diff --git a/changes/render3d-bc-textures.md b/changes/render3d-bc-textures.md new file mode 100644 index 00000000..15c85544 --- /dev/null +++ b/changes/render3d-bc-textures.md @@ -0,0 +1,11 @@ +bump: minor +type: feature +**A texture with a `.dds` beside its `.png` goes to the GPU BC-compressed, its mips included.** +`tex_load` (and everything built on it: glTF materials, the terrain's materials, ludic.ui's +pictures) looks for `.dds` when the device has `textureCompressionBC` - every desktop GPU, +Apple silicon through MoltenVK too - and uploads its blocks as they are: BC7 (colour in sRGB, +or data read as it is), BC5 or BC4, a quarter of RGBA8 or less in video memory, no decoding and +no mipmapping on the load. Only a DX10 `.dds` carrying the whole chain to 1x1 is taken; anything +else is reported and the `.png` is used, as it is for a cut-out atlas (padded from the `.png`). +`gpu_tex_compressed` and `R3D_BC7` / `R3D_BC7_SRGB` / `R3D_BC5` / `R3D_BC4` are the backend's +entry; `examples/rendering/bc.ludic` is the check, and ludic.lab's plate carries its `.dds`. diff --git a/examples/rendering/bc.ludic b/examples/rendering/bc.ludic new file mode 100644 index 00000000..276e91d8 --- /dev/null +++ b/examples/rendering/bc.ludic @@ -0,0 +1,59 @@ +# bc.ludic - a texture whose .png has a .dds beside it arrives BC7-compressed with its whole mip +# chain (plan 23.3 of maroon-lake), and one without a .dds as the .png it always was. Prints BC OK. +# +# bin/ludic build examples/rendering/bc.ludic --headless && ./build/bc_headless +program Bc { + numbers float + import "ludic.render3d/r3d.ludic" + + property Marker { on: int = 1 } + model Anchor { Marker } + + function scene_draw(render3d_st: mut Render3dState) -> void { } + function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { } + function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { } + + function check(what: string, cond: bool) -> bool { + if not cond { print(`bc: FAILED - {what}`) } + return cond + } + # the internal format render3d recorded for a texture + function fmt_of(render3d_st: mut Render3dState, tex: int) -> int { + let o = gpu_tx_at(render3d_st, tex) + if o < 0 { return 0 } + return render3d_st.gpu_tx[o + 4] + } + + handler Boot(render3d_st: mut Render3dState) phase Start { + spawn Anchor {} + r3d_on_draw(render3d_st, fn scene_draw) + r3d_on_casters(render3d_st, fn scene_draw_casters) + r3d_on_stream_fill(render3d_st, fn stream_fill) + r3d_plate_mode(render3d_st, true) + let dir = "packages/ludic.lab/plate" + render3d_st.r3d_sky_path = `{dir}/sky.hdr` + if not r3d_init(render3d_st, 320, 180, "Bc") { + quit() + return + } + var ok = true + ok = check("this device reads BC textures", render3d_st.gvk_has_bc) and ok + let t = tex_load(render3d_st, `{dir}/plate_diff.png`, true) + ok = check("the plate's colour loads", t != 0) and ok + ok = check("from its .dds, as BC7 in sRGB", fmt_of(render3d_st, t) == R3D_BC7_SRGB) and ok + ok = check("with every level down to 1x1", render3d_st.gvk_tex_levels[t] == gvk_mip_levels(tex_width(render3d_st, t), tex_height(render3d_st, t))) and ok + let a = tex_load(render3d_st, `{dir}/plate_arm.png`, false) + ok = check("a data map's .dds is BC7 read as it is (not sRGB)", fmt_of(render3d_st, a) == R3D_BC7) and ok + let s = tex_load(render3d_st, `{dir}/probe_arm.png`, false) + ok = check("the second one loads too", s != 0) and ok + # a picture with no .dds: the .png, uncompressed, as before + let p = tex_load_ex(render3d_st, `{dir}/plate_diff.png`, true, 1) + ok = check("a cut-out atlas (edge-padded from the .png) is not the .dds", p != 0 and fmt_of(render3d_st, p) != R3D_BC7_SRGB) and ok + if ok { print("BC OK") } else { print("BC FAILED") } + quit() + } + + handler Present(render3d_st: mut Render3dState) phase Render { + r3d_present(render3d_st) + } +} diff --git a/packages/ludic.lab/plate/plate_arm.dds b/packages/ludic.lab/plate/plate_arm.dds new file mode 100644 index 00000000..025b7efa Binary files /dev/null and b/packages/ludic.lab/plate/plate_arm.dds differ diff --git a/packages/ludic.lab/plate/plate_diff.dds b/packages/ludic.lab/plate/plate_diff.dds new file mode 100644 index 00000000..c22d5e80 Binary files /dev/null and b/packages/ludic.lab/plate/plate_diff.dds differ diff --git a/packages/ludic.lab/plate/probe_arm.dds b/packages/ludic.lab/plate/probe_arm.dds new file mode 100644 index 00000000..bb0814e4 Binary files /dev/null and b/packages/ludic.lab/plate/probe_arm.dds differ diff --git a/packages/ludic.lab/plate/probe_ball.dds b/packages/ludic.lab/plate/probe_ball.dds new file mode 100644 index 00000000..00978249 Binary files /dev/null and b/packages/ludic.lab/plate/probe_ball.dds differ diff --git a/packages/ludic.lab/plate/probe_box.dds b/packages/ludic.lab/plate/probe_box.dds new file mode 100644 index 00000000..3faf3939 Binary files /dev/null and b/packages/ludic.lab/plate/probe_box.dds differ diff --git a/packages/ludic.render3d/env.ludic b/packages/ludic.render3d/env.ludic index 6ddb84aa..bbeedfdb 100644 --- a/packages/ludic.render3d/env.ludic +++ b/packages/ludic.render3d/env.ludic @@ -200,6 +200,7 @@ export state Render3dState { gvk_labels: bool = false # R3D_VK_LABELS: each profiled pass is a debug label (Metal System Trace) gvk_inflight: int = -1 gvk_nopool: bool = false + gvk_has_bc: bool = false # textureCompressionBC: .dds textures are uploaded compressed # R3D_VK_PROF: Vulkan objects made and destroyed, reported every 120 frames gvk_mk_img: int = 0 gvk_mk_view: int = 0 diff --git a/packages/ludic.render3d/gpu.ludic b/packages/ludic.render3d/gpu.ludic index 9def4f8e..df2cd0a3 100644 --- a/packages/ludic.render3d/gpu.ludic +++ b/packages/ludic.render3d/gpu.ludic @@ -571,6 +571,18 @@ function gpu_tex_paramf(render3d_st: mut Render3dState, kind: int, pname: int, v } # the border colour clamp-to-border reads (four fixed values in `rgba`) function gpu_tex_border(render3d_st: Render3dState, kind: int, rgba: pointer) -> void { } +# a block-compressed texture with its whole mip chain, into the bound 2D texture: levels as they +# are in the file (level l at offs[l]), no decoding on the CPU and no mips made here +function gpu_tex_compressed(render3d_st: mut Render3dState, ifmt: int, w: int, h: int, levels: int, data: pointer, offs: words) -> bool { + gvk_flush(render3d_st) + let tex = render3d_st.gpu_bound_2d + if not gvk_tex_storage(render3d_st, tex, false, ifmt, w, h, 1, true) { return false } + if render3d_st.gvk_tex_levels[tex] != levels { print(`r3d: a {w}x{h} compressed texture brought {levels} levels, not {render3d_st.gvk_tex_levels[tex]}`); return false } + if not gvk_tex_upload_blocks(render3d_st, tex, w, h, levels, data, offs) { return false } + let o = gpu_tx_at(render3d_st, tex) + if o >= 0 { render3d_st.gpu_tx[o] = GPU_TEX2D; render3d_st.gpu_tx[o + 1] = w; render3d_st.gpu_tx[o + 2] = h; render3d_st.gpu_tx[o + 3] = 1; render3d_st.gpu_tx[o + 4] = ifmt; render3d_st.gpu_tx[o + 10] = 1 } + return true +} function gpu_tex_mips(render3d_st: mut Render3dState, kind: int) -> void { let mt = gpu_bound(render3d_st, kind) let mo = gpu_tx_at(render3d_st, mt) diff --git a/packages/ludic.render3d/gpu_vk.ludic b/packages/ludic.render3d/gpu_vk.ludic index ca1f38f6..ecbd280c 100644 --- a/packages/ludic.render3d/gpu_vk.ludic +++ b/packages/ludic.render3d/gpu_vk.ludic @@ -174,6 +174,10 @@ function gvk_init(render3d_st: mut Render3dState) -> bool { # how many of them there are. Asked for where the device has them; the renderer checks # gvk_has_mdi / gvk_has_dic before it takes that path. render3d_st.gvk_has_mdi = Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_multiDrawIndirect) == 1 and Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_drawIndirectFirstInstance) == 1 + # BC-compressed textures (BC4/5/7): every desktop GPU, Apple silicon through MoltenVK too; a + # texture with a .dds beside its .png is uploaded compressed when this is on (texture.ludic) + render3d_st.gvk_has_bc = Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_textureCompressionBC) == 1 + if render3d_st.gvk_has_bc { Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_textureCompressionBC, 1) } if render3d_st.gvk_has_mdi { Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_multiDrawIndirect, 1) Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_drawIndirectFirstInstance, 1) diff --git a/packages/ludic.render3d/gpu_vk_bc.ludic b/packages/ludic.render3d/gpu_vk_bc.ludic new file mode 100644 index 00000000..7e679896 --- /dev/null +++ b/packages/ludic.render3d/gpu_vk_bc.ludic @@ -0,0 +1,31 @@ +# gpu_vk_bc.ludic - a block-compressed texture's levels uploaded as they are: the GPU decodes BC +# blocks itself, so the bytes in the file are the bytes in video memory, a quarter of RGBA8's. + +# every level of `tex` (made by gvk_tex_storage with its whole chain) from `data`, level l's +# blocks at offs[l] .. offs[l + 1] +function gvk_tex_upload_blocks(render3d_st: mut Render3dState, tex: int, w: int, h: int, levels: int, data: pointer, offs: words) -> bool { + let n = offs[levels] + let dst = gvk_staging(render3d_st, n, VK_BUFFER_USAGE_TRANSFER_SRC_BIT) + if dst == null { print("r3d: vulkan: no staging buffer for a compressed upload"); return false } + mem_copy(dst, data, n) + let image = render3d_st.gvk_tex_image[tex] + let cb = gvk_once_begin(render3d_st) + gvk_barrier(render3d_st, cb, image, false, 0, levels, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) + for l in 0 .. levels { + let bic = gvk_tmp(render3d_st, VkBufferImageCopy_sizeof) + Vk.zero(bic, VkBufferImageCopy_sizeof) + let off: long = offs[l] + Vk.put_i64(bic, VkBufferImageCopy_bufferOffset, off) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_mipLevel, l) + Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_layerCount, 1) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_width, max(w >> l, 1)) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_height, max(h >> l, 1)) + Vk.put_i32(bic, VkBufferImageCopy_imageExtent + VkExtent3D_depth, 1) + Vk.cmd_copy_buffer_to_image(cb, render3d_st.gvk_st_buf, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, bic) + } + gvk_barrier(render3d_st, cb, image, false, 0, levels, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) + let ok = gvk_once_end(render3d_st, cb) + gvk_staging_free(render3d_st) + return ok +} diff --git a/packages/ludic.render3d/gpu_vk_res.ludic b/packages/ludic.render3d/gpu_vk_res.ludic index b8357821..5a8ad74c 100644 --- a/packages/ludic.render3d/gpu_vk_res.ludic +++ b/packages/ludic.render3d/gpu_vk_res.ludic @@ -9,7 +9,18 @@ # The renderer names formats the way OpenGL does (they are gpu.ludic's vocabulary); these turn # one into the Vulkan image format that holds it. Three-channel formats have no widely # supported Vulkan image format, so they are stored with four and expanded on upload. +# block-compressed formats, named here (the GL header generated for render3d carries no BPTC): +# the values are GL's, so they sit in the same vocabulary as every other internal format +const R3D_BC7: int = 0x8E8C +const R3D_BC7_SRGB: int = 0x8E8D +const R3D_BC5: int = 0x8DBD +const R3D_BC4: int = 0x8DBB +function gvk_is_compressed(ifmt: int) -> bool { return ifmt == R3D_BC7 or ifmt == R3D_BC7_SRGB or ifmt == R3D_BC5 or ifmt == R3D_BC4 } function gvk_format(ifmt: int) -> int { + if ifmt == R3D_BC7 { return VK_FORMAT_BC7_UNORM_BLOCK } + if ifmt == R3D_BC7_SRGB { return VK_FORMAT_BC7_SRGB_BLOCK } + if ifmt == R3D_BC5 { return VK_FORMAT_BC5_UNORM_BLOCK } + if ifmt == R3D_BC4 { return VK_FORMAT_BC4_UNORM_BLOCK } if ifmt == GL_RGBA8 or ifmt == GL_RGB8 { return VK_FORMAT_R8G8B8A8_UNORM } if ifmt == GL_RGB10_A2 { return VK_FORMAT_A2B10G10R10_UNORM_PACK32 } # the HDR10 screen and LDR image if ifmt == GL_SRGB8_ALPHA8 or ifmt == GL_SRGB8 { return VK_FORMAT_R8G8B8A8_SRGB } @@ -158,7 +169,8 @@ function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool, if samples < 1 { samples = 1 } if samples > 1 { levels = 1 } var usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT - if depth { usage = usage | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT } else { usage = usage | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT } + # a block-compressed image is only ever sampled and copied into: it cannot be drawn to + if depth { usage = usage | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT } else if not gvk_is_compressed(ifmt) { usage = usage | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT } # DLSS reads and writes the frame from compute: a float colour target is storage too while # Streamline is running (8-bit sRGB formats cannot be, so only the float ones) if render3d_st.gsl_on and samples == 1 and (vkfmt == VK_FORMAT_R16G16B16A16_SFLOAT or vkfmt == VK_FORMAT_R32_SFLOAT) { usage = usage | VK_IMAGE_USAGE_STORAGE_BIT } diff --git a/packages/ludic.render3d/r3d.ludic b/packages/ludic.render3d/r3d.ludic index ae94eacb..695579ff 100644 --- a/packages/ludic.render3d/r3d.ludic +++ b/packages/ludic.render3d/r3d.ludic @@ -11,6 +11,8 @@ import "gpu.ludic" import "gpu_manifest.ludic" import "gpu_vk.ludic" import "gpu_vk_res.ludic" +import "gpu_vk_bc.ludic" +import "texture_dds.ludic" import "prof.ludic" import "drawstats.ludic" import "programs.ludic" diff --git a/packages/ludic.render3d/texture.ludic b/packages/ludic.render3d/texture.ludic index 8e6211ec..34275088 100644 --- a/packages/ludic.render3d/texture.ludic +++ b/packages/ludic.render3d/texture.ludic @@ -263,6 +263,18 @@ function tex_upload(render3d_st: mut Render3dState, px: pointer, srgb: bool, mip function tex_load(render3d_st: mut Render3dState, path: pointer, srgb: bool) -> int { return tex_load_ex(render3d_st, path, srgb, 0) } # ... with `dilate` passes of edge padding for a cut-out atlas (0 = none) function tex_load_ex(render3d_st: mut Render3dState, path: pointer, srgb: bool, dilate: int) -> int { + # a .dds encoded beside the .png at build time goes to the GPU compressed, its mips included + # (not for a cut-out atlas: its edge padding is made here, from the .png) + if render3d_st.gvk_has_bc and dilate == 0 { + let dds = dds_path_of(path) + if len(dds) > 0 and Fs.exists(dds) { + let t = tex_load_dds(render3d_st, dds, srgb) + if t != 0 { + tex_note_size(render3d_st, t) + return t + } + } + } let px = png_decode(render3d_st, path) if px == null { return 0 } if dilate > 0 { tex_dilate(render3d_st, px, 60, dilate) } diff --git a/packages/ludic.render3d/texture_dds.ludic b/packages/ludic.render3d/texture_dds.ludic new file mode 100644 index 00000000..dfdd6376 --- /dev/null +++ b/packages/ludic.render3d/texture_dds.ludic @@ -0,0 +1,71 @@ +# texture_dds.ludic - a .dds beside a .png: BC7 (colour, and anything packed into three channels), +# BC5 (a normal's x and y) or BC4 (one