/* sokol_gfx_ext.h - extensions for sokol_gfx https://github.com/edubart/sokol_gp */ #if defined(SOKOL_IMPL) && !defined(SOKOL_GFX_EXT_IMPL) #define SOKOL_GFX_EXT_IMPL #endif #ifndef SOKOL_GFX_EXT_INCLUDED #define SOKOL_GFX_EXT_INCLUDED #ifndef SOKOL_GFX_INCLUDED #error "Please include sokol_gfx.h before sokol_gfx_ext.h" #endif #include #include #ifdef __cplusplus extern "C" { #endif SOKOL_GFX_API_DECL void sg_query_image_pixels(sg_image img_id, void* pixels, int size); SOKOL_GFX_API_DECL void sg_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels, int size); SOKOL_GFX_API_DECL void sg_update_texture_filter(sg_image img_id, sg_filter min_filter, sg_filter mag_filter); #ifdef __cplusplus } // extern "C" #endif #endif // SOKOL_GFX_EXT_INCLUDED #ifdef SOKOL_GFX_EXT_IMPL #ifndef SOKOL_GFX_EXT_IMPL_INCLUDED #define SOKOL_GFX_EXT_IMPL_INCLUDED #ifndef SOKOL_GFX_IMPL_INCLUDED #error "Please include sokol_gfx.h implementation before sokol_gp.h implementation" #endif #if defined(_SOKOL_ANY_GL) static void _sg_gl_query_image_pixels(_sg_image_t* img, void* pixels) { SOKOL_ASSERT(img->gl.target == GL_TEXTURE_2D); SOKOL_ASSERT(0 != img->gl.tex[img->cmn.active_slot]); #if defined(SOKOL_GLCORE33) _sg_gl_cache_store_texture_binding(0); _sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[img->cmn.active_slot]); glGetTexImage(img->gl.target, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); _SG_GL_CHECK_ERROR(); _sg_gl_cache_restore_texture_binding(0); #else static GLuint newFbo = 0; GLuint oldFbo = 0; if(newFbo == 0) { glGenFramebuffers(1, &newFbo); } glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&oldFbo); glBindFramebuffer(GL_FRAMEBUFFER, newFbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, img->gl.tex[img->cmn.active_slot], 0); glReadPixels(0, 0, img->cmn.width, img->cmn.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glBindFramebuffer(GL_FRAMEBUFFER, oldFbo); //glDeleteFramebuffers(1, &newFbo); _SG_GL_CHECK_ERROR(); #endif } static void _sg_gl_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels) { SOKOL_ASSERT(pixels); GLuint gl_fb; GLint dims[4]; glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&gl_fb); _SG_GL_CHECK_ERROR(); glGetIntegerv(GL_VIEWPORT, dims); int cur_height = dims[3]; y = origin_top_left ? (cur_height - (y+h)) : y; _SG_GL_CHECK_ERROR(); #if defined(SOKOL_GLES2) // use NV extension instead glReadBufferNV(gl_fb == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0); #else glReadBuffer(gl_fb == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0); #endif _SG_GL_CHECK_ERROR(); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); _SG_GL_CHECK_ERROR(); } static void _sg_gl_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) { _sg_gl_cache_store_texture_binding(0); _sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[img->cmn.active_slot]); img->cmn.min_filter = min_filter; img->cmn.mag_filter = mag_filter; GLenum gl_min_filter = _sg_gl_filter(img->cmn.min_filter); GLenum gl_mag_filter = _sg_gl_filter(img->cmn.mag_filter); glTexParameteri(img->gl.target, GL_TEXTURE_MIN_FILTER, (GLint)gl_min_filter); glTexParameteri(img->gl.target, GL_TEXTURE_MAG_FILTER, (GLint)gl_mag_filter); _sg_gl_cache_restore_texture_binding(0); } #elif defined(SOKOL_D3D11) static inline void _sgext_d3d11_Texture2D_GetDesc(ID3D11Texture2D* self, D3D11_TEXTURE2D_DESC* pDesc) { #if defined(__cplusplus) self->GetDesc(pDesc); #else self->lpVtbl->GetDesc(self, pDesc); #endif } static inline