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/*
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Array.h>
#include <AK/Error.h>
#include <AK/FloatingPoint.h>
#include <LibSoftGPU/PixelConverter.h>
namespace SoftGPU {
template<typename T>
static constexpr T reverse_component_bytes_if_needed(T value, GPU::ImageDataLayout const& image_data_layout)
requires(sizeof(T) == 2 || sizeof(T) == 4)
{
if (image_data_layout.packing.component_bytes_order == GPU::ComponentBytesOrder::Normal)
return value;
VERIFY(image_data_layout.pixel_type.bits == GPU::PixelComponentBits::AllBits);
auto* u8_ptr = reinterpret_cast<u8*>(&value);
if constexpr (sizeof(T) == 2) {
swap(u8_ptr[0], u8_ptr[1]);
} else if constexpr (sizeof(T) == 4) {
swap(u8_ptr[0], u8_ptr[3]);
swap(u8_ptr[1], u8_ptr[2]);
}
return value;
}
static constexpr FloatVector4 decode_component_order_for_format(FloatVector4 const& components, GPU::PixelFormat format)
{
switch (format) {
case GPU::PixelFormat::Alpha:
return { 0.f, 0.f, 0.f, components[0] };
case GPU::PixelFormat::BGR:
return { components[2], components[1], components[0], 1.f };
case GPU::PixelFormat::BGRA:
return { components[2], components[1], components[0], components[3] };
case GPU::PixelFormat::Blue:
return { 0.f, 0.f, components[0], 1.f };
case GPU::PixelFormat::ColorIndex:
case GPU::PixelFormat::DepthComponent:
case GPU::PixelFormat::StencilIndex:
return { components[0], 0.f, 0.f, 0.f };
case GPU::PixelFormat::Green:
return { 0.f, components[0], 0.f, 1.f };
case GPU::PixelFormat::Intensity:
return { components[0], components[0], components[0], components[0] };
case GPU::PixelFormat::Luminance:
return { components[0], components[0], components[0], 1.f };
case GPU::PixelFormat::LuminanceAlpha:
return { components[0], components[0], components[0], components[1] };
case GPU::PixelFormat::Red:
return { components[0], 0.f, 0.f, 1.f };
case GPU::PixelFormat::RGB:
return { components[0], components[1], components[2], 1.f };
case GPU::PixelFormat::RGBA:
return components;
}
VERIFY_NOT_REACHED();
}
static constexpr FloatVector4 encode_component_order_for_format(FloatVector4 const& components, GPU::PixelFormat format)
{
switch (format) {
case GPU::PixelFormat::Alpha:
return { components[3], 0.f, 0.f, 0.f };
case GPU::PixelFormat::BGR:
return { components[2], components[1], components[0], 0.f };
case GPU::PixelFormat::BGRA:
return { components[2], components[1], components[0], components[3] };
case GPU::PixelFormat::Blue:
return { components[2], 0.f, 0.f, 0.f };
case GPU::PixelFormat::ColorIndex:
case GPU::PixelFormat::DepthComponent:
case GPU::PixelFormat::Intensity:
case GPU::PixelFormat::Luminance:
case GPU::PixelFormat::Red:
case GPU::PixelFormat::RGB:
case GPU::PixelFormat::RGBA:
case GPU::PixelFormat::StencilIndex:
return components;
case GPU::PixelFormat::Green:
return { components[1], 0.f, 0.f, 0.f };
case GPU::PixelFormat::LuminanceAlpha:
return { components[0], components[3], 0.f, 0.f };
}
VERIFY_NOT_REACHED();
}
template<typename S, typename O>
static int read_pixel_values(u8 const* input_data, Array<O, 4>& output_values, GPU::ImageDataLayout const& layout)
{
auto const& pixel_type = layout.pixel_type;
auto const number_of_data_reads = GPU::number_of_components(pixel_type.format) / GPU::number_of_components(pixel_type.bits);
for (int i = 0; i < number_of_data_reads; ++i) {
auto storage_value = reinterpret_cast<S const*>(input_data)[i];
if (layout.pixel_type.bits == GPU::PixelComponentBits::AllBits) {
if constexpr (sizeof(S) == 2 || sizeof(S) == 4)
storage_value = reverse_component_bytes_if_needed(storage_value, layout);
}
O value = storage_value;
// Special case: convert HalfFloat to regular float
if constexpr (IsSame<O, float>) {
if (pixel_type.data_type == GPU::PixelDataType::HalfFloat)
value = convert_to_native_float(FloatingPointBits<1, 5, 10>(storage_value));
}
output_values[i] = value;
}
return number_of_data_reads;
}
template<typename T>
constexpr FloatVector4 extract_component_values(Span<T> data_values, GPU::PixelType const& pixel_type)
{
// FIXME: implement fixed point conversion for ::StencilIndex
// FIXME: stencil components should account for GL_MAP_STENCIL
// FIXME: stencil components should get GL_INDEX_SHIFT and GL_INDEX_OFFSET applied
// FIXME: depth components should get GL_DEPTH_SCALE and GL_DEPTH_BIAS applied
// FIXME: color components should get GL_C_SCALE and GL_C_BIAS applied
auto const number_of_values = data_values.size();
auto const bits_number_of_components = number_of_components(pixel_type.bits);
