Files
yaze/src/app/gfx/arena.h
scawful 995c4e4081 refactor: Remove OverworldEditorManager and GraphicsManager for Simplification
- Deleted OverworldEditorManager and OverworldGraphicsManager classes to streamline the codebase and reduce complexity in the overworld editor.
- Updated CMake configuration to remove references to the deleted files, ensuring a clean build environment.
- Adjusted OverworldEditor to handle graphics management directly, improving maintainability and reducing the number of dependencies.
- Enhanced the initialization and update methods in OverworldEditor to accommodate the removal of the manager classes, ensuring continued functionality.
- Cleaned up related header files to reflect the removal of obsolete classes and methods, enhancing clarity and organization.
2025-10-05 19:25:11 -04:00

269 lines
8.8 KiB
C++

#ifndef YAZE_APP_GFX_ARENA_H
#define YAZE_APP_GFX_ARENA_H
#include <array>
#include <cstdint>
#include <memory>
#include <mutex>
#include <tuple>
#include <unordered_map>
#include <vector>
#include "util/sdl_deleter.h"
#include "app/gfx/background_buffer.h"
#include "app/gfx/bitmap.h"
namespace yaze {
namespace gfx {
/**
* @brief Resource management arena for efficient graphics memory handling
*
* The Arena class provides centralized management of SDL textures and surfaces
* for the YAZE ROM hacking editor. It implements several key optimizations:
*
* Key Features:
* - Singleton pattern for global access across all graphics components
* - Automatic resource cleanup with RAII-style management
* - Memory pooling to reduce allocation overhead
* - Support for 223 graphics sheets (YAZE's full graphics space)
* - Background buffer management for SNES layer rendering
*
* Performance Optimizations:
* - Unique_ptr with custom deleters for automatic SDL resource cleanup
* - Hash map storage for O(1) texture/surface lookup
* - Batch resource management to minimize SDL calls
* - Pre-allocated graphics sheet array for fast access
*
* ROM Hacking Specific:
* - Fixed-size graphics sheet array (223 sheets) matching YAZE's graphics space
* - Background buffer support for SNES layer 1 and layer 2 rendering
* - Tile buffer management for 64x64 tile grids
* - Integration with SNES graphics format requirements
*/
class Arena {
public:
static Arena& Get();
~Arena();
// Resource management
/**
* @brief Allocate a new SDL texture with automatic cleanup
* @param renderer SDL renderer for texture creation
* @param width Texture width in pixels
* @param height Texture height in pixels
* @return Pointer to allocated texture (managed by Arena)
*/
SDL_Texture* AllocateTexture(SDL_Renderer* renderer, int width, int height);
/**
* @brief Free a texture and remove from Arena management
* @param texture Texture to free
*/
void FreeTexture(SDL_Texture* texture);
/**
* @brief Update texture data from surface (with format conversion)
* @param texture Target texture to update
* @param surface Source surface with pixel data
*/
void UpdateTexture(SDL_Texture* texture, SDL_Surface* surface);
/**
* @brief Update texture data from surface for a specific region
* @param texture Target texture to update
* @param surface Source surface with pixel data
* @param rect Region to update (nullptr for entire texture)
*/
void UpdateTextureRegion(SDL_Texture* texture, SDL_Surface* surface, SDL_Rect* rect = nullptr);
// Batch operations for improved performance
/**
* @brief Queue a texture update for batch processing
* @param texture Target texture to update
* @param surface Source surface with pixel data
* @param rect Region to update (nullptr for entire texture)
*/
void QueueTextureUpdate(SDL_Texture* texture, SDL_Surface* surface, SDL_Rect* rect = nullptr);
/**
* @brief Process all queued texture updates in a single batch
* @note This reduces SDL calls and improves performance significantly
*/
void ProcessBatchTextureUpdates();
/**
* @brief Clear all queued texture updates
*/
void ClearBatchQueue();
/**
* @brief Allocate a new SDL surface with automatic cleanup
* @param width Surface width in pixels
* @param height Surface height in pixels
* @param depth Color depth in bits per pixel
* @param format SDL pixel format
* @return Pointer to allocated surface (managed by Arena)
*/
SDL_Surface* AllocateSurface(int width, int height, int depth, int format);
/**
* @brief Free a surface and remove from Arena management
* @param surface Surface to free
*/
void FreeSurface(SDL_Surface* surface);
// Explicit cleanup method for controlled shutdown
void Shutdown();
// Resource tracking for debugging
size_t GetTextureCount() const { return textures_.size(); }
size_t GetSurfaceCount() const { return surfaces_.size(); }
size_t GetPooledTextureCount() const { return texture_pool_.available_textures_.size(); }
size_t GetPooledSurfaceCount() const { return surface_pool_.available_surfaces_.size(); }
// Graphics sheet access (223 total sheets in YAZE)
/**
* @brief Get reference to all graphics sheets
* @return Reference to array of 223 Bitmap objects
*/
std::array<gfx::Bitmap, 223>& gfx_sheets() { return gfx_sheets_; }
/**
* @brief Get a specific graphics sheet by index
* @param i Sheet index (0-222)
* @return Copy of the Bitmap at index i
*/
auto gfx_sheet(int i) { return gfx_sheets_[i]; }
/**
* @brief Get mutable reference to a specific graphics sheet
* @param i Sheet index (0-222)
* @return Pointer to mutable Bitmap at index i
*/
auto mutable_gfx_sheet(int i) { return &gfx_sheets_[i]; }
/**
* @brief Get mutable reference to all graphics sheets
* @return Pointer to mutable array of 223 Bitmap objects
*/
auto mutable_gfx_sheets() { return &gfx_sheets_; }
// Background buffer access for SNES layer rendering
/**
* @brief Get reference to background layer 1 buffer
* @return Reference to BackgroundBuffer for layer 1
*/
auto& bg1() { return bg1_; }
/**
* @brief Get reference to background layer 2 buffer
* @return Reference to BackgroundBuffer for layer 2
*/
auto& bg2() { return bg2_; }
// Progressive/Deferred Texture Management (for large asset loading)
/**
* @brief Add a bitmap to the deferred texture queue
* @param bitmap Bitmap that needs a texture created
* @param priority Higher priority items processed first (0 = highest)
*
* Use this for progressive loading of large asset sets (e.g., overworld maps).