void _sgext_d3d11_SamplerState_GetDesc(ID3D11SamplerState* self, D3D11_SAMPLER_DESC* pDesc) { #if defined(__cplusplus) self->GetDesc(pDesc); #else self->lpVtbl->GetDesc(self, pDesc); #endif } static inline void _sgext_d3d11_CopySubresourceRegion(ID3D11DeviceContext* self, ID3D11Resource *pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource *pSrcResource, UINT SrcSubresource, const D3D11_BOX *pSrcBox) { #if defined(__cplusplus) self->CopySubresourceRegion(pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox); #else self->lpVtbl->CopySubresourceRegion(self, pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox); #endif } static inline void _sgext_d3d11_OMGetRenderTargets(ID3D11DeviceContext* self, UINT NumViews, ID3D11RenderTargetView **ppRenderTargetViews, ID3D11DepthStencilView **ppDepthStencilView) { #if defined(__cplusplus) self->OMGetRenderTargets(NumViews, ppRenderTargetViews, ppDepthStencilView); #else self->lpVtbl->OMGetRenderTargets(self, NumViews, ppRenderTargetViews, ppDepthStencilView); #endif } static inline void _sgext_d3d11_RenderTargetView_GetResource(ID3D11RenderTargetView* self, ID3D11Resource** ppResource) { #if defined(__cplusplus) self->GetResource(ppResource); #else self->lpVtbl->GetResource(self, ppResource); #endif } static void _sg_d3d11_query_image_pixels(_sg_image_t* img, void* pixels) { SOKOL_ASSERT(_sg.d3d11.ctx); SOKOL_ASSERT(img->d3d11.tex2d); HRESULT hr; _SOKOL_UNUSED(hr); // create staging texture ID3D11Texture2D* staging_tex = NULL; D3D11_TEXTURE2D_DESC staging_desc = { .Width = (UINT)img->cmn.width, .Height = (UINT)img->cmn.height, .MipLevels = 1, .ArraySize = 1, .Format = img->d3d11.format, .SampleDesc = { .Count = 1, .Quality = 0, }, .Usage = D3D11_USAGE_STAGING, .BindFlags = 0, .CPUAccessFlags = D3D11_CPU_ACCESS_READ, .MiscFlags = 0 }; hr = _sg_d3d11_CreateTexture2D(_sg.d3d11.dev, &staging_desc, NULL, &staging_tex); SOKOL_ASSERT(SUCCEEDED(hr)); // copy pixels to staging texture _sgext_d3d11_CopySubresourceRegion(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0, 0, 0, 0, (ID3D11Resource*)img->d3d11.tex2d, 0, NULL); // map the staging texture's data to CPU-accessible memory D3D11_MAPPED_SUBRESOURCE msr = {.pData = NULL}; hr = _sg_d3d11_Map(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0, D3D11_MAP_READ, 0, &msr); SOKOL_ASSERT(SUCCEEDED(hr)); // copy the data into the desired buffer, converting pixels to the desired format at the same time /* int res = SDL_ConvertPixels( img->cmn.width, img->cmn.height, _sg_d3d11_dxgi_format_to_sdl_pixel_format(staging_desc.Format), msr.pData, msr.RowPitch, SDL_PIXELFORMAT_RGBA32, pixels, img->cmn.width * 4); SOKOL_ASSERT(res == 0); _SOKOL_UNUSED(res); */ // unmap the texture _sg_d3d11_Unmap(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0); if(staging_tex) _sg_d3d11_Release(staging_tex); } static void _sg_d3d11_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels) { // get current render target ID3D11RenderTargetView* render_target_view = NULL; _sgext_d3d11_OMGetRenderTargets(_sg.d3d11.ctx, 1, &render_target_view, NULL); // fallback to window render target if(!render_target_view) render_target_view = (ID3D11RenderTargetView*)_sg.d3d11.rtv_cb(); SOKOL_ASSERT(render_target_view); // get the back buffer texture ID3D11Texture2D *back_buffer = NULL; _sgext_d3d11_RenderTargetView_GetResource(render_target_view, (ID3D11Resource**)&back_buffer); SOKOL_ASSERT(back_buffer); // create a staging texture to copy the