textureIo.ts
src/gpu/textureIo.ts · raw · all examples · site home
Exports: uploadTexelsreadTexelscopyTexels
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import type * as THREE from "three";
import type { WebGPURenderer } from "three/webgpu";
import { ArrayFormats, type ArrayFormat, type TypedArray } from "../core/formats";
import type { CopySpan, TexelSpan } from "../core/layout";
import { backendOf, glTextureOf, gpuTextureOf } from "./backend";
import { gpuFormatInfo } from "./gpuFormats";
// Raw texel transfers between CPU arrays and array textures, and between
// textures, on either backend. `values` / `dest` hold whole texels of
// `format` starting at span offset 0.
export function uploadTexels(renderer: WebGPURenderer, texture: THREE.Texture, format: ArrayFormat, spans: TexelSpan[], values: TypedArray) {
const { bytes, components } = ArrayFormats.info(format);
const backend = backendOf(renderer);
if (backend.isWebGPUBackend) {
const gpuTexture = gpuTextureOf(renderer, texture);
for (const { x, y, layer, width, rows, offset } of spans) {
backend.device!.queue.writeTexture(
{ texture: gpuTexture, origin: { x, y, z: layer } },
values,
{ offset: offset * bytes, bytesPerRow: width * bytes, rowsPerImage: rows },
{ width, height: rows, depthOrArrayLayers: 1 },
);
}
return;
}
const gl = backend.gl!;
const info = gpuFormatInfo(format);
withGlState(gl, () => {
gl.bindTexture(gl.TEXTURE_2D_ARRAY, glTextureOf(renderer, texture));
for (const { x, y, layer, width, rows, offset } of spans) {
gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, x, y, layer, width, rows, 1, glEnum(gl, info.glFormat), glEnum(gl, info.glType), values, offset * components);
}
});
}
// Texels beyond dest's length are dropped (a partly used last texel)
export async function readTexels(renderer: WebGPURenderer, texture: THREE.Texture, format: ArrayFormat, spans: TexelSpan[], dest: TypedArray) {
const backend = backendOf(renderer);
if (backend.isWebGPUBackend) {
await readWebGPU(backend.device!, gpuTextureOf(renderer, texture), format, spans, dest);
} else {
await readWebGL(backend.gl!, glTextureOf(renderer, texture), format, spans, dest);
}
}
export function copyTexels(renderer: WebGPURenderer, src: THREE.Texture, dst: THREE.Texture, spans: CopySpan[]) {
const backend = backendOf(renderer);
if (backend.isWebGPUBackend) {
const device = backend.device!;
const encoder = device.createCommandEncoder({ label: "radix_copyTexels" });
for (const span of spans) {
encoder.copyTextureToTexture(
{ texture: gpuTextureOf(renderer, src), origin: { x: span.src.x, y: span.src.y, z: span.src.layer } },
{ texture: gpuTextureOf(renderer, dst), origin: { x: span.dst.x, y: span.dst.y, z: span.dst.layer } },
{ width: span.width, height: span.rows, depthOrArrayLayers: 1 },
);
}
device.queue.submit([encoder.finish()]);
return;
}
const gl = backend.gl!;
withGlState(gl, () => {
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer);
gl.bindTexture(gl.TEXTURE_2D_ARRAY, glTextureOf(renderer, dst));
for (const span of spans) {
gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureOf(renderer, src), 0, span.src.layer);
gl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, span.dst.x, span.dst.y, span.dst.layer, span.src.x, span.src.y, span.width, span.rows);
}
gl.deleteFramebuffer(framebuffer);
});
}
async function readWebGPU(device: GPUDevice, texture: GPUTexture, format: ArrayFormat, spans: TexelSpan[], dest: TypedArray) {
const { bytes } = ArrayFormats.info(format);
// copyTextureToBuffer needs bytesPerRow (and so offsets) aligned to 256
const align = (n: number) => Math.ceil(n / 256) * 256;
const offsets: number[] = [];
let size = 0;
for (const span of spans) {
offsets.push(size);
size += align(span.width * bytes) * span.rows;
}
const buffer = device.createBuffer({ label: "radix_readTexels", size: Math.max(size, 4), usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ });
const encoder = device.createCommandEncoder({ label: "radix_readTexels" });
spans.forEach((span, i) => {
encoder.copyTextureToBuffer(
{ texture, origin: { x: span.x, y: span.y, z: span.layer } },
{ buffer, offset: offsets[i], bytesPerRow: align(span.width * bytes), rowsPerImage: span.rows },
{ width: span.width, height: span.rows, depthOrArrayLayers: 1 },
);
});
device.queue.submit([encoder.finish()]);
await buffer.mapAsync(GPUMapMode.READ);
const mapped = new Uint8Array(buffer.getMappedRange());
const out = new Uint8Array(dest.buffer, dest.byteOffset, dest.byteLength);
// Rows are 256-byte aligned in the buffer, tightly packed in dest
spans.forEach((span, i) => {
for (let row = 0; row < span.rows; row += 1) {
const at = (span.offset + row * span.width) * bytes;
const length = Math.min(span.width * bytes, out.length - at);
if (length > 0) {
const from = offsets[i] + row * align(span.width * bytes);
out.set(mapped.subarray(from, from + length), at);
}
}
});
buffer.unmap();
buffer.destroy();
}
// WebGL2 only guarantees readPixels of RGBA with the widest type of the
