renderer: clean up image.zig, reduce repetitive code

This commit is contained in:
Qwerasd
2025-06-24 15:04:22 -06:00
committed by Mitchell Hashimoto
parent ca5f301eb1
commit 03bdb92292
4 changed files with 191 additions and 295 deletions

View File

@@ -8,7 +8,7 @@ pub const Error = @import("error.zig").Error;
pub const ImageData = struct {
width: u32,
height: u32,
data: []const u8,
data: []u8,
};
test {

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@@ -33,6 +33,24 @@ pub fn rgbToRgba(alloc: Allocator, src: []const u8) Error![]u8 {
);
}
pub fn bgrToRgba(alloc: Allocator, src: []const u8) Error![]u8 {
return swizzle(
alloc,
src,
c.WUFFS_BASE__PIXEL_FORMAT__BGR,
c.WUFFS_BASE__PIXEL_FORMAT__RGBA_PREMUL,
);
}
pub fn bgraToRgba(alloc: Allocator, src: []const u8) Error![]u8 {
return swizzle(
alloc,
src,
c.WUFFS_BASE__PIXEL_FORMAT__BGRA_PREMUL,
c.WUFFS_BASE__PIXEL_FORMAT__RGBA_PREMUL,
);
}
fn swizzle(
alloc: Allocator,
src: []const u8,

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@@ -1753,9 +1753,9 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
if (img_top_y > bot_y) return;
if (img_bot_y < top_y) return;
// We need to prep this image for upload if it isn't in the cache OR
// it is in the cache but the transmit time doesn't match meaning this
// image is different.
// We need to prep this image for upload if it isn't in the
// cache OR it is in the cache but the transmit time doesn't
// match meaning this image is different.
try self.prepKittyImage(image);
// Calculate the dimensions of our image, taking in to
@@ -1819,16 +1819,17 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
const pending: Image.Pending = .{
.width = image.width,
.height = image.height,
.pixel_format = switch (image.format) {
.gray => .gray,
.gray_alpha => .gray_alpha,
.rgb => .rgb,
.rgba => .rgba,
.png => unreachable, // should be decoded by now
},
.data = data.ptr,
};
const new_image: Image = switch (image.format) {
.gray => .{ .pending_gray = pending },
.gray_alpha => .{ .pending_gray_alpha = pending },
.rgb => .{ .pending_rgb = pending },
.rgba => .{ .pending_rgba = pending },
.png => unreachable, // should be decoded by now
};
const new_image: Image = .{ .pending = pending };
if (!gop.found_existing) {
gop.value_ptr.* = .{
@@ -1842,6 +1843,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
);
}
try gop.value_ptr.image.prepForUpload(self.alloc);
gop.value_ptr.transmit_time = image.transmit_time;
}
@@ -1850,27 +1853,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
fn uploadKittyImages(self: *Self) !void {
var image_it = self.images.iterator();
while (image_it.next()) |kv| {
switch (kv.value_ptr.image) {
.ready => {},
.pending_gray,
.pending_gray_alpha,
.pending_rgb,
.pending_rgba,
.replace_gray,
.replace_gray_alpha,
.replace_rgb,
.replace_rgba,
=> try kv.value_ptr.image.upload(self.alloc, &self.api),
.unload_pending,
.unload_replace,
.unload_ready,
=> {
kv.value_ptr.image.deinit(self.alloc);
self.images.removeByPtr(kv.key_ptr);
},
const img = &kv.value_ptr.image;
if (img.isUnloading()) {
img.deinit(self.alloc);
self.images.removeByPtr(kv.key_ptr);
return;
}
if (img.isPending()) try img.upload(self.alloc, &self.api);
}
}

