1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
//! Items related to the inter-operation of the `image` crate (images on disk and in RAM) and
//! textures from the wgpu crate (images in GPU memory).

use crate::wgpu;
use std::path::Path;

/// The set of pixel types from the image crate that can be loaded directly into a texture.
///
/// The `Rgba8` and `Bgra8` color types are assumed to be non-linear sRGB.
///
/// Note that wgpu only supports texture formats whose size are a power of 2. If you notice a
/// `image::Pixel` type that does not implement `Pixel`, this is likely why.
pub trait Pixel: image::Pixel {
    /// The wgpu texture format of the pixel type.
    const TEXTURE_FORMAT: wgpu::TextureFormat;
}

impl wgpu::TextureBuilder {
    /// The minimum required texture usage when loading from an image.
    pub const REQUIRED_IMAGE_TEXTURE_USAGE: wgpu::TextureUsage = wgpu::TextureUsage::COPY_DST;

    /// Produce a texture descriptor from an image.
    ///
    /// Specifically, this supports any image type implementing `image::GenericImageView` whose
    /// `Pixel` type implements `Pixel`.
    ///
    /// By default, the produced builder will have the `wgpu::TextureUsage` returned by
    /// `wgpu::TextureBuilder::default_image_texture_usage()`. This is a general-purpose usage that
    /// should allow for copying to and from the texture, sampling the texture and rendering to the
    /// texture. Specifying only the texture usage required may result in better performance. It
    /// may be necessary to manually specify the the usage if `STORAGE` is required.
    pub fn from_image_view<T>(image_view: &T) -> Self
    where
        T: image::GenericImageView,
        T::Pixel: Pixel,
    {
        builder_from_image_view(image_view)
    }

    /// The default texture usage for the case where a user has loaded a texture from an image.
    pub fn default_image_texture_usage() -> wgpu::TextureUsage {
        wgpu::TextureUsage::COPY_SRC
            | wgpu::TextureUsage::COPY_DST
            | wgpu::TextureUsage::SAMPLED
            | wgpu::TextureUsage::RENDER_ATTACHMENT
    }
}

/// Types that may provide access to a `wgpu::Device` and an associated `wgpu::Queue` for loading
/// a texture from an image.
///
/// Notably, implementations exist for `&App`, `&Window`, `&wgpu::DeviceQueuePair` and `(&Device,
/// &Queue)`.
pub trait WithDeviceQueuePair {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O;
}

impl wgpu::Texture {
    /// Load an image from the given path and upload it as a texture.
    ///
    /// The device and queue `src` can be either the `App`, a `Window`, a `wgpu::DeviceQueuePair`
    /// or a tuple `(&wgpu::Device, &mut wgpu::Queue)`. Access to a `Device` is necessary in order
    /// to create the texture and buffer GPU resources, and access to a `Queue` is necessary for
    /// submitting the commands responsible for copying the buffer contents to the texture. Note
    /// that a texture may only be used with the device with which it was created. This is worth
    /// keeping in mind if you have more than one window and they do not share the same device.
    ///
    /// By default, the texture will have the `COPY_SRC`, `COPY_DST`, `SAMPLED` and
    /// `RENDER_ATTACHMENT` usages enabled. If you wish to specify the usage yourself, see the
    /// `load_from_path` constructor.
    ///
    /// If the `&App` is passed as the `src`, the window returned via `app.main_window()` will be
    /// used as the source of the device and queue.
    pub fn from_path<'a, T, P>(src: T, path: P) -> image::ImageResult<Self>
    where
        T: WithDeviceQueuePair,
        P: AsRef<Path>,
    {
        let path = path.as_ref();
        let usage = wgpu::TextureBuilder::default_image_texture_usage();
        src.with_device_queue_pair(|device, queue| {
            wgpu::Texture::load_from_path(device, queue, usage, path)
        })
    }