// format's kind, so read that and narrow each texel into dest
async function readWebGL(gl: WebGL2RenderingContext, texture: WebGLTexture, format: ArrayFormat, spans: TexelSpan[], dest: TypedArray) {
const info = gpuFormatInfo(format);
if (info.scalar === "snorm8") {
throw new Error("snorm8 cannot be read back on WebGL2 (not renderable)");
}
const read = info.kind === "uint" ? { format: gl.RGBA_INTEGER, type: gl.UNSIGNED_INT, array: Uint32Array }
: info.kind === "sint" ? { format: gl.RGBA_INTEGER, type: gl.INT, array: Int32Array }
: info.scalar === "unorm8" ? { format: gl.RGBA, type: gl.UNSIGNED_BYTE, array: Uint8Array }
: { format: gl.RGBA, type: gl.FLOAT, array: Float32Array };
const texelBytes = 4 * read.array.BYTES_PER_ELEMENT;
const total = spans.reduce((sum, span) => sum + span.width * span.rows, 0);
// Queue every span into one pixel pack buffer, then wait on a fence
const pack = gl.createBuffer();
withGlState(gl, () => {
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pack);
gl.bufferData(gl.PIXEL_PACK_BUFFER, Math.max(total * texelBytes, 4), gl.STREAM_READ);
let at = 0;
for (const span of spans) {
gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, span.layer);
gl.readPixels(span.x, span.y, span.width, span.rows, read.format, read.type, at * texelBytes);
at += span.width * span.rows;
}
gl.deleteFramebuffer(framebuffer);
});
await glFence(gl);
const components = info.components;
const half = info.scalar === "float16";
// RGBA texels of dest's own type: straight from the buffer into dest
if (components === 4 && !half && dest instanceof read.array) {
withGlState(gl, () => {
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pack);
let at = 0;
for (const span of spans) {
const length = Math.min(span.width * span.rows * 4, dest.length - span.offset * 4);
if (length > 0) {
gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, at * texelBytes, dest, span.offset * 4, length);
}
at += span.width * span.rows;
}
});
gl.deleteBuffer(pack);
return;
}
const texels = new read.array(total * 4);
withGlState(gl, () => {
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pack);
gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, texels);
});
gl.deleteBuffer(pack);
// Keep the format's components of each RGBA texel
let at = 0;
for (const span of spans) {
for (let i = 0; i < span.width * span.rows; i += 1, at += 1) {
const base = (span.offset + i) * components;
for (let c = 0; c < components && base + c < dest.length; c += 1) {
const value = texels[at * 4 + c];
dest[base + c] = half ? toHalfBits(value) : value;
}
}
}
}
async function glFence(gl: WebGL2RenderingContext) {
const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0)!;
gl.flush();
try {
while (true) {
const status = gl.clientWaitSync(sync, 0, 0);
if (status === gl.WAIT_FAILED) {
throw new Error("clientWaitSync failed");
}
if (status !== gl.TIMEOUT_EXPIRED) {
return;
}
await new Promise((resolve) => setTimeout(resolve, 1));
}
} finally {
gl.deleteSync(sync);
}
}
// Three caches GL bindings, so restore every binding and unpack parameter
// these transfers touch
function withGlState(gl: WebGL2RenderingContext, fn: () => void) {
const bindings = {
readFramebuffer: gl.getParameter(gl.READ_FRAMEBUFFER_BINDING),
packBuffer: gl.getParameter(gl.PIXEL_PACK_BUFFER_BINDING),
unpackBuffer: gl.getParameter(gl.PIXEL_UNPACK_BUFFER_BINDING),
texture: gl.getParameter(gl.TEXTURE_BINDING_2D_ARRAY),
};
const unpack = [
gl.UNPACK_ALIGNMENT, gl.UNPACK_FLIP_Y_WEBGL, gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, gl.UNPACK_ROW_LENGTH,
gl.UNPACK_IMAGE_HEIGHT, gl.UNPACK_SKIP_PIXELS, gl.UNPACK_SKIP_ROWS, gl.UNPACK_SKIP_IMAGES,
];
const saved = unpack.map((name) => gl.getParameter(name));
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
for (const name of unpack.slice(1)) {
gl.pixelStorei(name, 0);
}
try {
fn();
} finally {
unpack.forEach((name, i) => gl.pixelStorei(name, saved[i]));
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, bindings.readFramebuffer);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, bindings.packBuffer);
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, bindings.unpackBuffer);
gl.bindTexture(gl.TEXTURE_2D_ARRAY, bindings.texture);
}
}
function glEnum(gl: WebGL2RenderingContext, name: string): number {
return (gl as unknown as Record<string, number>)[name];
}
const floatView = new Float32Array(1);
const bitsView = new Uint32Array(floatView.buffer);
// Half-float bits of a float that came from a half-float texture (exact)
function toHalfBits(value: number) {
floatView[0] = value;
const bits = bitsView[0];
const sign = (bits >>> 16) & 0x8000;
const exponent = ((bits >>> 23) & 0xff) - 127 + 15;
const mantissa = bits & 0x7fffff;
if (exponent >= 0x1f) {
return sign | 0x7c00 | (((bits >>> 23) & 0xff) === 0xff && mantissa ? 0x200 : 0);
}
if (exponent <= 0) {
return exponent < -10 ? sign : sign | ((mantissa | 0x800000) >> (14 - exponent));
}
return sign | (exponent << 10) | (mantissa >> 13);
}