Files
vibe3_physics/source/gpu/gpu_context.hpp
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

34 lines
1.2 KiB
C++

#pragma once
#include <SDL3/SDL_gpu.h>
#include <SDL3/SDL_video.h>
// ============================================================================
// GpuContext — SDL_GPU device + swapchain wrapper
// Replaces SDL_Renderer as the main rendering backend.
// ============================================================================
class GpuContext {
public:
bool init(SDL_Window* window);
void destroy();
SDL_GPUDevice* device() const { return device_; }
SDL_Window* window() const { return window_; }
SDL_GPUTextureFormat swapchainFormat() const { return swapchain_format_; }
// Per-frame helpers
SDL_GPUCommandBuffer* acquireCommandBuffer();
// Returns nullptr if window is minimized (swapchain not available).
SDL_GPUTexture* acquireSwapchainTexture(SDL_GPUCommandBuffer* cmd_buf,
Uint32* out_w, Uint32* out_h);
void submit(SDL_GPUCommandBuffer* cmd_buf);
// VSync control (call after init)
bool setVSync(bool enabled);
private:
SDL_GPUDevice* device_ = nullptr;
SDL_Window* window_ = nullptr;
SDL_GPUTextureFormat swapchain_format_ = SDL_GPU_TEXTUREFORMAT_INVALID;
};