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MobileGL/MobileGL/MG_Util/Texture/PixelStoreProcessor.cpp
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// MobileGL - MobileGL/MG_Util/Texture/PixelStoreProcessor.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "PixelStoreProcessor.h"
#include "MG_Util/Math/HalfFloat.h"
#include "MG_Util/Math/SmallFloat.h"
#include <cmath>
namespace MobileGL::MG_Util::PixelStoreProcessor {
static SizeT CalculateRowStride(Int width, SizeT pixelSize, Int alignment) {
if (width <= 0 || pixelSize == 0) return 0;
const SizeT rowBytes = static_cast<SizeT>(width) * pixelSize;
const SizeT alignedRowBytes = (rowBytes + alignment - 1) & ~static_cast<SizeT>(alignment - 1);
return alignedRowBytes;
}
static void SwapBytes(void* data, SizeT size, SizeT count) {
if (size <= 1) return;
Uint8* bytes = static_cast<Uint8*>(data);
for (SizeT i = 0; i < count; ++i) {
Uint8* pixel = bytes + i * size;
std::reverse(pixel, pixel + size);
}
}
static inline Uint8 ReverseByteBits(Uint8 b) {
Uint8 r = 0;
for (int i = 0; i < 8; ++i) {
r <<= 1;
r |= (b & 1);
b >>= 1;
}
return r;
}
static void ProcessLSBFirst(void* data, SizeT width, SizeT height) {
if (!data || width == 0 || height == 0) return;
const SizeT rowBytes = (width + 7) / 8; // packed bits per row
Uint8* bytes = static_cast<Uint8*>(data);
for (SizeT y = 0; y < height; ++y) {
for (SizeT i = 0; i < rowBytes; ++i) {
bytes[i] = ReverseByteBits(bytes[i]);
}
bytes += rowBytes;
}
}
static Uint8 GetSwizzledChannelValue(Uint8* pixel, TextureSwizzleParam param) {
switch (param) {
case TextureSwizzleParam::Red:
return pixel[0];
case TextureSwizzleParam::Green:
return pixel[1];
case TextureSwizzleParam::Blue:
return pixel[2];
case TextureSwizzleParam::Alpha:
return pixel[3];
case TextureSwizzleParam::Zero:
return 0;
case TextureSwizzleParam::One:
return 0xFF;
default:
return 0xBD;
}
}
// ---- Unpack channel expansion / type conversion ------------------------------------------------------------
// The shadow mip buffer stores every level in the internal format's canonical layout: its channels in
// R,G,B(,A) order, encoded with the component type the backends upload with (see
// TextureFormatProcessor::NormalizePixelFormat; channelCount * componentSize matches
// GetSizedInternalFormatSizeInBytes for every format listed below). When the client's (format, type)
// does not already produce that byte layout, each texel is decoded to RGBA (float for normalized/float
// formats, integer for *_INTEGER formats, missing G/B = 0 and missing A = 1) and re-encoded.
namespace {
enum class ShadowComponent {
UNorm8,
SNorm8,
UNorm16,
SNorm16,
UInt8,
Int8,
UInt16,
Int16,
UInt32,
Int32,
Half,
Float32,
UNorm32, // 32-bit fixed-point depth shadow
};
struct InternalShadowLayout {
Int channelCount;
ShadowComponent component;
Bool isInteger;
};
SizeT GetShadowComponentSize(ShadowComponent component) {
switch (component) {
case ShadowComponent::UNorm8:
case ShadowComponent::SNorm8:
case ShadowComponent::UInt8:
case ShadowComponent::Int8:
return 1;
case ShadowComponent::UNorm16:
case ShadowComponent::SNorm16:
case ShadowComponent::UInt16:
case ShadowComponent::Int16:
case ShadowComponent::Half:
return 2;
default:
return 4;
}
}
Bool GetInternalShadowLayout(TextureInternalFormat internal, InternalShadowLayout& out) {
switch (internal) {
// Depth shadows follow TextureFormatProcessor::NormalizePixelFormat: 16-bit
// unorm for DEPTH_COMPONENT16, 32-bit unorm for the 24/32-bit fixed-point
// depths, float for DEPTH_COMPONENT32F.
case TextureInternalFormat::DepthComponent16:
out = {1, ShadowComponent::UNorm16, false};
return true;
case TextureInternalFormat::DepthComponent24:
case TextureInternalFormat::DepthComponent32:
case TextureInternalFormat::DepthComponent:
out = {1, ShadowComponent::UNorm32, false};
return true;
case TextureInternalFormat::DepthComponent32F:
out = {1, ShadowComponent::Float32, false};
return true;
case TextureInternalFormat::R8:
case TextureInternalFormat::Red: out = {1, ShadowComponent::UNorm8, false}; return true;
case TextureInternalFormat::RG8:
case TextureInternalFormat::RG: out = {2, ShadowComponent::UNorm8, false}; return true;
case TextureInternalFormat::RGB8:
case TextureInternalFormat::RGB:
case TextureInternalFormat::SRGB8: out = {3, ShadowComponent::UNorm8, false}; return true;
case TextureInternalFormat::RGBA8:
case TextureInternalFormat::RGBA:
case TextureInternalFormat::SRGB8Alpha8: out = {4, ShadowComponent::UNorm8, false}; return true;
// Legacy desktop-GL sized normalized formats are stored in the closest ES-legal layout
// (see TextureFormatProcessor::NormalizePixelFormat): 8-bit unorm for <=8-bit channels,
// 16-bit unorm for 10/12-bit channels.
