File: Texture2DUtil.ih

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// Copyright 2023 Intel Corporation
// SPDX-License-Identifier: Apache-2.0

#pragma once

#include "common/OSPCommon.ih"
#include "rkcommon/math/vec.ih"

OSPRAY_BEGIN_ISPC_NAMESPACE

// helpers
//////////////////////////////////////////////////////////////////////////////

#define __foreach_fetcher(FCT)                                                 \
  FCT(RGBA8);                                                                  \
  FCT(SRGBA);                                                                  \
  FCT(RGBA32F);                                                                \
  FCT(RGB8);                                                                   \
  FCT(SRGB);                                                                   \
  FCT(LA8);                                                                    \
  FCT(RA8);                                                                    \
  FCT(RGB32F);                                                                 \
  FCT(RA32F);                                                                  \
  FCT(R8);                                                                     \
  FCT(L8);                                                                     \
  FCT(R32F);                                                                   \
  FCT(RGBA16);                                                                 \
  FCT(RGB16);                                                                  \
  FCT(RA16);                                                                   \
  FCT(R16);                                                                    \
  FCT(RGBA16F);                                                                \
  FCT(RGB16F);                                                                 \
  FCT(RA16F);                                                                  \
  FCT(R16F)

#define BYTE2FLOAT (1.f / 255.f)
#define SHORT2FLOAT (1.f / 65535.f)

#ifdef OSPRAY_TARGET_SYCL
using half = sycl::half;
inline float half_to_float(int16 x)
{
  return *reinterpret_cast<half *>(&x);
}
#else
typedef int16 half;

// Low-level texel accessors: setters
//////////////////////////////////////////////////////////////////////////////

inline void setTexel_RGBA8(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((uint32 * uniform) data)[idx] = cvt_uint32(value);
}

inline void setTexel_RGBA16(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 texelOfs = idx * 2; // write as 2x 32bit
  const uint32 r = cvt_uint16(value.x);
  const uint32 g = cvt_uint16(value.y);
  ((uint32 * uniform) data)[texelOfs] = r | (g << 16);
  const uint32 b = cvt_uint16(value.z);
  const uint32 a = cvt_uint16(value.w);
  ((uint32 * uniform) data)[texelOfs + 1] = b | (a << 16);
}

inline void setTexel_RGB8(
    void *uniform data, const uint32 idx, const vec4f value)
{
  uint8 *uniform texel = (uint8 * uniform) data;
  const uint32 texelOfs = 3 * idx;
  texel[texelOfs] = cvt_uint32(value.x);
  texel[texelOfs + 1] = cvt_uint32(value.y);
  texel[texelOfs + 2] = cvt_uint32(value.z);
}

inline void setTexel_RGB16(
    void *uniform data, const uint32 idx, const vec4f value)
{
  uint16 *uniform texel = (uint16 * uniform) data;
  const uint32 texelOfs = 3 * idx;
  texel[texelOfs] = cvt_uint16(value.x);
  texel[texelOfs + 1] = cvt_uint16(value.y);
  texel[texelOfs + 2] = cvt_uint16(value.z);
}

inline void setTexel_RA8(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 r = cvt_uint32(value.x);
  const uint32 a = cvt_uint32(value.w);
  uint32 c = r | (a << 8);
  ((uint16 * uniform) data)[idx] = c;
}

inline void setTexel_RA16(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 r = cvt_uint16(value.x);
  const uint32 a = cvt_uint16(value.w);
  uint32 c = r | (a << 16);
  ((uint32 * uniform) data)[idx] = c;
}

inline void setTexel_R8(void *uniform data, const uint32 idx, const vec4f value)
{
  ((uint8 * uniform) data)[idx] = cvt_uint32(value.x);
}

inline void setTexel_R16(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((uint16 * uniform) data)[idx] = cvt_uint16(value.x);
}

// luminance (basically gamma-corrected grayscale) with alpha
inline void setTexel_LA8(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 l = cvt_uint32(linear_to_srgb(value.x));
  const uint32 a = cvt_uint32(value.w);
  uint32 c = l | a << 8;
  ((uint16 * uniform) data)[idx] = c;
}

