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

@@ -17,6 +17,7 @@
#include "imgui_test_engine/imgui_te_ui.h"
#include "app/core/window.h"
#include "app/core/controller.h"
#include "app/gfx/backend/sdl2_renderer.h"
#include "e2e/canvas_selection_test.h"
#include "e2e/framework_smoke_test.h"
#include "e2e/dungeon_editor_smoke_test.h"
@@ -242,10 +243,11 @@ int main(int argc, char* argv[]) {
if (config.enable_ui_tests) {
// Create a window
yaze::core::Window window;
yaze::core::CreateWindow(window, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
// Create renderer for test
auto test_renderer = std::make_unique<yaze::gfx::SDL2Renderer>();
yaze::core::CreateWindow(window, test_renderer.get(), SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
// Create a renderer
yaze::core::Renderer::Get().CreateRenderer(window.window_.get());
// Renderer is now owned by test
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@@ -266,8 +268,9 @@ int main(int argc, char* argv[]) {
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window.window_.get(), 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(window.window_.get(), sdl_renderer);
ImGui_ImplSDLRenderer2_Init(sdl_renderer);
// Setup test engine
ImGuiTestEngine* engine = ImGuiTestEngine_CreateContext();
@@ -319,9 +322,9 @@ int main(int argc, char* argv[]) {
// End the Dear ImGui frame
ImGui::Render();
yaze::core::Renderer::Get().Clear();
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), yaze::core::Renderer::Get().renderer());
yaze::core::Renderer::Get().Present();
test_renderer->Clear();
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), sdl_renderer);
test_renderer->Present();
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {