501 lines
16 KiB
Zig

const std = @import("std");
const Allocator = std.mem.Allocator;
const assert = std.debug.assert;
const objc = @import("objc");
const mtl = @import("api.zig");
/// Represents a single image placement on the grid. A placement is a
/// request to render an instance of an image.
pub const Placement = struct {
/// The image being rendered. This MUST be in the image map.
image_id: u32,
/// The grid x/y where this placement is located.
x: u32,
y: u32,
z: i32,
/// The width/height of the placed image.
width: u32,
height: u32,
/// The offset in pixels from the top left of the cell. This is
/// clamped to the size of a cell.
cell_offset_x: u32,
cell_offset_y: u32,
/// The source rectangle of the placement.
source_x: u32,
source_y: u32,
source_width: u32,
source_height: u32,
};
/// The map used for storing images.
pub const ImageMap = std.AutoHashMapUnmanaged(u32, struct {
image: Image,
transmit_time: std.time.Instant,
});
/// The state for a single image that is to be rendered. The image can be
/// pending upload or ready to use with a texture.
pub const Image = union(enum) {
/// The image is pending upload to the GPU. The different keys are
/// different formats since some formats aren't accepted by the GPU
/// and require conversion.
///
/// This data is owned by this union so it must be freed once the
/// image is uploaded.
pending_gray: Pending,
pending_gray_alpha: Pending,
pending_rgb: Pending,
pending_rgba: Pending,
/// This is the same as the pending states but there is a texture
/// already allocated that we want to replace.
replace_gray: Replace,
replace_gray_alpha: Replace,
replace_rgb: Replace,
replace_rgba: Replace,
/// The image is uploaded and ready to be used.
ready: objc.Object, // MTLTexture
/// The image is uploaded but is scheduled to be unloaded.
unload_pending: []u8,
unload_ready: objc.Object, // MTLTexture
unload_replace: struct { []u8, objc.Object },
pub const Replace = struct {
texture: objc.Object,
pending: Pending,
};
/// Pending image data that needs to be uploaded to the GPU.
pub const Pending = struct {
height: u32,
width: u32,
/// Data is always expected to be (width * height * depth). Depth
/// is based on the union key.
data: [*]u8,
pub fn dataSlice(self: Pending, d: u32) []u8 {
return self.data[0..self.len(d)];
}
pub fn len(self: Pending, d: u32) u32 {
return self.width * self.height * d;
}
};
pub fn deinit(self: Image, alloc: Allocator) void {
switch (self) {
.pending_gray => |p| alloc.free(p.dataSlice(1)),
.pending_gray_alpha => |p| alloc.free(p.dataSlice(2)),
.pending_rgb => |p| alloc.free(p.dataSlice(3)),
.pending_rgba => |p| alloc.free(p.dataSlice(4)),
.unload_pending => |data| alloc.free(data),
.replace_gray => |r| {
alloc.free(r.pending.dataSlice(1));
r.texture.msgSend(void, objc.sel("release"), .{});
},
.replace_gray_alpha => |r| {
alloc.free(r.pending.dataSlice(2));
r.texture.msgSend(void, objc.sel("release"), .{});
},
.replace_rgb => |r| {
alloc.free(r.pending.dataSlice(3));
r.texture.msgSend(void, objc.sel("release"), .{});
},
.replace_rgba => |r| {
alloc.free(r.pending.dataSlice(4));
r.texture.msgSend(void, objc.sel("release"), .{});
},
.unload_replace => |r| {
alloc.free(r[0]);
r[1].msgSend(void, objc.sel("release"), .{});
},
.ready,
.unload_ready,
=> |obj| obj.msgSend(void, objc.sel("release"), .{}),
}
}
/// Mark this image for unload whatever state it is in.
pub fn markForUnload(self: *Image) void {
self.* = switch (self.*) {
.unload_pending,
.unload_replace,
.unload_ready,
=> return,
.ready => |obj| .{ .unload_ready = obj },
.pending_gray => |p| .{ .unload_pending = p.dataSlice(1) },
.pending_gray_alpha => |p| .{ .unload_pending = p.dataSlice(2) },
.pending_rgb => |p| .{ .unload_pending = p.dataSlice(3) },
.pending_rgba => |p| .{ .unload_pending = p.dataSlice(4) },
.replace_gray => |r| .{ .unload_replace = .{
r.pending.dataSlice(1), r.texture,
} },
.replace_gray_alpha => |r| .{ .unload_replace = .{
r.pending.dataSlice(2), r.texture,
} },
.replace_rgb => |r| .{ .unload_replace = .{
r.pending.dataSlice(3), r.texture,
} },
.replace_rgba => |r| .{ .unload_replace = .{
r.pending.dataSlice(4), r.texture,
} },
};
}
/// Replace the currently pending image with a new one. This will
/// attempt to update the existing texture if it is already allocated.
