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//! Items related to the inter-operation of the `image` crate (images on disk and in RAM) and
//! textures from the wgpu crate (images in GPU memory).
//!
//! This module can be enabled via the `image` feature.
use crate as wgpu;
use std::ops::Deref;
use std::path::Path;
/// The set of pixel types from the image crate that can be loaded directly into a texture.
///
/// The `Rgba8` and `Bgra8` color types are assumed to be non-linear sRGB.
///
/// Note that wgpu only supports texture formats whose size are a power of 2. If you notice a
/// `image::Pixel` type that does not implement `Pixel`, this is likely why.
pub trait Pixel: image::Pixel {
/// The wgpu texture format of the pixel type.
const TEXTURE_FORMAT: wgpu::TextureFormat;
}
/// A wrapper around a slice of bytes representing an image.
///
/// An `ImageReadMapping` may only be created via `RowPaddedBuffer::read()`.
pub struct ImageReadMapping<'buffer> {
buffer: &'buffer wgpu::RowPaddedBuffer,
view: wgpu::BufferView<'buffer>,
}
/// Workaround for the fact that `image::SubImage` requires a `Deref` impl on the wrapped image.
pub struct ImageHolder<'b, P: Pixel>(image::ImageBuffer<P, &'b [P::Subpixel]>);
impl<'b, P: Pixel> Deref for ImageHolder<'b, P> {
type Target = image::ImageBuffer<P, &'b [P::Subpixel]>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl wgpu::TextureBuilder {
/// The minimum required texture usage when loading from an image.
pub const REQUIRED_IMAGE_TEXTURE_USAGE: wgpu::TextureUsages = wgpu::TextureUsages::COPY_DST;
/// Produce a texture descriptor from an image.
///
/// Specifically, this supports any image type implementing `image::GenericImageView` whose
/// `Pixel` type implements `Pixel`.
///
/// By default, the produced builder will have the `wgpu::TextureUsages` returned by
/// `wgpu::TextureBuilder::default_image_texture_usage()`. This is a general-purpose usage that
/// should allow for copying to and from the texture, sampling the texture and rendering to the
/// texture. Specifying only the texture usage required may result in better performance. It
/// may be necessary to manually specify the the usage if `STORAGE` is required.
pub fn from_image_view<T>(image_view: &T) -> Self
where
T: image::GenericImageView,
T::Pixel: Pixel,
{
builder_from_image_view(image_view)
}
/// The default texture usage for the case where a user has loaded a texture from an image.
pub fn default_image_texture_usage() -> wgpu::TextureUsages {
wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT
}
}
/// Types that may provide access to a `wgpu::Device` and an associated `wgpu::Queue` for loading
/// a texture from an image.
///
/// Notably, implementations exist for `&App`, `&Window`, `&wgpu::DeviceQueuePair` and `(&Device,
/// &Queue)`.
pub trait WithDeviceQueuePair {
fn with_device_queue_pair<F, O>(self, f: F) -> O
where
F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O;
}
impl wgpu::Texture {
/// Load an image from the given path and upload it as a texture.
///
/// The device and queue `src` can be either the `App`, a `Window`, a `wgpu::DeviceQueuePair`
/// or a tuple `(&wgpu::Device, &mut wgpu::Queue)`. Access to a `Device` is necessary in order
/// to create the texture and buffer GPU resources, and access to a `Queue` is necessary for
/// submitting the commands responsible for copying the buffer contents to the texture. Note
/// that a texture may only be used with the device with which it was created. This is worth
/// keeping in mind if you have more than one window and they do not share the same device.
///
/// By default, the texture will have the `COPY_SRC`, `COPY_DST`, `SAMPLED` and
/// `RENDER_ATTACHMENT` usages enabled. If you wish to specify the usage yourself, see the
/// `load_from_path` constructor.
///
/// If the `&App` is passed as the `src`, the window returned via `app.main_window()` will be
/// used as the source of the device and queue.
pub fn from_path<T, P>(src: T, path: P) -> image::ImageResult<Self>
where
T: WithDeviceQueuePair,
P: AsRef<Path>,
{
let path = path.as_ref();
let usage = wgpu::TextureBuilder::default_image_texture_usage();
src.with_device_queue_pair(|device, queue| {
wgpu::Texture::load_from_path(device, queue, usage, path)
})
}
/// Load a texture from the given image.
