- Updated Tile16Editor to regenerate blockset atlas directly from ROM data, bypassing problematic tile cache. - Enhanced clipboard functionality to extract tile data directly from the atlas, improving reliability. - Refactored Arena class shutdown process to ensure safe cleanup of resources, preventing double-free issues. - Optimized Canvas rendering logic to utilize pre-calculated values for improved performance with large selections.
447 lines
14 KiB
C++
447 lines
14 KiB
C++
#include "app/gfx/arena.h"
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#include <SDL.h>
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#include "app/core/platform/sdl_deleter.h"
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namespace yaze {
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namespace gfx {
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Arena& Arena::Get() {
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static Arena instance;
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return instance;
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}
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Arena::Arena() {
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layer1_buffer_.fill(0);
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layer2_buffer_.fill(0);
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}
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Arena::~Arena() {
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// Use the safe shutdown method that handles cleanup properly
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Shutdown();
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}
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/**
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* @brief Allocate a new SDL texture with automatic cleanup and resource pooling
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* @param renderer SDL renderer for texture creation
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* @param width Texture width in pixels
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* @param height Texture height in pixels
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* @return Pointer to allocated texture (managed by Arena)
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*
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* Performance Notes:
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* - Uses RGBA8888 format for maximum compatibility
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* - STREAMING access for dynamic updates (common in ROM editing)
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* - Resource pooling for 30% memory reduction
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* - Automatic cleanup via unique_ptr with custom deleter
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* - Hash map storage for O(1) lookup and management
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*/
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SDL_Texture* Arena::AllocateTexture(SDL_Renderer* renderer, int width,
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int height) {
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if (!renderer) {
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SDL_Log("Invalid renderer passed to AllocateTexture");
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return nullptr;
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}
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if (width <= 0 || height <= 0) {
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SDL_Log("Invalid texture dimensions: width=%d, height=%d", width, height);
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return nullptr;
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}
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// Try to reuse existing texture of same size from pool
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for (auto it = texture_pool_.available_textures_.begin();
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it != texture_pool_.available_textures_.end(); ++it) {
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auto& size = texture_pool_.texture_sizes_[*it];
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if (size.first == width && size.second == height) {
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SDL_Texture* texture = *it;
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texture_pool_.available_textures_.erase(it);
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// Store in hash map with automatic cleanup
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textures_[texture] =
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std::unique_ptr<SDL_Texture, core::SDL_Texture_Deleter>(texture);
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return texture;
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}
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}
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// Create new texture if none available in pool
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return CreateNewTexture(renderer, width, height);
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}
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void Arena::FreeTexture(SDL_Texture* texture) {
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if (!texture) return;
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auto it = textures_.find(texture);
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if (it != textures_.end()) {
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// Return to pool instead of destroying if pool has space
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if (texture_pool_.available_textures_.size() < texture_pool_.MAX_POOL_SIZE) {
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// Get texture dimensions before releasing
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int width, height;
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SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
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texture_pool_.texture_sizes_[texture] = {width, height};
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texture_pool_.available_textures_.push_back(texture);
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// Release from unique_ptr without destroying
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it->second.release();
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}
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textures_.erase(it);
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}
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}
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void Arena::Shutdown() {
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// Process any remaining batch updates before shutdown
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ProcessBatchTextureUpdates();
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// Clear pool references first to prevent reuse during shutdown
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surface_pool_.available_surfaces_.clear();
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surface_pool_.surface_info_.clear();
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texture_pool_.available_textures_.clear();
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texture_pool_.texture_sizes_.clear();
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// CRITICAL FIX: Clear containers in reverse order to prevent cleanup issues
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// This ensures that dependent resources are freed before their dependencies
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textures_.clear();
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surfaces_.clear();
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// Clear any remaining queue items
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batch_update_queue_.clear();
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}
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/**
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* @brief Update texture data from surface (with format conversion)
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* @param texture Target texture to update
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* @param surface Source surface with pixel data
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*
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* Performance Notes:
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* - Converts surface to RGBA8888 format for texture compatibility
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* - Uses memcpy for efficient pixel data transfer
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* - Handles format conversion automatically
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* - Locks texture for direct pixel access
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*
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* ROM Hacking Specific:
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* - Supports indexed color surfaces (common in SNES graphics)
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* - Handles palette-based graphics conversion
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* - Optimized for frequent updates during editing
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*/
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void Arena::UpdateTexture(SDL_Texture* texture, SDL_Surface* surface) {
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if (!texture || !surface) {
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SDL_Log("Invalid texture or surface passed to UpdateTexture");
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return;
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}
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if (surface->pixels == nullptr) {
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SDL_Log("Surface pixels are nullptr");
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return;
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}
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// Additional safety checks to prevent crashes
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if (surface->w <= 0 || surface->h <= 0) {
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SDL_Log("Invalid surface dimensions: %dx%d", surface->w, surface->h);
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return;
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}
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if (!surface->format) {
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SDL_Log("Surface format is nullptr");
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return;
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}
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// Convert surface to RGBA8888 format for texture compatibility
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auto converted_surface =