VERIFY(bits_number_of_components == 1 || bits_number_of_components == number_of_components(pixel_type.format));
// Maps a signed value to -1.0f..1.0f
auto signed_to_float = [](T value) -> float {
auto constexpr number_of_bits = sizeof(T) * 8 - 1;
return max(static_cast<float>(value / static_cast<float>(1 << number_of_bits)), -1.f);
};
// Maps an unsigned value to 0.0f..1.0f
auto unsigned_to_float = [](T value, u8 const number_of_bits) -> float {
return static_cast<float>(value / static_cast<double>((1ull << number_of_bits) - 1));
};
// Handle full data values (1 or more)
if (pixel_type.bits == GPU::PixelComponentBits::AllBits) {
FloatVector4 components;
for (size_t i = 0; i < number_of_values; ++i) {
if constexpr (IsSigned<T>)
components[i] = signed_to_float(data_values[i]);
else
components[i] = unsigned_to_float(data_values[i], sizeof(T) * 8);
}
return components;
}
VERIFY(number_of_values == 1);
T const value = data_values[0];
auto bitfields = pixel_component_bitfield_lengths(pixel_type.bits);
// Map arbitrary bitfields to floats
u8 remaining_width = 0;
for (auto bitwidth : bitfields)
remaining_width += bitwidth;
// "By default the components are laid out from msb (most-significant bit) to lsb (least-significant bit)"
FloatVector4 components;
for (auto i = 0; i < 4; ++i) {
auto bitwidth = bitfields[i];
if (bitwidth == 0)
break;
remaining_width -= bitwidth;
components[i] = unsigned_to_float((value >> remaining_width) & ((1 << bitwidth) - 1), bitwidth);
}
return components;
}
template<>
constexpr FloatVector4 extract_component_values(Span<float> data_values, GPU::PixelType const&)
{
FloatVector4 components;
for (size_t i = 0; i < data_values.size(); ++i)
components[i] = data_values[i];
return components;
}
template<typename T>
static FloatVector4 pixel_values_to_components(Span<T> values, GPU::PixelType const& pixel_type)
{
// Deconstruct read value(s) into separate components
auto components = extract_component_values(values, pixel_type);
if (pixel_type.components_order == GPU::ComponentsOrder::Reversed)
components = { components[3], components[2], components[1], components[0] };
// Reconstruct component values in order
auto component_values = decode_component_order_for_format(components, pixel_type.format);
component_values.clamp(0.f, 1.f);
return component_values;
}
FloatVector4 PixelConverter::read_pixel(u8 const** input_data)
{
auto read_components = [&]<typename S, typename O>() {
Array<O, 4> values;
auto number_of_values = read_pixel_values<S, O>(*input_data, values, m_input_specification);
*input_data += number_of_values * sizeof(O);
return pixel_values_to_components(values.span().trim(number_of_values), m_input_specification.pixel_type);
};
switch (m_input_specification.pixel_type.data_type) {
case GPU::PixelDataType::Bitmap:
VERIFY_NOT_REACHED();
case GPU::PixelDataType::Byte:
return read_components.template operator()<i8, i8>();
case GPU::PixelDataType::Float:
return read_components.template operator()<float, float>();
case GPU::PixelDataType::HalfFloat:
return read_components.template operator()<u16, float>();
case GPU::PixelDataType::Int:
return read_components.template operator()<i32, i32>();
case GPU::PixelDataType::Short:
return read_components.template operator()<i16, i16>();
case GPU::PixelDataType::UnsignedByte:
return read_components.template operator()<u8, u8>();
case GPU::PixelDataType::UnsignedInt:
return read_components.template operator()<u32, u32>();
case GPU::PixelDataType::UnsignedShort:
return read_components.template operator()<u16, u16>();
}
VERIFY_NOT_REACHED();
}
static constexpr void write_pixel_as_type(u8** output_data, float value, GPU::ImageDataLayout layout)
{
auto write_value = [&output_data, &layout]<typename T>(T value) -> void {
if constexpr (sizeof(T) == 2 || sizeof(T) == 4)
value = reverse_component_bytes_if_needed(value, layout);
**reinterpret_cast<T**>(output_data) = value;
(*output_data) += sizeof(T);
};
auto constexpr float_to_signed = []<typename T>(float value) -> T {
auto const signed_max = 1ull << (sizeof(T) * 8 - 1);
auto const unsigned_max = 2 * signed_max - 1;
return round_to<T>((static_cast<double>(value) + 1.) / 2. * unsigned_max - signed_max);
};
auto constexpr float_to_unsigned = []<typename T>(float value) -> T {
auto const unsigned_max = (1ull << (sizeof(T) * 8)) - 1;
return round_to<T>(static_cast<double>(value) * unsigned_max);
};
switch (layout.pixel_type.data_type) {
case GPU::PixelDataType::Bitmap:
VERIFY_NOT_REACHED();
case GPU::PixelDataType::Byte:
