@alloc_ok with its reason on what is made once per resource and kept (textures, programs, samplers, views, layouts, memory blocks, the pipeline cache in gvk_pipe_build), on resize and swapchain remakes, on screenshots and dumps, on a world being set up (streams, layers, water, post, bakes), on loads (gltf_load, skin_load, tex_load*, png_decode, fonts) and on R3D_PROF / drawstats. gltf_cached's hit path is its own and makes nothing; the miss (gltf_cached_load) is declared. m4_look_at (now over m4_look_at_xyz) and m4_inverse work on scalars, and cam_update makes no scratch. Left: lazy first-use starts, error and debug prints, and scratch made and freed each call (churn, plan 25.3). Compiled (steady, and ludic deps over the game). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
72 lines
2.9 KiB
Text
72 lines
2.9 KiB
Text
# texture_dds.ludic - a .dds beside a .png: BC7 (colour, and anything packed into three channels),
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# BC5 (a normal's x and y) or BC4 (one channel), every mip level encoded at build time. Only the
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# DX10 form with its whole chain is taken; anything else is 0 and the caller loads the .png.
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# DXGI's numbers for the formats read here
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const DDS_BC4: int = 80
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const DDS_BC5: int = 83
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const DDS_BC7: int = 98
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const DDS_BC7_SRGB: int = 99
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function dds_u32(b: []byte, o: int) -> int { return b[o] | (b[o + 1] << 8) | (b[o + 2] << 16) | (b[o + 3] << 24) }
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# the .dds a .png may have beside it, or "" when the path is not a .png
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function dds_path_of(path: string) -> string {
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let n = len(path)
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if n < 5 or path[n - 4 .. n] != ".png" { return "" }
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return path[0 .. n - 4] + ".dds"
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}
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# Load the .dds at `path` as a texture (srgb: colour, sampled as sRGB), or 0
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@alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)")
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function tex_load_dds(render3d_st: mut Render3dState, path: string, srgb: bool) -> int {
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let b = Fs.read_bytes(path)
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if b == null { return 0 }
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let id = tex_load_dds_bytes(render3d_st, b, srgb)
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free(b)
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if id == 0 { print(`r3d: {path} is not a DX10 .dds with its whole mip chain; the .png is used`) }
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return id
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}
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function tex_load_dds_bytes(render3d_st: mut Render3dState, b: []byte, srgb: bool) -> int {
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if len(b) < 148 or b[0] != 68 or b[1] != 68 or b[2] != 83 or b[3] != 32 { return 0 }
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if b[84] != 68 or b[85] != 88 or b[86] != 49 or b[87] != 48 { return 0 } # "DX10"
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let h = dds_u32(b, 12)
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let w = dds_u32(b, 16)
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var levels = dds_u32(b, 28)
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if levels < 1 { levels = 1 }
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let dxgi = dds_u32(b, 128)
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var ifmt = 0
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var block = 16
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if dxgi == DDS_BC7 or dxgi == DDS_BC7_SRGB { ifmt = R3D_BC7; if srgb { ifmt = R3D_BC7_SRGB } }
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if dxgi == DDS_BC5 { ifmt = R3D_BC5 }
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if dxgi == DDS_BC4 { ifmt = R3D_BC4; block = 8 }
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if ifmt == 0 or w < 1 or h < 1 or levels != gvk_mip_levels(w, h) { return 0 }
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let offs = words(levels + 1)
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var at = 0
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for l in 0 .. levels {
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offs[l] = at
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at += max((max(w >> l, 1) + 3) / 4, 1) * max((max(h >> l, 1) + 3) / 4, 1) * block
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}
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offs[levels] = at
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if 148 + at > len(b) {
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free(offs)
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return 0
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}
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let id = gpu_tex_new(render3d_st)
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gpu_tex_bind(render3d_st, GPU_TEX2D, id)
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let ok = gpu_tex_compressed(render3d_st, ifmt, w, h, levels, mem_off(data_of(b), 148), offs)
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free(offs)
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if not ok {
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gpu_tex_free(render3d_st, id)
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return 0
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}
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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gpu_tex_paramf(render3d_st, GPU_TEX2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, render3d_st.tex_anisotropy)
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render3d_st.tex_w = w
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render3d_st.tex_h = h
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return id
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}
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