + 0); indices_.push_back(vi + 1); indices_.push_back(vi + 2);
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indices_.push_back(vi + 2); indices_.push_back(vi + 3); indices_.push_back(vi + 0);
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}
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