Introduce TexturePool for efficient texture reuse.

This commit is contained in:
scawful
2025-04-16 22:35:42 -04:00
parent 110106dc61
commit 875d3d2bcf

View File

@@ -0,0 +1,65 @@
#ifndef YAZE_APP_GFX_TEXTURE_POOL_H
#define YAZE_APP_GFX_TEXTURE_POOL_H
#include <SDL.h>
#include <memory>
#include <unordered_map>
#include <vector>
#include <string>
#include "app/core/platform/sdl_deleter.h"
namespace yaze {
namespace gfx {
class TexturePool {
public:
static TexturePool& GetInstance() {
static TexturePool instance;
return instance;
}
SDL_Texture* GetTexture(SDL_Renderer* renderer, int width, int height, Uint32 format) {
std::string key = GenerateKey(width, height, format);
// Check if we have a suitable texture in the pool
auto it = available_textures_.find(key);
if (it != available_textures_.end() && !it->second.empty()) {
SDL_Texture* texture = it->second.back();
it->second.pop_back();
return texture;
}
// Create a new texture
return SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STREAMING, width, height);
}
void ReturnTexture(SDL_Texture* texture, int width, int height, Uint32 format) {
if (!texture) return;
std::string key = GenerateKey(width, height, format);
available_textures_[key].push_back(texture);
}
void Clear() {
for (auto& pair : available_textures_) {
for (SDL_Texture* texture : pair.second) {
SDL_DestroyTexture(texture);
}
}
available_textures_.clear();
}
private:
TexturePool() = default;
std::string GenerateKey(int width, int height, Uint32 format) {
return std::to_string(width) + "x" + std::to_string(height) + "_" + std::to_string(format);
}
std::unordered_map<std::string, std::vector<SDL_Texture*>> available_textures_;
};
} // namespace gfx
} // namespace yaze
#endif // YAZE_APP_GFX_TEXTURE_POOL_H