renderer: unify image.zig

The code in metal/image.zig and opengl/image.zig was virtually identical
save for the texture options, so I've moved that to the GraphicsAPI and
unified them in to renderer/image.zig
This commit is contained in:
Qwerasd
2025-06-23 13:12:17 -06:00
parent 7eb3e813dd
commit df8dc33ab6
6 changed files with 96 additions and 465 deletions

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@@ -3,6 +3,7 @@ const std = @import("std");
pub const png = @import("png.zig");
pub const jpeg = @import("jpeg.zig");
pub const swizzle = @import("swizzle.zig");
pub const Error = @import("error.zig").Error;
pub const ImageData = struct {
width: u32,

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@@ -29,8 +29,6 @@ pub const Buffer = bufferpkg.Buffer;
pub const Texture = @import("metal/Texture.zig");
pub const shaders = @import("metal/shaders.zig");
pub const imagepkg = @import("metal/image.zig");
pub const custom_shader_target: shadertoy.Target = .msl;
// The fragCoord for Metal shaders is +Y = down.
pub const custom_shader_y_is_down = true;
@@ -304,6 +302,44 @@ pub inline fn textureOptions(self: Metal) Texture.Options {
};
}
/// Pixel format for image texture options.
pub const ImageTextureFormat = enum {
/// 1 byte per pixel grayscale.
gray,
/// 4 bytes per pixel RGBA.
rgba,
/// 4 bytes per pixel BGRA.
bgra,
fn toPixelFormat(
self: ImageTextureFormat,
srgb: bool,
) mtl.MTLPixelFormat {
return switch (self) {
.gray => if (srgb) .r8unorm_srgb else .r8unorm,
.rgba => if (srgb) .rgba8unorm_srgb else .rgba8unorm,
.bgra => if (srgb) .bgra8unorm_srgb else .bgra8unorm,
};
}
};
/// Returns the options to use when constructing textures for images.
pub inline fn imageTextureOptions(
self: Metal,
format: ImageTextureFormat,
srgb: bool,
) Texture.Options {
return .{
.device = self.device,
.pixel_format = format.toPixelFormat(srgb),
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
/// Initializes a Texture suitable for the provided font atlas.
pub fn initAtlasTexture(
self: *const Metal,

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@@ -24,8 +24,6 @@ pub const Buffer = bufferpkg.Buffer;
pub const Texture = @import("opengl/Texture.zig");
pub const shaders = @import("opengl/shaders.zig");
pub const imagepkg = @import("opengl/image.zig");
pub const custom_shader_target: shadertoy.Target = .glsl;
// The fragCoord for OpenGL shaders is +Y = up.
pub const custom_shader_y_is_down = false;
@@ -401,6 +399,38 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options {
};
}
/// Pixel format for image texture options.
pub const ImageTextureFormat = enum {
/// 1 byte per pixel grayscale.
gray,
/// 4 bytes per pixel RGBA.
rgba,
/// 4 bytes per pixel BGRA.
bgra,
fn toPixelFormat(self: ImageTextureFormat) gl.Texture.Format {
return switch (self) {
.gray => .red,
.rgba => .rgba,
.bgra => .bgra,
};
}
};
/// Returns the options to use when constructing textures for images.
pub inline fn imageTextureOptions(
self: OpenGL,
format: ImageTextureFormat,
srgb: bool,
) Texture.Options {
_ = self;
return .{
.format = format.toPixelFormat(),
.internal_format = if (srgb) .srgba else .rgba,
.target = .Rectangle,
};
}
/// Initializes a Texture suitable for the provided font atlas.
pub fn initAtlasTexture(
self: *const OpenGL,

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@@ -14,6 +14,10 @@ const link = @import("link.zig");
const cellpkg = @import("cell.zig");
const fgMode = cellpkg.fgMode;
const isCovering = cellpkg.isCovering;
const imagepkg = @import("image.zig");
const Image = imagepkg.Image;
const ImageMap = imagepkg.ImageMap;
const ImagePlacementList = std.ArrayListUnmanaged(imagepkg.Placement);
const shadertoy = @import("shadertoy.zig");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
@@ -78,16 +82,10 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
const Buffer = GraphicsAPI.Buffer;
const Texture = GraphicsAPI.Texture;
const RenderPass = GraphicsAPI.RenderPass;
const shaderpkg = GraphicsAPI.shaders;
const imagepkg = GraphicsAPI.imagepkg;
const Image = imagepkg.Image;
const ImageMap = imagepkg.ImageMap;
const Shaders = shaderpkg.Shaders;
const ImagePlacementList = std.ArrayListUnmanaged(imagepkg.Placement);
/// Allocator that can be used
alloc: std.mem.Allocator,

