🎉 Use textures directly for images

This commit is contained in:
Alejandro Alonso
2025-11-05 13:01:04 +01:00
committed by alonso.torres
parent a230d2fcf6
commit 7889578ced
4 changed files with 203 additions and 33 deletions

View File

@@ -34,8 +34,6 @@
[app.render-wasm.wasm :as wasm] [app.render-wasm.wasm :as wasm]
[app.util.debug :as dbg] [app.util.debug :as dbg]
[app.util.functions :as fns] [app.util.functions :as fns]
[app.util.http :as http]
[app.util.webapi :as wapi]
[beicon.v2.core :as rx] [beicon.v2.core :as rx]
[promesa.core :as p] [promesa.core :as p]
[rumext.v2 :as mf])) [rumext.v2 :as mf]))
@@ -234,49 +232,90 @@
[string] [string]
(+ (count string) 1)) (+ (count string) 1))
(defn- create-webgl-texture-from-image
"Creates a WebGL texture from an HTMLImageElement or ImageBitmap and returns the texture object"
[gl image-element]
(let [texture (.createTexture ^js gl)]
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) texture)
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_S ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_T ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MIN_FILTER ^js gl) (.-LINEAR ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MAG_FILTER ^js gl) (.-LINEAR ^js gl))
(.texImage2D ^js gl (.-TEXTURE_2D ^js gl) 0 (.-RGBA ^js gl) (.-RGBA ^js gl) (.-UNSIGNED_BYTE ^js gl) image-element)
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) nil)
texture))
(defn- get-webgl-context
"Gets the WebGL context from the WASM module"
[]
(when wasm/context-initialized?
(let [gl-obj (unchecked-get wasm/internal-module "GL")]
(when gl-obj
;; Get the current WebGL context from Emscripten
;; The GL object has a currentContext property that contains the context handle
(let [current-ctx (.-currentContext ^js gl-obj)]
(when current-ctx
(.-GLctx ^js current-ctx)))))))
(defn- get-texture-id-for-gl-object
"Registers a WebGL texture with Emscripten's GL object system and returns its ID"
[texture]
(let [gl-obj (unchecked-get wasm/internal-module "GL")
textures (.-textures ^js gl-obj)
new-id (.getNewId ^js gl-obj textures)]
(aset textures new-id texture)
new-id))
(defn- fetch-image (defn- fetch-image
"Loads an image and creates a WebGL texture from it, passing the texture ID to WASM.
This avoids decoding the image twice (once in browser, once in WASM)."
[shape-id image-id thumbnail?] [shape-id image-id thumbnail?]
(let [url (cf/resolve-file-media {:id image-id} thumbnail?)] (let [url (cf/resolve-file-media {:id image-id} thumbnail?)]
