Adding template project and correct name
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122
vendor/rmlui_backend/RmlUi_Renderer_SDL_GPU.h
vendored
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122
vendor/rmlui_backend/RmlUi_Renderer_SDL_GPU.h
vendored
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#pragma once
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#include <RmlUi/Core/RenderInterface.h>
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#include <RmlUi/Core/Types.h>
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#include <SDL3/SDL.h>
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class RenderInterface_SDL_GPU : public Rml::RenderInterface {
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public:
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RenderInterface_SDL_GPU(SDL_GPUDevice* device, SDL_Window* window);
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void Shutdown();
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void BeginFrame(SDL_GPUCommandBuffer* command_buffer, SDL_GPUTexture* swapchain_texture, uint32_t width, uint32_t height);
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void EndFrame();
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Rml::CompiledGeometryHandle CompileGeometry(Rml::Span<const Rml::Vertex> vertices, Rml::Span<const int> indices) override;
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void ReleaseGeometry(Rml::CompiledGeometryHandle geometry) override;
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void RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture) override;
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Rml::TextureHandle LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source) override;
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Rml::TextureHandle GenerateTexture(Rml::Span<const Rml::byte> source, Rml::Vector2i source_dimensions) override;
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void ReleaseTexture(Rml::TextureHandle texture_handle) override;
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void EnableScissorRegion(bool enable) override;
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void SetScissorRegion(Rml::Rectanglei region) override;
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void SetTransform(const Rml::Matrix4f* new_transform) override;
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private:
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SDL_GPUDevice* device;
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SDL_Window* window;
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SDL_GPUGraphicsPipeline* texture_pipeline;
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SDL_GPUGraphicsPipeline* color_pipeline;
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SDL_GPUSampler* linear_sampler;
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SDL_GPUCommandBuffer* command_buffer;
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SDL_GPUTexture* swapchain_texture;
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uint32_t swapchain_width;
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uint32_t swapchain_height;
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SDL_GPURenderPass* render_pass;
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SDL_GPUCopyPass* copy_pass;
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SDL_Rect scissor;
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Rml::Matrix4f transform;
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Rml::Matrix4f proj;
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struct Command {
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virtual ~Command() = default;
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virtual void Update(RenderInterface_SDL_GPU& interface) = 0;
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};
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struct EnableScissorRegionCommand : Command {
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EnableScissorRegionCommand(bool enable) : enable(enable) {}
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void Update(RenderInterface_SDL_GPU& interface) override;
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bool enable;
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};
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struct SetScissorRegionCommand : Command {
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SetScissorRegionCommand(Rml::Rectanglei region) : region(region) {}
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void Update(RenderInterface_SDL_GPU& interface) override;
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Rml::Rectanglei region;
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};
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struct RenderGeometryCommand : Command {
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RenderGeometryCommand(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture) :
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handle(handle), translation(translation), texture(texture)
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{}
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void Update(RenderInterface_SDL_GPU& interface) override;
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Rml::CompiledGeometryHandle handle;
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Rml::Vector2f translation;
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Rml::TextureHandle texture;
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};
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struct ReleaseGeometryCommand : Command {
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ReleaseGeometryCommand(Rml::CompiledGeometryHandle handle) : handle(handle) {}
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void Update(RenderInterface_SDL_GPU& interface) override;
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Rml::CompiledGeometryHandle handle;
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};
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struct ReleaseTextureCommand : Command {
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ReleaseTextureCommand(Rml::TextureHandle handle) : handle(handle) {}
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void Update(RenderInterface_SDL_GPU& interface) override;
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Rml::TextureHandle handle;
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};
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struct SetTransformCommand : Command {
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SetTransformCommand(const Rml::Matrix4f* new_transform);
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void Update(RenderInterface_SDL_GPU& interface) override;
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Rml::Matrix4f transform;
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bool has_transform;
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};
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friend struct EnableScissorRegionCommand;
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friend struct SetScissorRegionCommand;
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friend struct RenderGeometryCommand;
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friend struct ReleaseGeometryCommand;
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friend struct ReleaseTextureCommand;
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friend struct SetTransformCommand;
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struct Buffer {
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SDL_GPUTransferBuffer* transfer_buffer;
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SDL_GPUBuffer* buffer;
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SDL_GPUBufferUsageFlags usage;
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int capacity;
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bool in_use;
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};
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struct GeometryView {
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Buffer* vertex_buffer;
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Buffer* index_buffer;
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int num_indices;
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};
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// List of ordered render commands
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Rml::Vector<Rml::UniquePtr<Command>> commands;
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// Sorted vertex/index buffers by capacities
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Rml::Vector<Rml::UniquePtr<Buffer>> buffers;
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void CreatePipelines();
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bool BeginCopyPass();
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bool BeginRenderPass();
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Buffer* RequestBuffer(int capacity, SDL_GPUBufferUsageFlags usage);
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};
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