Added support for external GPU textures to the GPU renderer

This commit is contained in:
Sam Lantinga
2025-10-05 06:44:15 -07:00
parent 4d9295ef1e
commit 941b0a8ea4
2 changed files with 103 additions and 53 deletions

View File

@@ -765,6 +765,19 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
* you want to wrap an existing texture.
*
* With the GPU renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_NUMBER`: the SDL_GPUTexture
* associated with the UV plane of an NV12 texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_NUMBER`: the SDL_GPUTexture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_NUMBER`: the SDL_GPUTexture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* \param renderer the rendering context.
* \param props the properties to use.
* \returns the created texture or NULL on failure; call SDL_GetError() for
@@ -783,30 +796,34 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
*/
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace"
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format"
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access"
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width"
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height"
#define SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER "SDL.texture.create.palette"
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point"
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v"
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace"
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format"
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access"
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width"
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height"
#define SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER "SDL.texture.create.palette"
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point"
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v"
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER "SDL.texture.create.gpu.texture"
#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER "SDL.texture.create.gpu.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER "SDL.texture.create.gpu.texture_u"
#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER "SDL.texture.create.gpu.texture_v"
/**
* Get the properties associated with a texture.

View File

@@ -133,6 +133,7 @@ typedef struct GPU_PaletteData
typedef struct GPU_TextureData
{
bool external_texture;
SDL_GPUTexture *texture;
SDL_GPUTextureFormat format;
void *pixels;
@@ -142,11 +143,14 @@ typedef struct GPU_TextureData
#ifdef SDL_HAVE_YUV
// YV12 texture support
bool yuv;
bool external_texture_u;
bool external_texture_v;
SDL_GPUTexture *textureU;
SDL_GPUTexture *textureV;
// NV12 texture support
bool nv12;
bool external_texture_nv;
SDL_GPUTexture *textureNV;
#endif
} GPU_TextureData;
@@ -261,6 +265,12 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
SDL_GPUTextureFormat format;
SDL_GPUTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
data = (GPU_TextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
return false;
}
texture->internal = data;
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX8:
case SDL_PIXELFORMAT_YV12:
@@ -292,11 +302,7 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
return SDL_SetError("Texture format %s not supported by SDL_GPU",
SDL_GetPixelFormatName(texture->format));
}
data = (GPU_TextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
return false;
}
data->format = format;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
@@ -326,7 +332,6 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
}
texture->internal = data;
SDL_GPUTextureCreateInfo tci;
SDL_zero(tci);
tci.format = format;
@@ -336,11 +341,16 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
tci.width = texture->w;
tci.height = texture->h;
tci.sample_count = SDL_GPU_SAMPLECOUNT_1;
tci.props = create_props;
data->format = format;
data->texture = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->texture) {
return false;
data->texture = SDL_GetPointerProperty(create_props, SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER, NULL);
if (data->texture) {
data->external_texture = true;
} else {
data->texture = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->texture) {
return false;
}
}
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
@@ -354,15 +364,25 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
tci.width = (tci.width + 1) / 2;
tci.height = (tci.height + 1) / 2;
data->textureU = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureU) {
return false;
data->textureU = SDL_GetPointerProperty(create_props, SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER, NULL);
if (data->textureU) {
data->external_texture_u = true;
} else {
data->textureU = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureU) {
return false;
}
}
SDL_SetPointerProperty(props, SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER, data->textureU);
data->textureV = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureV) {
return false;
data->textureV = SDL_GetPointerProperty(create_props, SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER, NULL);
if (data->textureV) {
data->external_texture_v = true;
} else {
data->textureV = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureV) {
return false;
}
}
SDL_SetPointerProperty(props, SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER, data->textureU);
@@ -378,17 +398,22 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
data->nv12 = true;
tci.width = ((tci.width + 1) / 2);
tci.height = ((tci.height + 1) / 2);
if (texture->format == SDL_PIXELFORMAT_P010) {
tci.format = SDL_GPU_TEXTUREFORMAT_R16G16_UNORM;
data->textureNV = SDL_GetPointerProperty(create_props, SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER, NULL);
if (data->textureNV) {
data->external_texture_nv = true;
} else {
tci.format = SDL_GPU_TEXTUREFORMAT_R8G8_UNORM;
}
tci.width = ((tci.width + 1) / 2);
tci.height = ((tci.height + 1) / 2);
if (texture->format == SDL_PIXELFORMAT_P010) {
tci.format = SDL_GPU_TEXTUREFORMAT_R16G16_UNORM;
} else {
tci.format = SDL_GPU_TEXTUREFORMAT_R8G8_UNORM;
}
data->textureNV = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureNV) {
return false;
data->textureNV = SDL_CreateGPUTexture(renderdata->device, &tci);
if (!data->textureNV) {
return false;
}
}
SDL_SetPointerProperty(props, SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER, data->textureNV);
@@ -1484,11 +1509,19 @@ static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
return;
}
SDL_ReleaseGPUTexture(renderdata->device, data->texture);
if (!data->external_texture) {
SDL_ReleaseGPUTexture(renderdata->device, data->texture);
}
#ifdef SDL_HAVE_YUV
SDL_ReleaseGPUTexture(renderdata->device, data->textureU);
SDL_ReleaseGPUTexture(renderdata->device, data->textureV);
SDL_ReleaseGPUTexture(renderdata->device, data->textureNV);
if (!data->external_texture_u) {
SDL_ReleaseGPUTexture(renderdata->device, data->textureU);
}
if (!data->external_texture_v) {
SDL_ReleaseGPUTexture(renderdata->device, data->textureV);
}
if (!data->external_texture_nv) {
SDL_ReleaseGPUTexture(renderdata->device, data->textureNV);
}
#endif
SDL_free(data->pixels);
SDL_free(data);