{:key url {:key url
:thumbnail? thumbnail? :thumbnail? thumbnail?
:callback #(->> (http/send! {:method :get :callback #(->> (p/create
:uri url (fn [resolve reject]
:response-type :blob}) (let [img (js/Image.)
(rx/map :body) on-load (fn []
(rx/mapcat wapi/read-file-as-array-buffer) (resolve img))
(rx/map (fn [image] on-error (fn [err]
(let [size (.-byteLength image) (reject err))]
padded-size (if (zero? (mod size 4)) size (+ size (- 4 (mod size 4)))) (set! (.-crossOrigin img) "anonymous")
;; 36 bytes header (32 for UUIDs + 4 for thumbnail flag) + padded image (.addEventListener img "load" on-load)
total-bytes (+ 36 padded-size) (.addEventListener img "error" on-error)
offset (mem/alloc->offset-32 total-bytes) (set! (.-src img) url))))
heap32 (mem/get-heap-u32) (rx/from)
data (js/Uint8Array. image) (rx/map (fn [img]
padded (js/Uint8Array. padded-size)] (when-let [gl (get-webgl-context)]
(let [texture (create-webgl-texture-from-image gl img)
texture-id (get-texture-id-for-gl-object texture)
width (.-width ^js img)
height (.-height ^js img)
;; Header: 32 bytes (2 UUIDs) + 4 bytes (thumbnail) + 4 bytes (texture ID) + 8 bytes (dimensions)
total-bytes 48
offset (mem/alloc->offset-32 total-bytes)
heap32 (mem/get-heap-u32)]
;; 1. Set shape id (offset + 0 to offset + 3) ;; 1. Set shape id (offset + 0 to offset + 3)
(mem.h32/write-uuid offset heap32 shape-id) (mem.h32/write-uuid offset heap32 shape-id)
;; 2. Set image id (offset + 4 to offset + 7) ;; 2. Set image id (offset + 4 to offset + 7)
(mem.h32/write-uuid (+ offset 4) heap32 image-id) (mem.h32/write-uuid (+ offset 4) heap32 image-id)
;; 3. Set thumbnail flag as u32 (offset + 8) ;; 3. Set thumbnail flag as u32 (offset + 8)
(aset heap32 (+ offset 8) thumbnail?) (aset heap32 (+ offset 8) (if thumbnail? 1 0))
;; 4. Adjust padding on image data ;; 4. Set texture ID (offset + 9)
(.set padded data) (aset heap32 (+ offset 9) texture-id)
(when (< size padded-size)
(dotimes [i (- padded-size size)]
(aset padded (+ size i) 0)))
;; 5. Set image data (starting at offset + 9) ;; 5. Set width (offset + 10)
(let [u32view (js/Uint32Array. (.-buffer padded)) (aset heap32 (+ offset 10) width)
image-u32-offset (+ offset 9)]
(.set heap32 u32view image-u32-offset))
(h/call wasm/internal-module "_store_image") ;; 6. Set height (offset + 11)
true))))})) (aset heap32 (+ offset 11) height)
(h/call wasm/internal-module "_store_image_from_texture")
true)))))}))
(defn- get-fill-images (defn- get-fill-images
[leaf] [leaf]

