Add CacheSettings for automatically saving and loading compressed textures.

This commit is contained in:
Alberto Torres 2024-09-06 01:14:35 +02:00
parent a8a0b35297
commit 45dc99b483
4 changed files with 175 additions and 51 deletions

View file

@ -17,6 +17,10 @@ type KtxPart* = object
len*: int
row_len*: int
type KtxInfoParts* = object
info*: KtxInfo
parts*: seq[KtxPart]
{.compile:("impl.c","-I.").}
type ddsktx_format = enum
@ -252,7 +256,7 @@ proc ParseDdsKtx*(p: pointer, len: int): seq[KtxPart] =
func get_ASTC_internal_format*(blk_size: (SomeInteger,SomeInteger), is_sRGB: bool): int32 =
result = if is_sRGB:
case blk_size[0]*100 or blk_size[1]:
case (blk_size[0].int*100 or blk_size[1].int):
of 04_04: GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
of 05_04: GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
of 05_05: GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
@ -269,7 +273,7 @@ func get_ASTC_internal_format*(blk_size: (SomeInteger,SomeInteger), is_sRGB: boo
of 12_12: GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
else: 0'i32
else:
case blk_size[0]*100 or blk_size[1]:
case (blk_size[0].int*100 or blk_size[1].int):
of 04_04: GL_COMPRESSED_RGBA_ASTC_4x4_KHR
of 05_04: GL_COMPRESSED_RGBA_ASTC_5x4_KHR
of 05_05: GL_COMPRESSED_RGBA_ASTC_5x5_KHR

