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webp_screenshot_rust/encoder/
gpu.rs

1//! GPU-accelerated WebP encoding using compute shaders
2//!
3//! Supports:
4//! - DirectCompute on Windows
5//! - Metal on macOS
6//! - Vulkan/OpenCL on Linux
7
8use crate::{
9    error::{EncodingError, EncodingResult},
10    types::{RawImage, WebPConfig},
11};
12
13use std::sync::Arc;
14
15/// GPU backend type
16#[derive(Debug, Clone, Copy)]
17pub enum GpuBackend {
18    DirectCompute,
19    Metal,
20    Vulkan,
21    OpenCL,
22    None,
23}
24
25/// GPU-accelerated WebP encoder
26pub struct GpuWebPEncoder {
27    backend: GpuBackend,
28    device: Option<Arc<dyn GpuDevice>>,
29}
30
31/// Trait for GPU device abstraction
32trait GpuDevice: Send + Sync {
33    /// Encode image to WebP using GPU
34    fn encode(&self, image: &RawImage, config: &WebPConfig) -> EncodingResult<Vec<u8>>;
35
36    /// Get device name
37    fn name(&self) -> String;
38
39    /// Get available memory
40    #[allow(dead_code)]
41    fn available_memory(&self) -> usize;
42}
43
44impl GpuWebPEncoder {
45    /// Create a new GPU-accelerated encoder
46    pub fn new() -> Self {
47        let (backend, device) = Self::detect_and_initialize();
48
49        Self { backend, device }
50    }
51
52    /// Detect available GPU backend and initialize
53    fn detect_and_initialize() -> (GpuBackend, Option<Arc<dyn GpuDevice>>) {
54        #[cfg(target_os = "windows")]
55        {
56            if let Some(device) = DirectComputeDevice::new() {
57                return (GpuBackend::DirectCompute, Some(Arc::new(device)));
58            }
59        }
60
61        #[cfg(target_os = "macos")]
62        {
63            if let Some(device) = MetalDevice::new() {
64                return (GpuBackend::Metal, Some(Arc::new(device)));
65            }
66        }
67
68        #[cfg(target_os = "linux")]
69        {
70            if let Some(device) = VulkanDevice::new() {
71                return (GpuBackend::Vulkan, Some(Arc::new(device)));
72            }
73        }
74
75        (GpuBackend::None, None)
76    }
77
78    /// Check if GPU acceleration is available
79    pub fn is_available(&self) -> bool {
80        self.device.is_some()
81    }
82
83    /// Encode image using GPU
84    pub fn encode(&self, image: &RawImage, config: &WebPConfig) -> EncodingResult<Vec<u8>> {
85        match &self.device {
86            Some(device) => device.encode(image, config),
87            None => Err(EncodingError::UnsupportedFeature(
88                "GPU encoding not available".to_string(),
89            )),
90        }
91    }
92
93    /// Get GPU backend name
94    pub fn backend_name(&self) -> String {
95        match self.backend {
96            GpuBackend::DirectCompute => "DirectCompute".to_string(),
97            GpuBackend::Metal => "Metal".to_string(),
98            GpuBackend::Vulkan => "Vulkan".to_string(),
99            GpuBackend::OpenCL => "OpenCL".to_string(),
100            GpuBackend::None => "None".to_string(),
101        }
102    }
103
104    /// Get device information
105    pub fn device_info(&self) -> Option<String> {
106        self.device.as_ref().map(|d| d.name())
107    }
108}
109
110// Windows DirectCompute implementation
111#[cfg(target_os = "windows")]
112struct DirectComputeDevice {
113    // Would contain:
114    // - ID3D11Device
115    // - ID3D11DeviceContext
116    // - Compute shaders
117}
118
119#[cfg(target_os = "windows")]
120impl DirectComputeDevice {
121    fn new() -> Option<Self> {
122        // Initialize DirectCompute
123        // This would:
124        // 1. Create D3D11 device
125        // 2. Load compute shaders
126        // 3. Create buffers
127
128        // For now, return None as this requires complex Windows API integration
129        None
130    }
131}
132
133#[cfg(target_os = "windows")]
134impl GpuDevice for DirectComputeDevice {
135    fn encode(&self, _image: &RawImage, _config: &WebPConfig) -> EncodingResult<Vec<u8>> {
136        // DirectCompute WebP encoding:
137        // 1. Upload image to GPU texture
138        // 2. Run DCT compute shader
139        // 3. Run quantization shader
140        // 4. Run entropy coding shader
141        // 5. Download compressed data
142