// luminance (basically gamma-corrected grayscale)
inline void setTexel_L8(void *uniform data, const uint32 idx, const vec4f value)
{
  ((uint8 * uniform) data)[idx] = cvt_uint32(linear_to_srgb(value.x));
}

inline void setTexel_SRGBA(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((uint32 * uniform) data)[idx] = linear_to_srgba8(value);
}

inline void setTexel_SRGB(
    void *uniform data, const uint32 idx, const vec4f value)
{
  uint8 *uniform texel = (uint8 * uniform) data;
  const uint32 texelOfs = 3 * idx;
  const vec4f v = linear_to_srgba(value);
  texel[texelOfs] = cvt_uint32(v.x);
  texel[texelOfs + 1] = cvt_uint32(v.y);
  texel[texelOfs + 2] = cvt_uint32(v.z);
}

inline void setTexel_RGBA32F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((vec4f * uniform) data)[idx] = value;
}

inline void setTexel_RGB32F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((vec3f * uniform) data)[idx] = make_vec3f(value.x, value.y, value.z);
}

inline void setTexel_RA32F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((vec2f * uniform) data)[idx] = make_vec2f(value.x, value.w);
}

inline void setTexel_R32F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((float *uniform)data)[idx] = value.x;
}

inline vec4f setTexel_RGBA16F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 texelOfs = idx * 2; // write as 2x 32bit
  const uint32 r = float_to_half(value.x);
  const uint32 g = float_to_half(value.y);
  ((uint32 * uniform) data)[texelOfs] = r | (g << 16);
  const uint32 b = float_to_half(value.z);
  const uint32 a = float_to_half(value.w);
  ((uint32 * uniform) data)[texelOfs + 1] = b | (a << 16);
}

inline vec4f setTexel_RGB16F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  half *uniform texel = (half * uniform) data;
  const uint32 texelOfs = 3 * idx;
  texel[texelOfs] = float_to_half(value.x);
  texel[texelOfs + 1] = float_to_half(value.y);
  texel[texelOfs + 2] = float_to_half(value.z);
}

inline vec4f setTexel_RA16F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  const uint32 r = float_to_half(value.x);
  const uint32 a = float_to_half(value.w);
  ((uint32 * uniform) data)[idx] = r | (a << 16);
}

inline vec4f setTexel_R16F(
    void *uniform data, const uint32 idx, const vec4f value)
{
  ((half * uniform) data)[idx] = float_to_half(value.x);
}
#endif

// Low-level texel accessors: getters
//////////////////////////////////////////////////////////////////////////////

inline vec4f getTexel_RGBA8(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 c = ((const uint32 *)data)[idx];
  const uint32 r = c & 0xff;
  const uint32 g = (c >> 8) & 0xff;
  const uint32 b = (c >> 16) & 0xff;
  const uint32 a = c >> 24;
  return make_vec4f((float)r, (float)g, (float)b, (float)a) * BYTE2FLOAT;
}

inline vec4f getTexel_RGBA16(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 texelOfs = idx * 2; // fetch as 2x 32bit
  uint32 c = ((const uint32 *)data)[texelOfs];
  const uint32 r = c & 0xffff;
  const uint32 g = c >> 16;
  c = ((const uint32 *)data)[texelOfs + 1];
  const uint32 b = c & 0xffff;
  const uint32 a = c >> 16;
  return make_vec4f((float)r, (float)g, (float)b, (float)a) * SHORT2FLOAT;
}

inline vec4f getTexel_RGB8(const void *data, const uint32 idx)
{
  assert(data);
  const uint8 *texel = (const uint8 *)data;
  const uint32 texelOfs = 3 * idx;
  const uint32 r = texel[texelOfs];
  const uint32 g = texel[texelOfs + 1];
  const uint32 b = texel[texelOfs + 2];
  return make_vec4f(make_vec3f((float)r, (float)g, (float)b) * BYTE2FLOAT, 1.f);
}

inline vec4f getTexel_RGB16(const void *data, const uint32 idx)
{
  assert(data);
  const uint16 *texel = (const uint16 *)data;
  const uint32 texelOfs = 3 * idx;
  const uint32 r = texel[texelOfs];
  const uint32 g = texel[texelOfs + 1];
  const uint32 b = texel[texelOfs + 2];
  return make_vec4f(
      make_vec3f((float)r, (float)g, (float)b) * SHORT2FLOAT, 1.f);
}

inline vec4f getTexel_RA8(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 t = ((const uint16 *)data)[idx];
  const uint32 c = t & 0xff;
  const uint32 a = t >> 8;
  return make_vec4f(c * BYTE2FLOAT, 0.f, 0.f, a * BYTE2FLOAT);
}