View file

@ -1,11 +1,17 @@
import ../types
import ./texture_decode
from dds_ktx import KtxInfo, KtxPart, get_ASTC_internal_format
from dds_ktx import KtxInfo, KtxPart, KtxInfoParts, get_ASTC_internal_format
import arr_ref
import loadable
import zstd/decompress
import stb_image_resize
import std/monotimes
import std/marshal
import std/bitops
import std/json
import std/uri
import std/os
# TODO: don't import it here
from ../platform/gl import nil
@ -14,6 +20,8 @@ when defined(myouUseBC7Encoder):
import bc7enc
when defined(myouUseAstcEncoder):
import astc
when defined(myouUseBC7Encoder) or defined(myouUseAstcEncoder):
import zstd/compress
when defined(android) or defined(ios) or defined(emscripten):
template has_bptc_support: bool = gl.GLAD_GL_EXT_texture_compression_bptc
else:
@ -22,14 +30,13 @@ template has_astc_support: bool = gl.GLAD_GL_OES_texture_compression_astc or
gl.GLAD_GL_KHR_texture_compression_astc_ldr
const myouEngineNumTextureThreads {.intdefine.} = 4
const myouEngineCompressTextures {.booldefine.} = true
const myouBC7VerboseMode {.booldefine.} = true
const myouBC7VerboseMode {.booldefine.} = false
template u32(x: untyped): uint32 = cast[uint32](x)
type CallbackUncompressed = proc(tex: Texture, data: SliceMem[byte]) {.gcsafe.}
type CallbackCompressed = proc(tex: Texture, info: KtxInfo, data: seq[KtxPart], refdata: seq[ArrRef[byte]]) {.gcsafe.}
type CompressMipmapResult = tuple[data: ArrRef[byte], row_len: int]
type CallbackCompressed = proc(tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]]) {.gcsafe.}
type CompressMipmapResult = tuple[data: SliceMem[byte], row_len: int]
type CompressMipmap = proc(width, height: int32, p: pointer, len: int32): CompressMipmapResult {.closure.}
template block_file_size(width, height, depth, block_x, block_y, block_z, block_byte_size: untyped): int =
@ -38,7 +45,7 @@ template block_file_size(width, height, depth, block_x, block_y, block_z, block_
let blocks_z = (depth.int + block_z.int - 1) div block_z.int
blocks_x * blocks_y * blocks_z * block_byte_size.int
proc make_mipmaps(tex: Texture, pixels: SliceMem[byte], compress: CompressMipmap): (seq[KtxPart], seq[ArrRef[byte]]) =
proc make_mipmaps(tex: Texture, pixels: SliceMem[byte], compress: CompressMipmap): (seq[KtxPart], seq[SliceMem[byte]]) =
var width = tex.width.int32
var height = tex.height.int32
let depth = tex.format_depth
@ -56,7 +63,7 @@ proc make_mipmaps(tex: Texture, pixels: SliceMem[byte], compress: CompressMipmap
let pixel_stride = 4 * (tex.format.stride div tex.format.channel_count)
let time = getmonotime().ticks.float/1000000000
var parts: seq[KtxPart]
var data_refs: seq[ArrRef[byte]]
var data_refs: seq[SliceMem[byte]]
var mip_level = 0'i32
var w, prev_w = width
var h, prev_h = height
@ -111,7 +118,7 @@ when defined(myouUseBC7Encoder):
)
let out_len = block_file_size(w,h,1, 4,4,1, block_size_bytes)
let row_len = block_file_size(w,1,1, 4,4,1, block_size_bytes)
var data = newArrRef[byte](out_len)
var data = newSliceMem[byte](out_len)
var output = EncodeBcOutput(
data: data.toPointer,
len: out_len.int32,
@ -128,10 +135,16 @@ when defined(myouUseBC7Encoder):
is_sRGB: tex.is_sRGB, is_bc: true,
internal_format: internal_format,
)
callback(tex, info, parts, data_refs)
callback(tex, KtxInfoParts(info: info, parts: parts), data_refs)
template first(bs: BlockSize): uint8 =
bs.uint8 shr 4'u8
template second(bs: BlockSize): uint8 =
bs.uint8 and 0xf'u8
when defined(myouUseAstcEncoder):
proc atsc_compress*(tex: Texture, pixels: SliceMem[byte], callback: CallbackCompressed, blk_size = (6,6), quality = 10.0) =
proc atsc_compress*(tex: Texture, pixels: SliceMem[byte], callback: CallbackCompressed, blk_size: BlockSize, speed: EncodingSpeed) =
let profile = case tex.format.component_type:
of UByte:
if tex.is_sRGB: ASTCENC_PRF_LDR_SRGB
@ -152,10 +165,18 @@ when defined(myouUseAstcEncoder):
of 3: AstcencSwizzle(r: SWZ_R, g: SWZ_G, b: SWZ_B, a: SWZ_1)
else: AstcencSwizzle(r: SWZ_R, g: SWZ_G, b: SWZ_B, a: SWZ_A)
let flags = 0'u32
let quality = case speed:
of UltraFast: 0.0
of VeryFast: 10.0
of Fast: 30.0
of Basic: 60.0
of Slow: 98.0
of VerySlow: 99.0
of Slowest: 100.0
var config: AstcencConfig
# TODO: 3D texture block size
astc_assert astcenc_config_init(profile,
blk_size[0].uint32, blk_size[1].uint32, 1'u32,
blk_size.first.uint32, blk_size.second.uint32, 1'u32,
quality, flags, config.addr)
# config.progress_callback = proc(p: float32) {.cdecl.} =
# echo "progress ", p
@ -167,7 +188,7 @@ when defined(myouUseAstcEncoder):
config.block_x, config.block_y, config.block_z, 16)
let row_len = block_file_size(w, 1, 1,
config.block_x, config.block_y, config.block_z, 16)
let data = newArrRef[byte](buffer_size)
let data = newSliceMem[byte](buffer_size)
let pointers = [p]
let img = AstcencImage(
dim_x: w.u32, dim_y: h.u32, dim_z: 1.u32,
@ -182,41 +203,67 @@ when defined(myouUseAstcEncoder):
let (parts, data_refs) = make_mipmaps(tex, pixels, compress)
let blk = (blk_size.first, blk_size.second)
let info = KtxInfo(
width: parts[0].width, height: parts[0].height, depth: tex.format_depth.int32,
num_layers: 1, num_mipmaps: parts.len.int32, has_alpha: tex.format.channel_count == 4,
is_sRGB: tex.is_sRGB, is_astc: true,
internal_format: get_ASTC_internal_format(blk_size, tex.is_sRGB)
internal_format: get_ASTC_internal_format(blk, tex.is_sRGB)
)