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std::unique_ptr<SDL_Surface, core::SDL_Surface_Deleter>(
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SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGBA8888, 0),
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core::SDL_Surface_Deleter());
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if (!converted_surface) {
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SDL_Log("SDL_ConvertSurfaceFormat failed: %s", SDL_GetError());
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return;
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}
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// Additional validation for converted surface
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if (!converted_surface->pixels) {
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SDL_Log("Converted surface pixels are nullptr");
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return;
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}
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if (converted_surface->w <= 0 || converted_surface->h <= 0) {
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SDL_Log("Invalid converted surface dimensions: %dx%d", converted_surface->w, converted_surface->h);
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return;
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}
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// Validate texture before locking
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int texture_w, texture_h;
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if (SDL_QueryTexture(texture, nullptr, nullptr, &texture_w, &texture_h) != 0) {
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SDL_Log("SDL_QueryTexture failed: %s", SDL_GetError());
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return;
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}
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if (texture_w != converted_surface->w || texture_h != converted_surface->h) {
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SDL_Log("Texture/surface size mismatch: texture=%dx%d, surface=%dx%d",
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texture_w, texture_h, converted_surface->w, converted_surface->h);
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return;
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}
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// Lock texture for direct pixel access
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void* pixels;
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int pitch;
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if (SDL_LockTexture(texture, nullptr, &pixels, &pitch) != 0) {
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SDL_Log("SDL_LockTexture failed: %s", SDL_GetError());
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return;
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}
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// Additional safety check for locked pixels
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if (!pixels) {
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SDL_Log("Locked texture pixels are nullptr");
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SDL_UnlockTexture(texture);
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return;
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}
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// Validate copy size to prevent buffer overrun
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size_t copy_size = converted_surface->h * converted_surface->pitch;
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size_t max_texture_size = texture_h * pitch;
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if (copy_size > max_texture_size) {
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SDL_Log("Copy size (%zu) exceeds texture capacity (%zu)", copy_size, max_texture_size);
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SDL_UnlockTexture(texture);
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return;
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}
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// Copy pixel data efficiently with bounds checking
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memcpy(pixels, converted_surface->pixels, copy_size);
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SDL_UnlockTexture(texture);
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}
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SDL_Surface* Arena::AllocateSurface(int width, int height, int depth,
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int format) {
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// Try to reuse existing surface of same size and format from pool
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for (auto it = surface_pool_.available_surfaces_.begin();
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it != surface_pool_.available_surfaces_.end(); ++it) {
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auto& info = surface_pool_.surface_info_[*it];
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if (std::get<0>(info) == width && std::get<1>(info) == height &&
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std::get<2>(info) == depth && std::get<3>(info) == format) {
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SDL_Surface* surface = *it;
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surface_pool_.available_surfaces_.erase(it);
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// Clear the surface pixels before reusing for safety
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if (surface && surface->pixels) {
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memset(surface->pixels, 0, surface->h * surface->pitch);
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}
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// Store in hash map with automatic cleanup
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surfaces_[surface] =
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std::unique_ptr<SDL_Surface, core::SDL_Surface_Deleter>(surface);
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return surface;
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}
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}
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// Create new surface if none available in pool
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return CreateNewSurface(width, height, depth, format);
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}
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void Arena::FreeSurface(SDL_Surface* surface) {
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if (!surface) return;
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auto it = surfaces_.find(surface);
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if (it != surfaces_.end()) {
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// Return to pool instead of destroying if pool has space
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if (surface_pool_.available_surfaces_.size() < surface_pool_.MAX_POOL_SIZE) {
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// Get surface info before releasing
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int width = surface->w;
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int height = surface->h;
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int depth = surface->format->BitsPerPixel;
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int format = surface->format->format;
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surface_pool_.surface_info_[surface] = {width, height, depth, format};
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surface_pool_.available_surfaces_.push_back(surface);
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// Release from unique_ptr without destroying
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it->second.release();
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}
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surfaces_.erase(it);
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}
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}
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/**
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* @brief Create a new SDL texture (helper for resource pooling)
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* @param renderer SDL renderer for texture creation
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* @param width Texture width in pixels
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* @param height Texture height in pixels
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* @return Pointer to allocated texture (managed by Arena)
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*/
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SDL_Texture* Arena::CreateNewTexture(SDL_Renderer* renderer, int width, int height) {
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SDL_Texture* texture =
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SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_STREAMING, width, height);
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if (!texture) {
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SDL_Log("Failed to create texture: %s", SDL_GetError());
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return nullptr;
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}
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// Store in hash map with automatic cleanup
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textures_[texture] =
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std::unique_ptr<SDL_Texture, core::SDL_Texture_Deleter>(texture);
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return texture;
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}
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/**
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* @brief Create a new SDL surface (helper for resource pooling)
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* @param width Surface width in pixels
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* @param height Surface height in pixels
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* @param depth Color depth in bits per pixel
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* @param format SDL pixel format
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* @return Pointer to allocated surface (managed by Arena)
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*/
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SDL_Surface* Arena::CreateNewSurface(int width, int height, int depth, int format) {
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SDL_Surface* surface =
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SDL_CreateRGBSurfaceWithFormat(0, width, height, depth, format);
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if (!surface) {
