Iterative texture loading

This commit is contained in:
duck
2025-08-31 04:12:10 +05:00
parent 3f1c0aa2f8
commit 6f933449a1
3 changed files with 117 additions and 80 deletions

View File

@@ -47,6 +47,9 @@ const AssetContext = struct {
pub const LoadError = error{ pub const LoadError = error{
DependencyError, DependencyError,
ParsingError,
SdlError,
FileTooBig,
} || std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.File.ReadError; } || std.mem.Allocator.Error || std.fs.File.OpenError || std.fs.File.ReadError;
pub const AssetType = enum { pub const AssetType = enum {
@@ -129,8 +132,11 @@ pub fn AssetContainer(comptime T: type) type {
// TODO: Do something else while the asset is locked? // TODO: Do something else while the asset is locked?
self.asset_pointer.mutex.lock(); self.asset_pointer.mutex.lock();
defer self.asset_pointer.mutex.unlock(); defer self.asset_pointer.mutex.unlock();
self.asset_pointer.load(Game.alloc);
self.last_state = self.asset_pointer.state; self.last_state = self.asset_pointer.state;
if (self.last_state == .not_loaded) {
self.asset_pointer.load(Game.alloc);
self.last_state = self.asset_pointer.state;
}
if (self.last_state == .loaded) { if (self.last_state == .loaded) {
self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data)); self.data_pointer = @alignCast(@ptrCast(self.asset_pointer.data));
} }

View File

@@ -11,17 +11,88 @@ sampler: *sdl.GPUSampler,
pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This() { pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This() {
_ = alloc; _ = alloc;
var file = Assets.load(.file, path); var file = Assets.load(.file, path);
defer Assets.free(file); const data = (file.getSync() catch return error.DependencyError).bytes;
const data = (try file.getSync()).bytes;
var width: u32 = undefined;
var height: u32 = undefined;
var channels: u32 = undefined;
const image = c.stbi_load_from_memory(
@ptrCast(data),
@intCast(data.len),
@ptrCast(&width),
@ptrCast(&height),
@ptrCast(&channels),
4,
);
Assets.free(file);
if (image == null) return error.ParsingError;
defer c.stbi_image_free(image);
const image_slice = image[0..@intCast(width * height * channels)];
if (width > 8192 or height > 8192) return error.FileTooBig;
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
const bytes_per_pixel = 4;
const texture = Graphics.createTexture(
width,
height,
target_format,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
Graphics.MIP_LEVEL,
);
errdefer Graphics.freeTexture(texture);
const transfer_buffer_capacity = Graphics.TRANSFER_BUFFER_DEFAULT_CAPACITY;
const transfer_buffer = sdl.CreateGPUTransferBuffer(Graphics.device, &.{
.size = transfer_buffer_capacity,
.usage = sdl.GPU_TRANSFERBUFFERUSAGE_UPLOAD,
}) orelse return error.SdlError;
defer sdl.ReleaseGPUTransferBuffer(Graphics.device, transfer_buffer);
var rows_uploaded: u32 = 0;
while (rows_uploaded < height) {
const rows_to_upload = @min(height - rows_uploaded, transfer_buffer_capacity / width / bytes_per_pixel);
if (rows_to_upload == 0) return error.FileTooBig;
const command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse return error.SdlError;
{
errdefer _ = sdl.CancelGPUCommandBuffer(command_buffer);
const copy_pass = sdl.BeginGPUCopyPass(command_buffer) orelse return error.SdlError;
defer sdl.EndGPUCopyPass(copy_pass);
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, transfer_buffer, false) orelse err.sdl());
@memcpy(map, image_slice[(rows_uploaded * width * bytes_per_pixel)..((rows_uploaded + rows_to_upload) * width * bytes_per_pixel)]);
sdl.UnmapGPUTransferBuffer(Graphics.device, transfer_buffer);
sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
.offset = 0,
.pixels_per_row = width,
.rows_per_layer = rows_to_upload,
.transfer_buffer = transfer_buffer,
}, &sdl.GPUTextureRegion{
.texture = texture,
.mip_level = 0,
.layer = 0,
.x = 0,
.y = rows_uploaded,
.z = 0,
.w = width,
.h = rows_to_upload,
.d = 1,
}, false);
}
rows_uploaded += rows_to_upload;
if (rows_to_upload == height) {
sdl.GenerateMipmapsForGPUTexture(command_buffer, texture);
}
const fence = sdl.SubmitGPUCommandBufferAndAcquireFence(command_buffer) orelse return error.SdlError;
defer sdl.ReleaseGPUFence(Graphics.device, fence);
if (!sdl.WaitForGPUFences(Graphics.device, true, &fence, 1)) return error.SdlError;
}
const sampler = Graphics.createSampler();
var x: i32 = undefined;
var y: i32 = undefined;
var z: i32 = undefined;
const image = c.stbi_load_from_memory(@ptrCast(data), @intCast(data.len), &x, &y, &z, 4);
if (image == null) err.stbi();
const image_slice = image[0..@intCast(x * y * z)];
const texture, const sampler = Graphics.loadTexture(@intCast(x), @intCast(y), image_slice);
c.stbi_image_free(image);
return .{ return .{
.texture = texture, .texture = texture,
.sampler = sampler, .sampler = sampler,
@@ -30,5 +101,6 @@ pub fn load(path: []const u8, alloc: std.mem.Allocator) Assets.LoadError!@This()
pub fn unload(self: @This(), alloc: std.mem.Allocator) void { pub fn unload(self: @This(), alloc: std.mem.Allocator) void {
_ = alloc; _ = alloc;
Graphics.unloadTexture(self.texture, self.sampler); Graphics.freeTexture(self.texture);
Graphics.freeSampler(self.sampler);
} }