screen's data to D3D11_TEXTURE2D_DESC staging_desc; _sgext_d3d11_Texture2D_GetDesc(back_buffer, &staging_desc); staging_desc.Width = w; staging_desc.Height = h; staging_desc.BindFlags = 0; staging_desc.MiscFlags = 0; staging_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; staging_desc.Usage = D3D11_USAGE_STAGING; ID3D11Texture2D *staging_tex = NULL; HRESULT hr = _sg_d3d11_CreateTexture2D(_sg.d3d11.dev, &staging_desc, NULL, &staging_tex); SOKOL_ASSERT(SUCCEEDED(hr)); _SOKOL_UNUSED(hr); // copy the desired portion of the back buffer to the staging texture y = (origin_top_left ? y : (_sg.d3d11.cur_height - (y + h))); D3D11_BOX src_box = { .left = (UINT)x, .top = (UINT)y, .front = 0, .right = (UINT)(x + w), .bottom = (UINT)(y + w), .back = 1, }; _sgext_d3d11_CopySubresourceRegion(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0, 0, 0, 0, (ID3D11Resource*)back_buffer, 0, &src_box); // map the staging texture's data to CPU-accessible memory D3D11_MAPPED_SUBRESOURCE msr = {.pData = NULL}; hr = _sg_d3d11_Map(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0, D3D11_MAP_READ, 0, &msr); SOKOL_ASSERT(SUCCEEDED(hr)); // copy the data into the desired buffer, converting pixels to the desired format at the same time /* int res = SDL_ConvertPixels( w, h, _sg_d3d11_dxgi_format_to_sdl_pixel_format(staging_desc.Format), msr.pData, msr.RowPitch, SDL_PIXELFORMAT_RGBA32, pixels, w * 4); SOKOL_ASSERT(res == 0); _SOKOL_UNUSED(res); */ // unmap the texture _sg_d3d11_Unmap(_sg.d3d11.ctx, (ID3D11Resource*)staging_tex, 0); if(back_buffer) _sg_d3d11_Release(back_buffer); if(staging_tex) _sg_d3d11_Release(staging_tex); } static void _sg_d3d11_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) { SOKOL_ASSERT(img->d3d11.tex2d || img->d3d11.tex3d); HRESULT hr; _SOKOL_UNUSED(hr); D3D11_SAMPLER_DESC d3d11_smp_desc; memset(&d3d11_smp_desc, 0, sizeof(d3d11_smp_desc)); _sgext_d3d11_SamplerState_GetDesc(img->d3d11.smp, &d3d11_smp_desc); _sg_d3d11_Release(img->d3d11.smp); img->cmn.min_filter = min_filter; img->cmn.mag_filter = mag_filter; d3d11_smp_desc.Filter = _sg_d3d11_filter(img->cmn.min_filter, img->cmn.mag_filter, img->cmn.max_anisotropy); hr = _sg_d3d11_CreateSamplerState(_sg.d3d11.dev, &d3d11_smp_desc, &img->d3d11.smp); SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.smp); } #elif defined(SOKOL_METAL) #import #import static void _sg_metal_commit_command_buffer() { SOKOL_ASSERT(!_sg.mtl.in_pass); if(_sg.mtl.cmd_buffer) { #if defined(_SG_TARGET_MACOS) [_sg.mtl.uniform_buffers[_sg.mtl.cur_frame_rotate_index] didModifyRange:NSMakeRange(0, _sg.mtl.cur_ub_offset)]; #endif [_sg.mtl.cmd_buffer commit]; [_sg.mtl.cmd_buffer waitUntilCompleted]; _sg.mtl.cmd_buffer = [_sg.mtl.cmd_queue commandBufferWithUnretainedReferences]; } } static void _sg_metal_encode_texture_pixels(int x, int y, int w, int h, bool origin_top_left, id mtl_src_texture, void* pixels) { SOKOL_ASSERT(!_sg.mtl.in_pass); _sg_metal_commit_command_buffer(); MTLTextureDescriptor* mtl_dst_texture_desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtl_src_texture.pixelFormat width:w height:h mipmapped:NO]; mtl_dst_texture_desc.storageMode = MTLStorageModeManaged; mtl_dst_texture_desc.resourceOptions = MTLResourceStorageModeManaged; mtl_dst_texture_desc.usage = MTLTextureUsageShaderRead + MTLTextureUsageShaderWrite; id mtl_dst_texture = [mtl_src_texture.device newTextureWithDescriptor:mtl_dst_texture_desc]; id cmd_buffer = [_sg.mtl.cmd_queue commandBuffer]; id