write_value(float_to_signed.operator()<i8>(value));
break;
case GPU::PixelDataType::Float:
write_value(value);
break;
case GPU::PixelDataType::HalfFloat:
write_value(static_cast<u16>(convert_from_native_float<FloatingPointBits<1, 5, 10>>(value).bits()));
break;
case GPU::PixelDataType::Int:
write_value(float_to_signed.operator()<i32>(value));
break;
case GPU::PixelDataType::Short:
write_value(float_to_signed.operator()<i16>(value));
break;
case GPU::PixelDataType::UnsignedByte:
write_value(float_to_unsigned.operator()<u8>(value));
break;
case GPU::PixelDataType::UnsignedInt:
write_value(float_to_unsigned.operator()<u32>(value));
break;
case GPU::PixelDataType::UnsignedShort:
write_value(float_to_unsigned.operator()<u16>(value));
break;
}
}
void constexpr write_pixel_as_bitfield(u8** output_data, FloatVector4 const& components, GPU::PixelType const& pixel_type)
{
auto constexpr float_to_unsigned = [](float value, u8 bits) {
auto unsigned_max = (1ull << bits) - 1;
return round_to<u64>(value * unsigned_max);
};
// Construct value with concatenated bitfields - first component has most significant bits
auto bitfields = pixel_component_bitfield_lengths(pixel_type.bits);
u64 value = 0;
u8 bitsize = 0;
for (auto i = 0; i < 4; ++i) {
value <<= bitsize;
bitsize = bitfields[i];
if (bitsize == 0)
break;
value |= float_to_unsigned(components[i], bitsize);
}
// Write out the value in the requested data type
auto write_value = [&output_data]<typename T>(T value) -> void {
**reinterpret_cast<T**>(output_data) = value;
(*output_data) += sizeof(T);
};
switch (pixel_type.data_type) {
case GPU::PixelDataType::UnsignedByte:
write_value.operator()<u8>(value);
break;
case GPU::PixelDataType::UnsignedInt:
write_value.operator()<u32>(value);
break;
case GPU::PixelDataType::UnsignedShort:
write_value.operator()<u16>(value);
break;
default:
VERIFY_NOT_REACHED();
}
}
void PixelConverter::write_pixel(u8** output_data, FloatVector4 const& components)
{
// NOTE: `components` is already clamped to 0.f..1.f
// Reorder float components to data order
auto const& pixel_type = m_output_specification.pixel_type;
auto output_components = encode_component_order_for_format(components, pixel_type.format);
if (pixel_type.components_order == GPU::ComponentsOrder::Reversed)
output_components = { output_components[3], output_components[2], output_components[1], output_components[0] };
// Write components as full data types
auto const number_of_components_in_pixel = number_of_components(pixel_type.format);
if (pixel_type.bits == GPU::PixelComponentBits::AllBits) {
for (u8 i = 0; i < number_of_components_in_pixel; ++i)
write_pixel_as_type(output_data, output_components[i], m_output_specification);
return;
}
// Write components as a concatenated bitfield value
VERIFY(number_of_components_in_pixel == number_of_components(pixel_type.bits));
write_pixel_as_bitfield(output_data, output_components, pixel_type);
}
static constexpr GPU::ImageSelection restrain_selection_within_dimensions(GPU::ImageSelection selection, GPU::DimensionSpecification const& dimensions)
{
if (selection.offset_x < 0) {
selection.width += selection.offset_x;
selection.offset_x = 0;
}
if (selection.offset_y < 0) {
selection.height += selection.offset_y;
selection.offset_y = 0;
}
if (selection.offset_z < 0) {
selection.depth += selection.offset_z;
selection.offset_z = 0;
}
if (selection.offset_x + selection.width > dimensions.width)
selection.width = dimensions.width - selection.offset_x;
if (selection.offset_y + selection.height > dimensions.height)
selection.height = dimensions.height - selection.offset_y;
if (selection.offset_z + selection.depth > dimensions.depth)
selection.depth = dimensions.depth - selection.offset_z;
return selection;
}
ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data, Function<void(FloatVector4&)> transform)
{
// Verify pixel data specifications
auto validate_image_data_layout = [](GPU::ImageDataLayout const& specification) -> ErrorOr<void> {
if (specification.packing.row_stride > 0
&& specification.dimensions.width > specification.packing.row_stride)
return Error::from_string_view("Width exceeds the row stride"sv);
if (specification.packing.depth_stride > 0
&& specification.dimensions.height > specification.packing.depth_stride)
return Error::from_string_view("Height exceeds the depth stride"sv);
// NOTE: GL_BITMAP is removed from current OpenGL specs. Since it is largely unsupported and it
// requires extra logic (i.e. 8 vs. 1 pixel packing/unpacking), we also do not support it.