channel), every mip level encoded at build time. Only the +# DX10 form with its whole chain is taken; anything else is 0 and the caller loads the .png. + +# DXGI's numbers for the formats read here +const DDS_BC4: int = 80 +const DDS_BC5: int = 83 +const DDS_BC7: int = 98 +const DDS_BC7_SRGB: int = 99 + +function dds_u32(b: []byte, o: int) -> int { return b[o] | (b[o + 1] << 8) | (b[o + 2] << 16) | (b[o + 3] << 24) } + +# the .dds a .png may have beside it, or "" when the path is not a .png +function dds_path_of(path: string) -> string { + let n = len(path) + if n < 5 or path[n - 4 .. n] != ".png" { return "" } + return path[0 .. n - 4] + ".dds" +} + +# Load the .dds at `path` as a texture (srgb: colour, sampled as sRGB), or 0 +function tex_load_dds(render3d_st: mut Render3dState, path: string, srgb: bool) -> int { + let b = Fs.read_bytes(path) + if b == null { return 0 } + let id = tex_load_dds_bytes(render3d_st, b, srgb) + free(b) + if id == 0 { print(`r3d: {path} is not a DX10 .dds with its whole mip chain; the .png is used`) } + return id +} + +function tex_load_dds_bytes(render3d_st: mut Render3dState, b: []byte, srgb: bool) -> int { + if len(b) < 148 or b[0] != 68 or b[1] != 68 or b[2] != 83 or b[3] != 32 { return 0 } + if b[84] != 68 or b[85] != 88 or b[86] != 49 or b[87] != 48 { return 0 } # "DX10" + let h = dds_u32(b, 12) + let w = dds_u32(b, 16) + var levels = dds_u32(b, 28) + if levels < 1 { levels = 1 } + let dxgi = dds_u32(b, 128) + var ifmt = 0 + var block = 16 + if dxgi == DDS_BC7 or dxgi == DDS_BC7_SRGB { ifmt = R3D_BC7; if srgb { ifmt = R3D_BC7_SRGB } } + if dxgi == DDS_BC5 { ifmt = R3D_BC5 } + if dxgi == DDS_BC4 { ifmt = R3D_BC4; block = 8 } + if ifmt == 0 or w < 1 or h < 1 or levels != gvk_mip_levels(w, h) { return 0 } + let offs = words(levels + 1) + var at = 0 + for l in 0 .. levels { + offs[l] = at + at += max((max(w >> l, 1) + 3) / 4, 1) * max((max(h >> l, 1) + 3) / 4, 1) * block + } + offs[levels] = at + if 148 + at > len(b) { + free(offs) + return 0 + } + let id = gpu_tex_new(render3d_st) + gpu_tex_bind(render3d_st, GPU_TEX2D, id) + let ok = gpu_tex_compressed(render3d_st, ifmt, w, h, levels, mem_off(data_of(b), 148), offs) + free(offs) + if not ok { + gpu_tex_free(render3d_st, id) + return 0 + } + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT) + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_REPEAT) + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) + gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) + gpu_tex_paramf(render3d_st, GPU_TEX2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, render3d_st.tex_anisotropy) + render3d_st.tex_w = w + render3d_st.tex_h = h + return id +} diff --git a/tools/ludic-cli/test.ludic b/tools/ludic-cli/test.ludic index 75ba6609..f2a66f60 100644 --- a/tools/ludic-cli/test.ludic +++ b/tools/ludic-cli/test.ludic @@ -1053,6 +1053,7 @@ function cmd_dev_test() -> int { controller_case("state/component", "", " #10 big 10 1", "component.ludic (0.S: a component's header names its states; its getters, functions and events take them and the template never sees them)") headless_case("rendering/ui_render3d", "ok", "ui_render3d.ludic (ludic.ui's render3d backend builds against the renderer)") headless_line_case("rendering/release", "RELEASE OK", "release.ludic (model_release: meshes go, a shared texture stays until its last user goes)") + headless_line_case("rendering/bc", "BC OK", "bc.ludic (a .dds beside a .png arrives BC7-compressed with every mip level)") migrate_component_case() migrate_foreign_case() reject_case("rejected/runtime_type_clash", "PadButton is the runtime's enum", "a program's type named like one of the runtime's is refused")