callback(tex, info, parts, data_refs)
callback(tex, KtxInfoParts(info: info, parts: parts), data_refs)
astc_assert astcenc_compress_reset(ctx)
astcenc_context_free(ctx)
func `%`(p: pointer): JsonNode = %0
proc loadOptimized*(tex: Texture, slices: seq[SliceMem[byte]],
callback_uncompressed: CallbackUncompressed = nil,
callback_compressed: CallbackCompressed = nil,
flip = true, min_channels = 0) {.gcsafe.} =
let settings = tex.engine.cache_settings
var min_channels = min_channels
var will_compress = myouEngineCompressTextures
var will_compress = settings.compress_textures
var will_load_uncompressed_first = false
var will_encode_all = false
var will_encode_all = settings.compress_all_formats
will_compress = will_compress and
callback_compressed != nil and
tex.format.component_type != UShort
var native_bc, native_astc = false
if has_bptc_support:
native_bc = true
# TODO: BC6H or RGBM
will_compress = will_compress and
tex.format.component_type == UByte
elif has_astc_support:
# TODO: detect HDR support
discard
elif will_encode_all:
will_load_uncompressed_first = true
else:
will_compress = false
native_astc = true
# TODO: detect HDR support, use a fallback if unavailable
# TODO: USE A BETTER KEY, INCLUDE SETTINGS
let cache_key = tex.name
let cache_file_name = cache_key.encodeUrl & ".zst"
if settings.use_cache and callback_compressed != nil:
let cache_file = settings.cache_dir & "/" & cache_file_name
# TODO: allow networked requests
if fileExists cache_file:
try:
let slices = readFile(cache_file).decompress.toSliceMem.to(byte).deserialize
var data = to[KtxInfoParts](slices[^1].toString)
for i,p in data.parts.mpairs:
p.data = slices[i].toPointer
tex.callback_compressed(data, slices)
return
except:
# TODO: proper error handling and logging
echo "ERROR: could not load cache file for " & tex.name
if not (native_bc or native_astc):
if will_encode_all:
will_load_uncompressed_first = true
else:
will_compress = false
if will_compress:
min_channels = 4
@ -226,26 +273,41 @@ proc loadOptimized*(tex: Texture, slices: seq[SliceMem[byte]],
(will_load_uncompressed_first or not will_compress):
callback_uncompressed(tex, pixels)
if will_compress:
when defined(myouUseBC7Encoder) or defined(myouUseAstcEncoder):
proc cb(tex: Texture, data: KtxInfoParts,
refdata: seq[SliceMem[byte]]) {.gcsafe.} =
let info = data.info
if (info.is_bc and native_bc) or
(info.is_astc and native_astc):
callback_compressed(tex, data, refdata)
if settings.save_cache:
let dir = if info.is_bc: settings.cache_dir_bc
else: settings.cache_dir_astc
let cache_file = dir & "/" & cache_file_name
let outdata = refdata & @[($(%data)).toSliceMem.to(byte)]
writeFile cache_file, outdata.serialize.toOpenArray.compress
let channels = tex.format.channel_count
when defined(myouUseBC7Encoder):
let bc_format = if tex.format.channel_count == 1:
4.int8 # BC4 is 0.5 bytes per pixel grayscale
else:
7.int8 # BC7 is just the best at anything else
if has_bptc_support:
bcn_compress(tex, pixels, callback_compressed, bc_format)
if has_bptc_support or will_encode_all:
let bc_format = if channels == 1:
4.int8 # BC4
else:
settings.bc_format_for_RGB.int8 # BC1 or BC7
bcn_compress(tex, pixels, cb, bc_format)
if not will_encode_all: return
elif will_encode_all:
# TODO: callback to store result
discard
# bcn_compress(tex, pixels, ..., bc_format)
when defined(myouUseAstcEncoder):
if has_astc_support or will_encode_all:
atsc_compress(tex, pixels, callback_compressed)
let blk_size = if channels == 1:
settings.astc_block_1ch
elif channels == 2:
settings.astc_block_2ch
else:
settings.astc_block_size
atsc_compress(tex, pixels, cb,
blk_size, settings.quality_speed)
if not will_encode_all: return
elif will_encode_all:
# TODO: callback to store result
discard
# atsc_compress(tex, pixels, ...)
, flip = flip, min_channels = min_channels)
@ -266,7 +328,7 @@ type DecodeReturnChanMsg = tuple[
var decode_return_chan: Channel[DecodeReturnChanMsg]
type CompressedReturnChanMsg = tuple[
callback: CallbackCompressed,
tex: Texture, info: KtxInfo, data: seq[KtxPart], refdata: seq[ArrRef[byte]],
tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]],
]
var compressed_return_chan: Channel[CompressedReturnChanMsg]
@ -292,9 +354,8 @@ proc workerThreadProc() {.thread.} =
break
proc cb(tex: Texture, data: SliceMem[byte]) =
decode_return_chan.send((callback: to_decode.callback_uncompressed, tex: tex, data: data))
proc cbc(tex: Texture, info: KtxInfo, data: seq[KtxPart], refdata: seq[ArrRef[byte]]) =
compressed_return_chan.send((callback: to_decode.callback_compressed, tex: tex,
info: info, data: data, refdata: refdata))
proc cbc(tex: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]]) =
compressed_return_chan.send((callback: to_decode.callback_compressed, tex: tex, data: data, refdata: refdata))
let cb_out = if to_decode.callback_uncompressed != nil: cb else: nil
let cbc_out = if to_decode.callback_compressed != nil: cbc else: nil
loadOptimized(to_decode.tex, to_decode.slices, cb_out, cbc_out,
@ -318,8 +379,8 @@ proc updateTextureWorkerThreads*() =
let tried = compressed_return_chan.tryRecv()
if not tried.dataAvailable:
break
let (cb, tex, info, data, refdata) = tried.msg
cb(tex, info, data, refdata)
let (cb, tex, data, refdata) = tried.msg
cb(tex, data, refdata)
proc terminateTextureWorkerThreads*() =
for worker in workers:

