Add the async convert trait and restore the GPU texture download

This commit is contained in:
Dennis Kobert
2026-07-30 09:54:20 +00:00
parent 149a39faac
commit bb736002cf
4 changed files with 185 additions and 20 deletions

View File

@@ -47,6 +47,14 @@ pub trait Convert<T, C>: Sized {
fn convert(self, footprint: Footprint, converter: C) -> T;
}
/// The genuinely asynchronous counterpart of [`Convert`], for conversions whose work completes outside
/// the evaluation, such as the GPU-to-CPU texture readback. Consumed by the `convert_async` kernel on
/// the async source tier; a conversion pair implements exactly one of the two traits.
pub trait ConvertAsync<T, C>: Sized {
#[must_use]
fn convert(self, footprint: Footprint, converter: C) -> crate::runtime::SourceFuture<T>;
}
impl<T: ToString + Send> Convert<String, ()> for T {
/// Converts this type into a `String` using its `ToString` implementation.
#[inline]

View File

@@ -3,7 +3,8 @@ use core_types::Color;
use core_types::Ctx;
use core_types::color::SRGBA8;
use core_types::list::{Item, List};
use core_types::ops::Convert;
use core_types::ops::{Convert, ConvertAsync};
use core_types::runtime::SourceFuture;
use core_types::transform::Footprint;
use raster_types::Image;
use raster_types::{CPU, GPU, Raster};
@@ -85,6 +86,172 @@ impl<'i> Convert<List<Raster<CPU>>, &'i WgpuExecutor> for List<Raster<CPU>> {
}
}
/// Converts a Raster<GPU> texture to Raster<CPU> by downloading the underlying texture data.
///
/// Assumptions:
/// - 2D texture, mip level 0
/// - 4 bytes-per-pixel RGBA8
/// - Texture has COPY_SRC usage
struct RasterGpuToRasterCpuConverter {
buffer: wgpu::Buffer,
width: u32,
height: u32,
unpadded_bytes_per_row: u32,
padded_bytes_per_row: u32,
_source: raster_types::Texture,
}
impl RasterGpuToRasterCpuConverter {
fn new(device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, data_gpu: Raster<GPU>) -> Self {
let texture = data_gpu.data();
let width = texture.width();
let height = texture.height();
let bytes_per_pixel = 4; // RGBA8
let unpadded_bytes_per_row = width * bytes_per_pixel;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded_bytes_per_row = unpadded_bytes_per_row.div_ceil(align) * align;
let buffer_size = padded_bytes_per_row as u64 * height as u64;
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("texture_download_buffer"),
size: buffer_size,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_bytes_per_row),
rows_per_image: Some(height),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
Self {
buffer,
width,
height,
unpadded_bytes_per_row,
padded_bytes_per_row,
// Keep source texture alive
_source: data_gpu.texture.clone(),
}
}
async fn convert(self, device: &wgpu::Device) -> Result<Raster<CPU>, wgpu::BufferAsyncError> {
let buffer_slice = self.buffer.slice(..);
let (sender, receiver) = futures::channel::oneshot::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
let _ = sender.send(result);
});
let _ = device.poll(wgpu::wgt::PollType::wait_indefinitely());
receiver.await.expect("Failed to receive map result")?;
let view = buffer_slice.get_mapped_range();
let row_stride = self.padded_bytes_per_row as usize;
let row_bytes = self.unpadded_bytes_per_row as usize;
let mut cpu_data: Vec<Color> = Vec::with_capacity((self.width * self.height) as usize);
for row in 0..self.height as usize {
let start = row * row_stride;
let row_slice = &view[start..start + row_bytes];
for px in row_slice.chunks_exact(4) {
// `Image<Color>` pixels are stored linear-light with associated (premultiplied) alpha
let srgba = SRGBA8::new(px[0], px[1], px[2], px[3]);
cpu_data.push(Color::from(srgba).apply_opacity(px[3] as f32 / 255.));
}
}
drop(view);
self.buffer.unmap();
let cpu_image = Image {
data: cpu_data,
width: self.width,
height: self.height,
base64_string: None,
};
Ok(Raster::new_cpu(cpu_image))
}
}
/// Converts a `List<Raster<GPU>>` to `List<Raster<CPU>>` by downloading texture data in one go then asynchronously maps all buffers and processes the results.
impl<'i> ConvertAsync<List<Raster<CPU>>, &'i WgpuExecutor> for List<Raster<GPU>> {
fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> SourceFuture<List<Raster<CPU>>> {
let device = executor.context().device.clone();
let queue = executor.context().queue.lock();
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("batch_texture_download_encoder"),
});
let mut converters = Vec::new();
let mut rows_meta = Vec::new();
for row in self {
let (element, attributes) = row.into_parts();
converters.push(RasterGpuToRasterCpuConverter::new(&device, &mut encoder, element));
rows_meta.push(Item::from_parts((), attributes));
}
queue.submit([encoder.finish()]);
Box::pin(async move {
let mut map_futures = Vec::new();
for converter in converters {
map_futures.push(converter.convert(&device));
}
let map_results = futures::future::try_join_all(map_futures)
.await
.map_err(|_| "Failed to receive map result")
.expect("Buffer mapping communication failed");
map_results
.into_iter()
.zip(rows_meta)
.map(|(element, row)| {
let (_, attributes) = row.into_parts();
Item::from_parts(element, attributes)
})
.collect()
})
}
}
/// Converts single GPU raster to CPU by downloading texture data
impl<'i> ConvertAsync<Raster<CPU>, &'i WgpuExecutor> for Raster<GPU> {
fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> SourceFuture<Raster<CPU>> {
let device = executor.context().device.clone();
let queue = executor.context().queue.lock();
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("single_texture_download_encoder"),
});
let converter = RasterGpuToRasterCpuConverter::new(&device, &mut encoder, self);
queue.submit([encoder.finish()]);
Box::pin(async move { converter.convert(&device).await.expect("Failed to download texture data") })
}
}
/// Uploads an raster texture from the CPU to the GPU. This is now deprecated and the Convert node should be used in the future.
///
/// Accepts either individual raster data or a `List` of raster elements and converts it to the GPU format using the WgpuExecutor's device and queue.