View File

@@ -12,8 +12,8 @@ pub const Mesh = struct {
vertex_count: usize, vertex_count: usize,
}; };
var window: *sdl.Window = undefined; pub var window: *sdl.Window = undefined;
var device: *sdl.GPUDevice = undefined; pub var device: *sdl.GPUDevice = undefined;
/// Only available while drawing /// Only available while drawing
var command_buffer: ?*sdl.GPUCommandBuffer = null; var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null; var render_pass: ?*sdl.GPURenderPass = null;
@@ -43,10 +43,10 @@ var to_resize: ?[2]u32 = null;
const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024; const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024;
const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2; const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2;
const TRANSFER_BUFFER_DEFAULT_CAPACITY = 4096 * 1024;
const BYTES_PER_VERTEX = 5 * 4; const BYTES_PER_VERTEX = 5 * 4;
const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT; const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
const MIP_LEVEL = 4; pub const TRANSFER_BUFFER_DEFAULT_CAPACITY = 256 * 1024;
pub const MIP_LEVEL = 4;
const Graphics = @This(); const Graphics = @This();
pub fn create() void { pub fn create() void {
@@ -200,69 +200,6 @@ pub fn destroy() void {
sdl.DestroyGPUDevice(Graphics.device); sdl.DestroyGPUDevice(Graphics.device);
} }
pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct { *sdl.GPUTexture, *sdl.GPUSampler } {
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
const texture = Graphics.createTexture(
width,
height,
target_format,
sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
MIP_LEVEL,
);
const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
{
const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
defer sdl.EndGPUCopyPass(copy_pass);
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, true) orelse err.sdl());
@memcpy(map, texture_bytes);
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
sdl.UploadToGPUTexture(copy_pass, &sdl.GPUTextureTransferInfo{
.offset = 0,
.pixels_per_row = width,
.rows_per_layer = height,
.transfer_buffer = Graphics.transfer_buffer,
}, &sdl.GPUTextureRegion{
.texture = texture,
.mip_level = 0,
.layer = 0,
.x = 0,
.y = 0,
.z = 0,
.w = width,
.h = height,
.d = 1,
}, false);
}
sdl.GenerateMipmapsForGPUTexture(temp_command_buffer, texture);
if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl();
const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mag_filter = sdl.GPU_FILTER_NEAREST,
.min_filter = sdl.GPU_FILTER_LINEAR,
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
.min_lod = 0,
.max_lod = 16,
.mip_lod_bias = -2,
}) orelse err.sdl();
return .{
texture,
sampler,
};
}
pub fn unloadTexture(texture: *sdl.GPUTexture, sampler: *sdl.GPUSampler) void {
sdl.ReleaseGPUSampler(Graphics.device, sampler);
sdl.ReleaseGPUTexture(Graphics.device, texture);
}
pub fn loadMesh(mesh_bytes: []const u8) Mesh { pub fn loadMesh(mesh_bytes: []const u8) Mesh {
std.debug.assert(mesh_bytes.len < Graphics.transfer_buffer_capacity); std.debug.assert(mesh_bytes.len < Graphics.transfer_buffer_capacity);
@@ -471,7 +408,7 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl(); return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
} }
fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture { pub fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{ return sdl.CreateGPUTexture(device, &.{
.format = format, .format = format,
.layer_count_or_depth = 1, .layer_count_or_depth = 1,
@@ -483,6 +420,28 @@ fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_lev
}) orelse err.sdl(); }) orelse err.sdl();
} }
pub fn freeTexture(texture: *sdl.GPUTexture) void {
sdl.ReleaseGPUTexture(Graphics.device, texture);
}
pub fn createSampler() *sdl.GPUSampler {
return sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
.address_mode_u = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mag_filter = sdl.GPU_FILTER_NEAREST,
.min_filter = sdl.GPU_FILTER_LINEAR,
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
.min_lod = 0,
.max_lod = 16,
.mip_lod_bias = -2,
}) orelse err.sdl();
}
pub fn freeSampler(sampler: *sdl.GPUSampler) void {
sdl.ReleaseGPUSampler(Graphics.device, sampler);
}
fn resetTextures(width: u32, height: u32) void { fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createTexture( Graphics.depth_texture = createTexture(