    /// Load a texture from the given image.
    ///
    /// The device and queue `src` can be either the `App`, a `Window`, a `wgpu::DeviceQueuePair`
    /// or a tuple `(&wgpu::Device, &mut wgpu::Queue)`. Access to a `Device` is necessary in order
    /// to create the texture and buffer GPU resources, and access to a `Queue` is necessary for
    /// submitting the commands responsible for copying the buffer contents to the texture. Note
    /// that a texture may only be used with the device with which it was created. This is worth
    /// keeping in mind if you have more than one window and they do not share the same device.
    ///
    /// By default, the texture will have the `COPY_SRC`, `COPY_DST`, `SAMPLED` and
    /// `RENDER_ATTACHMENT` usages enabled. If you wish to specify the usage yourself, see the
    /// `load_from_path` constructor.
    ///
    /// If the `&App` is passed as the `src`, the window returned via `app.main_window()` will be
    /// used as the source of the device and queue.
    ///
    /// The `DeviceQueuePairSource` can be either the `App`, a `Window`, a `DeviceQueuePair` or a
    /// tuple `(&Device, &Queue)`.
    pub fn from_image<'a, T>(src: T, image: &image::DynamicImage) -> Self
    where
        T: WithDeviceQueuePair,
    {
        let usage = wgpu::TextureBuilder::default_image_texture_usage();
        src.with_device_queue_pair(|device, queue| {
            wgpu::Texture::load_from_image(device, queue, usage, image)
        })
    }

    /// Read an image file from the given path and load it directly into a texture.
    ///
    /// This is short-hand for calling `image::open` and then `Texture::load_from_image`.
    pub fn load_from_path<P>(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        usage: wgpu::TextureUsage,
        path: P,
    ) -> image::ImageResult<Self>
    where
        P: AsRef<Path>,
    {
        let path = path.as_ref();
        let image = image::open(path)?;
        Ok(Self::load_from_image(device, queue, usage, &image))
    }

    /// Load a texture directly from a dynamic image.
    ///
    /// If the image is already in a format supported by wgpu, no conversions are performed and the
    /// image is loaded directly as-is with a texture format that matches the original image color
    /// type.
    ///
    /// If the image is of an unsupported format, it will be converted to the closest supported format
    /// before being uploaded.
    pub fn load_from_image(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        usage: wgpu::TextureUsage,
        image: &image::DynamicImage,
    ) -> Self {
        load_texture_from_image(device, queue, usage, image)
    }

    /// Load a texture directly from an image buffer using the given device queue.
    ///
    /// No format or size conversions are performed - the given buffer is loaded directly into GPU
    /// memory.
    ///
    /// Pixel type compatibility is ensured via the `Pixel` trait.
    pub fn load_from_image_buffer<P, Container>(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        usage: wgpu::TextureUsage,
        buffer: &image::ImageBuffer<P, Container>,
    ) -> Self
    where
        P: 'static + Pixel,
        Container: std::ops::Deref<Target = [P::Subpixel]>,
    {
        load_texture_from_image_buffer(device, queue, usage, buffer)
    }

    /// Load a texture array directly from a sequence of image buffers.
    ///
    /// No format or size conversions are performed - the given buffer is loaded directly into GPU
    /// memory.
    ///
    /// Pixel type compatibility is ensured via the `Pixel` trait.
    ///
    /// Returns `None` if there are no images in the given sequence.
    pub fn load_array_from_image_buffers<'a, I, P, Container>(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        usage: wgpu::TextureUsage,
        buffers: I,
    ) -> Option<Self>
    where
        I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
        I::IntoIter: ExactSizeIterator,
        P: 'static + Pixel,
        Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
    {
        load_texture_array_from_image_buffers(device, queue, usage, buffers)
    }

    /// Encode the necessary commands to load a texture directly from a dynamic image.
    ///
    /// If the image is already in a format supported by wgpu, no conversions are performed and the
    /// image is loaded directly as-is with a texture format that matches the original image color
    /// type.
    ///
    /// If the image is of an unsupported format, it will be converted to the closest supported format
    /// before being uploaded.
    ///
    /// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
    /// submitted to the given `device`'s queue.
    pub fn encode_load_from_image(
        device: &wgpu::Device,
        encoder: &mut wgpu::CommandEncoder,
        usage: wgpu::TextureUsage,
        image: &image::DynamicImage,
    ) -> Self {
        encode_load_texture_from_image(device, encoder, usage, image)
    }

