epic: refactor SDL2_Renderer usage to IRenderer and queued texture rendering
- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding. - Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend. - Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations. - Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance. - Introduced new methods for texture creation and updates, streamlining the rendering process across the application. - Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
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@@ -1,4 +1,5 @@
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#include "app/gui/widgets/dungeon_object_emulator_preview.h"
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#include "app/gfx/backend/irenderer.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_object.h"
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@@ -11,23 +12,22 @@ namespace gui {
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DungeonObjectEmulatorPreview::DungeonObjectEmulatorPreview() {
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snes_instance_ = std::make_unique<emu::Snes>();
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object_texture_ = SDL_CreateTexture(core::Renderer::Get().renderer(),
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING, 256, 256);
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}
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DungeonObjectEmulatorPreview::~DungeonObjectEmulatorPreview() {
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if (object_texture_) {
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SDL_DestroyTexture(object_texture_);
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}
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// if (object_texture_) {
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// renderer_->DestroyTexture(object_texture_);
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// }
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}
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void DungeonObjectEmulatorPreview::Initialize(Rom* rom) {
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rom_ = rom;
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if (rom_ && rom_->is_loaded()) {
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auto rom_data = rom_->vector();
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snes_instance_->Init(rom_data);
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}
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void DungeonObjectEmulatorPreview::Initialize(gfx::IRenderer* renderer, Rom* rom) {
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renderer_ = renderer;
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rom_ = rom;
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snes_instance_ = std::make_unique<emu::Snes>();
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std::vector<uint8_t> rom_data = rom->vector();
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snes_instance_->Init(rom_data);
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// object_texture_ = renderer_->CreateTexture(256, 256);
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}
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void DungeonObjectEmulatorPreview::Render() {
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@@ -286,9 +286,9 @@ void DungeonObjectEmulatorPreview::TriggerEmulatedRender() {
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// 15. Get the rendered pixels from PPU
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void* pixels = nullptr;
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int pitch = 0;
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if (SDL_LockTexture(object_texture_, nullptr, &pixels, &pitch) == 0) {
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if (renderer_->LockTexture(object_texture_, nullptr, &pixels, &pitch)) {
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snes_instance_->SetPixels(static_cast<uint8_t*>(pixels));
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SDL_UnlockTexture(object_texture_);
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renderer_->UnlockTexture(object_texture_);
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}
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}
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