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.
This commit is contained in:
scawful
2025-10-07 17:15:11 -04:00
parent 9e6f538520
commit 6c331f1fd0
101 changed files with 1401 additions and 2677 deletions

View File

@@ -177,7 +177,8 @@ TEST_F(GraphicsOptimizationBenchmarks, BatchTextureUpdatePerformance) {
auto start = std::chrono::high_resolution_clock::now();
for (auto& bitmap : bitmaps) {
bitmap.UpdateTexture(nullptr); // Simulate renderer
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::UPDATE, &bitmap);
}
auto end = std::chrono::high_resolution_clock::now();
@@ -187,9 +188,10 @@ TEST_F(GraphicsOptimizationBenchmarks, BatchTextureUpdatePerformance) {
start = std::chrono::high_resolution_clock::now();
for (auto& bitmap : bitmaps) {
bitmap.QueueTextureUpdate(nullptr); // Queue for batch processing
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::UPDATE, &bitmap);
}
arena.ProcessBatchTextureUpdates(); // Process all at once
gfx::Arena::Get().ProcessTextureQueue(nullptr); // Process all at once
end = std::chrono::high_resolution_clock::now();
auto batch_duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
@@ -413,9 +415,9 @@ TEST_F(GraphicsOptimizationBenchmarks, OverallPerformanceIntegration) {
start = std::chrono::high_resolution_clock::now();
for (auto& sheet : graphics_sheets) {
sheet.QueueTextureUpdate(nullptr);
arena.QueueTextureCommand(gfx::Arena::TextureCommandType::UPDATE, &sheet);
}
arena.ProcessBatchTextureUpdates();
arena.ProcessTextureQueue(nullptr);
end = std::chrono::high_resolution_clock::now();
auto batch_duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start);