143        Err(EncodingError::UnsupportedFeature(
144            "DirectCompute encoding not yet implemented".to_string(),
145        ))
146    }
147
148    fn name(&self) -> String {
149        "DirectCompute Device".to_string()
150    }
151
152    fn available_memory(&self) -> usize {
153        0
154    }
155}
156
157// macOS Metal implementation
158#[cfg(target_os = "macos")]
159struct MetalDevice {
160    // Would contain:
161    // - Metal device
162    // - Command queue
163    // - Compute pipeline states
164}
165
166#[cfg(target_os = "macos")]
167impl MetalDevice {
168    fn new() -> Option<Self> {
169        #[cfg(feature = "gpu")]
170        {
171            use metal::*;
172
173            // Get default Metal device
174            if let Some(_device) = Device::system_default() {
175                // Initialize Metal compute pipeline
176                // This would:
177                // 1. Load Metal shaders
178                // 2. Create pipeline states
179                // 3. Setup buffers
180
181                // For now, return None as full implementation requires shader compilation
182                return None;
183            }
184        }
185
186        None
187    }
188}
189
190#[cfg(target_os = "macos")]
191impl GpuDevice for MetalDevice {
192    fn encode(&self, _image: &RawImage, _config: &WebPConfig) -> EncodingResult<Vec<u8>> {
193        // Metal WebP encoding:
194        // 1. Create Metal texture from image
195        // 2. Dispatch compute kernels for:
196        //    - Color space conversion
197        //    - DCT transform
198        //    - Quantization
199        //    - Entropy coding
200        // 3. Copy result back to CPU
201
202        Err(EncodingError::UnsupportedFeature(
203            "Metal encoding not yet implemented".to_string(),
204        ))
205    }
206
207    fn name(&self) -> String {
208        "Metal GPU Device".to_string()
209    }
210
211    fn available_memory(&self) -> usize {
212        0
213    }
214}
215
216// Linux Vulkan implementation
217#[cfg(target_os = "linux")]
218struct VulkanDevice {
219    // Would contain:
220    // - Vulkan instance
221    // - Physical device
222    // - Logical device
223    // - Command buffers
224    // - Compute pipelines
225}
226
227#[cfg(target_os = "linux")]
228impl VulkanDevice {
229    fn new() -> Option<Self> {
230        // Initialize Vulkan
231        // This would:
232        // 1. Create Vulkan instance
233        // 2. Select physical device
234        // 3. Create logical device
235        // 4. Load SPIR-V shaders
236        // 5. Create compute pipelines
237
238        None
239    }
240}
241
242#[cfg(target_os = "linux")]
243impl GpuDevice for VulkanDevice {
244    fn encode(&self, _image: &RawImage, _config: &WebPConfig) -> EncodingResult<Vec<u8>> {
245        Err(EncodingError::UnsupportedFeature(
246            "Vulkan encoding not yet implemented".to_string(),
247        ))
248    }
249
250    fn name(&self) -> String {
251        "Vulkan GPU Device".to_string()
252    }
253
254    fn available_memory(&self) -> usize {
255        0
256    }
257}
258
259// Stub implementations for other platforms
260#[cfg(not(any(target_os = "windows", target_os = "macos", target_os = "linux")))]
261struct DirectComputeDevice;
262#[cfg(not(any(target_os = "windows", target_os = "macos", target_os = "linux")))]
263struct MetalDevice;
264#[cfg(not(any(target_os = "windows", target_os = "macos", target_os = "linux")))]
265struct VulkanDevice;
266
267/// GPU compute shader for WebP DCT transform
268#[allow(dead_code)]
269const DCT_COMPUTE_SHADER: &str = r#"
270// Simplified DCT compute shader (HLSL/Metal/GLSL)
271// This would contain the actual DCT transform implementation
272
273[[kernel]]
274void dct_transform(
275    texture2d<float, access::read> input [[texture(0)]],
276    texture2d<float, access::write> output [[texture(1)]],
277    uint2 gid [[thread_position_in_grid]]
278) {
279    // 8x8 DCT transform
280    float block[8][8];
281
282    // Read 8x8 block
283    for (int y = 0; y < 8; y++) {
284        for (int x = 0; x < 8; x++) {
285            block[y][x] = input.read(gid * 8 + uint2(x, y)).r;
286        }
287    }
288
289    // Apply DCT
290    // ... DCT implementation ...
