Tests for and adjustments to unpack alignment handling
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@@ -36,19 +36,21 @@ function uploadImageTexture(gl, texture, image) {
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* @param {import("../DataTile.js").Data} data The pixel data.
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* @param {import("../size.js").Size} size The pixel size.
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* @param {number} bandCount The band count.
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* @param {number} unpackAlignment The unpack alignment.
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*/
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function uploadDataTexture(
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helper,
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texture,
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data,
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size,
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bandCount,
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unpackAlignment
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) {
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function uploadDataTexture(helper, texture, data, size, bandCount) {
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const gl = helper.getGL();
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bindAndConfigure(gl, texture);
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const bytesPerRow = data.byteLength / size[1];
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let unpackAlignment = 1;
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if (bytesPerRow % 8 === 0) {
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unpackAlignment = 8;
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} else if (bytesPerRow % 4 === 0) {
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unpackAlignment = 4;
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} else if (bytesPerRow % 2 === 0) {
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unpackAlignment = 2;
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}
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let format;
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switch (bandCount) {
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case 1: {
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@@ -81,6 +83,7 @@ function uploadDataTexture(
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textureType = gl.UNSIGNED_BYTE;
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}
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const oldUnpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
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gl.texImage2D(
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gl.TEXTURE_2D,
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@@ -93,7 +96,7 @@ function uploadDataTexture(
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textureType,
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data
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);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, oldUnpackAlignment);
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}
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/**
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@@ -180,32 +183,15 @@ class TileTexture extends EventTarget {
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const pixelCount = this.size[0] * this.size[1];
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const DataType = isFloat ? Float32Array : Uint8Array;
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const bytesPerElement = DataType.BYTES_PER_ELEMENT;
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const byteWidth = data.byteLength / this.size[1];
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this.bandCount = Math.floor(byteWidth / bytesPerElement / this.size[0]);
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const textureCount = Math.ceil(this.bandCount / 4);
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const bytesPerRow = data.byteLength / this.size[1];
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let unpackAlignment;
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if (byteWidth % 8 === 0) {
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unpackAlignment = 8;
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} else if (byteWidth % 4 === 0) {
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unpackAlignment = 4;
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} else if (byteWidth % 2 === 0) {
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unpackAlignment = 2;
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} else {
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unpackAlignment = 1;
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}
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this.bandCount = Math.floor(bytesPerRow / bytesPerElement / this.size[0]);
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const textureCount = Math.ceil(this.bandCount / 4);
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if (textureCount === 1) {
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const texture = gl.createTexture();
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this.textures.push(texture);
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uploadDataTexture(
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helper,
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texture,
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data,
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this.size,
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this.bandCount,
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unpackAlignment
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);
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uploadDataTexture(helper, texture, data, this.size, this.bandCount);
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return;
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}
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@@ -221,36 +207,29 @@ class TileTexture extends EventTarget {
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let dataIndex = 0;
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let rowOffset = 0;
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const valueCount = this.size[0] * this.bandCount;
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const colCount = this.size[0] * this.bandCount;
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for (let rowIndex = 0; rowIndex < this.size[1]; ++rowIndex) {
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for (let colIndex = 0; colIndex < valueCount; ++colIndex) {
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const bandIndex = colIndex % this.bandCount;
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const textureBandIndex = bandIndex % 4;
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const textureIndex = Math.floor(bandIndex / 4);
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const bandCount =
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textureIndex < textureCount - 1 ? 4 : this.bandCount % 4;
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for (let colIndex = 0; colIndex < colCount; ++colIndex) {
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const dataValue = data[rowOffset + colIndex];
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const pixelIndex = Math.floor(dataIndex / this.bandCount);
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textureDataArrays[textureIndex][
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pixelIndex * bandCount + textureBandIndex
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] = data[rowOffset + colIndex];
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const bandIndex = colIndex % this.bandCount;
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const textureIndex = Math.floor(bandIndex / 4);
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const textureData = textureDataArrays[textureIndex];
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const bandCount = textureData.length / pixelCount;
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const textureBandIndex = bandIndex % 4;
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textureData[pixelIndex * bandCount + textureBandIndex] = dataValue;
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++dataIndex;
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}
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rowOffset += byteWidth / bytesPerElement;
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rowOffset += bytesPerRow / bytesPerElement;
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}
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for (let textureIndex = 0; textureIndex < textureCount; ++textureIndex) {
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const bandCount =
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textureIndex < textureCount - 1 ? 4 : this.bandCount % 4;
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const texture = this.textures[textureIndex];
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const data = textureDataArrays[textureIndex];
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uploadDataTexture(
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helper,
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texture,
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data,
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this.size,
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bandCount,
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bytesPerElement
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);
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const textureData = textureDataArrays[textureIndex];
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const bandCount = textureData.length / pixelCount;
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uploadDataTexture(helper, texture, textureData, this.size, bandCount);
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}
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}
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