| 153 | } |
| 154 | |
| 155 | Task<vector<ImageData>> DdsImageLoader::load(istream& iStream, const fs::path&, string_view, const ImageLoaderSettings&, int priority) const { |
| 156 | iStream.seekg(0, iStream.end); |
| 157 | const size_t dataSize = iStream.tellg(); |
| 158 | if (dataSize < 4) { |
| 159 | throw FormatNotSupported{"File is too small."}; |
| 160 | } |
| 161 | |
| 162 | iStream.clear(); |
| 163 | iStream.seekg(0); |
| 164 | |
| 165 | HeapArray<char> data{dataSize}; |
| 166 | iStream.read(data.data(), 4); |
| 167 | if (data[0] != 'D' || data[1] != 'D' || data[2] != 'S' || data[3] != ' ') { |
| 168 | throw FormatNotSupported{"File is not a DDS file."}; |
| 169 | } |
| 170 | |
| 171 | iStream.read(data.data() + 4, dataSize - 4); |
| 172 | |
| 173 | // COM must be initialized on the thread executing the following DirectX calls. Thus: when editing this file *make sure* that no |
| 174 | // co_await calls are made before the last DirectX call! Note that it is not a problem that CoInitializeEx will potentially get called |
| 175 | // multiple times across different threads, or even multiple times by the same thread pool thread. Both situations are explicitly |
| 176 | // allowed (and in the latter case, the return value is S_FALSE). See |
| 177 | // https://learn.microsoft.com/en-us/windows/win32/api/combaseapi/nf-combaseapi-coinitializeex |
| 178 | if (const auto res = CoInitializeEx(nullptr, COINIT_MULTITHREADED); res != S_OK && res != S_FALSE) { |
| 179 | throw ImageLoadError{"Failed to initialize COM."}; |
| 180 | } |
| 181 | |
| 182 | // The correct way to clean up would be to call CoUninitialize() on every task pool thread on shutdown. Using a scope guard here |
| 183 | // wouldn't work for multiple reasons: (i) the coroutine might have been scheduled to another thread once the scope ends, and (ii) it |
| 184 | // would be wasteful to repeatedly initialize and uninitialize COM for every loaded image. Instead, we'll just accept that COM won't be |
| 185 | // gracefully cleaned up on shutdown -- we don't care much about its cleanup anyway, which involved mostly handling of pending messages |
| 186 | // in the application's message queue. |
| 187 | // const auto comScopeGuard = ScopeGuard{[]() { CoUninitialize(); }}; |
| 188 | |
| 189 | DirectX::ScratchImage scratchImage; |
| 190 | DirectX::TexMetadata metadata; |
| 191 | if (DirectX::LoadFromDDSMemory(data.data(), dataSize, DirectX::DDS_FLAGS_NONE, &metadata, scratchImage) != S_OK) { |
| 192 | throw ImageLoadError{"Failed to read DDS file."}; |
| 193 | } |
| 194 | |
| 195 | DXGI_FORMAT format; |
| 196 | const size_t numChannels = getDxgiChannelCount(metadata.format); |
| 197 | switch (numChannels) { |
| 198 | case 4: format = DXGI_FORMAT_R32G32B32A32_FLOAT; break; |
| 199 | case 3: format = DXGI_FORMAT_R32G32B32_FLOAT; break; |
| 200 | case 2: format = DXGI_FORMAT_R32G32_FLOAT; break; |
| 201 | case 1: format = DXGI_FORMAT_R32_FLOAT; break; |
| 202 | default: throw ImageLoadError{fmt::format("Unsupported DXGI format: {}", static_cast<int>(metadata.format))}; |
| 203 | } |
| 204 | |
| 205 | // Use DirectXTex to either decompress or convert to the target floating point format. |
| 206 | if (DirectX::IsCompressed(metadata.format)) { |
| 207 | DirectX::ScratchImage decompImage; |
| 208 | if (DirectX::Decompress(*scratchImage.GetImage(0, 0, 0), format, decompImage) != S_OK) { |
| 209 | throw ImageLoadError{"Failed to decompress DDS image."}; |
| 210 | } |
| 211 | |
| 212 | swap(scratchImage, decompImage); |
nothing calls this directly
no test coverage detected