    /// Encode the necessary commands to load a texture from the given image buffer.
    ///
    /// NOTE: The returned texture will remain empty until the given `encoder` has its command
    /// buffer submitted to the given `device`'s queue.
    ///
    /// No format or size conversions are performed - the given buffer is loaded directly into GPU
    /// memory.
    ///
    /// Pixel type compatibility is ensured via the `Pixel` trait.
    pub fn encode_load_from_image_buffer<P, Container>(
        device: &wgpu::Device,
        encoder: &mut wgpu::CommandEncoder,
        usage: wgpu::TextureUsage,
        buffer: &image::ImageBuffer<P, Container>,
    ) -> Self
    where
        P: 'static + Pixel,
        Container: std::ops::Deref<Target = [P::Subpixel]>,
    {
        encode_load_texture_from_image_buffer(device, encoder, usage, buffer)
    }

    /// Encode the necessary commands to load a 3d texture directly from a sequence of image
    /// buffers.
    ///
    /// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
    /// submitted to the given `device`'s queue.
    ///
    /// NOTE: The returned texture will be 3d; you must create
    ///
    /// No format or size conversions are performed - the given buffer is loaded directly into GPU
    /// memory.
    ///
    /// Pixel type compatibility is ensured via the `Pixel` trait.
    ///
    /// Returns `None` if there are no images in the given sequence.
    pub fn encode_load_3d_from_image_buffers<'a, I, P, Container>(
        device: &wgpu::Device,
        encoder: &mut wgpu::CommandEncoder,
        usage: wgpu::TextureUsage,
        buffers: I,
    ) -> Option<Self>
    where
        I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
        I::IntoIter: ExactSizeIterator,
        P: 'static + Pixel,
        Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
    {
        encode_load_texture_array_from_image_buffers(device, encoder, usage, buffers)
    }
}

impl Pixel for image::Bgra<u8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
}

impl Pixel for image::Luma<u8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R8Unorm;
}

impl Pixel for image::Luma<i8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R8Snorm;
}

impl Pixel for image::Luma<u16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R16Uint;
}

impl Pixel for image::Luma<i16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R16Sint;
}

impl Pixel for image::LumaA<u8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg8Unorm;
}

impl Pixel for image::LumaA<i8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg8Snorm;
}

impl Pixel for image::LumaA<u16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg16Uint;
}

impl Pixel for image::LumaA<i16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rg16Sint;
}

impl Pixel for image::Rgba<u8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
}

impl Pixel for image::Rgba<i8> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Snorm;
}

impl Pixel for image::Rgba<u16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Uint;
}

impl Pixel for image::Rgba<i16> {
    const TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Sint;
}

impl<'a> WithDeviceQueuePair for (&'a wgpu::Device, &'a wgpu::Queue) {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
    {
        let (device, queue) = self;
        f(device, queue)
    }
}

impl<'a> WithDeviceQueuePair for &'a wgpu::DeviceQueuePair {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
    {
        let device = self.device();
        let queue = self.queue();
        f(&*device, &*queue)
    }
}

impl<'a> WithDeviceQueuePair for &'a crate::window::Window {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
    {
        self.swap_chain_device_queue_pair()
            .with_device_queue_pair(f)
    }
}

impl<'a> WithDeviceQueuePair for &'a crate::app::App {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
    {
        self.main_window().with_device_queue_pair(f)
    }
}

impl<'a, 'b> WithDeviceQueuePair for &'a std::cell::Ref<'b, crate::window::Window> {
    fn with_device_queue_pair<F, O>(self, f: F) -> O
    where
        F: FnOnce(&wgpu::Device, &wgpu::Queue) -> O,
    {
        (**self).with_device_queue_pair(f)
    }
}