/// If the texture is not allocated, this will act like a new upload.
///
/// This function only marks the image for replace. The actual logic
/// to replace is done later.
pub fn markForReplace(self: *Image, alloc: Allocator, img: Image) !void {
assert(img.pending() != null);
// Get our existing texture. This switch statement will also handle
// scenarios where there is no existing texture and we can modify
// the self pointer directly.
const existing: objc.Object = switch (self.*) {
// For pending, we can free the old data and become pending
// ourselves.
.pending_gray => |p| {
alloc.free(p.dataSlice(1));
self.* = img;
return;
},
.pending_gray_alpha => |p| {
alloc.free(p.dataSlice(2));
self.* = img;
return;
},
.pending_rgb => |p| {
alloc.free(p.dataSlice(3));
self.* = img;
return;
},
.pending_rgba => |p| {
alloc.free(p.dataSlice(4));
self.* = img;
return;
},
// If we're marked for unload but we just have pending data,
// this behaves the same as a normal "pending": free the data,
// become new pending.
.unload_pending => |data| {
alloc.free(data);
self.* = img;
return;
},
.unload_replace => |r| existing: {
alloc.free(r[0]);
break :existing r[1];
},
// If we were already pending a replacement, then we free our
// existing pending data and use the same texture.
.replace_gray => |r| existing: {
alloc.free(r.pending.dataSlice(1));
break :existing r.texture;
},
.replace_gray_alpha => |r| existing: {
alloc.free(r.pending.dataSlice(2));
break :existing r.texture;
},
.replace_rgb => |r| existing: {
alloc.free(r.pending.dataSlice(3));
break :existing r.texture;
},
.replace_rgba => |r| existing: {
alloc.free(r.pending.dataSlice(4));
break :existing r.texture;
},
// For both ready and unload_ready, we need to replace the
// texture. We can't do that here, so we just mark ourselves
// for replacement.
.ready, .unload_ready => |tex| tex,
};
// We now have an existing texture, so set the proper replace key.
self.* = switch (img) {
.pending_gray => |p| .{ .replace_gray = .{
.texture = existing,
.pending = p,
} },
.pending_gray_alpha => |p| .{ .replace_gray_alpha = .{
.texture = existing,
.pending = p,
} },
.pending_rgb => |p| .{ .replace_rgb = .{
.texture = existing,
.pending = p,
} },
.pending_rgba => |p| .{ .replace_rgba = .{
.texture = existing,
.pending = p,
} },
else => unreachable,
};
}
/// Returns true if this image is pending upload.
pub fn isPending(self: Image) bool {
return self.pending() != null;
}
/// Returns true if this image is pending an unload.
pub fn isUnloading(self: Image) bool {
return switch (self) {
.unload_pending,
.unload_ready,
=> true,
.ready,
.pending_rgb,
.pending_rgba,
=> false,
};
}
/// Converts the image data to a format that can be uploaded to the GPU.
/// If the data is already in a format that can be uploaded, this is a
/// no-op.
pub fn convert(self: *Image, alloc: Allocator) !void {
switch (self.*) {
.ready,
.unload_pending,
.unload_replace,
.unload_ready,
=> unreachable, // invalid
.pending_rgba,
.replace_rgba,
=> {}, // ready
// RGB needs to be converted to RGBA because Metal textures
// don't support RGB.
.pending_rgb => |*p| {
// Note: this is the slowest possible way to do this...
const data = p.dataSlice(3);
const rgba = try rgbToRgba(alloc, data);
alloc.free(data);
p.data = rgba.ptr;
self.* = .{ .pending_rgba = p.* };
},
.replace_rgb => |*r| {
const data = r.pending.dataSlice(3);
const rgba = try rgbToRgba(alloc, data);
alloc.free(data);
r.pending.data = rgba.ptr;
self.* = .{ .replace_rgba = r.* };
},
// Gray and Gray+Alpha need to be converted to RGBA, too.