* Textures are created incrementally per frame to avoid UI freezes.
*/
void QueueDeferredTexture(gfx::Bitmap* bitmap, int priority = 0);
/**
* @brief Get next batch of deferred textures to process
* @param high_priority_limit Max high-priority items to return
* @param low_priority_limit Max low-priority items to return
* @return Vector of bitmaps to render (caller renders them via Renderer)
*
* Call this once per frame in your editor's Update() method, then render each bitmap.
* High-priority items (priority 0-10) returned up to high_priority_limit.
* Low-priority items (priority 11+) returned up to low_priority_limit.
*/
std::vector<gfx::Bitmap*> GetNextDeferredTextureBatch(int high_priority_limit = 4,
int low_priority_limit = 2);
/**
* @brief Clear all deferred texture items
*/
void ClearDeferredTextures();
/**
* @brief Get count of remaining deferred textures
* @return Number of bitmaps waiting for textures
*/
size_t GetDeferredTextureCount() const { return deferred_textures_.size(); }
private:
Arena();
BackgroundBuffer bg1_;
BackgroundBuffer bg2_;
static constexpr int kTilesPerRow = 64;
static constexpr int kTilesPerColumn = 64;
static constexpr int kTotalTiles = kTilesPerRow * kTilesPerColumn;
std::array<uint16_t, kTotalTiles> layer1_buffer_;
std::array<uint16_t, kTotalTiles> layer2_buffer_;
std::array<gfx::Bitmap, 223> gfx_sheets_;
std::unordered_map<SDL_Texture*,
std::unique_ptr<SDL_Texture, util::SDL_Texture_Deleter>>
textures_;
std::unordered_map<SDL_Surface*,
std::unique_ptr<SDL_Surface, util::SDL_Surface_Deleter>>
surfaces_;
// Resource pooling for efficient memory management
struct TexturePool {
std::vector<SDL_Texture*> available_textures_;
std::unordered_map<SDL_Texture*, std::pair<int, int>> texture_sizes_;
static constexpr size_t MAX_POOL_SIZE = 100;
} texture_pool_;
struct SurfacePool {
std::vector<SDL_Surface*> available_surfaces_;
std::unordered_map<SDL_Surface*, std::tuple<int, int, int, int>> surface_info_;
static constexpr size_t MAX_POOL_SIZE = 100;
} surface_pool_;
// Batch operations for improved performance
struct BatchUpdate {
SDL_Texture* texture;
SDL_Surface* surface;
std::unique_ptr<SDL_Rect> rect;
BatchUpdate(SDL_Texture* t, SDL_Surface* s, SDL_Rect* r = nullptr)
: texture(t), surface(s), rect(r ? std::make_unique<SDL_Rect>(*r) : nullptr) {}
};
std::vector<BatchUpdate> batch_update_queue_;
static constexpr size_t MAX_BATCH_SIZE = 50;
// Helper methods for resource pooling
SDL_Texture* CreateNewTexture(SDL_Renderer* renderer, int width, int height);
SDL_Surface* CreateNewSurface(int width, int height, int depth, int format);
// Progressive loading infrastructure
struct DeferredTexture {
gfx::Bitmap* bitmap;
int priority;
DeferredTexture(gfx::Bitmap* bmp, int prio) : bitmap(bmp), priority(prio) {}
};
std::vector<DeferredTexture> deferred_textures_;
std::mutex deferred_mutex_;
};
} // namespace gfx
} // namespace yaze
#endif // YAZE_APP_GFX_ARENA_H