librashader/librashader-runtime/src/image.rs
chyyran 3ee5e66c0d presets: make naming more consistent
* `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`
2024-10-02 19:07:09 -04:00

225 lines
6.1 KiB
Rust

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