case TextureInternalFormat::R3G3B2:
case TextureInternalFormat::RGB4:
case TextureInternalFormat::RGB5: out = {3, ShadowComponent::UNorm8, false}; return true;
case TextureInternalFormat::RGBA2:
case TextureInternalFormat::RGBA4:
case TextureInternalFormat::RGB5A1: out = {4, ShadowComponent::UNorm8, false}; return true;
case TextureInternalFormat::RGB10:
case TextureInternalFormat::RGB12: out = {3, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::RGBA12: out = {4, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::R8Snorm: out = {1, ShadowComponent::SNorm8, false}; return true;
case TextureInternalFormat::RG8Snorm: out = {2, ShadowComponent::SNorm8, false}; return true;
case TextureInternalFormat::RGB8Snorm: out = {3, ShadowComponent::SNorm8, false}; return true;
case TextureInternalFormat::RGBA8Snorm: out = {4, ShadowComponent::SNorm8, false}; return true;
case TextureInternalFormat::R16: out = {1, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::RG16: out = {2, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::RGB16: out = {3, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::RGBA16: out = {4, ShadowComponent::UNorm16, false}; return true;
case TextureInternalFormat::R16Snorm: out = {1, ShadowComponent::SNorm16, false}; return true;
case TextureInternalFormat::RG16Snorm: out = {2, ShadowComponent::SNorm16, false}; return true;
case TextureInternalFormat::RGB16Snorm: out = {3, ShadowComponent::SNorm16, false}; return true;
case TextureInternalFormat::RGBA16Snorm: out = {4, ShadowComponent::SNorm16, false}; return true;
case TextureInternalFormat::R16F: out = {1, ShadowComponent::Half, false}; return true;
case TextureInternalFormat::RG16F: out = {2, ShadowComponent::Half, false}; return true;
case TextureInternalFormat::RGB16F: out = {3, ShadowComponent::Half, false}; return true;
case TextureInternalFormat::RGBA16F: out = {4, ShadowComponent::Half, false}; return true;
case TextureInternalFormat::R32F: out = {1, ShadowComponent::Float32, false}; return true;
case TextureInternalFormat::RG32F: out = {2, ShadowComponent::Float32, false}; return true;
case TextureInternalFormat::RGB32F: out = {3, ShadowComponent::Float32, false}; return true;
case TextureInternalFormat::RGBA32F: out = {4, ShadowComponent::Float32, false}; return true;
case TextureInternalFormat::R8UI: out = {1, ShadowComponent::UInt8, true}; return true;
case TextureInternalFormat::RG8UI: out = {2, ShadowComponent::UInt8, true}; return true;
case TextureInternalFormat::RGB8UI: out = {3, ShadowComponent::UInt8, true}; return true;
case TextureInternalFormat::RGBA8UI: out = {4, ShadowComponent::UInt8, true}; return true;
case TextureInternalFormat::R8I: out = {1, ShadowComponent::Int8, true}; return true;
case TextureInternalFormat::RG8I: out = {2, ShadowComponent::Int8, true}; return true;
case TextureInternalFormat::RGB8I: out = {3, ShadowComponent::Int8, true}; return true;
case TextureInternalFormat::RGBA8I: out = {4, ShadowComponent::Int8, true}; return true;
case TextureInternalFormat::R16UI: out = {1, ShadowComponent::UInt16, true}; return true;
case TextureInternalFormat::RG16UI: out = {2, ShadowComponent::UInt16, true}; return true;
case TextureInternalFormat::RGB16UI: out = {3, ShadowComponent::UInt16, true}; return true;
case TextureInternalFormat::RGBA16UI: out = {4, ShadowComponent::UInt16, true}; return true;
case TextureInternalFormat::R16I: out = {1, ShadowComponent::Int16, true}; return true;
case TextureInternalFormat::RG16I: out = {2, ShadowComponent::Int16, true}; return true;
case TextureInternalFormat::RGB16I: out = {3, ShadowComponent::Int16, true}; return true;
case TextureInternalFormat::RGBA16I: out = {4, ShadowComponent::Int16, true}; return true;
case TextureInternalFormat::R32UI: out = {1, ShadowComponent::UInt32, true}; return true;
case TextureInternalFormat::RG32UI: out = {2, ShadowComponent::UInt32, true}; return true;
case TextureInternalFormat::RGB32UI: out = {3, ShadowComponent::UInt32, true}; return true;
case TextureInternalFormat::RGBA32UI: out = {4, ShadowComponent::UInt32, true}; return true;
case TextureInternalFormat::R32I: out = {1, ShadowComponent::Int32, true}; return true;
case TextureInternalFormat::RG32I: out = {2, ShadowComponent::Int32, true}; return true;
case TextureInternalFormat::RGB32I: out = {3, ShadowComponent::Int32, true}; return true;
case TextureInternalFormat::RGBA32I: out = {4, ShadowComponent::Int32, true}; return true;
default:
// Packed internal layouts (RGB10A2, RGB9E5, ...), depth/stencil and unsized formats
// have no component-array shadow layout (packed ones are handled below).
return false;
}
}
// Packed internal formats whose shadow bytes hold the ES upload word directly
// (GL_UNSIGNED_INT_2_10_10_10_REV / 5_9_9_9_REV / 10F_11F_11F_REV encoding, 4 bytes/texel).
enum class PackedInternalKind {
UNorm2101010Rev, // GL_RGB10_A2
UInt2101010Rev, // GL_RGB10_A2UI
FloatR11G11B10, // GL_R11F_G11F_B10F
FloatRGB9E5, // GL_RGB9_E5
};
struct InternalPackedLayout {
PackedInternalKind kind;
Int channelCount;
Bool isInteger;
};
Bool GetInternalPackedLayout(TextureInternalFormat internal, InternalPackedLayout& out) {
switch (internal) {
case TextureInternalFormat::RGB10A2:
out = {PackedInternalKind::UNorm2101010Rev, 4, false};
return true;
case TextureInternalFormat::RGB10A2UI:
out = {PackedInternalKind::UInt2101010Rev, 4, true};
return true;
case TextureInternalFormat::R11FG11FB10F:
out = {PackedInternalKind::FloatR11G11B10, 3, false};
return true;
case TextureInternalFormat::RGB9E5:
out = {PackedInternalKind::FloatRGB9E5, 3, false};
return true;
default:
return false;
}
}
// The one client (format, type) pair whose word is bit-identical to the packed internal
// word, if any. Everything else has to go through the decode/encode conversion.