View File

@@ -40,34 +40,27 @@ pub const ImageMap = std.AutoHashMapUnmanaged(u32, struct {
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.
/// The state for a single image that is to be rendered.
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.
/// The image data is pending upload to the GPU.
///
/// 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 data is owned by this union so it must be freed once uploaded.
pending: 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,
/// This is the same as the pending states but there is
/// a texture already allocated that we want to replace.
replace: Replace,
/// The image is uploaded and ready to be used.
ready: Texture,
/// The image is uploaded but is scheduled to be unloaded.
unload_pending: []u8,
/// The image isn't uploaded yet but is scheduled to be unloaded.
unload_pending: Pending,
/// The image is uploaded and is scheduled to be unloaded.
unload_ready: Texture,
unload_replace: struct { []u8, Texture },
/// The image is uploaded and scheduled to be replaced
/// with new data, but it's also scheduled to be unloaded.
unload_replace: Replace,
pub const Replace = struct {
texture: Texture,
@@ -78,53 +71,58 @@ pub const Image = union(enum) {
pub const Pending = struct {
height: u32,
width: u32,
pixel_format: PixelFormat,
/// Data is always expected to be (width * height * depth). Depth
/// is based on the union key.
/// Data is always expected to be (width * height * bpp).
data: [*]u8,
pub fn dataSlice(self: Pending, d: u32) []u8 {
return self.data[0..self.len(d)];
pub fn dataSlice(self: Pending) []u8 {
return self.data[0..self.len()];
}
pub fn len(self: Pending, d: u32) u32 {
return self.width * self.height * d;
pub fn len(self: Pending) usize {
return self.width * self.height * self.pixel_format.bpp();
}
pub const PixelFormat = enum {
/// 1 byte per pixel grayscale.
gray,
/// 2 bytes per pixel grayscale + alpha.
gray_alpha,
/// 3 bytes per pixel RGB.
rgb,
/// 3 bytes per pixel BGR.
bgr,
/// 4 byte per pixel RGBA.
rgba,
/// 4 byte per pixel BGRA.
bgra,
/// Get bytes per pixel for this format.
pub inline fn bpp(self: PixelFormat) usize {
return switch (self) {
.gray => 1,
.gray_alpha => 2,
.rgb => 3,
.bgr => 3,
.rgba => 4,
.bgra => 4,
};
}
};
};
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),
.pending,
.unload_pending,
=> |p| alloc.free(p.dataSlice()),
.replace_gray => |r| {
alloc.free(r.pending.dataSlice(1));
.replace, .unload_replace => |r| {
alloc.free(r.pending.dataSlice());
r.texture.deinit();
},
.replace_gray_alpha => |r| {
alloc.free(r.pending.dataSlice(2));
r.texture.deinit();
},
.replace_rgb => |r| {
alloc.free(r.pending.dataSlice(3));
r.texture.deinit();
},
.replace_rgba => |r| {
alloc.free(r.pending.dataSlice(4));
r.texture.deinit();
},
.unload_replace => |r| {
alloc.free(r[0]);
r[1].deinit();
},
.ready,
.unload_ready,
=> |t| t.deinit(),
@@ -139,150 +137,55 @@ pub const Image = union(enum) {
.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,
} },
.ready => |t| .{ .unload_ready = t },
.pending => |p| .{ .unload_pending = p },
.replace => |r| .{ .unload_replace = r },
};
}
/// 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.
/// Mark the current image to be replaced with a pending one. This will
/// attempt to update the existing texture if we have one, otherwise it
/// will act like a new upload.
pub fn markForReplace(self: *Image, alloc: Allocator, img: Image) !void {
assert(img.pending() != null);
assert(img.isPending());
// 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: Texture = 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,
};
// If we have pending data right now, free it.
if (self.getPending()) |p| {
alloc.free(p.dataSlice());
}
// If we have an existing texture, use it in the replace.
if (self.getTexture()) |t| {
self.* = .{ .replace = .{
.texture = t,
.pending = img.getPending().?,
} };
return;
}
// Otherwise we just become a pending image.
self.* = .{ .pending = img.getPending().? };
}
/// Returns true if this image is pending upload.
pub fn isPending(self: Image) bool {
return self.pending() != null;
return self.getPending() != null;
}
/// Returns true if this image is pending an unload.
