Files
vibe3_physics/source/gpu/gpu_context.cpp
Sergio c9bcce6f9b style: aplicar fixes de clang-tidy (todo excepto uppercase-literal-suffix)
Corregidos ~2570 issues automáticamente con clang-tidy --fix-errors
más ajustes manuales posteriores:

- modernize: designated-initializers, trailing-return-type, use-auto,
  avoid-c-arrays (→ std::array<>), use-ranges, use-emplace,
  deprecated-headers, use-equals-default, pass-by-value,
  return-braced-init-list, use-default-member-init
- readability: math-missing-parentheses, implicit-bool-conversion,
  braces-around-statements, isolate-declaration, use-std-min-max,
  identifier-naming, else-after-return, redundant-casting,
  convert-member-functions-to-static, make-member-function-const,
  static-accessed-through-instance
- performance: avoid-endl, unnecessary-value-param, type-promotion,
  inefficient-vector-operation
- dead code: XOR_KEY (orphan tras eliminar encryptData/decryptData),
  dead stores en engine.cpp y png_shape.cpp
- NOLINT justificado en 10 funciones con alta complejidad cognitiva
  (initialize, render, main, processEvents, update×3, performDemoAction,
  randomizeOnDemoStart, renderDebugHUD, AppLogo::update)

Compilación: gcc -Wall sin warnings. clang-tidy: 0 issues.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 10:52:07 +01:00

79 lines
2.7 KiB
C++

#include "gpu_context.hpp"
#include <SDL3/SDL_log.h>
#include <iostream>
auto GpuContext::init(SDL_Window* window) -> bool {
window_ = window;
// Create GPU device: Metal on Apple, Vulkan elsewhere
#ifdef __APPLE__
SDL_GPUShaderFormat preferred = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB;
#else
SDL_GPUShaderFormat preferred = SDL_GPU_SHADERFORMAT_SPIRV;
#endif
device_ = SDL_CreateGPUDevice(preferred, false, nullptr);
if (device_ == nullptr) {
std::cerr << "GpuContext: SDL_CreateGPUDevice failed: " << SDL_GetError() << '\n';
return false;
}
std::cout << "GpuContext: driver = " << SDL_GetGPUDeviceDriver(device_) << '\n';
// Claim the window so the GPU device owns its swapchain
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
std::cerr << "GpuContext: SDL_ClaimWindowForGPUDevice failed: " << SDL_GetError() << '\n';
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
return false;
}
// Query swapchain format (Metal: typically B8G8R8A8_UNORM or R8G8B8A8_UNORM)
swapchain_format_ = SDL_GetGPUSwapchainTextureFormat(device_, window_);
std::cout << "GpuContext: swapchain format = " << static_cast<int>(swapchain_format_) << '\n';
// Default: VSync ON
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
return true;
}
void GpuContext::destroy() {
if (device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
SDL_ReleaseWindowFromGPUDevice(device_, window_);
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
}
window_ = nullptr;
}
auto GpuContext::acquireCommandBuffer() -> SDL_GPUCommandBuffer* {
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
SDL_Log("GpuContext: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
}
return cmd;
}
auto GpuContext::acquireSwapchainTexture(SDL_GPUCommandBuffer* cmd_buf,
Uint32* out_w,
Uint32* out_h) -> SDL_GPUTexture* {
SDL_GPUTexture* tex = nullptr;
if (!SDL_AcquireGPUSwapchainTexture(cmd_buf, window_, &tex, out_w, out_h)) {
SDL_Log("GpuContext: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
return nullptr;
}
// tex == nullptr when window is minimized — caller should skip rendering
return tex;
}
void GpuContext::submit(SDL_GPUCommandBuffer* cmd_buf) {
SDL_SubmitGPUCommandBuffer(cmd_buf);
}
auto GpuContext::setVSync(bool enabled) -> bool {
SDL_GPUPresentMode mode = enabled ? SDL_GPU_PRESENTMODE_VSYNC
: SDL_GPU_PRESENTMODE_IMMEDIATE;
return SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, mode);
}