Bool IsRawPackedPixelPair(PackedInternalKind kind, TextureInputFormat format,
TexturePixelDataType type) {
switch (kind) {
case PackedInternalKind::UNorm2101010Rev:
return format == TextureInputFormat::RGBA && type == TexturePixelDataType::UnsignedInt2101010Rev;
case PackedInternalKind::UInt2101010Rev:
return format == TextureInputFormat::RGBAInteger &&
type == TexturePixelDataType::UnsignedInt2101010Rev;
case PackedInternalKind::FloatR11G11B10:
return format == TextureInputFormat::RGB && type == TexturePixelDataType::UnsignedInt101111Rev;
case PackedInternalKind::FloatRGB9E5:
return format == TextureInputFormat::RGB && type == TexturePixelDataType::UnsignedInt5999Rev;
default:
return false;
}
}
Uint32 EncodePackedInternalWordFloat(PackedInternalKind kind, const Float rgba[4]) {
switch (kind) {
case PackedInternalKind::UNorm2101010Rev: {
const auto field = [](Float v, Uint32 maxValue) {
return static_cast<Uint32>(std::llround(std::clamp(v, 0.0f, 1.0f) * static_cast<Float>(maxValue)));
};
return field(rgba[0], 1023u) | (field(rgba[1], 1023u) << 10) | (field(rgba[2], 1023u) << 20) |
(field(rgba[3], 3u) << 30);
}
case PackedInternalKind::FloatR11G11B10:
return EncodeFloatToUnsignedF11(rgba[0]) | (EncodeFloatToUnsignedF11(rgba[1]) << 11) |
(EncodeFloatToUnsignedF10(rgba[2]) << 22);
case PackedInternalKind::FloatRGB9E5:
return EncodeSharedExponentRGB9E5(rgba);
default:
return 0;
}
}
Uint32 EncodePackedInternalWordInt(PackedInternalKind kind, const Int64 rgba[4]) {
if (kind != PackedInternalKind::UInt2101010Rev) {
return 0;
}
const auto field = [](Int64 v, Int64 maxValue) {
return static_cast<Uint32>(std::clamp<Int64>(v, 0, maxValue));
};
return field(rgba[0], 1023) | (field(rgba[1], 1023) << 10) | (field(rgba[2], 1023) << 20) |
(field(rgba[3], 3) << 30);
}
struct UnpackChannelMapping {
Int formatPosition[4]; // position of R,G,B,A within the input format's component list; -1 = missing
Int channelCount;
Bool isInteger;
};
Bool GetUnpackChannelMapping(TextureInputFormat format, UnpackChannelMapping& out) {
switch (format) {
case TextureInputFormat::Red: out = {{0, -1, -1, -1}, 1, false}; return true;
case TextureInputFormat::RInteger: out = {{0, -1, -1, -1}, 1, true}; return true;
case TextureInputFormat::Green: out = {{-1, 0, -1, -1}, 1, false}; return true;
case TextureInputFormat::GreenInteger: out = {{-1, 0, -1, -1}, 1, true}; return true;
case TextureInputFormat::Blue: out = {{-1, -1, 0, -1}, 1, false}; return true;
case TextureInputFormat::BlueInteger: out = {{-1, -1, 0, -1}, 1, true}; return true;
case TextureInputFormat::Alpha: out = {{-1, -1, -1, 0}, 1, false}; return true;
case TextureInputFormat::AlphaInteger: out = {{-1, -1, -1, 0}, 1, true}; return true;
case TextureInputFormat::RG: out = {{0, 1, -1, -1}, 2, false}; return true;
case TextureInputFormat::RGInteger: out = {{0, 1, -1, -1}, 2, true}; return true;
case TextureInputFormat::RGB: out = {{0, 1, 2, -1}, 3, false}; return true;
case TextureInputFormat::RGBInteger: out = {{0, 1, 2, -1}, 3, true}; return true;
case TextureInputFormat::BGR: out = {{2, 1, 0, -1}, 3, false}; return true;
case TextureInputFormat::BGRInteger: out = {{2, 1, 0, -1}, 3, true}; return true;
case TextureInputFormat::RGBA: out = {{0, 1, 2, 3}, 4, false}; return true;
case TextureInputFormat::RGBAInteger: out = {{0, 1, 2, 3}, 4, true}; return true;
case TextureInputFormat::BGRA: out = {{2, 1, 0, 3}, 4, false}; return true;
case TextureInputFormat::BGRAInteger: out = {{2, 1, 0, 3}, 4, true}; return true;
// A depth value converts like a single normalized/float channel.
case TextureInputFormat::DepthComponent: out = {{0, -1, -1, -1}, 1, false}; return true;
default:
return false; // stencil / packed depth-stencil / unknown
}
}
struct PackedTypeLayout {
Int fieldCount;
Int width[4]; // bit width of each format component, in component order
Int totalBits;
Bool reversed; // *_REV: the first format component sits in the least significant bits
};
Bool GetPackedTypeLayout(TexturePixelDataType type, PackedTypeLayout& out) {
switch (type) {
case TexturePixelDataType::UnsignedByte332: out = {3, {3, 3, 2, 0}, 8, false}; return true;
case TexturePixelDataType::UnsignedByte233Rev: out = {3, {3, 3, 2, 0}, 8, true}; return true;
case TexturePixelDataType::UnsignedShort565: out = {3, {5, 6, 5, 0}, 16, false}; return true;
case TexturePixelDataType::UnsignedShort565Rev: out = {3, {5, 6, 5, 0}, 16, true}; return true;
case TexturePixelDataType::UnsignedShort4444: out = {4, {4, 4, 4, 4}, 16, false}; return true;
case TexturePixelDataType::UnsignedShort4444Rev: out = {4, {4, 4, 4, 4}, 16, true}; return true;
case TexturePixelDataType::UnsignedShort5551: out = {4, {5, 5, 5, 1}, 16, false}; return true;
case TexturePixelDataType::UnsignedShort1555Rev: out = {4, {5, 5, 5, 1}, 16, true}; return true;
case TexturePixelDataType::UnsignedInt8888: out = {4, {8, 8, 8, 8}, 32, false}; return true;
case TexturePixelDataType::UnsignedInt8888Rev: out = {4, {8, 8, 8, 8}, 32, true}; return true;
case TexturePixelDataType::UnsignedInt1010102: out = {4, {10, 10, 10, 2}, 32, false}; return true;
case TexturePixelDataType::UnsignedInt2101010Rev: out = {4, {10, 10, 10, 2}, 32, true}; return true;
default:
return false; // shared-exponent / packed-float / depth-stencil types stay on the legacy path
}
}
// Base data types whose in-memory encoding equals a shadow component encoding (fast-path check).