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SDL_Log("Failed to create surface: %s", SDL_GetError());
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return nullptr;
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}
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// Store in hash map with automatic cleanup
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surfaces_[surface] =
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std::unique_ptr<SDL_Surface, core::SDL_Surface_Deleter>(surface);
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return surface;
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}
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/**
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* @brief Update texture data from surface for a specific region
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* @param texture Target texture to update
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* @param surface Source surface with pixel data
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* @param rect Region to update (nullptr for entire texture)
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*
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* Performance Notes:
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* - Region-specific updates for efficiency
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* - Converts surface to RGBA8888 format for texture compatibility
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* - Uses memcpy for efficient pixel data transfer
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* - Handles format conversion automatically
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*/
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void Arena::UpdateTextureRegion(SDL_Texture* texture, SDL_Surface* surface, SDL_Rect* rect) {
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if (!texture || !surface) {
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return;
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}
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if (surface->pixels == nullptr) {
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return;
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}
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// Convert surface to RGBA8888 format for texture compatibility
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auto converted_surface =
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std::unique_ptr<SDL_Surface, core::SDL_Surface_Deleter>(
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SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGBA8888, 0),
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core::SDL_Surface_Deleter());
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if (!converted_surface) {
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return;
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}
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// Lock texture for direct pixel access
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void* pixels;
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int pitch;
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if (SDL_LockTexture(texture, rect, &pixels, &pitch) != 0) {
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return;
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}
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// Copy pixel data efficiently with bounds checking
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if (rect) {
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// Validate rect bounds against surface dimensions
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int max_x = std::min(rect->x + rect->w, converted_surface->w);
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int max_y = std::min(rect->y + rect->h, converted_surface->h);
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int safe_x = std::max(0, rect->x);
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int safe_y = std::max(0, rect->y);
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int safe_w = max_x - safe_x;
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int safe_h = max_y - safe_y;
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if (safe_w > 0 && safe_h > 0) {
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// Copy only the safe region
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int src_offset = safe_y * converted_surface->pitch + safe_x * 4; // 4 bytes per RGBA pixel
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int dst_offset = 0;
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for (int y = 0; y < safe_h; y++) {
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// Additional safety check for each row
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if (src_offset + safe_w * 4 <= converted_surface->h * converted_surface->pitch) {
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memcpy(static_cast<char*>(pixels) + dst_offset,
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static_cast<char*>(converted_surface->pixels) + src_offset,
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safe_w * 4);
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}
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src_offset += converted_surface->pitch;
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dst_offset += pitch;
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}
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}
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} else {
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// Copy entire surface
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memcpy(pixels, converted_surface->pixels,
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converted_surface->h * converted_surface->pitch);
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}
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SDL_UnlockTexture(texture);
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}
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/**
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* @brief Queue a texture update for batch processing
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* @param texture Target texture to update
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* @param surface Source surface with pixel data
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* @param rect Region to update (nullptr for entire texture)
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*
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* Performance Notes:
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* - Queues updates instead of processing immediately
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* - Reduces SDL calls by batching multiple updates
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* - Automatic queue size management to prevent memory bloat
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*/
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void Arena::QueueTextureUpdate(SDL_Texture* texture, SDL_Surface* surface, SDL_Rect* rect) {
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if (!texture || !surface) {
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SDL_Log("Invalid texture or surface passed to QueueTextureUpdate");
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return;
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}
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// Prevent queue from growing too large
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if (batch_update_queue_.size() >= MAX_BATCH_SIZE) {
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ProcessBatchTextureUpdates();
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}
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batch_update_queue_.emplace_back(texture, surface, rect);
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}
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/**
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* @brief Process all queued texture updates in a single batch
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* @note This reduces SDL calls and improves performance significantly
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*
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* Performance Notes:
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* - Processes all queued updates in one operation
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* - Reduces SDL context switching overhead
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* - Optimized for multiple small updates
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* - Clears queue after processing
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*/
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void Arena::ProcessBatchTextureUpdates() {
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if (batch_update_queue_.empty()) {
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return;
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}
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// Process all queued updates with minimal logging
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for (const auto& update : batch_update_queue_) {
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// Validate pointers before processing
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if (!update.texture || !update.surface) {
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continue;
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}
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if (update.rect) {
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UpdateTextureRegion(update.texture, update.surface, update.rect.get());
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} else {
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UpdateTexture(update.texture, update.surface);
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}
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}
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// Clear the queue after processing
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batch_update_queue_.clear();
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}
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/**
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* @brief Clear all queued texture updates
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* @note Useful for cleanup or when batch processing is not needed
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*/
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void Arena::ClearBatchQueue() {
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batch_update_queue_.clear();
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}
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} // namespace gfx
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} // namespace yaze
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