renderer/opengl: upload kitty image textures

This commit is contained in:
Mitchell Hashimoto
2023-11-19 22:08:07 -08:00
parent 553d81afd1
commit 76c76ce85e
3 changed files with 418 additions and 0 deletions

View File

@ -78,6 +78,7 @@ pub const InternalFormat = enum(c_int) {
pub const Format = enum(c_uint) {
red = c.GL_RED,
rgb = c.GL_RGB,
rgba = c.GL_RGBA,
bgra = c.GL_BGRA,
// There are so many more that I haven't filled in.

View File

@ -22,7 +22,11 @@ const math = @import("../math.zig");
const Surface = @import("../Surface.zig");
const CellProgram = @import("opengl/CellProgram.zig");
const gl_image = @import("opengl/image.zig");
const custom = @import("opengl/custom.zig");
const Image = gl_image.Image;
const ImageMap = gl_image.ImageMap;
const ImagePlacementList = std.ArrayListUnmanaged(gl_image.Placement);
const log = std.log.scoped(.grid);
@ -103,6 +107,12 @@ draw_mutex: DrawMutex = drawMutexZero,
/// terminal is in reversed mode.
draw_background: terminal.color.RGB,
/// The images that we may render.
images: ImageMap = .{},
image_placements: ImagePlacementList = .{},
image_bg_end: u32 = 0,
image_text_end: u32 = 0,
/// Defererred OpenGL operation to update the screen size.
const SetScreenSize = struct {
size: renderer.ScreenSize,
@ -307,6 +317,13 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
pub fn deinit(self: *OpenGL) void {
self.font_shaper.deinit();
{
var it = self.images.iterator();
while (it.next()) |kv| kv.value_ptr.deinit(self.alloc);
self.images.deinit(self.alloc);
}
self.image_placements.deinit(self.alloc);
if (self.gl_state) |*v| v.deinit(self.alloc);
self.cells.deinit(self.alloc);
@ -623,6 +640,13 @@ pub fn updateFrame(
cursor_blink_visible,
);
// If we have Kitty graphics data, we enter a SLOW SLOW SLOW path.
// We only do this if the Kitty image state is dirty meaning only if
// it changes.
if (state.terminal.screen.kitty_images.dirty) {
try self.prepKittyGraphics(state.terminal);
}
break :critical .{
.gl_bg = self.background_color,
.selection = selection,
@ -651,6 +675,158 @@ pub fn updateFrame(
}
}
/// This goes through the Kitty graphic placements and accumulates the
/// placements we need to render on our viewport. It also ensures that
/// the visible images are loaded on the GPU.
fn prepKittyGraphics(
self: *OpenGL,
t: *terminal.Terminal,
) !void {
const storage = &t.screen.kitty_images;
defer storage.dirty = false;
// We always clear our previous placements no matter what because
// we rebuild them from scratch.
self.image_placements.clearRetainingCapacity();
// Go through our known images and if there are any that are no longer
// in use then mark them to be freed.
//
// This never conflicts with the below because a placement can't
// reference an image that doesn't exist.
{
var it = self.images.iterator();
while (it.next()) |kv| {
if (storage.imageById(kv.key_ptr.*) == null) {
kv.value_ptr.markForUnload();
}
}
}
// The top-left and bottom-right corners of our viewport in screen
// points. This lets us determine offsets and containment of placements.
const top = (terminal.point.Viewport{}).toScreen(&t.screen);
const bot = (terminal.point.Viewport{
.x = t.screen.cols - 1,
.y = t.screen.rows - 1,
}).toScreen(&t.screen);
// Go through the placements and ensure the image is loaded on the GPU.
var it = storage.placements.iterator();
while (it.next()) |kv| {
// Find the image in storage
const p = kv.value_ptr;
const image = storage.imageById(kv.key_ptr.image_id) orelse {
log.warn(
"missing image for placement, ignoring image_id={}",
.{kv.key_ptr.image_id},
);
continue;
};
// If the selection isn't within our viewport then skip it.
const rect = p.rect(image, t);
if (rect.top_left.y > bot.y) continue;
if (rect.bottom_right.y < top.y) continue;
// If the top left is outside the viewport we need to calc an offset
// so that we render (0, 0) with some offset for the texture.
const offset_y: u32 = if (rect.top_left.y < t.screen.viewport) offset_y: {
const offset_cells = t.screen.viewport - rect.top_left.y;
const offset_pixels = offset_cells * self.cell_size.height;
break :offset_y @intCast(offset_pixels);
} else 0;
// If we already know about this image then do nothing
const gop = try self.images.getOrPut(self.alloc, kv.key_ptr.image_id);
if (!gop.found_existing) {
// Copy the data into the pending state.
const data = try self.alloc.dupe(u8, image.data);
errdefer self.alloc.free(data);
// Store it in the map
const pending: Image.Pending = .{
.width = image.width,
.height = image.height,
.data = data.ptr,
};
gop.value_ptr.* = switch (image.format) {
.rgb => .{ .pending_rgb = pending },
.rgba => .{ .pending_rgba = pending },
.png => unreachable, // should be decoded by now
};
}
// Convert our screen point to a viewport point
const viewport = p.point.toViewport(&t.screen);
// Calculate the source rectangle
const source_x = @min(image.width, p.source_x);
const source_y = @min(image.height, p.source_y + offset_y);
const source_width = if (p.source_width > 0)
@min(image.width - source_x, p.source_width)
else
image.width;
const source_height = if (p.source_height > 0)
@min(image.height, p.source_height)
else
image.height -| offset_y;
// Calculate the width/height of our image.
const dest_width = if (p.columns > 0) p.columns * self.cell_size.width else source_width;
const dest_height = if (p.rows > 0) p.rows * self.cell_size.height else source_height;
// Accumulate the placement
if (image.width > 0 and image.height > 0) {
try self.image_placements.append(self.alloc, .{
.image_id = kv.key_ptr.image_id,
.x = @intCast(p.point.x),
.y = @intCast(viewport.y),
.z = p.z,
.width = dest_width,
.height = dest_height,
.cell_offset_x = p.x_offset,
.cell_offset_y = p.y_offset,
.source_x = source_x,
.source_y = source_y,
.source_width = source_width,
.source_height = source_height,
});
}
}
// Sort the placements by their Z value.
std.mem.sortUnstable(
gl_image.Placement,
self.image_placements.items,
{},
struct {
fn lessThan(
ctx: void,
lhs: gl_image.Placement,
rhs: gl_image.Placement,
) bool {
_ = ctx;
return lhs.z < rhs.z or (lhs.z == rhs.z and lhs.image_id < rhs.image_id);
}
}.lessThan,
);
// Find our indices
self.image_bg_end = 0;
self.image_text_end = 0;
const bg_limit = std.math.minInt(i32) / 2;
for (self.image_placements.items, 0..) |p, i| {
if (self.image_bg_end == 0 and p.z >= bg_limit) {
self.image_bg_end = @intCast(i);
}
if (self.image_text_end == 0 and p.z >= 0) {
self.image_text_end = @intCast(i);
}
}
}
/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
/// slow operation but ensures that the GPU state exactly matches the CPU state.
/// In steady-state operation, we use some GPU tricks to send down stale data
@ -1396,6 +1572,27 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
defer if (single_threaded_draw) self.draw_mutex.unlock();
const gl_state: *GLState = if (self.gl_state) |*v| v else return;
// Go through our images and see if we need to setup any textures.
{
var image_it = self.images.iterator();
while (image_it.next()) |kv| {
switch (kv.value_ptr.*) {
.ready => {},
.pending_rgb,
.pending_rgba,
=> try kv.value_ptr.upload(self.alloc),
.unload_pending,
.unload_ready,
=> {
kv.value_ptr.deinit(self.alloc);
self.images.removeByPtr(kv.key_ptr);
},
}
}
}
// Draw our terminal cells
try self.drawCellProgram(gl_state);