Bool GetDirectShadowComponentForType(TexturePixelDataType type, Bool isInteger, ShadowComponent& out) {
switch (type) {
case TexturePixelDataType::UnsignedByte:
out = isInteger ? ShadowComponent::UInt8 : ShadowComponent::UNorm8;
return true;
case TexturePixelDataType::Byte:
out = isInteger ? ShadowComponent::Int8 : ShadowComponent::SNorm8;
return true;
case TexturePixelDataType::UnsignedShort:
out = isInteger ? ShadowComponent::UInt16 : ShadowComponent::UNorm16;
return true;
case TexturePixelDataType::Short:
out = isInteger ? ShadowComponent::Int16 : ShadowComponent::SNorm16;
return true;
case TexturePixelDataType::UnsignedInt:
out = isInteger ? ShadowComponent::UInt32 : ShadowComponent::UNorm32;
return true;
case TexturePixelDataType::Int:
if (!isInteger) return false;
out = ShadowComponent::Int32;
return true;
case TexturePixelDataType::HalfFloat:
if (isInteger) return false;
out = ShadowComponent::Half;
return true;
case TexturePixelDataType::Float:
if (isInteger) return false;
out = ShadowComponent::Float32;
return true;
default:
return false;
}
}
Bool IsIdentityChannelOrder(const UnpackChannelMapping& mapping) {
for (Int i = 0; i < 4; ++i) {
const Int expected = i < mapping.channelCount ? i : -1;
if (mapping.formatPosition[i] != expected) return false;
}
return true;
}
struct UnpackConversionSpec {
UnpackChannelMapping mapping;
InternalShadowLayout internal;
PackedTypeLayout packed;
Bool isPacked;
TexturePixelDataType type;
SizeT inputPixelSize;
SizeT swapGroupSize; // UNPACK_SWAP_BYTES group: packed word size, or the component size
SizeT internalPixelSize;
Bool internalIsPacked;
InternalPackedLayout internalPacked;
};
// Returns true when the (format, type) -> internal-format upload needs a per-texel conversion;
// returns false both for layouts that already match the shadow bytes (memcpy fast path) and for
// combinations the converter does not support (legacy copy behavior).
Bool GetUnpackConversionSpec(TextureInternalFormat internal, TextureInputFormat format,
TexturePixelDataType type, UnpackConversionSpec& out) {
InternalShadowLayout layout{};
InternalPackedLayout packedInternal{};
const Bool hasComponentLayout = GetInternalShadowLayout(internal, layout);
const Bool hasPackedInternal = !hasComponentLayout && GetInternalPackedLayout(internal, packedInternal);
if (!hasComponentLayout && !hasPackedInternal) return false;
const Bool internalIsInteger = hasComponentLayout ? layout.isInteger : packedInternal.isInteger;
const Int internalChannelCount = hasComponentLayout ? layout.channelCount : packedInternal.channelCount;
UnpackChannelMapping mapping{};
if (!GetUnpackChannelMapping(format, mapping)) return false;
if (mapping.isInteger != internalIsInteger) return false; // rejected upstream; stay safe
PackedTypeLayout packed{};
const Bool isPacked = GetPackedTypeLayout(type, packed);
if (isPacked) {
if (packed.fieldCount != mapping.channelCount) return false;
// Byte layout already equals the RGBA8 shadow layout on little-endian.
if (internal == TextureInternalFormat::RGBA8 && format == TextureInputFormat::RGBA &&
type == TexturePixelDataType::UnsignedInt8888Rev) {
return false;
}
// The client word already equals the packed internal word (memcpy fast path).
if (hasPackedInternal && IsRawPackedPixelPair(packedInternal.kind, format, type)) {
return false;
}
} else {
ShadowComponent direct{};
const Bool hasDirect = GetDirectShadowComponentForType(type, mapping.isInteger, direct);
switch (type) {
case TexturePixelDataType::UnsignedByte:
case TexturePixelDataType::Byte:
case TexturePixelDataType::UnsignedShort:
case TexturePixelDataType::Short:
case TexturePixelDataType::UnsignedInt:
case TexturePixelDataType::Int:
break;
case TexturePixelDataType::Float:
case TexturePixelDataType::HalfFloat:
if (mapping.isInteger) return false; // rejected upstream
break;
case TexturePixelDataType::UnsignedInt5999Rev:
case TexturePixelDataType::UnsignedInt101111Rev:
// Packed-float RGB source words (decoded in ConvertUnpackRow); only pair with
// GL_RGB, which the state layer already enforces.
if (mapping.isInteger || mapping.channelCount != 3) return false;
// The client word already equals the packed internal word.
if (hasPackedInternal && IsRawPackedPixelPair(packedInternal.kind, format, type)) {
return false;
}
break;
default:
return false;
}
if (hasComponentLayout && hasDirect && direct == layout.component &&
mapping.channelCount == layout.channelCount && IsIdentityChannelOrder(mapping)) {
return false; // input already matches the shadow layout
}
}
out.mapping = mapping;
out.internal = hasComponentLayout
? layout
: InternalShadowLayout{internalChannelCount, ShadowComponent::UNorm8, internalIsInteger};
out.packed = packed;
out.isPacked = isPacked;
out.type = type;
out.inputPixelSize = GetInputBytesPerPixel(format, type);
const Bool isPackedFloatWord = type == TexturePixelDataType::UnsignedInt5999Rev ||
type == TexturePixelDataType::UnsignedInt101111Rev;
out.swapGroupSize = isPacked ? static_cast<SizeT>(packed.totalBits / 8)
: (isPackedFloatWord ? 4 : GetBaseTexturePixelDataTypeSize(type));
out.internalIsPacked = hasPackedInternal;
out.internalPacked = packedInternal;
out.internalPixelSize =
hasPackedInternal ? 4
: static_cast<SizeT>(layout.channelCount) * GetShadowComponentSize(layout.component);
return true;
}
Float DecodeComponentToFloat(const Uint8* p, TexturePixelDataType type) {
switch (type) {
case TexturePixelDataType::UnsignedByte:
return static_cast<Float>(*p) / 255.0f;
case TexturePixelDataType::Byte: {
Int8 v;
Memcpy(&v, p, sizeof(v));
return std::max(static_cast<Float>(v) / 127.0f, -1.0f);
}
case TexturePixelDataType::UnsignedShort: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return static_cast<Float>(v) / 65535.0f;
