mirror of
https://github.com/OpenCut-app/OpenCut.git
synced 2026-07-13 21:52:53 +02:00
refactor: gpu webgl fallback and batched command encoding
Made-with: Cursor
This commit is contained in:
@@ -1,5 +1,5 @@
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use bytemuck::{Pod, Zeroable};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext};
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use wgpu::util::DeviceExt;
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use crate::SdfPipeline;
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@@ -128,7 +128,7 @@ impl MaskFeatherPipeline {
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module: &fragment_shader_module,
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entry_point: Some("fragment_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: GPU_TEXTURE_FORMAT,
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format: context.texture_format(),
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@@ -159,10 +159,41 @@ impl MaskFeatherPipeline {
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height,
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feather,
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}: ApplyMaskFeatherOptions<'_>,
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) -> wgpu::Texture {
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let mut encoder =
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context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-mask-distance-command-encoder"),
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});
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let output = self.apply_mask_feather_with_encoder(
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context,
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&mut encoder,
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ApplyMaskFeatherOptions {
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mask,
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width,
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height,
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feather,
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},
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);
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context.queue().submit([encoder.finish()]);
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output
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}
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pub fn apply_mask_feather_with_encoder(
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&self,
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context: &GpuContext,
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encoder: &mut wgpu::CommandEncoder,
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ApplyMaskFeatherOptions {
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mask,
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width,
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height,
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feather,
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}: ApplyMaskFeatherOptions<'_>,
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) -> wgpu::Texture {
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let sdf = self
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.sdf_pipeline
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.compute_signed_distance_field(context, mask, width, height);
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.compute_signed_distance_field_with_encoder(context, encoder, mask, width, height);
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let output_texture = context.create_render_texture(width, height, "masks-feather-output");
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let inside_view = sdf
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.inside_texture
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@@ -225,13 +256,6 @@ impl MaskFeatherPipeline {
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let mut encoder =
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context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-mask-distance-command-encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("gpu-mask-distance-render-pass"),
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@@ -256,8 +280,6 @@ impl MaskFeatherPipeline {
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render_pass.set_bind_group(2, &uniform_bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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}
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context.queue().submit([encoder.finish()]);
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output_texture
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}
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}
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@@ -1,5 +1,5 @@
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use bytemuck::{Pod, Zeroable};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext};
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use wgpu::util::DeviceExt;
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const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
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@@ -98,6 +98,7 @@ impl SdfPipeline {
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&pipeline_layout,
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&vertex_shader_module,
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&init_shader_module,
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context.texture_format(),
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);
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let step_pipeline = create_pipeline(
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device,
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@@ -105,6 +106,7 @@ impl SdfPipeline {
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&pipeline_layout,
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&vertex_shader_module,
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&step_shader_module,
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context.texture_format(),
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);
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Self {
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@@ -121,16 +123,42 @@ impl SdfPipeline {
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source_texture: &wgpu::Texture,
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width: u32,
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height: u32,
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) -> SignedDistanceFieldTextures {
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let mut encoder =
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context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-sdf-command-encoder"),
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});
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let textures = self.compute_signed_distance_field_with_encoder(
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context,
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&mut encoder,
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source_texture,
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width,
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height,
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);
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context.queue().submit([encoder.finish()]);
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textures
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}
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pub fn compute_signed_distance_field_with_encoder(
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&self,
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context: &GpuContext,
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encoder: &mut wgpu::CommandEncoder,
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source_texture: &wgpu::Texture,
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width: u32,
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height: u32,
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) -> SignedDistanceFieldTextures {
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SignedDistanceFieldTextures {
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inside_texture: self.run_jfa(context, source_texture, width, height, false),
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outside_texture: self.run_jfa(context, source_texture, width, height, true),
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inside_texture: self.run_jfa(context, encoder, source_texture, width, height, false),
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outside_texture: self.run_jfa(context, encoder, source_texture, width, height, true),
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}
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}
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fn run_jfa(
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&self,
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context: &GpuContext,
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encoder: &mut wgpu::CommandEncoder,
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source_texture: &wgpu::Texture,
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width: u32,
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height: u32,
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@@ -141,6 +169,7 @@ impl SdfPipeline {
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self.run_pass(
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context,
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encoder,
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source_texture,
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&ping_texture,
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&self.init_pipeline,
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@@ -167,6 +196,7 @@ impl SdfPipeline {
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};
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self.run_pass(
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context,
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encoder,
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input_texture,
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output_texture,
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&self.step_pipeline,
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@@ -189,6 +219,7 @@ impl SdfPipeline {
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fn run_pass(
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&self,
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context: &GpuContext,
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encoder: &mut wgpu::CommandEncoder,
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input_texture: &wgpu::Texture,
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output_texture: &wgpu::Texture,
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pipeline: &wgpu::RenderPipeline,
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@@ -230,12 +261,6 @@ impl SdfPipeline {
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let mut encoder =
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context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-sdf-command-encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -260,8 +285,6 @@ impl SdfPipeline {
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render_pass.set_bind_group(1, &uniform_bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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}
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context.queue().submit([encoder.finish()]);
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}
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}
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@@ -271,6 +294,7 @@ fn create_pipeline(
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layout: &wgpu::PipelineLayout,
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vertex_shader_module: &wgpu::ShaderModule,
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fragment_shader_module: &wgpu::ShaderModule,
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texture_format: wgpu::TextureFormat,
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) -> wgpu::RenderPipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some(label),
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@@ -293,7 +317,7 @@ fn create_pipeline(
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module: fragment_shader_module,
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entry_point: Some("fragment_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: GPU_TEXTURE_FORMAT,
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format: texture_format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@@ -24,7 +24,10 @@ fn encode_seed(seed: vec2f) -> vec4f {
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@fragment
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fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
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let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
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let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
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let above = mask > 0.5;
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let below = mask < 0.5;
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let inverted = uniforms.invert > 0.5;
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let is_seed = select(above, below, inverted);
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if (is_seed) {
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let pixel_coord = floor(input.tex_coord * uniforms.resolution);
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@@ -53,7 +53,7 @@ fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
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continue;
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}
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let encoded = textureSample(input_texture, input_sampler, sample_uv);
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let encoded = textureSampleLevel(input_texture, input_sampler, sample_uv, 0.0);
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if (is_no_seed(encoded)) {
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continue;
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}
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