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@@ -1,16 +1,14 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const assert = std.debug.assert;
const objc = @import("objc");
const wuffs = @import("wuffs");
const Metal = @import("../Metal.zig");
const Texture = Metal.Texture;
const Renderer = @import("../renderer.zig").Renderer;
const GraphicsAPI = Renderer.API;
const Texture = GraphicsAPI.Texture;
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.
/// 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,
@@ -174,8 +172,8 @@ pub const Image = union(enum) {
// 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.
// For pending, we can free the old
// data and become pending ourselves.
.pending_gray => |p| {
alloc.free(p.dataSlice(1));
self.* = img;
@@ -214,8 +212,8 @@ pub const Image = union(enum) {
break :existing r[1];
},
// If we were already pending a replacement, then we free our
// existing pending data and use the same texture.
// 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;
@@ -236,9 +234,9 @@ pub const Image = union(enum) {
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.
// 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,
};
@@ -281,6 +279,8 @@ pub const Image = union(enum) {
=> true,
.ready,
.pending_gray,
.pending_gray_alpha,
.pending_rgb,
.pending_rgba,
=> false,
@@ -290,7 +290,10 @@ pub const Image = union(enum) {
/// 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 {
pub fn convert(self: *Image, alloc: Allocator) wuffs.Error!void {
// 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,
@@ -302,8 +305,6 @@ pub const Image = union(enum) {
.replace_rgba,
=> {}, // ready
// RGB needs to be converted to RGBA because Metal textures
// don't support RGB.
.pending_rgb => |*p| {
const data = p.dataSlice(3);
const rgba = try wuffs.swizzle.rgbToRgba(alloc, data);
@@ -320,7 +321,6 @@ pub const Image = union(enum) {
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 wuffs.swizzle.gToRgba(alloc, data);
@@ -360,11 +360,8 @@ pub const Image = union(enum) {
pub fn upload(
self: *Image,
alloc: Allocator,
metal: *const Metal,
api: *const GraphicsAPI,
) !void {
const device = metal.device;
const storage_mode = metal.default_storage_mode;
// Convert our data if we have to
try self.convert(alloc);
@@ -373,15 +370,7 @@ pub const Image = union(enum) {
// Create our texture
const texture = try Texture.init(
.{
.device = device,
.pixel_format = .rgba8unorm_srgb,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = storage_mode,
},
},
api.imageTextureOptions(.rgba, true),
@intCast(p.width),
@intCast(p.height),
p.data[0 .. p.width * p.height * self.depth()],

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@@ -1,423 +0,0 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const assert = std.debug.assert;
const gl = @import("opengl");
const wuffs = @import("wuffs");
const OpenGL = @import("../OpenGL.zig");
const Texture = OpenGL.Texture;
/// 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: i32,
y: i32,
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: Texture,
/// The image is uploaded but is scheduled to be unloaded.
unload_pending: []u8,
unload_ready: Texture,
unload_replace: struct { []u8, Texture },
pub const Replace = struct {
texture: Texture,
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.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,
=> |tex| tex.deinit(),
}
}
/// 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: 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,
};
}
/// 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_gray,
.pending_gray_alpha,
.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| {
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.* };
},
// Gray and Gray+Alpha need to be converted to RGBA, too.
.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.* };
},
}
}
/// Upload the pending image to the GPU and change the state of this
/// image to ready.
pub fn upload(
self: *Image,
alloc: Allocator,
opengl: *const OpenGL,
) !void {
_ = opengl;
// Convert our data if we have to
try self.convert(alloc);
// Get our pending info
const p = self.pending().?;
// Get our format
const formats: struct {
internal: gl.Texture.InternalFormat,
format: gl.Texture.Format,
} = switch (self.*) {
.pending_rgb, .replace_rgb => .{ .internal = .srgb, .format = .rgb },
.pending_rgba, .replace_rgba => .{ .internal = .srgba, .format = .rgba },
else => unreachable,
};
// Create our texture
const tex = try Texture.init(
.{
.format = formats.format,
.internal_format = formats.internal,
.target = .Rectangle,
},
@intCast(p.width),
@intCast(p.height),
p.data[0 .. p.width * p.height * self.depth()],
);
// Uploaded. We can now clear our data and change our state.
self.deinit(alloc);
self.* = .{ .ready = tex };
}
/// 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,
};
}
};