Graphite/node-graph/libraries/wgpu-executor/src/texture_conversion.rs

259 lines
8.1 KiB
Rust

use crate::WgpuExecutor;
use core_types::Color;
use core_types::Ctx;
use core_types::color::SRGBA8;
use core_types::ops::Convert;
use core_types::table::{Table, TableRow};
use core_types::transform::Footprint;
use raster_types::Image;
use raster_types::{CPU, GPU, Raster};
use wgpu::util::{DeviceExt, TextureDataOrder};
use wgpu::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages};
/// Uploads CPU image data to a GPU texture
///
/// Creates a new WGPU texture with RGBA8UnormSrgb format and uploads the provided
/// image data. The texture is configured for binding, copying, and source operations.
fn upload_to_texture(device: &std::sync::Arc<wgpu::Device>, queue: &std::sync::Arc<wgpu::Queue>, image: &Raster<CPU>) -> wgpu::Texture {
let rgba8_data: Vec<SRGBA8> = image.data.iter().map(|x| (*x).into()).collect();
device.create_texture_with_data(
queue,
&TextureDescriptor {
label: Some("upload_texture node texture"),
size: Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::COPY_SRC,
view_formats: &[],
},
TextureDataOrder::LayerMajor,
bytemuck::cast_slice(rgba8_data.as_slice()),
)
}
/// Converts a Raster<GPU> texture to Raster<CPU> by downloading the underlying texture data.
///
/// Assumptions:
/// - 2D texture, mip level 0
/// - 4 bytes-per-pixel RGBA8
/// - Texture has COPY_SRC usage
struct RasterGpuToRasterCpuConverter {
buffer: wgpu::Buffer,
width: u32,
height: u32,
unpadded_bytes_per_row: u32,
padded_bytes_per_row: u32,
}
impl RasterGpuToRasterCpuConverter {
fn new(device: &std::sync::Arc<wgpu::Device>, encoder: &mut wgpu::CommandEncoder, data_gpu: Raster<GPU>) -> Self {
let texture = data_gpu.data();
let width = texture.width();
let height = texture.height();
let bytes_per_pixel = 4; // RGBA8
let unpadded_bytes_per_row = width * bytes_per_pixel;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded_bytes_per_row = unpadded_bytes_per_row.div_ceil(align) * align;
let buffer_size = padded_bytes_per_row as u64 * height as u64;
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("texture_download_buffer"),
size: buffer_size,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_bytes_per_row),
rows_per_image: Some(height),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
Self {
buffer,
width,
height,
unpadded_bytes_per_row,
padded_bytes_per_row,
}
}
async fn convert(self, device: &std::sync::Arc<wgpu::Device>) -> Result<Raster<CPU>, wgpu::BufferAsyncError> {
let buffer_slice = self.buffer.slice(..);
let (sender, receiver) = futures::channel::oneshot::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
let _ = sender.send(result);
});
let _ = device.poll(wgpu::wgt::PollType::wait_indefinitely());
receiver.await.expect("Failed to receive map result")?;
let view = buffer_slice.get_mapped_range();
let row_stride = self.padded_bytes_per_row as usize;
let row_bytes = self.unpadded_bytes_per_row as usize;
let mut cpu_data: Vec<Color> = Vec::with_capacity((self.width * self.height) as usize);
for row in 0..self.height as usize {
let start = row * row_stride;
let row_slice = &view[start..start + row_bytes];
for px in row_slice.chunks_exact(4) {
cpu_data.push(Color::from_rgba8_srgb(px[0], px[1], px[2], px[3]));
}
}
drop(view);
self.buffer.unmap();
let cpu_image = Image {
data: cpu_data,
width: self.width,
height: self.height,
base64_string: None,
};
Ok(Raster::new_cpu(cpu_image))
}
}
/// Passthrough conversion for GPU tables - no conversion needed
impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Raster<GPU>> {
async fn convert(self, _: Footprint, _converter: &'i WgpuExecutor) -> Table<Raster<GPU>> {
self
}
}
/// Converts CPU raster table to GPU by uploading each image to a texture
impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Raster<CPU>> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<GPU>> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let table = self
.into_iter()
.map(|row| {
let (image, attributes) = row.into_parts();
let texture = upload_to_texture(device, queue, &image);
TableRow::from_parts(Raster::new_gpu(texture), attributes)
})
.collect();
queue.submit([]);
table
}
}
/// Converts single CPU raster to GPU by uploading to texture
impl<'i> Convert<Raster<GPU>, &'i WgpuExecutor> for Raster<CPU> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<GPU> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let texture = upload_to_texture(device, queue, &self);
queue.submit([]);
Raster::new_gpu(texture)
}
}
/// Passthrough conversion for CPU tables - no conversion needed
impl<'i> Convert<Table<Raster<CPU>>, &'i WgpuExecutor> for Table<Raster<CPU>> {
async fn convert(self, _: Footprint, _converter: &'i WgpuExecutor) -> Table<Raster<CPU>> {
self
}
}
/// Converts GPU raster table to CPU by downloading texture data in one go
///
/// then asynchronously maps all buffers and processes the results.
impl<'i> Convert<Table<Raster<CPU>>, &'i WgpuExecutor> for Table<Raster<GPU>> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<CPU>> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("batch_texture_download_encoder"),
});
let mut converters = Vec::new();
let mut rows_meta = Vec::new();
for row in self {
let (element, attributes) = row.into_parts();
converters.push(RasterGpuToRasterCpuConverter::new(device, &mut encoder, element));
rows_meta.push(TableRow::from_parts((), attributes));
}
queue.submit([encoder.finish()]);
let mut map_futures = Vec::new();
for converter in converters {
map_futures.push(converter.convert(device));
}
let map_results = futures::future::try_join_all(map_futures)
.await
.map_err(|_| "Failed to receive map result")
.expect("Buffer mapping communication failed");
map_results
.into_iter()
.zip(rows_meta.into_iter())
.map(|(element, row)| {
let (_, attributes) = row.into_parts();
TableRow::from_parts(element, attributes)
})
.collect()
}
}
/// Converts single GPU raster to CPU by downloading texture data
impl<'i> Convert<Raster<CPU>, &'i WgpuExecutor> for Raster<GPU> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<CPU> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("single_texture_download_encoder"),
});
let converter = RasterGpuToRasterCpuConverter::new(device, &mut encoder, self);
queue.submit([encoder.finish()]);
converter.convert(device).await.expect("Failed to download texture data")
}
}
/// Uploads an raster texture from the CPU to the GPU. This is now deprecated and the Convert node should be used in the future.
///
/// Accepts either individual raster data or a table of raster elements and converts it to the GPU format using the WgpuExecutor's device and queue.
#[node_macro::node(category(""))]
pub async fn upload_texture<'a: 'n, T: Convert<Table<Raster<GPU>>, &'a WgpuExecutor>>(
_: impl Ctx,
#[implementations(Table<Raster<CPU>>, Table<Raster<GPU>>)] input: T,
executor: &'a WgpuExecutor,
) -> Table<Raster<GPU>> {
input.convert(Footprint::DEFAULT, executor).await
}