Iterative texture loading

This commit is contained in:
duck
2025-08-31 04:12:10 +05:00
parent 3f1c0aa2f8
commit 6f933449a1
3 changed files with 117 additions and 80 deletions

View File

@@ -12,8 +12,8 @@ pub const Mesh = struct {
vertex_count: usize,
};
var window: *sdl.Window = undefined;
var device: *sdl.GPUDevice = undefined;
pub var window: *sdl.Window = undefined;
pub var device: *sdl.GPUDevice = undefined;
/// Only available while drawing
var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null;
@@ -43,10 +43,10 @@ var to_resize: ?[2]u32 = null;
const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024;
const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2;
const TRANSFER_BUFFER_DEFAULT_CAPACITY = 4096 * 1024;
const BYTES_PER_VERTEX = 5 * 4;
const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
const MIP_LEVEL = 4;
pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 256 * 1024;
pub const MIP_LEVEL = 4;
const Graphics = @This();
pub fn create() void {
@@ -200,69 +200,6 @@ pub fn destroy() void {
sdl.DestroyGPUDevice(Graphics.device);
}
pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct { *sdl.GPUTexture, *sdl.GPUSampler } {
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
const texture = Graphics.createTexture(
width,
height,
target_format,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
MIP_LEVEL,
);
const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
{
const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
defer sdl.EndGPUCopyPass(copy_pass);
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, true) orelse err.sdl());
@memcpy(map, texture_bytes);
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
.offset = 0,
.pixels_per_row = width,
.rows_per_layer = height,
.transfer_buffer = Graphics.transfer_buffer,
}, &sdl.GPUTextureRegion{
.texture = texture,
.mip_level = 0,
.layer = 0,
.x = 0,
.y = 0,
.z = 0,
.w = width,
.h = height,
.d = 1,
}, false);
}
sdl.GenerateMipmapsForGPUTexture(temp_command_buffer, texture);
if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl();
const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mag_filter = sdl.GPU_FILTER_NEAREST,
.min_filter = sdl.GPU_FILTER_LINEAR,
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
.min_lod = 0,
.max_lod = 16,
.mip_lod_bias = -2,
}) orelse err.sdl();
return .{
texture,
sampler,
};
}
pub fn unloadTexture(texture: *sdl.GPUTexture, sampler: *sdl.GPUSampler) void {
sdl.ReleaseGPUSampler(Graphics.device, sampler);
sdl.ReleaseGPUTexture(Graphics.device, texture);
}
pub fn loadMesh(mesh_bytes: []const u8) Mesh {
std.debug.assert(mesh_bytes.len < Graphics.transfer_buffer_capacity);
@@ -471,7 +408,7 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
}
fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{
.format = format,
.layer_count_or_depth = 1,
@@ -483,6 +420,28 @@ fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_lev
}) orelse err.sdl();
}
pub fn freeTexture(texture: *sdl.GPUTexture) void {
sdl.ReleaseGPUTexture(Graphics.device, texture);
}
pub fn createSampler() *sdl.GPUSampler {
return sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mag_filter = sdl.GPU_FILTER_NEAREST,
.min_filter = sdl.GPU_FILTER_LINEAR,
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
.min_lod = 0,
.max_lod = 16,
.mip_lod_bias = -2,
}) orelse err.sdl();
}
pub fn freeSampler(sampler: *sdl.GPUSampler) void {
sdl.ReleaseGPUSampler(Graphics.device, sampler);
}
fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createTexture(