Merge lang/png-jobs into main (gathering every branch; main's side kept on conflicts)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-30 17:21:21 +03:00
commit eeb7a3d5fb
2 changed files with 183 additions and 0 deletions

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@ -960,6 +960,8 @@ export state Render3dState {
tex_channels: int = 0 tex_channels: int = 0
tex_depth: int = 0 # bits per sample (8 or 16) tex_depth: int = 0 # bits per sample (8 or 16)
tex_file_len: int = 0 tex_file_len: int = 0
tex_pf: []PngJob = null # what tex_prefetch decoded, for png_decode to take (png_jobs.ludic)
tex_zs: []ZInflate = null # an inflate context per concurrent decode, made on this thread
tex_anisotropy: fixed = 16.0 tex_anisotropy: fixed = 16.0
tex_size_ws: []int = new []int tex_size_ws: []int = new []int
tex_size_hs: []int = new []int tex_size_hs: []int = new []int

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@ -0,0 +1,181 @@
# png_jobs.ludic - a PNG decoded in three steps, so the middle one can run on a worker: png_parse (the
# program's thread) reads the file, walks its chunks and makes every buffer; png_work inflates, unfilters
# and packs into them with a context of its own and makes nothing; png_take hands the samples back and
# tells the renderer their shape. tex_prefetch runs png_work for a list of files on every core, and
# png_decode takes a prefetched image when one is waiting - so what a load uploads, and in what order,
# is what it always was.
property PngJob {
path: string = ""
z: ZInflate = null
idat: pointer = null
idlen: int = 0
raw: pointer = null
plte: pointer = null
stride: int = 0
rawlen: int = 0
w: int = 0
h: int = 0
bd: int = 0
ct: int = 0
channels: int = 0
fbpp: int = 0
oc: int = 0
out: pointer = null
ok: bool = false
taken: bool = false
}
property PngBatch { jobs: []PngJob = null }
@alloc_ok("loading a texture or a font: a load, not a frame")
function png_parse(render3d_st: mut Render3dState, path: pointer) -> PngJob {
let d = r3d_read_file(render3d_st, path)
if d == null { print(`png: cannot read {path}`); return null }
let size = render3d_st.tex_file_len
if size < 8 or d[0] != 137 or d[1] != 80 { free(d); print(`png: not a png: {path}`); return null }
var w = 0; var h = 0; var bd = 0; var ct = 0
let plte = bytes(768)
let idat = bytes(size)
var idlen = 0
var i = 8
var done = false
while not done {
if i + 8 > size { done = true; continue }
let ln = be32(d, i)
let typ = i + 4
let body = i + 8
if ln < 0 or body + ln > size { done = true; continue }
if tag4(d, typ, 73, 72, 68, 82) { w = be32(d, body); h = be32(d, body + 4); bd = d[body + 8]; ct = d[body + 9] }
if tag4(d, typ, 80, 76, 84, 69) { let m = min(ln, 768); for k in 0 .. m { plte[k] = d[body + k] } }
if tag4(d, typ, 73, 68, 65, 84) { mem_copy(mem_off(idat, idlen), mem_off(d, body), ln); idlen += ln }
if tag4(d, typ, 73, 69, 78, 68) { done = true }
i = i + 12 + ln
}
free(d)
if w <= 0 or h <= 0 { free(idat); free(plte); return null }
let j = new PngJob
j.w = w; j.h = h; j.bd = bd; j.ct = ct; j.idat = idat; j.idlen = idlen; j.plte = plte
j.channels = 1
if ct == 2 { j.channels = 3 }
if ct == 4 { j.channels = 2 }
if ct == 6 { j.channels = 4 }
let bppbits = bd * j.channels
j.fbpp = max(1, (bppbits + 7) / 8)
j.stride = (w * bppbits + 7) / 8
j.rawlen = h * (j.stride + 1)
# one zeroed scanline in front of the data, so row 0's "row above" is real
j.raw = bytes(j.stride + j.rawlen + 8)
for z in 0 .. j.stride { j.raw[z] = 0 }
if (ct == 3) or (bd < 8) {
j.oc = 1
if ct == 3 { j.oc = 3 }
j.out = bytes(w * h * j.oc)
} else { j.out = bytes(h * j.stride + 8) }
return j
}
