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use crate::{
assets::{handle::Handle, storage::Assets, upload::Asset},
ecs::system::Res,
wgpu::{
backend::WGPUBackend,
gpu_context::GpuContext,
mipmap::MipmapGenerator,
texture_format::TextureFormat,
textures::{bytes_per_pixel, decode_file, write_texture_level0},
},
};
/// Source data for [`GPUTextureArray`]. Fields are private — build one via
/// the [`from_files`](Self::from_files)/[`from_data`](Self::from_data)/[`empty`](Self::empty)
/// constructors rather than as a struct literal.
pub struct TextureArray {
/// One file path per layer. Every layer must decode to the same
/// `width`/`height`.
files: Option<Vec<&'static str>>,
/// Width in pixels. Ignored when loading from `files`.
width: u32,
/// Height in pixels. Ignored when loading from `files`.
height: u32,
/// GPU pixel format to upload as. Defaults to `Rgba8UnormSrgb`.
format: TextureFormat,
/// Raw pixel bytes per layer, used when `files` is `None`.
data: Option<Vec<Vec<u8>>>,
/// Whether to generate a full mip chain (via [`MipmapGenerator`]).
generate_mips: bool,
/// Number of layers to allocate. Only used when both `files` and `data`
/// are `None` (i.e. [`empty`](Self::empty)); otherwise layer count is
/// derived from the length of `files`/`data`.
layer_count: u32,
}
impl TextureArray {
/// Load one layer per file. Width/height are inferred from the first
/// file and every subsequent layer must match.
pub fn from_files(files: Vec<&'static str>) -> Self {
Self {
files: Some(files),
width: 0,
height: 0,
format: TextureFormat::Rgba8UnormSrgb,
data: None,
generate_mips: false,
layer_count: 0,
}
}
/// Supply raw pixel bytes per layer directly, matching `width`/`height`/`format`.
pub fn from_data(width: u32, height: u32, format: TextureFormat, layers: Vec<Vec<u8>>) -> Self {
Self {
files: None,
width,
height,
format,
data: Some(layers),
generate_mips: false,
layer_count: 0,
}
}
/// Allocate an empty texture array on the GPU with no initial pixel data.
/// Content is undefined until written via [`GPUTextureArray::write_layer`].
pub fn empty(width: u32, height: u32, format: TextureFormat, layer_count: u32) -> Self {
Self {
files: None,
width,
height,
format,
data: None,
generate_mips: false,
layer_count,
}
}
pub fn with_format(mut self, format: TextureFormat) -> Self {
self.format = format;
self
}
pub fn with_mips(mut self) -> Self {
self.generate_mips = true;
self
}
/// Logs a WARN if [`from_data`](Self::from_data) was given a zero
/// width/height — same rationale as the equivalent check on
/// [`Texture`](super::textures::Texture).
fn validate(&self) {
if self.data.is_some() && (self.width == 0 || self.height == 0) {
tracing::warn!(
"TextureArray::from_data(): width/height is 0 ({}x{}) — did you swap the \
argument order, or forget to pass the real dimensions?",
self.width,
self.height,
);
}
}
/// Consume the builder and return the finished [`TextureArray`] value.
pub fn build(self) -> Self {
self.validate();
self
}
/// Consume the builder, insert into `assets` under `name`, and return
/// the resulting [`Handle<TextureArray>`].
pub fn build_asset(self, name: &str, assets: &mut Assets<Self>) -> Handle<Self> {
self.validate();
assets.insert(name, self)
}
}
/// A 2D texture array uploaded to the GPU, ready to bind (e.g. via
/// [`BindingInstanceEntry::TextureArray`](super::instance::BindingInstanceEntry::TextureArray)).
/// Opaque — bind it via
/// [`BindGroupBuilder::texture_array`](super::buffers::BindGroupBuilder::texture_array).
pub struct GPUTextureArray {
texture: wgpu::Texture,
view: wgpu::TextureView,
layer_count: u32,
width: u32,
height: u32,
format: TextureFormat,
ctx: GpuContext,
}
impl GPUTextureArray {
/// Overwrites one layer's level-0 pixel data. See
/// [`GPUTexture::write`](super::textures::GPUTexture::write) for the
/// same caveat about mip levels not being regenerated.
pub fn write_layer(&self, layer: u32, pixels: &[u8]) {
write_texture_level0(self.ctx.queue(), &self.texture, layer, self.format.into(), self.width, self.height, pixels);
}
pub fn layer_count(&self) -> u32 {
self.layer_count
}
pub fn width(&self) -> u32 {
self.width
}
pub fn height(&self) -> u32 {
self.height
}
pub(crate) fn view(&self) -> &wgpu::TextureView {
&self.view
}
}
impl Asset<WGPUBackend> for GPUTextureArray {
type Source = TextureArray;
type Deps<'a> = Res<'a, MipmapGenerator>;
fn upload<'a>(
source: &TextureArray,
backend: &WGPUBackend,
mipmap_generator: &Res<'a, MipmapGenerator>,
) -> Option<Self> {
let (width, height, layer_count, layers): (u32, u32, u32, Option<Vec<Vec<u8>>>) =
if let Some(files) = &source.files {
let mut width = source.width;
let mut height = source.height;
let mut layers = Vec::with_capacity(files.len());
for (i, path) in files.iter().enumerate() {
let (w, h, data) = decode_file(path, source.format.into())?;
if i == 0 {
width = w;
height = h;
} else if w != width || h != height {
tracing::error!(
"TextureArraySpec: layer {i} ('{path}') is {w}x{h}, expected {width}x{height}"
);
return None;
}
layers.push(data);
}
let count = layers.len() as u32;
(width, height, count, Some(layers))
} else if let Some(data) = &source.data {
let count = data.len() as u32;
(source.width, source.height, count, Some(data.clone()))
} else {
// empty array — no initial data, content is undefined until written
(source.width, source.height, source.layer_count, None)
};
if layer_count == 0 {
tracing::error!("TextureArraySpec resolved to zero layers");
return None;
}
let mip_count = super::mipmap::mip_count(width.max(height), source.generate_mips);
let texture = backend.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: layer_count,
},
mip_level_count: mip_count,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: source.format.into(),
usage: super::mipmap::texture_usage(mip_count),
view_formats: &[],
});
if let Some(layers) = &layers {
for (layer, data) in layers.iter().enumerate() {
backend.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0,
y: 0,
z: layer as u32,
},
aspect: wgpu::TextureAspect::All,
},
data,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(bytes_per_pixel(source.format.into()) * width),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
}
if mip_count > 1 {
mipmap_generator.generate_mips(
&backend.device,
&backend.queue,
&texture,
source.format.into(),
mip_count,
layer_count,
);
}
}
let view = texture.create_view(&wgpu::TextureViewDescriptor {
dimension: Some(wgpu::TextureViewDimension::D2Array),
..Default::default()
});
Some(Self {
texture,
view,
layer_count,
width,
height,
format: source.format,
ctx: GpuContext::from_backend(backend),
})
}
}
crate::wgpu::plugin_macros::mipmap_asset_plugin! {
/// Registers the [`GPUTextureArray`] asset pipeline
/// (`Assets<TextureArray>` → `ProcessedAssets<GPUTextureArray>`),
/// plus the [`MipmapGenerator`] it depends on for `generate_mips`. Included
/// by [`WGPUPlugin`](super::backend::WGPUPlugin); add directly only if
/// you're assembling the `wgpu` module's plugins by hand.
TextureArrayPlugin, GPUTextureArray
}