View File

@ -0,0 +1,220 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const assert = std.debug.assert;
const gl = @import("opengl");
/// 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: u32,
y: u32,
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, Image);
/// 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_rgb: Pending,
pending_rgba: Pending,
/// The image is uploaded and ready to be used.
ready: gl.Texture,
/// The image is uploaded but is scheduled to be unloaded.
unload_pending: []u8,
unload_ready: gl.Texture,
/// 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_rgb => |p| alloc.free(p.dataSlice(3)),
.pending_rgba => |p| alloc.free(p.dataSlice(4)),
.unload_pending => |data| alloc.free(data),
.ready,
.unload_ready,
=> |tex| tex.destroy(),
}
}
/// Mark this image for unload whatever state it is in.
pub fn markForUnload(self: *Image) void {
self.* = switch (self.*) {
.unload_pending,
.unload_ready,
=> return,
.ready => |obj| .{ .unload_ready = obj },
.pending_rgb => |p| .{ .unload_pending = p.dataSlice(3) },
.pending_rgba => |p| .{ .unload_pending = p.dataSlice(4) },
};
}
/// 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_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_ready,
=> unreachable, // invalid
.pending_rgba => {}, // ready
// RGB needs to be converted to RGBA because Metal textures
// don't support RGB.
.pending_rgb => |*p| {
// Note: this is the slowest possible way to do this...
const data = p.dataSlice(3);
const pixels = data.len / 3;
var rgba = try alloc.alloc(u8, pixels * 4);
errdefer alloc.free(rgba);
var i: usize = 0;
while (i < pixels) : (i += 1) {
const data_i = i * 3;
const rgba_i = i * 4;
rgba[rgba_i] = data[data_i];
rgba[rgba_i + 1] = data[data_i + 1];
rgba[rgba_i + 2] = data[data_i + 2];
rgba[rgba_i + 3] = 255;
}
alloc.free(data);
p.data = rgba.ptr;
self.* = .{ .pending_rgba = p.* };
},
}
}
/// Upload the pending image to the GPU and change the state of this
/// image to ready.
pub fn upload(
self: *Image,
alloc: Allocator,
) !void {
// 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 => .{ .internal = .rgb, .format = .rgb },
.pending_rgba => .{ .internal = .rgba, .format = .rgba },
else => unreachable,
};
// Create our texture
const tex = try gl.Texture.create();
errdefer tex.destroy();
const texbind = try tex.bind(.@"2D");
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
try texbind.image2D(
0,
formats.internal,
@intCast(p.width),
@intCast(p.height),
0,
formats.format,
.UnsignedByte,
p.data,
);
// 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,
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,
else => null,
};
}
};