///
/// The device and queue `src` can be either the `App`, a `Window`, a `wgpu::DeviceQueuePair`
/// or a tuple `(&wgpu::Device, &mut wgpu::Queue)`. Access to a `Device` is necessary in order
/// to create the texture and buffer GPU resources, and access to a `Queue` is necessary for
/// submitting the commands responsible for copying the buffer contents to the texture. Note
/// that a texture may only be used with the device with which it was created. This is worth
/// keeping in mind if you have more than one window and they do not share the same device.
///
/// By default, the texture will have the `COPY_SRC`, `COPY_DST`, `SAMPLED` and
/// `RENDER_ATTACHMENT` usages enabled. If you wish to specify the usage yourself, see the
/// `load_from_path` constructor.
///
/// If the `&App` is passed as the `src`, the window returned via `app.main_window()` will be
/// used as the source of the device and queue.
///
/// The `DeviceQueuePairSource` can be either the `App`, a `Window`, a `DeviceQueuePair` or a
/// tuple `(&Device, &Queue)`.
pub fn from_image<T>(src: T, image: &image::DynamicImage) -> Self
where
T: WithDeviceQueuePair,
{
let usage = wgpu::TextureBuilder::default_image_texture_usage();
src.with_device_queue_pair(|device, queue| {
wgpu::Texture::load_from_image(device, queue, usage, image)
})
}
/// Read an image file from the given path and load it directly into a texture.
///
/// This is short-hand for calling `image::open` and then `Texture::load_from_image`.
pub fn load_from_path<P>(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
path: P,
) -> image::ImageResult<Self>
where
P: AsRef<Path>,
{
let path = path.as_ref();
let image = image::open(path)?;
Ok(Self::load_from_image(device, queue, usage, &image))
}
/// Load a texture directly from a dynamic image.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
pub fn load_from_image(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
image: &image::DynamicImage,
) -> Self {
load_texture_from_image(device, queue, usage, image)
}
/// Load a texture directly from an image buffer using the given device queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn load_from_image_buffer<P, Container>(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
buffer: &image::ImageBuffer<P, Container>,
) -> Self
where
P: 'static + Pixel,
Container: std::ops::Deref<Target = [P::Subpixel]>,
{
load_texture_from_image_buffer(device, queue, usage, buffer)
}
/// Load a texture array directly from a sequence of image buffers.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn load_array_from_image_buffers<'a, I, P, Container>(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
buffers: I,
) -> Option<Self>
where
I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
load_texture_array_from_image_buffers(device, queue, usage, buffers)
}
/// Encode the necessary commands to load a texture directly from a dynamic image.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
pub fn encode_load_from_image(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
image: &image::DynamicImage,
) -> Self {
encode_load_texture_from_image(device, encoder, usage, image)
}
/// Encode the necessary commands to load a texture from the given image buffer.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command
/// buffer submitted to the given `device`'s queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn encode_load_from_image_buffer<P, Container>(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
buffer: &image::ImageBuffer<P, Container>,
) -> Self
where
P: 'static + Pixel,
Container: std::ops::Deref<Target = [P::Subpixel]>,
{
encode_load_texture_from_image_buffer(device, encoder, usage, buffer)
}
/// Encode the necessary commands to load a 3d texture directly from a sequence of image
/// buffers.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
///
/// NOTE: The returned texture will be 3d; you must create
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn encode_load_3d_from_image_buffers<'a, I, P, Container>(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
buffers: I,
) -> Option<Self>
where
I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
encode_load_texture_array_from_image_buffers(device, encoder, usage, buffers)
}
}
impl wgpu::RowPaddedBuffer {
/// Initialize from an image buffer (i.e. an image on CPU).
pub fn from_image_buffer<P, Container>(
device: &wgpu::Device,
image_buffer: &image::ImageBuffer<P, Container>,
) -> Self
where
P: 'static + Pixel,
Container: std::ops::Deref<Target = [P::Subpixel]>,
{
let result = Self::new(
device,
image_buffer.width() * P::COLOR_TYPE.bytes_per_pixel() as u32,
image_buffer.height(),
wgpu::BufferUsages::MAP_WRITE | wgpu::BufferUsages::COPY_SRC,
);
// TODO:
// This can theoretically be exploited by implementing `image::Primitive` for some type
// that has padding. Instead, should make some `Subpixel` trait that we can control and is
// only guaranteed to be implemented for safe types.
result.write(unsafe { wgpu::bytes::from_slice(&*image_buffer) });
result
}
/// Asynchronously maps the buffer of bytes from GPU to host memory.
///
/// Note: The returned future will not be ready until the memory is mapped and the device is
/// polled. You should *not* rely on the being ready immediately.
pub async fn read<'b>(&'b self) -> Result<ImageReadMapping<'b>, wgpu::BufferAsyncError> {
let slice = self.buffer.slice(..);
let (tx, rx) = futures::channel::oneshot::channel();
slice.map_async(wgpu::MapMode::Read, |res| {
tx.send(res).expect("Failed to send map_async result");
});
rx.await.expect("Failed to receive map_async result")?;
Ok(wgpu::ImageReadMapping {
buffer: self,
// fun exercise:
// read the signature of wgpu::BufferSlice::get_mapped_range()
// and try to figure out why we don't need another lifetime in ImageReadMapping :)
view: slice.get_mapped_range(),
})
}
}
impl<'buffer> ImageReadMapping<'buffer> {
/// View as an image::SubImage.
///
/// Unsafe: `P::TEXTURE_FORMAT` MUST match the texture format / image type used to create the
/// wrapped RowPaddedBuffer! If this is not the case, may result in undefined behavior!
pub unsafe fn as_image<P>(&self) -> image::SubImage<ImageHolder<P>>
where
P: Pixel + 'static,
{
let subpixel_size = std::mem::size_of::<P::Subpixel>() as u32;
let pixel_size = subpixel_size * P::CHANNEL_COUNT as u32;
assert_eq!(pixel_size, P::COLOR_TYPE.bytes_per_pixel() as u32);
assert_eq!(
self.buffer.padded_width() % pixel_size,
0,
"buffer padded width not an even multiple of primitive size"
);
assert_eq!(
self.buffer.width() % pixel_size,
0,
"buffer row width not an even multiple of primitive size"
);
let width_pixels = self.buffer.width() / pixel_size;
let padded_width_pixels = self.buffer.padded_width() / pixel_size;
// ways this cast could go wrong:
// - buffer is the wrong size: checked in to_slice, panics
// - buffer is the wrong alignment: checked in to_slice, panics
// - buffer rows are the wrong size: checked above, panics
// - buffer has not been initialized / has invalid data for primitive type:
// very possible. That's why this function is `unsafe`.
let container = wgpu::bytes::to_slice::<P::Subpixel>(&self.view[..]);
let full_image =
image::ImageBuffer::from_raw(padded_width_pixels, self.buffer.height(), container)
.expect("nannou internal error: incorrect buffer size");
image::SubImage::new(
ImageHolder(full_image),
0,
0,
width_pixels,
self.buffer.height(),
)
}
}
impl Pixel for image::Bgra<u8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
}
impl Pixel for image::Luma<u8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R8Unorm;
}
impl Pixel for image::Luma<i8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R8Snorm;
}
impl Pixel for image::Luma<u16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R16Uint;
}
impl Pixel for image::Luma<i16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R16Sint;
}
impl Pixel for image::LumaA<u8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg8Unorm;
}
impl Pixel for image::LumaA<i8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg8Snorm;
}
impl Pixel for image::LumaA<u16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg16Uint;
}
impl Pixel for image::LumaA<i16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg16Sint;
}
impl Pixel for image::Rgba<u8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
}
impl Pixel for image::Rgba<i8> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Snorm;
}
impl Pixel for image::Rgba<u16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Uint;
}
impl Pixel for image::Rgba<i16> {
const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Sint;
}
impl<'a> WithDeviceQueuePair for (&'a wgpu::Device, &'a wgpu::Queue) {
fn with_device_queue_pair<F, O>(self, f: F) -> O
where
F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
{
let (device, queue) = self;
f(device, queue)
}
}
impl<'a> WithDeviceQueuePair for &'a wgpu::DeviceQueuePair {
fn with_device_queue_pair<F, O>(self, f: F) -> O
where
F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
{
let device = self.device();
let queue = self.queue();
f(&*device, &*queue)
}
}
impl<'a, 'b, T> wgpu::WithDeviceQueuePair for &'a std::cell::Ref<'b, T>
where
&'a T: wgpu::WithDeviceQueuePair,
{
fn with_device_queue_pair<F, O>(self, f: F) -> O
where
F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
{
(**self).with_device_queue_pair(f)
}
}
/// Convert the given color type from the `image` crate to the corresponding wgpu texture format.
///
/// Returns `None` if there is no directly compatible texture format - this is normally the case if
/// the `ColorType` would have a bits_per_pixel that is not equal to a power of 2.
///
/// The `Rgba8` and `Bgra8` color types are assumed to be non-linear sRGB.
pub fn format_from_image_color_type(color_type: image::ColorType) -> Option<wgpu::TextureFormat> {
let format = match color_type {
image::ColorType::L8 => wgpu::TextureFormat::R8Unorm,
image::ColorType::La8 => wgpu::TextureFormat::Rg8Unorm,
image::ColorType::Rgba8 => wgpu::TextureFormat::Rgba8UnormSrgb,
image::ColorType::L16 => wgpu::TextureFormat::R16Uint,
image::ColorType::La16 => wgpu::TextureFormat::Rg16Uint,
image::ColorType::Rgba16 => wgpu::TextureFormat::Rgba16Uint,
image::ColorType::Bgra8 => wgpu::TextureFormat::Bgra8UnormSrgb,
_ => return None,
};
Some(format)
}
/// Produce a texture descriptor from any type implementing `image::GenericImageView` whose `Pixel`
/// type implements `Pixel`.
///
/// By default, the produced builder will have the `wgpu::TextureUsages` returned by
/// `wgpu::TextureBuilder::default_image_texture_usage()`. This is a general-purpose usage that
/// should allow for copying to and from the texture, sampling the texture and rendering to the
/// texture. Specifying only the texture usage required may result in better performance. It
/// may be necessary to manually specify the the usage if `STORAGE` is required.
pub fn builder_from_image_view<T>(image: &T) -> wgpu::TextureBuilder
where
T: image::GenericImageView,
T::Pixel: Pixel,
{
let (width, height) = image.dimensions();
let format = <T::Pixel as Pixel>::TEXTURE_FORMAT;
wgpu::TextureBuilder::new()
.size([width, height])
.format(format)
.usage(wgpu::TextureBuilder::default_image_texture_usage())
}
/// Load a texture directly from a dynamic image.
///
/// This uses the `Queue::write_texture` method, meaning that the texture is not immediately
/// written. Rather, the write is enqueued internally and scheduled to happen at the start of the
/// next call to `Queue::submit`.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
pub fn load_texture_from_image(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
image: &image::DynamicImage,
) -> wgpu::Texture {
use image::DynamicImage::*;
match image {
ImageLuma8(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageLumaA8(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageRgba8(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageBgra8(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageLuma16(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageLumaA16(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageRgba16(img) => load_texture_from_image_buffer(device, queue, usage, img),
ImageRgb8(_img) => {
let img = image.to_rgba8();
load_texture_from_image_buffer(device, queue, usage, &img)
}
ImageBgr8(_img) => {
let img = image.to_bgra8();
load_texture_from_image_buffer(device, queue, usage, &img)
}
ImageRgb16(_img) => {
let img = image.to_rgba16();
load_texture_from_image_buffer(device, queue, usage, &img)
}
}
}
/// Load a texture directly from an image buffer using the given device queue.
///
/// This uses the `Queue::write_texture` method, meaning that the texture is not immediately
/// written. Rather, the write is enqueued internally and scheduled to happen at the start of the
/// next call to `Queue::submit`.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn load_texture_from_image_buffer<P, Container>(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
buffer: &image::ImageBuffer<P, Container>,
) -> wgpu::Texture
where
P: 'static + Pixel,
Container: std::ops::Deref<Target = [P::Subpixel]>,
{
// Create the texture.
let texture = wgpu::TextureBuilder::from_image_view(buffer)
.usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
.build(device);
// Describe the layout of the data.
let extent = texture.extent();
let format = texture.format();
let block_size = format
.block_size(None)
.expect("Expected the format to have a block size");
let bytes_per_row = extent.width * block_size as u32;
let image_data_layout = wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(bytes_per_row),
rows_per_image: None,
};
// Copy into the entire texture.
let image_copy_texture = texture.as_image_copy();
// TODO:
// This can theoretically be exploited by implementing our `image::Pixel` trait for some type
// that has padding. Perhaps it should be an unsafe trait? Should investigate how to achieve
// this in a safer manner.
let data = unsafe { wgpu::bytes::from_slice(&*buffer) };
queue.write_texture(image_copy_texture, data, image_data_layout, extent);
texture
}
/// Load a 3d texture directly from a sequence of image buffers.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn load_texture_array_from_image_buffers<'a, I, P, Container>(
device: &wgpu::Device,
queue: &wgpu::Queue,
usage: wgpu::TextureUsages,
buffers: I,
) -> Option<wgpu::Texture>
where
I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
let mut buffers = buffers.into_iter();
let array_layers = buffers.len() as u32;
let first_buffer = buffers.next()?;
// Build the texture ready to receive the data.
let (width, height) = first_buffer.dimensions();
let extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: array_layers,
};
let texture = wgpu::TextureBuilder::from_image_view(first_buffer)
.extent(extent)
.dimension(wgpu::TextureDimension::D2) // force an array
.usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
.build(device);
// Describe the layout of the data.
let format = texture.format();
let block_size = format
.block_size(None)
.expect("Expected the format to have a block size");
let bytes_per_row = extent.width * block_size as u32;
let image_data_layout = wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(bytes_per_row),
rows_per_image: Some(height),
};
// Collect the data into a single slice.
//
// NOTE: Previously we used `encode_load_texture_array_from_image_buffers` which avoids
// collecting the image data into a single slice. However, the `wgpu::Texture::from_*`
// constructors have been changed to avoid submitting an extra command buffer in favour
// of using `Queue::write_texture` which schedules the write for the next call to
// `Queue::submit`. This is to avoid an Intel driver bug where submitting more than one command
// buffer per frame appears to be causing issues:
// https://github.com/gfx-rs/wgpu/issues/1672#issuecomment-917510810
//
// While this likely means consuming more RAM, it also likely results in slightly better
// performance due to reducing the number of command buffers submitted.
//
// Users can still use `encode_load_texture_array_from_image_buffers` directly if they wish.
let capacity = bytes_per_row as usize * height as usize * array_layers as usize;
let mut data: Vec<u8> = Vec::with_capacity(capacity);
for buffer in Some(first_buffer).into_iter().chain(buffers) {
let layer_data = unsafe { wgpu::bytes::from_slice(&*buffer) };
data.extend_from_slice(layer_data);
}
// Copy into the entire texture.
let image_copy_texture = texture.as_image_copy();
queue.write_texture(image_copy_texture, &data, image_data_layout, extent);
Some(texture)
}
/// Encode the necessary commands to load a texture directly from a dynamic image.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
pub fn encode_load_texture_from_image(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
image: &image::DynamicImage,
) -> wgpu::Texture {
use image::DynamicImage::*;
match image {
ImageLuma8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageLumaA8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageRgba8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageBgra8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageLuma16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageLumaA16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageRgba16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
ImageRgb8(_img) => {
let img = image.to_rgba8();
encode_load_texture_from_image_buffer(device, encoder, usage, &img)
}
ImageBgr8(_img) => {
let img = image.to_bgra8();
encode_load_texture_from_image_buffer(device, encoder, usage, &img)
}
ImageRgb16(_img) => {
let img = image.to_rgba16();
encode_load_texture_from_image_buffer(device, encoder, usage, &img)
}
}
}
/// Encode the necessary commands to load a texture directly from an image buffer.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn encode_load_texture_from_image_buffer<P, Container>(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
buffer: &image::ImageBuffer<P, Container>,
) -> wgpu::Texture
where
P: 'static + Pixel,
Container: std::ops::Deref<Target = [P::Subpixel]>,
{
// Create the texture.
let texture = wgpu::TextureBuilder::from_image_view(buffer)
.usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
.build(device);
let buffer_image = wgpu::RowPaddedBuffer::from_image_buffer(device, buffer);
buffer_image.encode_copy_into(encoder, &texture);
texture
}
/// Encode the necessary commands to load a texture array directly from a sequence of image
/// buffers.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn encode_load_texture_array_from_image_buffers<'a, I, P, Container>(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
usage: wgpu::TextureUsages,
buffers: I,
) -> Option<wgpu::Texture>
where
I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
I::IntoIter: ExactSizeIterator,
P: 'static + Pixel,
Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
let mut buffers = buffers.into_iter();
let array_layers = buffers.len() as u32;
let first_buffer = buffers.next()?;
let (width, height) = first_buffer.dimensions();
// Build the texture ready to receive the data.
let texture = wgpu::TextureBuilder::from_image_view(first_buffer)
.extent(wgpu::Extent3d {
width,
height,
depth_or_array_layers: array_layers,
})
.dimension(wgpu::TextureDimension::D2) // force an array
.usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
.build(device);
// Copy each buffer to the texture, one layer at a time.
for (layer, buffer) in Some(first_buffer).into_iter().chain(buffers).enumerate() {
// Upload the pixel data.
let buffer = wgpu::RowPaddedBuffer::from_image_buffer(device, &buffer);
buffer.encode_copy_into_at(encoder, &texture, layer as u32);
}
Some(texture)
}