.pending_gray => |*p| {
const data = p.dataSlice(1);
const rgba = try grayToRgba(alloc, data);
alloc.free(data);
p.data = rgba.ptr;
self.* = .{ .pending_rgba = p.* };
},
.replace_gray => |*r| {
const data = r.pending.dataSlice(2);
const rgba = try grayToRgba(alloc, data);
alloc.free(data);
r.pending.data = rgba.ptr;
self.* = .{ .replace_rgba = r.* };
},
.pending_gray_alpha => |*p| {
const data = p.dataSlice(2);
const rgba = try gaToRgba(alloc, data);
alloc.free(data);
p.data = rgba.ptr;
self.* = .{ .pending_rgba = p.* };
},
.replace_gray_alpha => |*r| {
const data = r.pending.dataSlice(2);
const rgba = try gaToRgba(alloc, data);
alloc.free(data);
r.pending.data = rgba.ptr;
self.* = .{ .replace_rgba = r.* };
},
}
}
fn grayToRgba(alloc: Allocator, data: []const u8) ![]u8 {
const pixels = data.len;
var rgba = try alloc.alloc(u8, pixels * 4);
errdefer alloc.free(rgba);
var i: usize = 0;
while (i < pixels) : (i += 1) {
const rgba_i = i * 4;
rgba[rgba_i] = data[i];
rgba[rgba_i + 1] = data[i];
rgba[rgba_i + 2] = data[i];
rgba[rgba_i + 3] = 255;
}
return rgba;
}
fn gaToRgba(alloc: Allocator, data: []const u8) ![]u8 {
const pixels = data.len / 2;
var rgba = try alloc.alloc(u8, pixels * 4);
errdefer alloc.free(rgba);
var i: usize = 0;
while (i < pixels) : (i += 1) {
const data_i = i * 2;
const rgba_i = i * 4;
rgba[rgba_i] = data[data_i];
rgba[rgba_i + 1] = data[data_i];
rgba[rgba_i + 2] = data[data_i];
rgba[rgba_i + 3] = data[data_i + 1];
}
return rgba;
}
fn rgbToRgba(alloc: Allocator, data: []const u8) ![]u8 {
const pixels = data.len / 3;
var rgba = try alloc.alloc(u8, pixels * 4);
errdefer alloc.free(rgba);
var i: usize = 0;
while (i < pixels) : (i += 1) {
const data_i = i * 3;
const rgba_i = i * 4;
rgba[rgba_i] = data[data_i];
rgba[rgba_i + 1] = data[data_i + 1];
rgba[rgba_i + 2] = data[data_i + 2];
rgba[rgba_i + 3] = 255;
}
return rgba;
}
/// Upload the pending image to the GPU and change the state of this
/// image to ready.
pub fn upload(
self: *Image,
alloc: Allocator,
device: objc.Object,
) !void {
// Convert our data if we have to
try self.convert(alloc);
// Get our pending info
const p = self.pending().?;
// Create our texture
const texture = try initTexture(p, device);
errdefer texture.msgSend(void, objc.sel("release"), .{});
// Upload our data
const d = self.depth();
texture.msgSend(
void,
objc.sel("replaceRegion:mipmapLevel:withBytes:bytesPerRow:"),
.{
mtl.MTLRegion{
.origin = .{ .x = 0, .y = 0, .z = 0 },
.size = .{
.width = @intCast(p.width),
.height = @intCast(p.height),
.depth = 1,
},
},
@as(c_ulong, 0),
@as(*const anyopaque, p.data),
@as(c_ulong, d * p.width),
},
);
// Uploaded. We can now clear our data and change our state.
//
// NOTE: For "replace_*" states, this will free the old texture.
// We don't currently actually replace the existing texture in-place
// but that is an optimization we can do later.
self.deinit(alloc);
self.* = .{ .ready = texture };
}
/// Our pixel depth
fn depth(self: Image) u32 {
return switch (self) {
.pending_rgb => 3,
.pending_rgba => 4,
.replace_rgb => 3,
.replace_rgba => 4,
else => unreachable,
};
}
/// Returns true if this image is in a pending state and requires upload.
fn pending(self: Image) ?Pending {
return switch (self) {
.pending_rgb,
.pending_rgba,
=> |p| p,
.replace_rgb,
.replace_rgba,
=> |r| r.pending,
else => null,
};
}
fn initTexture(p: Pending, device: objc.Object) !objc.Object {
// Create our descriptor
const desc = init: {
const Class = objc.getClass("MTLTextureDescriptor").?;
const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{});
const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
break :init id_init;
};
// Set our properties
desc.setProperty("pixelFormat", @intFromEnum(mtl.MTLPixelFormat.rgba8uint));
desc.setProperty("width", @as(c_ulong, @intCast(p.width)));
desc.setProperty("height", @as(c_ulong, @intCast(p.height)));
// Initialize
const id = device.msgSend(
?*anyopaque,
objc.sel("newTextureWithDescriptor:"),
.{desc},
) orelse return error.MetalFailed;
return objc.Object.fromId(id);
}
};