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// This file is part of the 64k demo project.
// It provides offscreen rendering without windows (headless testing).
// Enables pixel readback for frame validation in tests.
#pragma once
#include "platform/platform.h"
#include <cstdint>
#include <vector>
// Offscreen render target for headless GPU testing
// Creates a texture that can be rendered to and read back
class OffscreenRenderTarget {
public:
// Create an offscreen render target with specified dimensions
OffscreenRenderTarget(
WGPUInstance instance, WGPUDevice device, int width, int height,
WGPUTextureFormat format = WGPUTextureFormat_BGRA8Unorm);
~OffscreenRenderTarget();
// Accessors
WGPUTexture texture() const {
return texture_;
}
WGPUTextureView view() const {
return view_;
}
int width() const {
return width_;
}
int height() const {
return height_;
}
WGPUTextureFormat format() const {
return format_;
}
// Read pixels from the render target
// Returns BGRA8 pixel data (width * height * 4 bytes)
std::vector<uint8_t> read_pixels();
private:
WGPUInstance instance_;
WGPUDevice device_;
WGPUTexture texture_;
WGPUTextureView view_;
int width_;
int height_;
WGPUTextureFormat format_;
// Helper: Create staging buffer for readback
WGPUBuffer create_staging_buffer();
// Callback state for async buffer mapping
struct MapState {
bool done = false;
WGPUMapAsyncStatus status = WGPUMapAsyncStatus_Unknown;
};
static void map_callback(WGPUMapAsyncStatus status, void* userdata);
};
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