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🎉 Use textures directly for images
This commit is contained in:
committed by
alonso.torres
parent
a230d2fcf6
commit
7889578ced
@@ -34,8 +34,6 @@
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[app.render-wasm.wasm :as wasm]
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[app.util.debug :as dbg]
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[app.util.functions :as fns]
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[app.util.http :as http]
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[app.util.webapi :as wapi]
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[beicon.v2.core :as rx]
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[promesa.core :as p]
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[rumext.v2 :as mf]))
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@@ -234,26 +232,69 @@
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[string]
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(+ (count string) 1))
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(defn- create-webgl-texture-from-image
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"Creates a WebGL texture from an HTMLImageElement or ImageBitmap and returns the texture object"
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[gl image-element]
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(let [texture (.createTexture ^js gl)]
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(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) texture)
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(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_S ^js gl) (.-CLAMP_TO_EDGE ^js gl))
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(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_T ^js gl) (.-CLAMP_TO_EDGE ^js gl))
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(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MIN_FILTER ^js gl) (.-LINEAR ^js gl))
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(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MAG_FILTER ^js gl) (.-LINEAR ^js gl))
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(.texImage2D ^js gl (.-TEXTURE_2D ^js gl) 0 (.-RGBA ^js gl) (.-RGBA ^js gl) (.-UNSIGNED_BYTE ^js gl) image-element)
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(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) nil)
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texture))
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(defn- get-webgl-context
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"Gets the WebGL context from the WASM module"
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[]
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(when wasm/context-initialized?
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(let [gl-obj (unchecked-get wasm/internal-module "GL")]
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(when gl-obj
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;; Get the current WebGL context from Emscripten
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;; The GL object has a currentContext property that contains the context handle
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(let [current-ctx (.-currentContext ^js gl-obj)]
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(when current-ctx
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(.-GLctx ^js current-ctx)))))))
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(defn- get-texture-id-for-gl-object
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"Registers a WebGL texture with Emscripten's GL object system and returns its ID"
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[texture]
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(let [gl-obj (unchecked-get wasm/internal-module "GL")
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textures (.-textures ^js gl-obj)
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new-id (.getNewId ^js gl-obj textures)]
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(aset textures new-id texture)
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new-id))
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(defn- fetch-image
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"Loads an image and creates a WebGL texture from it, passing the texture ID to WASM.
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This avoids decoding the image twice (once in browser, once in WASM)."
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[shape-id image-id thumbnail?]
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(let [url (cf/resolve-file-media {:id image-id} thumbnail?)]
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{:key url
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:thumbnail? thumbnail?
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:callback #(->> (http/send! {:method :get
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:uri url
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:response-type :blob})
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(rx/map :body)
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(rx/mapcat wapi/read-file-as-array-buffer)
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(rx/map (fn [image]
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(let [size (.-byteLength image)
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padded-size (if (zero? (mod size 4)) size (+ size (- 4 (mod size 4))))
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;; 36 bytes header (32 for UUIDs + 4 for thumbnail flag) + padded image
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total-bytes (+ 36 padded-size)
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:callback #(->> (p/create
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(fn [resolve reject]
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(let [img (js/Image.)
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on-load (fn []
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(resolve img))
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on-error (fn [err]
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(reject err))]
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(set! (.-crossOrigin img) "anonymous")
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(.addEventListener img "load" on-load)
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(.addEventListener img "error" on-error)
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(set! (.-src img) url))))
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(rx/from)
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(rx/map (fn [img]
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(when-let [gl (get-webgl-context)]
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(let [texture (create-webgl-texture-from-image gl img)
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texture-id (get-texture-id-for-gl-object texture)
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width (.-width ^js img)
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height (.-height ^js img)
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;; Header: 32 bytes (2 UUIDs) + 4 bytes (thumbnail) + 4 bytes (texture ID) + 8 bytes (dimensions)
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total-bytes 48
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offset (mem/alloc->offset-32 total-bytes)
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heap32 (mem/get-heap-u32)
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data (js/Uint8Array. image)
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padded (js/Uint8Array. padded-size)]
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heap32 (mem/get-heap-u32)]
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;; 1. Set shape id (offset + 0 to offset + 3)
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(mem.h32/write-uuid offset heap32 shape-id)
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@@ -262,21 +303,19 @@
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(mem.h32/write-uuid (+ offset 4) heap32 image-id)
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;; 3. Set thumbnail flag as u32 (offset + 8)
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(aset heap32 (+ offset 8) thumbnail?)
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(aset heap32 (+ offset 8) (if thumbnail? 1 0))
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;; 4. Adjust padding on image data
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(.set padded data)
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(when (< size padded-size)
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(dotimes [i (- padded-size size)]
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(aset padded (+ size i) 0)))
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;; 4. Set texture ID (offset + 9)
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(aset heap32 (+ offset 9) texture-id)
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;; 5. Set image data (starting at offset + 9)
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(let [u32view (js/Uint32Array. (.-buffer padded))
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image-u32-offset (+ offset 9)]
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(.set heap32 u32view image-u32-offset))
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;; 5. Set width (offset + 10)
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(aset heap32 (+ offset 10) width)
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(h/call wasm/internal-module "_store_image")
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true))))}))
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;; 6. Set height (offset + 11)
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(aset heap32 (+ offset 11) height)
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(h/call wasm/internal-module "_store_image_from_texture")
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true)))))}))
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(defn- get-fill-images
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[leaf]
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@@ -329,6 +329,19 @@ impl RenderState {
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self.images.add(id, is_thumbnail, image_data)
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}
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/// Adds an image from an existing WebGL texture, avoiding re-decoding
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pub fn add_image_from_gl_texture(
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&mut self,
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id: Uuid,
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is_thumbnail: bool,
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texture_id: u32,
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width: i32,
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height: i32,
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) -> Result<(), String> {
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self.images
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.add_image_from_gl_texture(id, is_thumbnail, texture_id, width, height)
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}
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pub fn has_image(&self, id: &Uuid, is_thumbnail: bool) -> bool {
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self.images.contains(id, is_thumbnail)
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}
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@@ -62,6 +62,48 @@ pub struct ImageStore {
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context: Box<DirectContext>,
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}
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/// Creates a Skia image from an existing WebGL texture.
