3ee5e66c0d
* `ShaderPassConfig` -> `PassConfig` * `ShaderPassData` -> `PassResource` * `TextureData` -> `TextureResource` * `ShaderPresetResource` -> `LoadedResource` * `ShaderPassMeta` -> `PassMeta` * `ShaderPreset::shaders` -> `ShaderPreset::passes` * `ShaderPreset::shader_count` -> `ShaderPreset::pass_count` * `ShaderPresetPack::shaders` -> `ShaderPresetPack::passes` * `ShaderPresetPack::shader_count` -> `ShaderPresetPack::pass_count`
225 lines
6.1 KiB
Rust
225 lines
6.1 KiB
Rust
pub use image::ImageError;
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use librashader_common::Size;
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use std::marker::PhantomData;
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use image::error::{LimitError, LimitErrorKind};
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use image::DynamicImage;
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use librashader_pack::{TextureBuffer, TextureResource};
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use librashader_presets::TextureMeta;
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use std::path::Path;
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/// An uncompressed raw image ready to upload to GPU buffers.
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pub struct Image<P: PixelFormat = RGBA8> {
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/// The raw bytes of the image.
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pub bytes: Vec<u8>,
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/// The size dimensions of the image.
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pub size: Size<u32>,
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/// The byte pitch of the image.
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pub pitch: usize,
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_pd: PhantomData<P>,
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}
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/// R8G8B8A8 pixel format.
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///
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/// Every RGB with alpha pixel is represented with 32 bits.
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pub struct RGBA8;
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/// B8G8R8A8 pixel format.
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///
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/// Every BGR with alpha pixel is represented with 32 bits.
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pub struct BGRA8;
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/// A8R8G8B8 pixel format.
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///
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/// Every BGR with alpha pixel is represented with 32 bits.
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pub struct ARGB8;
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/// Represents an image pixel format to convert images into.
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pub trait PixelFormat {
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#[doc(hidden)]
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fn convert(pixels: &mut Vec<u8>);
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}
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impl PixelFormat for RGBA8 {
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fn convert(_pixels: &mut Vec<u8>) {}
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}
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impl PixelFormat for BGRA8 {
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fn convert(pixels: &mut Vec<u8>) {
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const BGRA_SWIZZLE: &[usize; 32] = &generate_swizzle([2, 1, 0, 3]);
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swizzle_pixels(pixels, BGRA_SWIZZLE);
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}
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}
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impl PixelFormat for ARGB8 {
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fn convert(pixels: &mut Vec<u8>) {
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const ARGB_SWIZZLE: &[usize; 32] = &generate_swizzle([3, 0, 1, 2]);
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swizzle_pixels(pixels, ARGB_SWIZZLE);
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}
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}
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/// The direction of UV coordinates to load the image for.
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#[derive(Copy, Clone, Debug, Eq, PartialEq)]
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pub enum UVDirection {
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/// Origin is at the top left (Direct3D, Vulkan)
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TopLeft,
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/// Origin is at the bottom left (OpenGL)
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BottomLeft,
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}
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impl<P: PixelFormat> Image<P> {
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/// Load the image from the path as RGBA8.
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pub fn load(path: impl AsRef<Path>, direction: UVDirection) -> Result<Self, ImageError> {
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let image = image::open(path.as_ref())?;
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Ok(Self::convert(image, direction))
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}
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/// Load te image from a [`TextureBuffer`] from a [`ShaderPresetPack`](librashader_pack::ShaderPresetPack).