View file

@ -362,19 +362,19 @@ proc loadCubeSideFromPixels*(self: Texture, pixels: pointer, side: int32 = 0) =
self.width.GLsizei, self.height.GLsizei,
0, ts.format, ts.gltype, pixels)
proc loadCompressedData*(self: Texture, info: KtxInfo, data: seq[KtxPart], refdata: seq[ArrRef[byte]]) {.gcsafe.} =
assert info.depth == 1 and info.num_layers == 1,
proc loadCompressedData*(self: Texture, data: KtxInfoParts, refdata: seq[SliceMem[byte]]) {.gcsafe.} =
assert data.info.depth == 1 and data.info.num_layers == 1,
"Compressed array and 3D textures not supported yet"
let ts = self.storage
self.loaded = true
self.bind_it(needs_active_texture=true)
let target = if self.tex_type == TexCube: GL_TEXTURE_CUBE_MAP_POSITIVE_X.GLuint.int32
else: ts.target.GLuint.int32
for part in data:
for part in data.parts:
glCompressedTexImage2D(cast[GLenum](target+part.face), part.mip_level,
info.internal_format.GLenum, part.width.GLsizei, part.height.GLsizei,
data.info.internal_format.GLenum, part.width.GLsizei, part.height.GLsizei,
0, part.len.GLsizei, part.data)
self.setMipmapRange(0, info.num_mipmaps - 1)
self.setMipmapRange(0, data.info.num_mipmaps - 1)
proc setFilter*(self: Texture, filter: TextureFilter) =
self.filter = filter
@ -485,7 +485,10 @@ proc newTexture*(engine: MyouEngine, name: string, file_name: string, is_sRGB: b
engine.renderer.enqueue proc()=
try:
self.ensure_storage()
self.loadCompressedData(ktx_info, ParseDdsKtx(data.data, data.byte_len), @[])
let info_parts = KtxInfoParts(
info: ktx_info,
parts: ParseDdsKtx(data.data, data.byte_len))
self.loadCompressedData(info_parts, @[data])
self.loaded = true
# except Exception as e:
except:

View file

@ -84,6 +84,7 @@ type
use_glsl_tone_mapping*: bool
loaders_by_ext*: Table[string, seq[proc(e: MyouEngine): Loader]]
glsl_version*: string
cache_settings*: CacheSettings
all_framebuffers*: seq[Framebuffer] ## private
new_scenes*: Table[string, Scene] ## private
@ -763,6 +764,61 @@ type
path_handler*: proc(path: string): string
override_textures_sampler_type*: Table[string, string]
# texture_optimize.nim
EncodingSpeed* = enum
UltraFast
VeryFast
Fast
Basic
Slow
VerySlow
Slowest
RgbBcFmt* = enum
BC1 = 1 ## 4 BPP (0.5 bytes per pixel), very small but low quality.
BC7 = 7 ## 8 BPP (1 byte per pixel), larger but very good quality.
BlockSize* = enum
Bs4x4 = 0x4_4 ## 8.00 BPP
Bs5x4 = 0x5_4 ## 6.40 BPP
Bs5x5 = 0x5_5 ## 5.12 BPP
Bs6x5 = 0x6_5 ## 4.27 BPP
Bs6x6 = 0x6_6 ## 3.56 BPP
Bs8x5 = 0x8_5 ## 3.20 BPP
Bs8x6 = 0x8_6 ## 2.67 BPP
Bs8x8 = 0x8_8 ## 2.00 BPP (below 10x6)
Bs10x5 = 0xA_5 ## 2.56 BPP
Bs10x6 = 0xA_6 ## 2.13 BPP
Bs10x8 = 0xA_8 ## 1.60 BPP
Bs10x10 = 0xA_A ## 1.28 BPP
Bs12x10 = 0xC_A ## 1.07 BPP
Bs12x12 = 0xC_C ## 0.89 BPP
# TODO: 3D block sizes
CacheSettings* = object
compress_textures*: bool ## Whether to compress textures on load
## when not loaded from cache cache
use_cache*: bool ## Whether to try to load from cache
save_cache*: bool ## Whether to save compressed textures
cache_dir*: string ## Cache directory
quality_speed*: EncodingSpeed ## Whether you need them fast or good
bc_format_for_RGB*: RgbBcFmt ## Which BCn to use for RGB images.
## BC7 is the best but BC1 is half the
## size and encodes very fast
astc_block_size*: BlockSize ## Defines quality and size of ASTC.
## 4x4 is the best but biggest,
## 6x6 is a good balance,
## 8x8 is bad but very small.
astc_block_1ch*: BlockSize ## Block size for 1 channel textures,
## since less data has to be encoded
astc_block_2ch*: BlockSize ## Block size for 2 channel textures
compress_all_formats*: bool ## Encode textures for all platforms
cache_dir_bc*: string ## Cache directory for writing bc
cache_dir_astc*: string ## Cache directory for writing astc
# INCOMPLETE
Armature* = ref object of GameObject