}
case TexturePixelDataType::Short: {
Int16 v;
Memcpy(&v, p, sizeof(v));
return std::max(static_cast<Float>(v) / 32767.0f, -1.0f);
}
case TexturePixelDataType::UnsignedInt: {
Uint32 v;
Memcpy(&v, p, sizeof(v));
return static_cast<Float>(static_cast<Double>(v) / 4294967295.0);
}
case TexturePixelDataType::Int: {
Int32 v;
Memcpy(&v, p, sizeof(v));
return static_cast<Float>(std::max(static_cast<Double>(v) / 2147483647.0, -1.0));
}
case TexturePixelDataType::HalfFloat: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return DecodeHalfBitsToFloat(v);
}
case TexturePixelDataType::Float: {
Float v;
Memcpy(&v, p, sizeof(v));
return v;
}
default:
return 0.0f;
}
}
Int64 DecodeComponentToInt(const Uint8* p, TexturePixelDataType type) {
switch (type) {
case TexturePixelDataType::UnsignedByte:
return *p;
case TexturePixelDataType::Byte: {
Int8 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case TexturePixelDataType::UnsignedShort: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case TexturePixelDataType::Short: {
Int16 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case TexturePixelDataType::UnsignedInt: {
Uint32 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case TexturePixelDataType::Int: {
Int32 v;
Memcpy(&v, p, sizeof(v));
return v;
}
default:
return 0;
}
}
Uint32 ReadPackedWord(const Uint8* p, Int totalBits) {
switch (totalBits) {
case 8:
return *p;
case 16: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return v;
}
default: {
Uint32 v;
Memcpy(&v, p, sizeof(v));
return v;
}
}
}
Uint32 ExtractPackedField(Uint32 word, const PackedTypeLayout& packed, Int position, Int& outWidth) {
Int shift;
if (packed.reversed) {
shift = 0;
for (Int i = 0; i < position; ++i) shift += packed.width[i];
} else {
shift = packed.totalBits;
for (Int i = 0; i <= position; ++i) shift -= packed.width[i];
}
outWidth = packed.width[position];
const Uint32 mask = (1u << outWidth) - 1u;
return (word >> shift) & mask;
}
void EncodeShadowComponentFloat(Uint8* dst, ShadowComponent component, Float v) {
switch (component) {
case ShadowComponent::UNorm8: {
const auto out = static_cast<Uint8>(std::llround(std::clamp(v, 0.0f, 1.0f) * 255.0));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::SNorm8: {
const auto out = static_cast<Int8>(std::llround(std::clamp(v, -1.0f, 1.0f) * 127.0));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::UNorm16: {
const auto out = static_cast<Uint16>(std::llround(std::clamp(v, 0.0f, 1.0f) * 65535.0));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::SNorm16: {
const auto out = static_cast<Int16>(std::llround(std::clamp(v, -1.0f, 1.0f) * 32767.0));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::Half: {
const Uint16 out = EncodeFloatToHalfBits(v);
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::Float32:
Memcpy(dst, &v, sizeof(v));
break;
case ShadowComponent::UNorm32: {
const auto out = static_cast<Uint32>(
std::llround(static_cast<double>(std::clamp(v, 0.0f, 1.0f)) * 4294967295.0));
Memcpy(dst, &out, sizeof(out));
break;
}
default:
break; // integer components never reach the float encoder
}
}
void EncodeShadowComponentInt(Uint8* dst, ShadowComponent component, Int64 v) {
switch (component) {
case ShadowComponent::UInt8: {
const auto out = static_cast<Uint8>(std::clamp<Int64>(v, 0, 255));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::Int8: {
const auto out = static_cast<Int8>(std::clamp<Int64>(v, -128, 127));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::UInt16: {
const auto out = static_cast<Uint16>(std::clamp<Int64>(v, 0, 65535));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::Int16: {
const auto out = static_cast<Int16>(std::clamp<Int64>(v, -32768, 32767));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::UInt32: {
const auto out = static_cast<Uint32>(std::clamp<Int64>(v, 0, 4294967295LL));
Memcpy(dst, &out, sizeof(out));
break;
}
case ShadowComponent::Int32: {
const auto out = static_cast<Int32>(std::clamp<Int64>(v, -2147483648LL, 2147483647LL));
Memcpy(dst, &out, sizeof(out));
break;
}
default:
break; // float components never reach the integer encoder
}
}
void ConvertUnpackRow(const Uint8* src, Uint8* dst, SizeT pixelCount, const UnpackConversionSpec& conv) {
const SizeT dstComponentSize = GetShadowComponentSize(conv.internal.component);
const SizeT srcComponentSize = conv.isPacked ? 0 : GetBaseTexturePixelDataTypeSize(conv.type);
for (SizeT i = 0; i < pixelCount; ++i) {
const Uint8* s = src + i * conv.inputPixelSize;
Uint8* d = dst + i * conv.internalPixelSize;
if (conv.internal.isInteger) {
Int64 rgba[4] = {0, 0, 0, 1};
if (conv.isPacked) {
const Uint32 word = ReadPackedWord(s, conv.packed.totalBits);
for (Int ch = 0; ch < 4; ++ch) {
const Int pos = conv.mapping.formatPosition[ch];
if (pos < 0) continue;
Int width = 0;
rgba[ch] = ExtractPackedField(word, conv.packed, pos, width);
}
} else {
for (Int ch = 0; ch < 4; ++ch) {
const Int pos = conv.mapping.formatPosition[ch];
if (pos < 0) continue;
rgba[ch] = DecodeComponentToInt(s + static_cast<SizeT>(pos) * srcComponentSize, conv.type);
}
}
if (conv.internalIsPacked) {
const Uint32 word = EncodePackedInternalWordInt(conv.internalPacked.kind, rgba);
Memcpy(d, &word, sizeof(word));
continue;
}
for (Int ch = 0; ch < conv.internal.channelCount; ++ch) {
EncodeShadowComponentInt(d + static_cast<SizeT>(ch) * dstComponentSize,
conv.internal.component, rgba[ch]);
}
} else {
Float rgba[4] = {0.0f, 0.0f, 0.0f, 1.0f};
if (conv.type == TexturePixelDataType::UnsignedInt5999Rev ||
conv.type == TexturePixelDataType::UnsignedInt101111Rev) {
// Packed-float RGB source word: decode the shared-exponent / small-float fields.