291
292    // Write result
293    for (int y = 0; y < 8; y++) {
294        for (int x = 0; x < 8; x++) {
295            output.write(float4(block[y][x]), gid * 8 + uint2(x, y));
296        }
297    }
298}
299"#;
300
301/// GPU compute shader for WebP quantization
302#[allow(dead_code)]
303const QUANTIZATION_COMPUTE_SHADER: &str = r#"
304// Quantization compute shader
305[[kernel]]
306void quantize(
307    texture2d<float, access::read> dct_coeffs [[texture(0)]],
308    texture2d<int, access::write> quantized [[texture(1)]],
309    constant float& quality [[buffer(0)]],
310    uint2 gid [[thread_position_in_grid]]
311) {
312    float coeff = dct_coeffs.read(gid).r;
313    float quant_table = get_quant_value(gid, quality);
314    int quantized_value = round(coeff / quant_table);
315    quantized.write(int4(quantized_value), gid);
316}
317"#;
318
319/// Helper functions for GPU encoding
320impl GpuWebPEncoder {
321    /// Estimate encoding time based on image size and GPU
322    pub fn estimate_encoding_time(&self, width: u32, height: u32) -> std::time::Duration {
323        if self.device.is_none() {
324            return std::time::Duration::from_secs(0);
325        }
326
327        // Rough estimation based on GPU performance
328        let pixels = (width * height) as u64;
329        let base_time_us = match self.backend {
330            GpuBackend::DirectCompute => pixels / 10000, // ~10M pixels/sec
331            GpuBackend::Metal => pixels / 12000,         // ~12M pixels/sec
332            GpuBackend::Vulkan => pixels / 8000,         // ~8M pixels/sec
333            _ => pixels / 5000,
334        };
335
336        std::time::Duration::from_micros(base_time_us)
337    }
338
339    /// Check if image size is suitable for GPU encoding
340    pub fn is_size_suitable(&self, width: u32, height: u32) -> bool {
341        // GPU encoding is beneficial for larger images
342        let pixels = width * height;
343        pixels >= 1920 * 1080 // At least Full HD
344    }
345}
346
347#[cfg(test)]
348mod tests {
349    use super::*;
350
351    #[test]
352    fn test_gpu_detection() {
353        let encoder = GpuWebPEncoder::new();
354        println!("GPU Backend: {}", encoder.backend_name());
355        println!("GPU Available: {}", encoder.is_available());
356
357        if let Some(info) = encoder.device_info() {
358            println!("GPU Device: {}", info);
359        }
360    }
361
362    #[test]
363    fn test_size_suitability() {
364        let encoder = GpuWebPEncoder::new();
365
366        assert!(encoder.is_size_suitable(1920, 1080)); // Full HD
367        assert!(encoder.is_size_suitable(3840, 2160)); // 4K
368        assert!(!encoder.is_size_suitable(640, 480));  // Too small
369    }
370}