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use std::sync::{Arc, RwLock};
use super::{block::TexturesBlock, repo::BLOCK_SIZE, LoadableImage, TextureResolver};
use crate::{
buffers::{
image::{ImageSpec, SampledImage, COLOR_RESOURCES},
staging::StagingBuffer,
},
error::LockPoisoned,
mem::{Block, MappableBlock, MemoryPool},
types::*,
};
use anyhow::{Context, Result};
use arrayvec::ArrayVec;
use hal::{
format::{Aspects, Format},
image::{
Filter, SamplerDesc, SubresourceLayers, SubresourceRange, Usage as ImgUsage, WrapMode,
},
};
use thiserror::Error;
/// The format used by the texture repo
// TODO: This should be customisable.
pub const FORMAT: Format = Format::Rgba8Srgb;
/// The resources used by each texture. ie one colour aspect
pub const RESOURCES: SubresourceRange = SubresourceRange {
aspects: Aspects::COLOR,
level_start: 0,
level_count: Some(1),
layer_start: 0,
layer_count: Some(1),
};
/// The layers used by each texture. ie one colour layer
pub const LAYERS: SubresourceLayers = SubresourceLayers {
aspects: Aspects::COLOR,
level: 0,
layers: 0..1,
};
/// Configuration required to load a texture
pub struct TextureLoadConfig<R: TextureResolver> {
/// The resolver to use
pub resolver: R,
/// How to sample the image
pub filter: Filter,
/// How to deal with texture coordinates outside the image.
pub wrap_mode: WrapMode,
}
/// A texture load that has been queued, and is finished when the fence triggers.
pub struct QueuedLoad<TP: MemoryPool, SP: MemoryPool> {
pub fence: FenceT,
pub buf: CommandBufferT,
pub block: TexturesBlock<TP>,
pub staging_bufs: ArrayVec<[StagingBuffer<SP>; BLOCK_SIZE]>,
}
/// Create a SampledImage for the given LoadableImage, and load the image data into a StagingBuffer
/// Note that this doesn't queue up transferring from the buffer to the image.
pub unsafe fn load_image<I, R, SP, TP>(
device: &mut DeviceT,
staging_allocator: &Arc<RwLock<SP>>,
tex_allocator: &Arc<RwLock<TP>>,
obcpa: u32,
img_data: I,
config: &TextureLoadConfig<R>,
) -> Result<(StagingBuffer<SP>, SampledImage<TP>)>
where
I: LoadableImage,
R: TextureResolver,
SP: MemoryPool,
TP: MemoryPool,
SP::Block: MappableBlock,
{
// Create sampled image
let sampled_image = {
let mut tex_allocator = tex_allocator
.write()
.map_err(|_| LockPoisoned::MemoryPool)?;
SampledImage::from_device_allocator(
device,
&mut *tex_allocator,
obcpa as u32,
&ImageSpec {
width: img_data.width(),
height: img_data.height(),
format: FORMAT,
usage: ImgUsage::TRANSFER_DST | ImgUsage::SAMPLED,
resources: COLOR_RESOURCES,
},
&SamplerDesc::new(config.filter, config.wrap_mode),
)?
};
// Create staging buffer
let total_size = sampled_image.bound_image().mem().size();
let mut staging_buffer = {
let mut staging_allocator = staging_allocator
.write()
.map_err(|_| LockPoisoned::MemoryPool)?;
StagingBuffer::from_device_pool(device, &mut *staging_allocator, total_size as u64)
.context("Error creating staging buffer")?
};
// Write to staging buffer
let mapped_memory = staging_buffer
.map(device, 0..total_size)
.context("Error mapping staged memory")?;
img_data.copy_into(mapped_memory, sampled_image.row_size() as usize);
staging_buffer.unmap(device)?;
Ok((staging_buffer, sampled_image))
}
/// Errors that can be encountered when loading a texture.
#[derive(Error, Debug)]
pub enum TextureLoadError {
#[error("No available resources")]
NoResources,
}
|