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pub fn load_from_buffer(
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buffer: TextureBuffer,
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direction: UVDirection,
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) -> Result<Self, ImageError> {
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let Some(image) = buffer.into() else {
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return Err(ImageError::Limits(LimitError::from_kind(
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LimitErrorKind::InsufficientMemory,
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)));
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};
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let image = DynamicImage::ImageRgba8(image);
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Ok(Self::convert(image, direction))
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}
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fn convert(mut image: DynamicImage, direction: UVDirection) -> Self {
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if direction == UVDirection::BottomLeft {
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image = image.flipv();
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}
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let image = if let DynamicImage::ImageRgba8(image) = image {
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image
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} else {
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image.to_rgba8()
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};
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let height = image.height();
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let width = image.width();
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let pitch = image
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.sample_layout()
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.height_stride
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.max(image.sample_layout().width_stride);
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let mut bytes = image.into_raw();
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P::convert(&mut bytes);
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Image {
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bytes,
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pitch,
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size: Size { height, width },
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_pd: Default::default(),
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}
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}
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}
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/// Loaded texture data in the proper pixel format from a [`TextureResource`].
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pub struct LoadedTexture<P: PixelFormat = RGBA8> {
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/// The loaded image data
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pub image: Image<P>,
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/// Meta information about the texture
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pub meta: TextureMeta,
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}
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impl<P: PixelFormat> LoadedTexture<P> {
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/// Load the texture with the given UV direction and subpixel ordering.
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pub fn from_texture(
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texture: TextureResource,
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direction: UVDirection,
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) -> Result<Self, ImageError> {
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Ok(LoadedTexture {
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meta: texture.meta,
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image: Image::load_from_buffer(texture.data, direction)?,
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})
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}
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}
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// load-bearing #[inline(always)], without it llvm will not vectorize.
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#[inline(always)]
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fn swizzle_pixels(pixels: &mut Vec<u8>, swizzle: &'static [usize; 32]) {
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assert!(pixels.len() % 4 == 0);
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let mut chunks = pixels.chunks_exact_mut(32);
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// This should vectorize faster than a naive mem swap
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for chunk in &mut chunks {
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let tmp = swizzle.map(|i| chunk[i]);
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chunk.copy_from_slice(&tmp[..])
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}
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let remainder = chunks.into_remainder();
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for chunk in remainder.chunks_exact_mut(4) {
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let argb = [
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chunk[swizzle[0]],
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chunk[swizzle[1]],
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chunk[swizzle[2]],
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chunk[swizzle[3]],
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];
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chunk.copy_from_slice(&argb[..])
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}
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}
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const fn generate_swizzle<const LEN: usize>(swizzle: [usize; 4]) -> [usize; LEN] {
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assert!(LEN % 4 == 0, "length of swizzle must be divisible by 4");
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let mut out: [usize; LEN] = [0; LEN];
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let mut index = 0;
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while index < LEN {
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let chunk = [index, index + 1, index + 2, index + 3];
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out[index + 0] = chunk[swizzle[0]];
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out[index + 1] = chunk[swizzle[1]];
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out[index + 2] = chunk[swizzle[2]];
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out[index + 3] = chunk[swizzle[3]];
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index += 4;
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}
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out
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}
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#[cfg(test)]
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mod test {
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use crate::image::generate_swizzle;
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#[test]
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pub fn generate_normal_swizzle() {
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let swizzle = generate_swizzle::<32>([0, 1, 2, 3]);
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assert_eq!(
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swizzle,
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#[rustfmt::skip]
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[
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0, 1, 2, 3,
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4, 5, 6, 7,
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8, 9, 10, 11,
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12, 13, 14, 15,
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16, 17, 18, 19,
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20, 21, 22, 23,
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24, 25, 26, 27,
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28, 29, 30, 31
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]
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)
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}
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#[test]
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pub fn generate_argb_swizzle() {
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let swizzle = generate_swizzle::<32>([3, 0, 1, 2]);
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assert_eq!(
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swizzle,
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#[rustfmt::skip]
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[
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3, 0, 1, 2,
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7, 4, 5, 6,
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11, 8, 9, 10,
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15, 12, 13, 14,
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19, 16, 17, 18,
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23, 20, 21, 22,
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27, 24, 25, 26,
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31, 28, 29, 30
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]
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)
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}
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}
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