mostra el render device en info_debug
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@@ -239,7 +239,8 @@ namespace Rendering {
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SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
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return false;
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}
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SDL_Log("SDL3GPUShader: driver = %s", SDL_GetGPUDeviceDriver(device_));
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driver_name_ = SDL_GetGPUDeviceDriver(device_);
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SDL_Log("SDL3GPUShader: driver = %s", driver_name_.c_str());
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// ----------------------------------------------------------------
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// 2. Claim window (una sola vez — no liberar hasta destroy())
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@@ -47,6 +47,7 @@ namespace Rendering {
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void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
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void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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[[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; }
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// Sube píxeles ARGB8888 desde CPU; llamado antes de render()
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void uploadPixels(const Uint32* pixels, int width, int height) override;
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@@ -100,6 +101,7 @@ namespace Rendering {
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int game_height_ = 0;
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int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
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int oversample_ = 1; // SS on/off (1 = off, >1 = on)
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std::string driver_name_;
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bool is_initialized_ = false;
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bool vsync_ = true;
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bool integer_scale_ = false;
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