Uint32 word;
Memcpy(&word, s, sizeof(word));
Float comps[3];
if (conv.type == TexturePixelDataType::UnsignedInt5999Rev) {
DecodeSharedExponentRGB9E5(word, comps);
} else {
comps[0] = DecodeUnsignedF11ToFloat(word & 0x7FFu);
comps[1] = DecodeUnsignedF11ToFloat((word >> 11) & 0x7FFu);
comps[2] = DecodeUnsignedF10ToFloat((word >> 22) & 0x3FFu);
}
for (Int ch = 0; ch < 4; ++ch) {
const Int pos = conv.mapping.formatPosition[ch];
if (pos < 0 || pos >= 3) continue;
rgba[ch] = comps[pos];
}
} else if (conv.isPacked) {
const Uint32 word = ReadPackedWord(s, conv.packed.totalBits);
for (Int ch = 0; ch < 4; ++ch) {
const Int pos = conv.mapping.formatPosition[ch];
if (pos < 0) continue;
Int width = 0;
const Uint32 field = ExtractPackedField(word, conv.packed, pos, width);
rgba[ch] = static_cast<Float>(field) / static_cast<Float>((1u << width) - 1u);
}
} else {
for (Int ch = 0; ch < 4; ++ch) {
const Int pos = conv.mapping.formatPosition[ch];
if (pos < 0) continue;
rgba[ch] =
DecodeComponentToFloat(s + static_cast<SizeT>(pos) * srcComponentSize, conv.type);
}
}
if (conv.internalIsPacked) {
const Uint32 word = EncodePackedInternalWordFloat(conv.internalPacked.kind, rgba);
Memcpy(d, &word, sizeof(word));
continue;
}
for (Int ch = 0; ch < conv.internal.channelCount; ++ch) {
EncodeShadowComponentFloat(d + static_cast<SizeT>(ch) * dstComponentSize,
conv.internal.component, rgba[ch]);
}
}
}
}
} // namespace
Bool IsRawPackedPixelTransfer(TextureInternalFormat internalFormat, TextureInputFormat clientFormat,
TexturePixelDataType clientType) {
InternalPackedLayout packedInternal{};
if (!GetInternalPackedLayout(internalFormat, packedInternal)) {
return false;
}
return IsRawPackedPixelPair(packedInternal.kind, clientFormat, clientType);
}
// assume 8 bit per channel
// swizzle.size() == channel count
void ProcessColorSwizzle(void* data, SizeT pixelCount, const Vector<TextureSwizzleParam>& swizzle) {
const auto bpp = swizzle.size();
Uint8* bytes = static_cast<Uint8*>(data);
Uint8 pixelScratch[4];
for (SizeT i = 0; i < pixelCount; ++i) {
Uint8* pixel = bytes + i * bpp;
for (SizeT ch = 0; ch < bpp; ++ch) {
pixelScratch[ch] = GetSwizzledChannelValue(pixel, swizzle[ch]);
}
Memcpy(pixel, pixelScratch, bpp);
}
}
void* ProcessTexturePixelsDataUnpack(const void* inputPixels, const PixelStoreParameters& params,
TextureInternalFormat targetInternalFormat,
TextureInputFormat textureInputFormat, TexturePixelDataType inputDataType,
IntVec3 dimension, Bool isBitmap, SizeT& outSize) {
const SizeT pixelSize = MG_Util::GetInputBytesPerPixel(textureInputFormat, inputDataType);
Int width = dimension.x();
Int height = dimension.y();
Int depth = dimension.z();
const Int effectiveWidth = (params.RowLength > 0) ? params.RowLength : width;
const Int effectiveHeight = (params.ImageHeight > 0) ? params.ImageHeight : height;
const SizeT inputRowStride = CalculateRowStride(effectiveWidth, pixelSize, params.Alignment);
// GL_DEPTH_COMPONENT client data may populate a packed depth-stencil internal
// format (the stencil half becomes zero); the generic channel converter cannot
// express the packed shadow words, so convert here.
const Bool packedDepthStencilInternal = targetInternalFormat == TextureInternalFormat::Depth24Stencil8 ||
targetInternalFormat == TextureInternalFormat::DepthStencil ||
targetInternalFormat == TextureInternalFormat::Depth32FStencil8;
if (!isBitmap && packedDepthStencilInternal && textureInputFormat == TextureInputFormat::DepthComponent &&
(inputDataType == TexturePixelDataType::Float || inputDataType == TexturePixelDataType::UnsignedInt ||
inputDataType == TexturePixelDataType::UnsignedShort)) {
const Bool floatShadow = targetInternalFormat == TextureInternalFormat::Depth32FStencil8;
const SizeT outPixelSize = floatShadow ? 8 : 4;
outSize = static_cast<SizeT>(width) * height * std::max(depth, 1) * outPixelSize;
Uint8* outputPixels = static_cast<Uint8*>(malloc(outSize));
if (!outputPixels) {
outSize = 0;
return nullptr;
}
const Uint8* srcBase = static_cast<const Uint8*>(inputPixels) +
static_cast<SizeT>(params.SkipImages) * static_cast<SizeT>(effectiveHeight) * inputRowStride +
static_cast<SizeT>(params.SkipRows) * inputRowStride +
static_cast<SizeT>(params.SkipPixels) * pixelSize;
Uint8* dst = outputPixels;
for (Int z = 0; z < std::max(depth, 1); ++z) {
for (Int y = 0; y < height; ++y) {
const Uint8* srcRow = srcBase +
static_cast<SizeT>(z) * static_cast<SizeT>(effectiveHeight) * inputRowStride +
static_cast<SizeT>(y) * inputRowStride;
for (Int x = 0; x < width; ++x) {
Float depthValue = 0.0f;
if (inputDataType == TexturePixelDataType::Float) {
Memcpy(&depthValue, srcRow + static_cast<SizeT>(x) * 4, sizeof(depthValue));
} else if (inputDataType == TexturePixelDataType::UnsignedInt) {
Uint32 raw = 0;
Memcpy(&raw, srcRow + static_cast<SizeT>(x) * 4, sizeof(raw));
depthValue = static_cast<Float>(static_cast<double>(raw) / 4294967295.0);
} else {
Uint16 raw = 0;
Memcpy(&raw, srcRow + static_cast<SizeT>(x) * 2, sizeof(raw));
depthValue = static_cast<Float>(raw) / 65535.0f;
}
if (floatShadow) {
const Uint32 stencilWord = 0;
Memcpy(dst, &depthValue, sizeof(depthValue));
Memcpy(dst + 4, &stencilWord, sizeof(stencilWord));
dst += 8;
} else {
const Uint32 depth24 = static_cast<Uint32>(
std::llround(static_cast<double>(std::clamp(depthValue, 0.0f, 1.0f)) * 16777215.0));
const Uint32 word = depth24 << 8;
Memcpy(dst, &word, sizeof(word));
dst += 4;
}
}
}
}
return outputPixels;
}
UnpackConversionSpec conversion{};
const Bool needConversion =
!isBitmap && GetUnpackConversionSpec(targetInternalFormat, textureInputFormat, inputDataType, conversion);
const SizeT outputPixelSize = needConversion ? conversion.internalPixelSize : pixelSize;
const SizeT outputRowStride = static_cast<SizeT>(width) * outputPixelSize;
const Int startX = params.SkipPixels;
const Int startY = params.SkipRows;
const Int startZ = params.SkipImages;
const Int copyWidth = width;
const Int copyHeight = height;
const Int copyDepth = depth;
MGLOG_D("%s: start at: (%d, %d, %d), copy size: (%d, %d, %d), i/o row stride: (%d, %dx%d), convert: %d",
__func__, startX, startY, startZ, copyWidth, copyHeight, copyDepth, inputRowStride, width,
outputPixelSize, needConversion ? 1 : 0);
if (copyWidth <= 0 || copyHeight <= 0 || copyDepth <= 0) {
outSize = 0;
return nullptr;
}
outSize = static_cast<SizeT>(copyWidth) * copyHeight * copyDepth * outputPixelSize;
void* outputPixels = malloc(outSize);
if (!outputPixels) {
outSize = 0;
return nullptr;
}
const Uint8* src = static_cast<const Uint8*>(inputPixels);
Uint8* dst = static_cast<Uint8*>(outputPixels);
src += static_cast<SizeT>(startZ) * static_cast<SizeT>(effectiveHeight) * inputRowStride;
src += static_cast<SizeT>(startY) * inputRowStride;
src += static_cast<SizeT>(startX) * pixelSize;
const Bool isByteType =
(inputDataType == TexturePixelDataType::UnsignedByte || inputDataType == TexturePixelDataType::Byte);
// UNPACK_SWAP_BYTES applies to the input elements (packed word / component) before conversion.