inline vec4f getTexel_RA16(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 t = ((const uint32 *)data)[idx];
  const uint32 c = t & 0xffff;
  const uint32 a = t >> 16;
  return make_vec4f(c * SHORT2FLOAT, 0.f, 0.f, a * SHORT2FLOAT);
}

inline vec4f getTexel_R8(const void *data, const uint32 idx)
{
  assert(data);
  const uint8 c = ((const uint8 *)data)[idx];
  return make_vec4f(c * BYTE2FLOAT, 0.f, 0.f, 1.f);
}

inline vec4f getTexel_R16(const void *data, const uint32 idx)
{
  assert(data);
  const uint16 c = ((const uint16 *)data)[idx];
  return make_vec4f(c * SHORT2FLOAT, 0.f, 0.f, 1.f);
}

// luminance (basically gamma-corrected grayscale) with alpha
inline vec4f getTexel_LA8(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 t = ((const uint16 *)data)[idx];
  const uint32 l = t & 0xff;
  const uint32 a = t >> 8;
  return make_vec4f(make_vec3f(srgb_to_linear(l * BYTE2FLOAT)), a * BYTE2FLOAT);
}

// luminance (basically gamma-corrected grayscale)
inline vec4f getTexel_L8(const void *data, const uint32 idx)
{
  assert(data);
  const uint8 l = ((const uint8 *)data)[idx];
  return make_vec4f(make_vec3f(srgb_to_linear(l * BYTE2FLOAT)), 1.f);
}

inline vec4f getTexel_SRGBA(const void *data, const uint32 idx)
{
  return srgba_to_linear(getTexel_RGBA8(data, idx));
}

inline vec4f getTexel_SRGB(const void *data, const uint32 idx)
{
  return srgba_to_linear(getTexel_RGB8(data, idx));
}

inline vec4f getTexel_RGBA32F(const void *data, const uint32 idx)
{
  assert(data);
  return ((const vec4f *)data)[idx];
}

inline vec4f getTexel_RGB32F(const void *data, const uint32 idx)
{
  assert(data);
  vec3f v = ((const vec3f *)data)[idx];
  return make_vec4f(v, 1.f);
}

inline vec4f getTexel_RA32F(const void *data, const uint32 idx)
{
  assert(data);
  vec2f v = ((const vec2f *)data)[idx];
  return make_vec4f(v.x, 0.0f, 0.0f, v.y);
}

inline vec4f getTexel_R32F(const void *data, const uint32 idx)
{
  assert(data);
  float v = ((const float *)data)[idx];
  return make_vec4f(v, 0.f, 0.f, 1.f);
}

inline vec4f getTexel_RGBA16F(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 texelOfs = idx * 2; // fetch as 2x 32bit
  uint32 c = ((const uint32 *)data)[texelOfs];
  const int16 r = c & 0xffff;
  const int16 g = c >> 16;
  c = ((const uint32 *)data)[texelOfs + 1];
  const int16 b = c & 0xffff;
  const int16 a = c >> 16;
  return make_vec4f(
      half_to_float(r), half_to_float(g), half_to_float(b), half_to_float(a));
}

inline vec4f getTexel_RGB16F(const void *data, const uint32 idx)
{
  assert(data);
  const half *texel = (const half *)data;
  const uint32 texelOfs = 3 * idx;
  const half r = texel[texelOfs];
  const half g = texel[texelOfs + 1];
  const half b = texel[texelOfs + 2];
  return make_vec4f(half_to_float(r), half_to_float(g), half_to_float(b), 1.f);
}

inline vec4f getTexel_RA16F(const void *data, const uint32 idx)
{
  assert(data);
  const uint32 t = ((const uint32 *)data)[idx];
  const int16 c = t & 0xffff;
  const int16 a = t >> 16;
  return make_vec4f(half_to_float(c), 0.0f, 0.0f, half_to_float(a));
}

inline vec4f getTexel_R16F(const void *data, const uint32 idx)
{
  assert(data);
  const half c = ((const half *)data)[idx];
  return make_vec4f(half_to_float(c), 0.f, 0.f, 1.f);
}

#undef BYTE2FLOAT
#undef SHORT2FLOAT
OSPRAY_END_ISPC_NAMESPACE