Files
vibe3_physics/source/gpu/gpu_context.cpp
Sergio Valor 00a5875c92 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>
2026-03-19 22:08:12 +01:00

79 lines
2.9 KiB
C++

#include "gpu_context.hpp"
#include <SDL3/SDL_log.h>
#include <iostream>
bool GpuContext::init(SDL_Window* window) {
window_ = window;
// Create GPU device — prefer Metal on macOS, Vulkan elsewhere
SDL_GPUShaderFormat preferred = SDL_GPU_SHADERFORMAT_MSL
| SDL_GPU_SHADERFORMAT_METALLIB
| SDL_GPU_SHADERFORMAT_SPIRV;
device_ = SDL_CreateGPUDevice(preferred, false, nullptr);
if (!device_) {
std::cerr << "GpuContext: SDL_CreateGPUDevice failed: " << SDL_GetError() << std::endl;
return false;
}
std::cout << "GpuContext: driver = " << SDL_GetGPUDeviceDriver(device_) << std::endl;
// Claim the window so the GPU device owns its swapchain
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
std::cerr << "GpuContext: SDL_ClaimWindowForGPUDevice failed: " << SDL_GetError() << std::endl;
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_) << std::endl;
// Default: VSync ON
SDL_SetGPUSwapchainParameters(device_, window_,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_PRESENTMODE_VSYNC);
return true;
}
void GpuContext::destroy() {
if (device_) {
SDL_WaitForGPUIdle(device_);
SDL_ReleaseWindowFromGPUDevice(device_, window_);
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
}
window_ = nullptr;
}
SDL_GPUCommandBuffer* GpuContext::acquireCommandBuffer() {
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (!cmd) {
SDL_Log("GpuContext: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
}
return cmd;
}
SDL_GPUTexture* GpuContext::acquireSwapchainTexture(SDL_GPUCommandBuffer* cmd_buf,
Uint32* out_w, Uint32* out_h) {
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);
}
bool GpuContext::setVSync(bool enabled) {
SDL_GPUPresentMode mode = enabled ? SDL_GPU_PRESENTMODE_VSYNC
: SDL_GPU_PRESENTMODE_IMMEDIATE;
return SDL_SetGPUSwapchainParameters(device_, window_,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
mode);
}