if (specification.pixel_type.data_type == GPU::PixelDataType::Bitmap)
return Error::from_string_view("Bitmap is unsupported"sv);
return {};
};
TRY(validate_image_data_layout(m_input_specification));
TRY(validate_image_data_layout(m_output_specification));
// Restrain input and output selection:
// - selection dimensions should be equal
// - selection offsets cannot be negative
// - selection bounds cannot exceed the image dimensions
auto const& input_dimensions = m_input_specification.dimensions;
auto const& output_dimensions = m_output_specification.dimensions;
auto input_selection = restrain_selection_within_dimensions(m_input_specification.selection, input_dimensions);
auto const& output_selection = restrain_selection_within_dimensions(m_output_specification.selection, output_dimensions);
input_selection.width = min(input_selection.width, output_selection.width);
input_selection.height = min(input_selection.height, output_selection.height);
input_selection.depth = min(input_selection.depth, output_selection.depth);
// Set up copy parameters
auto const& input_packing = m_input_specification.packing;
auto const input_pixels_per_row = input_packing.row_stride > 0 ? input_packing.row_stride : input_dimensions.width;
auto const input_pixel_size_in_bytes = pixel_size_in_bytes(m_input_specification.pixel_type);
auto const input_row_width_bytes = input_pixels_per_row * input_pixel_size_in_bytes;
auto const input_byte_alignment = input_packing.byte_alignment;
auto const input_row_stride = input_row_width_bytes + (input_byte_alignment - input_row_width_bytes % input_byte_alignment) % input_byte_alignment;
auto const input_rows_per_image = input_packing.depth_stride > 0 ? input_packing.depth_stride : input_dimensions.height;
auto const input_depth_stride = input_rows_per_image * input_row_stride;
auto const& output_packing = m_output_specification.packing;
auto const output_pixels_per_row = output_packing.row_stride > 0 ? output_packing.row_stride : output_dimensions.width;
auto const output_pixel_size_in_bytes = pixel_size_in_bytes(m_output_specification.pixel_type);
auto const output_row_width_bytes = output_pixels_per_row * output_pixel_size_in_bytes;
auto const output_byte_alignment = output_packing.byte_alignment;
auto const output_row_stride = output_row_width_bytes + (output_byte_alignment - output_row_width_bytes % output_byte_alignment) % output_byte_alignment;
auto const output_rows_per_image = output_packing.depth_stride > 0 ? output_packing.depth_stride : output_dimensions.height;
auto const output_depth_stride = output_rows_per_image * output_row_stride;
// Copy all pixels from input to output
auto input_bytes = reinterpret_cast<u8 const*>(input_data);
auto output_bytes = reinterpret_cast<u8*>(output_data);
auto output_z = output_selection.offset_z;
for (u32 input_z = input_selection.offset_z; input_z < input_selection.offset_z + input_selection.depth; ++input_z) {
auto output_y = output_selection.offset_y;
for (u32 input_y = input_selection.offset_y; input_y < input_selection.offset_y + input_selection.height; ++input_y) {
auto const* input_scanline = &input_bytes[input_z * input_depth_stride
+ input_y * input_row_stride
+ input_selection.offset_x * input_pixel_size_in_bytes];
auto* output_scanline = &output_bytes[output_z * output_depth_stride
+ output_y * output_row_stride
+ output_selection.offset_x * output_pixel_size_in_bytes];
for (u32 input_x = input_selection.offset_x; input_x < input_selection.offset_x + input_selection.width; ++input_x) {
auto pixel_components = read_pixel(&input_scanline);
if (transform)
transform(pixel_components);
write_pixel(&output_scanline, pixel_components);
}
++output_y;
}
++output_z;
}
return {};
}
}
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