/// Convert the given color type from the `image` crate to the corresponding wgpu texture format.
///
/// Returns `None` if there is no directly compatible texture format - this is normally the case if
/// the `ColorType` would have a bits_per_pixel that is not equal to a power of 2.
///
/// The `Rgba8` and `Bgra8` color types are assumed to be non-linear sRGB.
pub fn format_from_image_color_type(color_type: image::ColorType) -> Option<wgpu::TextureFormat> {
    let format = match color_type {
        image::ColorType::L8 => wgpu::TextureFormat::R8Unorm,
        image::ColorType::La8 => wgpu::TextureFormat::Rg8Unorm,
        image::ColorType::Rgba8 => wgpu::TextureFormat::Rgba8UnormSrgb,
        image::ColorType::L16 => wgpu::TextureFormat::R16Uint,
        image::ColorType::La16 => wgpu::TextureFormat::Rg16Uint,
        image::ColorType::Rgba16 => wgpu::TextureFormat::Rgba16Uint,
        image::ColorType::Bgra8 => wgpu::TextureFormat::Bgra8UnormSrgb,
        _ => return None,
    };
    Some(format)
}

/// Produce a texture descriptor from any type implementing `image::GenericImageView` whose `Pixel`
/// type implements `Pixel`.
///
/// By default, the produced builder will have the `wgpu::TextureUsage` returned by
/// `wgpu::TextureBuilder::default_image_texture_usage()`. This is a general-purpose usage that
/// should allow for copying to and from the texture, sampling the texture and rendering to the
/// texture. Specifying only the texture usage required may result in better performance. It
/// may be necessary to manually specify the the usage if `STORAGE` is required.
pub fn builder_from_image_view<T>(image: &T) -> wgpu::TextureBuilder
where
    T: image::GenericImageView,
    T::Pixel: Pixel,
{
    let (width, height) = image.dimensions();
    let format = <T::Pixel as Pixel>::TEXTURE_FORMAT;
    wgpu::TextureBuilder::new()
        .size([width, height])
        .format(format)
        .usage(wgpu::TextureBuilder::default_image_texture_usage())
}

/// Load a texture directly from a dynamic image.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
pub fn load_texture_from_image(
    device: &wgpu::Device,
    queue: &wgpu::Queue,
    usage: wgpu::TextureUsage,
    image: &image::DynamicImage,
) -> wgpu::Texture {
    let cmd_encoder_desc = wgpu::CommandEncoderDescriptor {
        label: Some("nannou_texture_from_image"),
    };
    let mut encoder = device.create_command_encoder(&cmd_encoder_desc);
    let texture = encode_load_texture_from_image(device, &mut encoder, usage, image);
    queue.submit(std::iter::once(encoder.finish()));
    texture
}

/// Load a texture directly from an image buffer using the given device queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn load_texture_from_image_buffer<P, Container>(
    device: &wgpu::Device,
    queue: &wgpu::Queue,
    usage: wgpu::TextureUsage,
    buffer: &image::ImageBuffer<P, Container>,
) -> wgpu::Texture
where
    P: 'static + Pixel,
    Container: std::ops::Deref<Target = [P::Subpixel]>,
{
    let cmd_encoder_desc = wgpu::CommandEncoderDescriptor {
        label: Some("nannou_texture_from_image_buffer"),
    };
    let mut encoder = device.create_command_encoder(&cmd_encoder_desc);
    let texture = encode_load_texture_from_image_buffer(device, &mut encoder, usage, buffer);
    queue.submit(std::iter::once(encoder.finish()));
    texture
}

/// Load a 3d texture directly from a sequence of image buffers.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn load_texture_array_from_image_buffers<'a, I, P, Container>(
    device: &wgpu::Device,
    queue: &wgpu::Queue,
    usage: wgpu::TextureUsage,
    buffers: I,
) -> Option<wgpu::Texture>
where
    I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
    I::IntoIter: ExactSizeIterator,
    P: 'static + Pixel,
    Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
    let cmd_encoder_desc = wgpu::CommandEncoderDescriptor {
        label: Some("nannou_load_3d_texture_from_image_buffers"),
    };
    let mut encoder = device.create_command_encoder(&cmd_encoder_desc);
    let texture =
        encode_load_texture_array_from_image_buffers(device, &mut encoder, usage, buffers);
    queue.submit(std::iter::once(encoder.finish()));
    texture
}