/// Returns true if this image has an associated texture.
pub fn hasTexture(self: Image) bool {
return self.getTexture() != null;
}
/// Returns true if this image is marked for unload.
pub fn isUnloading(self: Image) bool {
return switch (self) {
.unload_pending,
.unload_replace,
.unload_ready,
=> true,
.pending,
.replace,
.ready,
.pending_gray,
.pending_gray_alpha,
.pending_rgb,
.pending_rgba,
=> false,
};
}
@@ -291,123 +194,109 @@ pub const Image = union(enum) {
/// If the data is already in a format that can be uploaded, this is a
/// no-op.
pub fn convert(self: *Image, alloc: Allocator) wuffs.Error!void {
const p = self.getPendingPointer().?;
// As things stand, we currently convert all images to RGBA before
// uploading to the GPU. This just makes things easier. In the future
// we may want to support other formats.
switch (self.*) {
.ready,
.unload_pending,
.unload_replace,
.unload_ready,
=> unreachable, // invalid
.pending_rgba,
.replace_rgba,
=> {}, // ready
.pending_rgb => |*p| {
const data = p.dataSlice(3);
const rgba = try wuffs.swizzle.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 wuffs.swizzle.rgbToRgba(alloc, data);
alloc.free(data);
r.pending.data = rgba.ptr;
self.* = .{ .replace_rgba = r.* };
},
.pending_gray => |*p| {
const data = p.dataSlice(1);
const rgba = try wuffs.swizzle.gToRgba(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 wuffs.swizzle.gToRgba(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 wuffs.swizzle.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 wuffs.swizzle.gaToRgba(alloc, data);
alloc.free(data);
r.pending.data = rgba.ptr;
self.* = .{ .replace_rgba = r.* };
},
}
if (p.pixel_format == .rgba) return;
// If the pending data isn't RGBA we'll need to swizzle it.
const data = p.dataSlice();
const rgba = try switch (p.pixel_format) {
.gray => wuffs.swizzle.gToRgba(alloc, data),
.gray_alpha => wuffs.swizzle.gaToRgba(alloc, data),
.rgb => wuffs.swizzle.rgbToRgba(alloc, data),
.bgr => wuffs.swizzle.bgrToRgba(alloc, data),
.rgba => unreachable,
.bgra => wuffs.swizzle.bgraToRgba(alloc, data),
};
alloc.free(data);
p.data = rgba.ptr;
p.pixel_format = .rgba;
}
/// Upload the pending image to the GPU and change the state of this
/// image to ready.
/// Prepare the pending image data for upload to the GPU.
/// This doesn't need GPU access so is safe to call any time.
pub fn prepForUpload(self: *Image, alloc: Allocator) !void {
assert(self.isPending());
try self.convert(alloc);
}
/// Upload the pending image to the GPU and
/// change the state of this image to ready.
pub fn upload(
self: *Image,
alloc: Allocator,
api: *const GraphicsAPI,
) !void {
// Convert our data if we have to
try self.convert(alloc);
assert(self.isPending());
try self.prepForUpload(alloc);
// Get our pending info
const p = self.pending().?;
const p = self.getPending().?;
// Create our texture
const texture = try Texture.init(
api.imageTextureOptions(.rgba, true),
@intCast(p.width),
@intCast(p.height),
p.data[0 .. p.width * p.height * self.depth()],
p.dataSlice(),
);
// 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.
// NOTE: For the `replace` state, 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 {
/// Returns any pending image data for this image that requires upload.
///
/// If there is no pending data to upload, returns null.
fn getPending(self: Image) ?Pending {
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,
.pending,
.unload_pending,
=> |p| p,
.replace_rgb,
.replace_rgba,
.replace,
.unload_replace,
=> |r| r.pending,
else => null,
};
}
/// Returns the texture for this image.
///
/// If there is no texture for it yet, returns null.
fn getTexture(self: Image) ?Texture {
return switch (self) {
.ready,
.unload_ready,
=> |t| t,
.replace,
.unload_replace,
=> |r| r.texture,
else => null,
};
}
// Same as getPending but returns a pointer instead of a copy.
fn getPendingPointer(self: *Image) ?*Pending {
return switch (self.*) {
.pending => return &self.pending,
.unload_pending => return &self.unload_pending,
.replace => return &self.replace.pending,
.unload_replace => return &self.unload_replace.pending,
else => null,
};
}
};