# the part a worker may run: into what png_parse made, in the context it was handed
function png_work(j: PngJob) -> void {
j.ok = false
let stride = j.stride
let raw = j.raw
if z_uncompress_in(j.z, j.idat, j.idlen, mem_off(raw, stride), j.rawlen) < 0 { return }
# reverse the per-scanline filters in place, then pack rows without the filter byte
for y in 0 .. j.h {
let line = stride + y * (stride + 1)
png_unfilter(raw, line + 1, line + 1 - (stride + 1), stride, j.fbpp, raw[line])
}
let w = j.w
let out = j.out
if (j.ct == 3) or (j.bd < 8) {
# expand palette / sub-byte grey to 8-bit RGB (palette) or 8-bit grey
let bd = j.bd
let maxv = (1 << bd) - 1
let plte = j.plte
for yy in 0 .. j.h {
let row = stride + yy * (stride + 1) + 1
for x in 0 .. w {
let bp = x * bd
let idx = ((raw[row + bp / 8] >> (8 - bd - bp % 8)) & maxv)
if j.ct == 3 { out[(yy * w + x) * 3] = plte[idx * 3]; out[(yy * w + x) * 3 + 1] = plte[idx * 3 + 1]; out[(yy * w + x) * 3 + 2] = plte[idx * 3 + 2] }
else { out[yy * w + x] = idx * 255 / maxv }
}
}
} else {
for yy in 0 .. j.h { mem_copy(mem_off(out, yy * stride), mem_off(raw, stride + yy * (stride + 1) + 1), stride) }
}
j.ok = true
}
# back on the program's thread: the samples (null if the stream was bad), and their shape told
function png_take(render3d_st: mut Render3dState, j: PngJob) -> pointer {
free(j.idat); free(j.raw); free(j.plte)
j.idat = null; j.raw = null; j.plte = null
if not j.ok {
free(j.out)
print(`png: inflate failed: {j.path}`)
return null
}
var ch = j.channels
var bd = j.bd
if (j.ct == 3) or (j.bd < 8) {
ch = j.oc
bd = 8
}
render3d_st.tex_w = j.w; render3d_st.tex_h = j.h; render3d_st.tex_channels = ch; render3d_st.tex_depth = bd
let out = j.out
j.out = null
return out
}
# the inflate context a decode on this thread (or the i-th of a batch) works in: made here, never by
# a worker, and kept
@alloc_ok("once per concurrent decode: an inflate's tables, kept and reused")
function tex_z(render3d_st: mut Render3dState, i: int) -> ZInflate {
if render3d_st.tex_zs == null { render3d_st.tex_zs = new []ZInflate }
while len(render3d_st.tex_zs) <= i { push(render3d_st.tex_zs, z_inflate_new()) }
return render3d_st.tex_zs[i]
}
# Decode these PNGs on every core now, for png_decode (tex_load, the font) to take in its own time and
# order. A file nobody takes is let go by tex_prefetch_drop.
@alloc_ok("a load: the batch's list and each file's job")
function tex_prefetch(render3d_st: mut Render3dState, paths: []string) -> void {
if render3d_st.tex_pf == null { render3d_st.tex_pf = new []PngJob }
let b = new PngBatch
b.jobs = new []PngJob
for i in 0 .. len(paths) {
let j = png_parse(render3d_st, paths[i])
if j == null { continue }
j.path = paths[i]
j.z = tex_z(render3d_st, len(b.jobs))
push(b.jobs, j)
}
Job.parallel_for(len(b.jobs), fn png_batch_one, b)
for i in 0 .. len(b.jobs) { push(render3d_st.tex_pf, b.jobs[i]) }
}
function png_batch_one(i: int, b: PngBatch) -> void { png_work(b.jobs[i]) }
# a prefetched image of this path, not taken yet, or null
function tex_pf_take(render3d_st: mut Render3dState, path: string) -> PngJob {
if render3d_st.tex_pf == null { return null }
for i in 0 .. len(render3d_st.tex_pf) {
let j = render3d_st.tex_pf[i]
if not j.taken and j.path == path {
j.taken = true
return j
}
}
return null
}
# what a prefetch decoded and nobody took, let go
function tex_prefetch_drop(render3d_st: mut Render3dState) -> void {
if render3d_st.tex_pf == null { return }
for i in 0 .. len(render3d_st.tex_pf) {
let j = render3d_st.tex_pf[i]
if not j.taken { png_take(render3d_st, j) }
if j.out != null { free(j.out) }
j.out = null
}
List.clear(render3d_st.tex_pf)
}