const Bool conversionSwapsBytes = needConversion && params.SwapBytes && conversion.swapGroupSize > 1;
Vector<Uint8> swapScratch;
if (conversionSwapsBytes) {
swapScratch.resize(static_cast<SizeT>(copyWidth) * pixelSize);
}
for (Int z = 0; z < copyDepth; ++z) {
const Uint8* layerSrc = src;
Uint8* layerDst = dst;
for (Int y = 0; y < copyHeight; ++y) {
if (needConversion) {
const Uint8* rowSrc = layerSrc;
if (conversionSwapsBytes) {
Memcpy(swapScratch.data(), layerSrc, static_cast<SizeT>(copyWidth) * pixelSize);
const SizeT groupCount = static_cast<SizeT>(copyWidth) * pixelSize / conversion.swapGroupSize;
SwapBytes(swapScratch.data(), conversion.swapGroupSize, groupCount);
rowSrc = swapScratch.data();
}
ConvertUnpackRow(rowSrc, layerDst, static_cast<SizeT>(copyWidth), conversion);
} else {
Memcpy(layerDst, layerSrc, static_cast<SizeT>(copyWidth) * pixelSize);
if (params.SwapBytes && !isByteType) {
// GL_UNPACK_SWAP_BYTES swaps within each element (component or packed
// word), never across a whole multi-component pixel.
SizeT swapGroup = GetSizedTexturePixelDataTypeSize(inputDataType);
if (swapGroup == 0) swapGroup = GetBaseTexturePixelDataTypeSize(inputDataType);
if (swapGroup > 1) {
MGLOG_D("%s: SwapBytes (group %d)", __func__, static_cast<Int>(swapGroup));
SwapBytes(layerDst, swapGroup,
static_cast<SizeT>(copyWidth) * pixelSize / swapGroup);
}
}
if (params.LSBFirst && isBitmap) {
MGLOG_D("%s: LSBFirst", __func__);
ProcessLSBFirst(layerDst, static_cast<SizeT>(copyWidth), 1);
}
}
layerSrc += inputRowStride;
layerDst += outputRowStride;
}
src += static_cast<SizeT>(effectiveHeight) * inputRowStride;
dst += static_cast<SizeT>(copyHeight) * outputRowStride;
}
return outputPixels;
}
void* ProcessTexturePixelsDataPack(const void* inputPixels, const PixelStoreParameters& params,
TextureInternalFormat srcInternalFormat, TexturePixelDataType srcDataType,
TextureInputFormat dstInputFormat, TexturePixelDataType dstDataType,
IntVec3 dimension, Bool isBitmap, SizeT& outSize) {
const SizeT pixelSize = MG_Util::GetInternalBytesPerPixel(srcInternalFormat, srcDataType);
Int width = dimension.x();
Int height = dimension.y();
Int depth = dimension.z();
if (pixelSize == 0) {
outSize = 0;
return nullptr;
}
// TODO: take care of PixelStoreParameters
const SizeT outputRowStride = width * pixelSize;
const Int effectiveHeight = height;
const SizeT inputRowStride = outputRowStride;
outSize = static_cast<SizeT>(outputRowStride) * static_cast<SizeT>(effectiveHeight) * static_cast<SizeT>(depth);
void* outputPixels = malloc(outSize);
if (!outputPixels) {
outSize = 0;
return nullptr;
}
Memset(outputPixels, 0, outSize);
const Uint8* src = static_cast<const Uint8*>(inputPixels);
Uint8* dst = static_cast<Uint8*>(outputPixels);
Vector<Uint8> tempRow(static_cast<SizeT>(width) * pixelSize);
bool needSwizzle = false;
static Vector<TextureSwizzleParam> swizzle;
swizzle = {TextureSwizzleParam::Red, TextureSwizzleParam::Green, TextureSwizzleParam::Blue,
TextureSwizzleParam::Alpha};
if (srcInternalFormat == TextureInternalFormat::RGBA && dstInputFormat == TextureInputFormat::BGRA) {
swizzle = {TextureSwizzleParam::Blue, TextureSwizzleParam::Green, TextureSwizzleParam::Red,
TextureSwizzleParam::Alpha};
needSwizzle = true;
}
if (dstDataType == TexturePixelDataType::UnsignedInt8888) {
std::reverse(swizzle.begin(), swizzle.end());
needSwizzle = true;
}
for (Int z = 0; z < depth; ++z) {
Uint8* layerDst = dst;
const Uint8* layerSrc = src;
for (Int y = 0; y < height; ++y) {
Memcpy(tempRow.data(), layerSrc, static_cast<SizeT>(width) * pixelSize);
if (params.SwapBytes && pixelSize > 1) {
SwapBytes(tempRow.data(), pixelSize, static_cast<SizeT>(width));
}
if (params.LSBFirst && isBitmap) {
ProcessLSBFirst(tempRow.data(), static_cast<SizeT>(width), 1);
}
if (needSwizzle) {
ProcessColorSwizzle(tempRow.data(), static_cast<SizeT>(width), swizzle);
}
Memcpy(layerDst, tempRow.data(), static_cast<SizeT>(width) * pixelSize);
layerSrc += inputRowStride;
layerDst += outputRowStride;
}
src += static_cast<SizeT>(height) * inputRowStride;
dst += static_cast<SizeT>(effectiveHeight) * outputRowStride;
}
return outputPixels;
}
namespace {
Float DecodeShadowComponentToFloat(const Uint8* p, ShadowComponent component) {
switch (component) {
case ShadowComponent::UNorm8:
return static_cast<Float>(*p) / 255.0f;
case ShadowComponent::SNorm8: {
Int8 v;
Memcpy(&v, p, sizeof(v));
return std::max(static_cast<Float>(v) / 127.0f, -1.0f);
}