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/// This avoids re-decoding the image, as the browser has already decoded
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/// and uploaded it to the GPU.
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fn create_image_from_gl_texture(
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context: &mut Box<DirectContext>,
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texture_id: u32,
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width: i32,
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height: i32,
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) -> Result<Image, String> {
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use skia_safe::gpu;
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use skia_safe::gpu::gl::TextureInfo;
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// Create a TextureInfo describing the existing GL texture
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let texture_info = TextureInfo {
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target: gl::TEXTURE_2D,
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id: texture_id,
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format: gl::RGBA8,
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protected: gpu::Protected::No,
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};
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// Create a backend texture from the GL texture using the new API
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let label = format!("shared_texture_{}", texture_id);
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let backend_texture = unsafe {
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gpu::backend_textures::make_gl((width, height), gpu::Mipmapped::No, texture_info, label)
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};
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// Create a Skia image from the backend texture
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// Use TopLeft origin because HTML images have their origin at top-left,
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// while WebGL textures traditionally use bottom-left
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let image = Image::from_texture(
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context.as_mut(),
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&backend_texture,
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gpu::SurfaceOrigin::TopLeft,
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skia::ColorType::RGBA8888,
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skia::AlphaType::Premul,
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None,
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)
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.ok_or("Failed to create Skia image from GL texture")?;
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Ok(image)
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}
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// Decode and upload to GPU
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fn decode_image(context: &mut Box<DirectContext>, raw_data: &[u8]) -> Option<Image> {
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let data = unsafe { skia::Data::new_bytes(raw_data) };
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@@ -122,6 +164,30 @@ impl ImageStore {
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Ok(())
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}
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/// Creates a Skia image from an existing WebGL texture, avoiding re-decoding.
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/// This is much more efficient as it reuses the texture that was already
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/// decoded and uploaded to GPU by the browser.
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pub fn add_image_from_gl_texture(
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&mut self,
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id: Uuid,
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is_thumbnail: bool,
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texture_id: u32,
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width: i32,
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height: i32,
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) -> Result<(), String> {
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let key = (id, is_thumbnail);
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if self.images.contains_key(&key) {
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return Err("Image already exists".to_string());
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}
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// Create a Skia image from the existing GL texture
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let image = create_image_from_gl_texture(&mut self.context, texture_id, width, height)?;
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self.images.insert(key, StoredImage::Gpu(image));
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Ok(())
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}
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pub fn contains(&self, id: &Uuid, is_thumbnail: bool) -> bool {
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self.images.contains_key(&(*id, is_thumbnail))
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}
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@@ -89,3 +89,55 @@ pub extern "C" fn store_image() {
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mem::free_bytes();
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}
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/// Stores an image from an existing WebGL texture, avoiding re-decoding
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/// Expected memory layout:
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/// - bytes 0-15: shape UUID
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/// - bytes 16-31: image UUID
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/// - bytes 32-35: is_thumbnail flag (u32)
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/// - bytes 36-39: GL texture ID (u32)
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/// - bytes 40-43: width (i32)
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/// - bytes 44-47: height (i32)
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#[no_mangle]
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pub extern "C" fn store_image_from_texture() {
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let bytes = mem::bytes();
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if bytes.len() < 48 {
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eprintln!("store_image_from_texture: insufficient data");
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mem::free_bytes();
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return;
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}
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let ids = ShapeImageIds::try_from(bytes[0..IMAGE_IDS_SIZE].to_vec()).unwrap();
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// Read is_thumbnail flag (4 bytes as u32)
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let is_thumbnail_bytes = &bytes[IMAGE_IDS_SIZE..IMAGE_HEADER_SIZE];
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let is_thumbnail_value = u32::from_le_bytes(is_thumbnail_bytes.try_into().unwrap());
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let is_thumbnail = is_thumbnail_value != 0;
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// Read GL texture ID (4 bytes as u32)
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let texture_id_bytes = &bytes[36..40];
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let texture_id = u32::from_le_bytes(texture_id_bytes.try_into().unwrap());
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// Read width and height (8 bytes as two i32s)
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let width_bytes = &bytes[40..44];
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let width = i32::from_le_bytes(width_bytes.try_into().unwrap());
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let height_bytes = &bytes[44..48];
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let height = i32::from_le_bytes(height_bytes.try_into().unwrap());
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with_state_mut!(state, {
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if let Err(msg) = state.render_state_mut().add_image_from_gl_texture(
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ids.image_id,
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is_thumbnail,
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texture_id,
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width,
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height,
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) {
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eprintln!("store_image_from_texture error: {}", msg);
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}
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state.touch_shape(ids.shape_id);
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});
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mem::free_bytes();
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}
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