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

@@ -38,7 +38,9 @@ EditorIntegrationTest::~EditorIntegrationTest() {
}
absl::Status EditorIntegrationTest::Initialize() {
RETURN_IF_ERROR(core::CreateWindow(window_, SDL_WINDOW_RESIZABLE));
// Create renderer for test
test_renderer_ = std::make_unique<gfx::SDL2Renderer>();
RETURN_IF_ERROR(core::CreateWindow(window_, test_renderer_.get(), SDL_WINDOW_RESIZABLE));
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@@ -55,9 +57,9 @@ absl::Status EditorIntegrationTest::Initialize() {
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
// Initialize ImGui for SDL
ImGui_ImplSDL2_InitForSDLRenderer(
controller_.window(), yaze::core::Renderer::Get().renderer());
ImGui_ImplSDLRenderer2_Init(yaze::core::Renderer::Get().renderer());
SDL_Renderer* sdl_renderer = static_cast<SDL_Renderer*>(test_renderer_->GetBackendRenderer());
ImGui_ImplSDL2_InitForSDLRenderer(controller_.window(), sdl_renderer);
ImGui_ImplSDLRenderer2_Init(sdl_renderer);
#ifdef YAZE_ENABLE_IMGUI_TEST_ENGINE
// Register tests

View File

@@ -8,6 +8,7 @@
#include "app/rom.h"
#include "app/core/controller.h"
#include "app/core/window.h"
#include "app/gfx/backend/sdl2_renderer.h"
#ifdef YAZE_ENABLE_IMGUI_TEST_ENGINE
#include "imgui_test_engine/imgui_te_context.h"
@@ -81,6 +82,7 @@ class EditorIntegrationTest {
#endif
std::unique_ptr<Rom> test_rom_;
core::Window window_;
std::unique_ptr<gfx::SDL2Renderer> test_renderer_;
};
} // namespace test

View File

@@ -6,6 +6,8 @@
#include <gtest/gtest.h>
#include "app/rom.h"
#include "app/gfx/arena.h"
#include "app/gfx/backend/sdl2_renderer.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/tilemap.h"
#include "app/zelda3/overworld/overworld.h"
@@ -52,20 +54,22 @@ class Tile16EditorIntegrationTest : public ::testing::Test {
auto palette = overworld_->current_area_palette();
tile16_blockset_ = std::make_unique<gfx::Tilemap>(
gfx::CreateTilemap(tile16_data, 0x80, 0x2000, 16,
gfx::CreateTilemap(nullptr, tile16_data, 0x80, 0x2000, 16,
zelda3::kNumTile16Individual, palette));
// Create graphics bitmap
current_gfx_bmp_ = std::make_unique<gfx::Bitmap>();
core::Renderer::Get().CreateAndRenderBitmap(0x80, 512, 0x40,
overworld_->current_graphics(),
*current_gfx_bmp_, palette);
current_gfx_bmp_->Create(0x80, 512, 0x40, overworld_->current_graphics());
current_gfx_bmp_->SetPalette(palette);
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, current_gfx_bmp_.get());
// Create tile16 blockset bitmap
tile16_blockset_bmp_ = std::make_unique<gfx::Bitmap>();
core::Renderer::Get().CreateAndRenderBitmap(0x80, 0x2000, 0x08,
tile16_data,
*tile16_blockset_bmp_, palette);
tile16_blockset_bmp_->Create(0x80, 0x2000, 0x08, tile16_data);
tile16_blockset_bmp_->SetPalette(palette);
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, tile16_blockset_bmp_.get());
// Initialize the tile16 editor
editor_ = std::make_unique<Tile16Editor>(rom_.get(), tile16_blockset_.get());
@@ -85,7 +89,9 @@ class Tile16EditorIntegrationTest : public ::testing::Test {
protected:
static void InitializeTestEnvironment() {
auto window_result = core::CreateWindow(test_window_, SDL_WINDOW_HIDDEN);
// Create renderer for test
test_renderer_ = std::make_unique<gfx::SDL2Renderer>();
auto window_result = core::CreateWindow(test_window_, test_renderer_.get(), SDL_WINDOW_HIDDEN);
if (window_result.ok()) {
window_initialized_ = true;
} else {
@@ -97,6 +103,7 @@ protected:
static bool window_initialized_;
static core::Window test_window_;
static std::unique_ptr<gfx::SDL2Renderer> test_renderer_;
bool rom_loaded_ = false;
std::unique_ptr<Rom> rom_;
@@ -111,6 +118,7 @@ protected:
// Static member definitions
bool Tile16EditorIntegrationTest::window_initialized_ = false;
core::Window Tile16EditorIntegrationTest::test_window_;
std::unique_ptr<gfx::SDL2Renderer> Tile16EditorIntegrationTest::test_renderer_;
// Basic validation tests (no ROM required)
TEST_F(Tile16EditorIntegrationTest, BasicValidation) {