/// Encode the necessary commands to load a texture directly from a dynamic image.
///
/// If the image is already in a format supported by wgpu, no conversions are performed and the
/// image is loaded directly as-is with a texture format that matches the original image color
/// type.
///
/// If the image is of an unsupported format, it will be converted to the closest supported format
/// before being uploaded.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
pub fn encode_load_texture_from_image(
    device: &wgpu::Device,
    encoder: &mut wgpu::CommandEncoder,
    usage: wgpu::TextureUsage,
    image: &image::DynamicImage,
) -> wgpu::Texture {
    use image::DynamicImage::*;
    match image {
        ImageLuma8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageLumaA8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageRgba8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageBgra8(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageLuma16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageLumaA16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageRgba16(img) => encode_load_texture_from_image_buffer(device, encoder, usage, img),
        ImageRgb8(_img) => {
            let img = image.to_rgba8();
            encode_load_texture_from_image_buffer(device, encoder, usage, &img)
        }
        ImageBgr8(_img) => {
            let img = image.to_bgra8();
            encode_load_texture_from_image_buffer(device, encoder, usage, &img)
        }
        ImageRgb16(_img) => {
            // TODO: I think we lose some quality here - e.g. 16-bit channels down to 8-bit??.
            let img = image.to_rgba8();
            encode_load_texture_from_image_buffer(device, encoder, usage, &img)
        }
    }
}

/// Encode the necessary commands to load a texture directly from an image buffer.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
pub fn encode_load_texture_from_image_buffer<P, Container>(
    device: &wgpu::Device,
    encoder: &mut wgpu::CommandEncoder,
    usage: wgpu::TextureUsage,
    buffer: &image::ImageBuffer<P, Container>,
) -> wgpu::Texture
where
    P: 'static + Pixel,
    Container: std::ops::Deref<Target = [P::Subpixel]>,
{
    // Create the texture.
    let texture = wgpu::TextureBuilder::from_image_view(buffer)
        .usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
        .build(device);

    let buffer_image = wgpu::RowPaddedBuffer::from_image_buffer(device, buffer);
    buffer_image.encode_copy_into(encoder, &texture);

    texture
}

/// Encode the necessary commands to load a texture array directly from a sequence of image
/// buffers.
///
/// NOTE: The returned texture will remain empty until the given `encoder` has its command buffer
/// submitted to the given `device`'s queue.
///
/// No format or size conversions are performed - the given buffer is loaded directly into GPU
/// memory.
///
/// Pixel type compatibility is ensured via the `Pixel` trait.
///
/// Returns `None` if there are no images in the given sequence.
pub fn encode_load_texture_array_from_image_buffers<'a, I, P, Container>(
    device: &wgpu::Device,
    encoder: &mut wgpu::CommandEncoder,
    usage: wgpu::TextureUsage,
    buffers: I,
) -> Option<wgpu::Texture>
where
    I: IntoIterator<Item = &'a image::ImageBuffer<P, Container>>,
    I::IntoIter: ExactSizeIterator,
    P: 'static + Pixel,
    Container: 'a + std::ops::Deref<Target = [P::Subpixel]>,
{
    let mut buffers = buffers.into_iter();
    let array_layers = buffers.len() as u32;
    let first_buffer = buffers.next()?;

    let (width, height) = first_buffer.dimensions();

    // Build the texture ready to receive the data.
    let texture = wgpu::TextureBuilder::from_image_view(first_buffer)
        .extent(wgpu::Extent3d {
            width,
            height,
            depth_or_array_layers: array_layers,
        })
        .dimension(wgpu::TextureDimension::D2) // force an array
        .usage(wgpu::TextureBuilder::REQUIRED_IMAGE_TEXTURE_USAGE | usage)
        .build(device);

    // Copy each buffer to the texture, one layer at a time.
    for (layer, buffer) in Some(first_buffer).into_iter().chain(buffers).enumerate() {
        // Upload the pixel data.
        let buffer = wgpu::RowPaddedBuffer::from_image_buffer(device, &buffer);
        buffer.encode_copy_into_at(encoder, &texture, layer as u32);
    }

    Some(texture)
}