case ShadowComponent::UNorm16: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return static_cast<Float>(v) / 65535.0f;
}
case ShadowComponent::SNorm16: {
Int16 v;
Memcpy(&v, p, sizeof(v));
return std::max(static_cast<Float>(v) / 32767.0f, -1.0f);
}
case ShadowComponent::Half: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return DecodeHalfBitsToFloat(v);
}
case ShadowComponent::Float32: {
Float v;
Memcpy(&v, p, sizeof(v));
return v;
}
case ShadowComponent::UNorm32: {
Uint32 v;
Memcpy(&v, p, sizeof(v));
return static_cast<Float>(static_cast<double>(v) / 4294967295.0);
}
default:
return 0.0f;
}
}
Int64 DecodeShadowComponentToInt(const Uint8* p, ShadowComponent component) {
switch (component) {
case ShadowComponent::UInt8:
return *p;
case ShadowComponent::Int8: {
Int8 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case ShadowComponent::UInt16: {
Uint16 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case ShadowComponent::Int16: {
Int16 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case ShadowComponent::UInt32: {
Uint32 v;
Memcpy(&v, p, sizeof(v));
return v;
}
case ShadowComponent::Int32: {
Int32 v;
Memcpy(&v, p, sizeof(v));
return v;
}
default:
return 0;
}
}
} // namespace
Bool DecodeShadowDataToWideRGBA(TextureInternalFormat internalFormat, const void* src, SizeT pixelCount,
Vector<Uint8>& outWide, Bool& outIsInteger, Bool& outIsSigned) {
if (!src) return false;
const Uint8* srcBytes = static_cast<const Uint8*>(src);
InternalShadowLayout layout{};
if (GetInternalShadowLayout(internalFormat, layout)) {
const SizeT componentSize = GetShadowComponentSize(layout.component);
const SizeT srcPixelSize = static_cast<SizeT>(layout.channelCount) * componentSize;
outIsInteger = layout.isInteger;
outIsSigned = layout.component == ShadowComponent::Int8 || layout.component == ShadowComponent::Int16 ||
layout.component == ShadowComponent::Int32;
outWide.resize(pixelCount * 16);
if (layout.isInteger) {
auto* dst = reinterpret_cast<Uint32*>(outWide.data());
for (SizeT i = 0; i < pixelCount; ++i) {
const Uint8* s = srcBytes + i * srcPixelSize;
for (Int ch = 0; ch < 4; ++ch) {
Int64 v = ch == 3 ? 1 : 0;
if (ch < layout.channelCount) {
v = DecodeShadowComponentToInt(s + static_cast<SizeT>(ch) * componentSize,
layout.component);
}
if (outIsSigned) {
const auto out = static_cast<Int32>(v);
Memcpy(&dst[i * 4 + ch], &out, sizeof(out));
} else {
dst[i * 4 + ch] = static_cast<Uint32>(v);
}
}
}
} else {
auto* dst = reinterpret_cast<Float*>(outWide.data());
for (SizeT i = 0; i < pixelCount; ++i) {
const Uint8* s = srcBytes + i * srcPixelSize;
for (Int ch = 0; ch < 4; ++ch) {
Float v = ch == 3 ? 1.0f : 0.0f;
if (ch < layout.channelCount) {
v = DecodeShadowComponentToFloat(s + static_cast<SizeT>(ch) * componentSize,
layout.component);
}
dst[i * 4 + ch] = v;
}
}
}
return true;
}
InternalPackedLayout packedInternal{};
if (GetInternalPackedLayout(internalFormat, packedInternal)) {
outIsInteger = packedInternal.isInteger;
outIsSigned = false;
outWide.resize(pixelCount * 16);
if (packedInternal.isInteger) {
auto* dst = reinterpret_cast<Uint32*>(outWide.data());
for (SizeT i = 0; i < pixelCount; ++i) {
Uint32 word;
Memcpy(&word, srcBytes + i * 4, sizeof(word));
dst[i * 4 + 0] = word & 0x3FFu;
dst[i * 4 + 1] = (word >> 10) & 0x3FFu;
dst[i * 4 + 2] = (word >> 20) & 0x3FFu;
dst[i * 4 + 3] = (word >> 30) & 0x3u;
}
} else {
auto* dst = reinterpret_cast<Float*>(outWide.data());
for (SizeT i = 0; i < pixelCount; ++i) {
Uint32 word;
Memcpy(&word, srcBytes + i * 4, sizeof(word));
switch (packedInternal.kind) {
case PackedInternalKind::UNorm2101010Rev:
dst[i * 4 + 0] = static_cast<Float>(word & 0x3FFu) / 1023.0f;
dst[i * 4 + 1] = static_cast<Float>((word >> 10) & 0x3FFu) / 1023.0f;
dst[i * 4 + 2] = static_cast<Float>((word >> 20) & 0x3FFu) / 1023.0f;
dst[i * 4 + 3] = static_cast<Float>((word >> 30) & 0x3u) / 3.0f;
break;
case PackedInternalKind::FloatR11G11B10:
dst[i * 4 + 0] = DecodeUnsignedF11ToFloat(word & 0x7FFu);
dst[i * 4 + 1] = DecodeUnsignedF11ToFloat((word >> 11) & 0x7FFu);
dst[i * 4 + 2] = DecodeUnsignedF10ToFloat((word >> 22) & 0x3FFu);
dst[i * 4 + 3] = 1.0f;
break;
case PackedInternalKind::FloatRGB9E5: {
Float rgb[3];
DecodeSharedExponentRGB9E5(word, rgb);
dst[i * 4 + 0] = rgb[0];
dst[i * 4 + 1] = rgb[1];
dst[i * 4 + 2] = rgb[2];
dst[i * 4 + 3] = 1.0f;
break;
}
default:
dst[i * 4 + 0] = dst[i * 4 + 1] = dst[i * 4 + 2] = 0.0f;
dst[i * 4 + 3] = 1.0f;
break;
}
}
}
return true;
}
return false;
}
} // namespace MobileGL::MG_Util::PixelStoreProcessor