blit_encoder = [cmd_buffer blitCommandEncoder]; [blit_encoder copyFromTexture:mtl_src_texture sourceSlice:0 sourceLevel:0 sourceOrigin:MTLOriginMake(x,(origin_top_left ? y : (mtl_src_texture.height - (y + h))),0) sourceSize:MTLSizeMake(w,h,1) toTexture:mtl_dst_texture destinationSlice:0 destinationLevel:0 destinationOrigin:MTLOriginMake(0,0,0) ]; [blit_encoder synchronizeTexture:mtl_dst_texture slice:0 level:0]; [blit_encoder endEncoding]; [cmd_buffer commit]; [cmd_buffer waitUntilCompleted]; MTLRegion mtl_region = MTLRegionMake2D(0, 0, w, h); void* temp_pixels = (void*)SOKOL_MALLOC(w * 4 * h); SOKOL_ASSERT(temp_pixels); [mtl_dst_texture getBytes:temp_pixels bytesPerRow:w * 4 fromRegion:mtl_region mipmapLevel:0]; // int res = SDL_ConvertPixels(w, h, _sg_metal_texture_format_to_sdl_pixel_format(mtl_dst_texture_desc.pixelFormat), temp_pixels, w * 4, SDL_PIXELFORMAT_RGBA32, pixels, w * 4); SOKOL_FREE(temp_pixels); SOKOL_ASSERT(res == 0); _SOKOL_UNUSED(res); } static void _sg_metal_query_image_pixels(_sg_image_t* img, void* pixels) { id mtl_src_texture = _sg.mtl.idpool.pool[img->mtl.tex[0]]; _sg_metal_encode_texture_pixels(0, 0, mtl_src_texture.width, mtl_src_texture.height, true, mtl_src_texture, pixels); } static void _sg_metal_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels) { id mtl_drawable = (__bridge id)_sg.mtl.drawable_cb(); _sg_metal_encode_texture_pixels(x, y, w, h, origin_top_left, mtl_drawable.texture, pixels); } static void _sg_metal_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) { sg_image_desc image_desc = { .min_filter = min_filter, .mag_filter = mag_filter, .wrap_u = img->cmn.wrap_u, .wrap_v = img->cmn.wrap_v, .wrap_w = img->cmn.wrap_w, .max_anisotropy = img->cmn.max_anisotropy, .border_color = img->cmn.border_color, }; sg_image_desc desc_def = _sg_image_desc_defaults(&image_desc); img->mtl.sampler_state = _sg_mtl_create_sampler(_sg.mtl.device, &desc_def); img->cmn.min_filter = min_filter; img->cmn.mag_filter = mag_filter; } #endif void sg_query_image_pixels(sg_image img_id, void* pixels, int size) { SOKOL_ASSERT(pixels); SOKOL_ASSERT(img_id.id != SG_INVALID_ID); _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); SOKOL_ASSERT(img); SOKOL_ASSERT(size >= (img->cmn.width * img->cmn.height * 4)); _SOKOL_UNUSED(size); #if defined(_SOKOL_ANY_GL) _sg_gl_query_image_pixels(img, pixels); #elif defined(SOKOL_D3D11) _sg_d3d11_query_image_pixels(img, pixels); #elif defined(SOKOL_METAL) _sg_metal_query_image_pixels(img, pixels); #endif } void sg_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels, int size) { SOKOL_ASSERT(pixels); SOKOL_ASSERT(size >= w*h); _SOKOL_UNUSED(size); #if defined(_SOKOL_ANY_GL) _sg_gl_query_pixels(x, y, w, h, origin_top_left, pixels); #elif defined(SOKOL_D3D11) _sg_d3d11_query_pixels(x, y, w, h, origin_top_left, pixels); #elif defined(SOKOL_METAL) _sg_metal_query_pixels(x, y, w, h, origin_top_left, pixels); #endif } void sg_update_texture_filter(sg_image img_id, sg_filter min_filter, sg_filter mag_filter) { SOKOL_ASSERT(img_id.id != SG_INVALID_ID); _sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id); SOKOL_ASSERT(img); #if defined(_SOKOL_ANY_GL) _sg_gl_update_texture_filter(img, min_filter, mag_filter); #elif defined(SOKOL_D3D11) _sg_d3d11_update_texture_filter(img, min_filter, mag_filter); #elif defined(SOKOL_METAL) _sg_metal_update_texture_filter(img, min_filter, mag_filter); #endif } #endif // SOKOL_GFX_EXT_IMPL_INCLUDED #endif // SOKOL_GFX_EXT_IMPL