View File

@@ -329,6 +329,19 @@ impl RenderState {
self.images.add(id, is_thumbnail, image_data) self.images.add(id, is_thumbnail, image_data)
} }
/// Adds an image from an existing WebGL texture, avoiding re-decoding
pub fn add_image_from_gl_texture(
&mut self,
id: Uuid,
is_thumbnail: bool,
texture_id: u32,
width: i32,
height: i32,
) -> Result<(), String> {
self.images
.add_image_from_gl_texture(id, is_thumbnail, texture_id, width, height)
}
pub fn has_image(&self, id: &Uuid, is_thumbnail: bool) -> bool { pub fn has_image(&self, id: &Uuid, is_thumbnail: bool) -> bool {
self.images.contains(id, is_thumbnail) self.images.contains(id, is_thumbnail)
} }

View File

@@ -62,6 +62,48 @@ pub struct ImageStore {
context: Box<DirectContext>, context: Box<DirectContext>,
} }
/// Creates a Skia image from an existing WebGL texture.
/// This avoids re-decoding the image, as the browser has already decoded
/// and uploaded it to the GPU.
fn create_image_from_gl_texture(
context: &mut Box<DirectContext>,
texture_id: u32,
width: i32,
height: i32,
) -> Result<Image, String> {
use skia_safe::gpu;
use skia_safe::gpu::gl::TextureInfo;
// Create a TextureInfo describing the existing GL texture
let texture_info = TextureInfo {
target: gl::TEXTURE_2D,
id: texture_id,
format: gl::RGBA8,
protected: gpu::Protected::No,
};
// Create a backend texture from the GL texture using the new API
let label = format!("shared_texture_{}", texture_id);
let backend_texture = unsafe {
gpu::backend_textures::make_gl((width, height), gpu::Mipmapped::No, texture_info, label)
};
// Create a Skia image from the backend texture
// Use TopLeft origin because HTML images have their origin at top-left,
// while WebGL textures traditionally use bottom-left
let image = Image::from_texture(
context.as_mut(),
&backend_texture,
gpu::SurfaceOrigin::TopLeft,
skia::ColorType::RGBA8888,
skia::AlphaType::Premul,
None,
)
.ok_or("Failed to create Skia image from GL texture")?;
Ok(image)
}
// Decode and upload to GPU // Decode and upload to GPU
fn decode_image(context: &mut Box<DirectContext>, raw_data: &[u8]) -> Option<Image> { fn decode_image(context: &mut Box<DirectContext>, raw_data: &[u8]) -> Option<Image> {
let data = unsafe { skia::Data::new_bytes(raw_data) }; let data = unsafe { skia::Data::new_bytes(raw_data) };
@@ -122,6 +164,30 @@ impl ImageStore {
Ok(()) Ok(())
} }
/// Creates a Skia image from an existing WebGL texture, avoiding re-decoding.
/// This is much more efficient as it reuses the texture that was already
/// decoded and uploaded to GPU by the browser.
pub fn add_image_from_gl_texture(
&mut self,
id: Uuid,
is_thumbnail: bool,
texture_id: u32,
width: i32,
height: i32,
) -> Result<(), String> {
let key = (id, is_thumbnail);
if self.images.contains_key(&key) {
return Err("Image already exists".to_string());
}
// Create a Skia image from the existing GL texture
let image = create_image_from_gl_texture(&mut self.context, texture_id, width, height)?;
self.images.insert(key, StoredImage::Gpu(image));
Ok(())
}
pub fn contains(&self, id: &Uuid, is_thumbnail: bool) -> bool { pub fn contains(&self, id: &Uuid, is_thumbnail: bool) -> bool {
self.images.contains_key(&(*id, is_thumbnail)) self.images.contains_key(&(*id, is_thumbnail))
} }

View File

@@ -89,3 +89,55 @@ pub extern "C" fn store_image() {
mem::free_bytes(); mem::free_bytes();
} }
/// Stores an image from an existing WebGL texture, avoiding re-decoding
/// Expected memory layout:
/// - bytes 0-15: shape UUID
/// - bytes 16-31: image UUID
/// - bytes 32-35: is_thumbnail flag (u32)
/// - bytes 36-39: GL texture ID (u32)
/// - bytes 40-43: width (i32)
/// - bytes 44-47: height (i32)
#[no_mangle]
pub extern "C" fn store_image_from_texture() {
let bytes = mem::bytes();
if bytes.len() < 48 {
eprintln!("store_image_from_texture: insufficient data");
mem::free_bytes();
return;
}
let ids = ShapeImageIds::try_from(bytes[0..IMAGE_IDS_SIZE].to_vec()).unwrap();
// Read is_thumbnail flag (4 bytes as u32)
let is_thumbnail_bytes = &bytes[IMAGE_IDS_SIZE..IMAGE_HEADER_SIZE];
let is_thumbnail_value = u32::from_le_bytes(is_thumbnail_bytes.try_into().unwrap());
let is_thumbnail = is_thumbnail_value != 0;
// Read GL texture ID (4 bytes as u32)
let texture_id_bytes = &bytes[36..40];
let texture_id = u32::from_le_bytes(texture_id_bytes.try_into().unwrap());
// Read width and height (8 bytes as two i32s)
let width_bytes = &bytes[40..44];
let width = i32::from_le_bytes(width_bytes.try_into().unwrap());
let height_bytes = &bytes[44..48];
let height = i32::from_le_bytes(height_bytes.try_into().unwrap());
with_state_mut!(state, {
if let Err(msg) = state.render_state_mut().add_image_from_gl_texture(
ids.image_id,
is_thumbnail,
texture_id,
width,
height,
) {
eprintln!("store_image_from_texture error: {}", msg);
}
state.touch_shape(ids.shape_id);
});
mem::free_bytes();
}