prosperon/source/engine/thirdparty/sokol/sokol_gfx_ext.h
2023-09-12 05:02:57 +00:00

404 lines
15 KiB
Objective-C

/*
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 <stdbool.h>
#include <stdint.h>
#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 <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
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<MTLTexture> 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<MTLTexture> mtl_dst_texture = [mtl_src_texture.device newTextureWithDescriptor:mtl_dst_texture_desc];
id<MTLCommandBuffer> cmd_buffer = [_sg.mtl.cmd_queue commandBuffer];
id<MTLBlitCommandEncoder> 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<MTLTexture> 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<CAMetalDrawable> mtl_drawable = (__bridge id<CAMetalDrawable>)_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