mirror of
https://github.com/OpenCut-app/OpenCut.git
synced 2026-07-13 21:52:53 +02:00
feat: migrate GPU renderer from WebGL to wgpu/WASM
This commit is contained in:
@@ -0,0 +1,9 @@
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[package]
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name = "gpu"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bytemuck = { version = "1.25.0", features = ["derive"] }
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thiserror = "2.0.18"
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wgpu = "29.0.1"
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@@ -0,0 +1,250 @@
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use wgpu::util::DeviceExt;
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use crate::{
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GPU_TEXTURE_FORMAT, GpuError,
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effect_pipeline::{ApplyEffectsOptions, apply_effects},
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mask_feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline},
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sdf_pipeline::SdfPipeline,
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shader_registry::ShaderRegistry,
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};
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const FULLSCREEN_QUAD_POSITIONS: [[f32; 2]; 6] = [
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[-1.0, -1.0],
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[1.0, -1.0],
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[-1.0, 1.0],
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[-1.0, 1.0],
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[1.0, -1.0],
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[1.0, 1.0],
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];
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pub struct GpuContext {
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instance: wgpu::Instance,
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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fullscreen_quad: wgpu::Buffer,
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linear_sampler: wgpu::Sampler,
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nearest_sampler: wgpu::Sampler,
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shader_registry: ShaderRegistry,
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sdf_pipeline: SdfPipeline,
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mask_feather_pipeline: MaskFeatherPipeline,
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}
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impl GpuContext {
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pub async fn new() -> Result<Self, GpuError> {
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let instance = wgpu::Instance::default();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: None,
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force_fallback_adapter: false,
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})
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.await
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.map_err(|_| GpuError::AdapterUnavailable)?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: Some("gpu-device"),
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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memory_hints: wgpu::MemoryHints::Performance,
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experimental_features: wgpu::ExperimentalFeatures::disabled(),
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trace: wgpu::Trace::Off,
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})
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.await?;
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let fullscreen_quad = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("gpu-fullscreen-quad-buffer"),
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contents: bytemuck::cast_slice(&FULLSCREEN_QUAD_POSITIONS),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let linear_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("gpu-linear-sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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..Default::default()
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});
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let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("gpu-nearest-sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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..Default::default()
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});
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let shader_registry = ShaderRegistry::new(&device);
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let sdf_pipeline = SdfPipeline::new(&device);
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let mask_feather_pipeline = MaskFeatherPipeline::new(&device);
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Ok(Self {
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instance,
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adapter,
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device,
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queue,
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fullscreen_quad,
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linear_sampler,
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nearest_sampler,
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shader_registry,
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sdf_pipeline,
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mask_feather_pipeline,
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})
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}
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pub fn apply_effects(
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&self,
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options: ApplyEffectsOptions<'_>,
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) -> Result<wgpu::Texture, GpuError> {
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apply_effects(self, options)
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}
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pub fn apply_mask_feather(
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&self,
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options: ApplyMaskFeatherOptions<'_>,
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) -> wgpu::Texture {
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self.mask_feather_pipeline.apply_mask_feather(self, options)
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}
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pub fn create_render_texture(
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&self,
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width: u32,
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height: u32,
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label: &'static str,
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) -> wgpu::Texture {
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self.device.create_texture(&wgpu::TextureDescriptor {
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label: Some(label),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: GPU_TEXTURE_FORMAT,
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usage: wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::COPY_DST
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| wgpu::TextureUsages::COPY_SRC
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| wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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})
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}
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pub fn instance(&self) -> &wgpu::Instance {
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&self.instance
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}
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pub fn adapter(&self) -> &wgpu::Adapter {
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&self.adapter
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}
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pub fn device(&self) -> &wgpu::Device {
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&self.device
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}
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pub fn queue(&self) -> &wgpu::Queue {
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&self.queue
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}
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pub fn fullscreen_quad(&self) -> &wgpu::Buffer {
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&self.fullscreen_quad
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}
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pub fn linear_sampler(&self) -> &wgpu::Sampler {
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&self.linear_sampler
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}
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pub fn nearest_sampler(&self) -> &wgpu::Sampler {
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&self.nearest_sampler
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}
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pub fn shader_registry(&self) -> &ShaderRegistry {
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&self.shader_registry
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}
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pub fn sdf_pipeline(&self) -> &SdfPipeline {
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&self.sdf_pipeline
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}
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pub fn render_texture_to_surface(
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&self,
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texture: &wgpu::Texture,
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surface: &wgpu::Surface<'_>,
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width: u32,
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height: u32,
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) -> Result<(), GpuError> {
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let Some(config) = surface.get_default_config(&self.adapter, width, height) else {
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return Err(GpuError::UnsupportedSurfaceFormat);
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};
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if config.format != GPU_TEXTURE_FORMAT {
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return Err(GpuError::UnsupportedSurfaceFormat);
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}
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surface.configure(&self.device, &config);
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let surface_texture = match surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(surface_texture)
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| wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => surface_texture,
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wgpu::CurrentSurfaceTexture::Timeout
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| wgpu::CurrentSurfaceTexture::Occluded
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| wgpu::CurrentSurfaceTexture::Outdated
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| wgpu::CurrentSurfaceTexture::Lost
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| wgpu::CurrentSurfaceTexture::Validation => {
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return Err(GpuError::UnsupportedSurfaceFormat);
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}
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};
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let source_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let target_view = surface_texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-blit-bind-group"),
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layout: self.shader_registry.effect_texture_bind_group_layout(),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&source_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&self.linear_sampler),
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},
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],
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});
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-surface-blit-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-surface-blit-pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &target_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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render_pass.set_pipeline(self.shader_registry.blit_pipeline());
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render_pass.set_vertex_buffer(0, self.fullscreen_quad.slice(..));
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render_pass.set_bind_group(0, &bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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}
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self.queue.submit([encoder.finish()]);
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surface_texture.present();
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Ok(())
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}
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}
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@@ -0,0 +1,194 @@
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use std::collections::HashMap;
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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use crate::{GpuError, context::GpuContext};
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pub struct ApplyEffectsOptions<'a> {
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pub source: &'a wgpu::Texture,
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pub width: u32,
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pub height: u32,
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pub passes: &'a [EffectPass],
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}
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#[derive(Clone, Debug)]
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pub struct EffectPass {
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pub shader: String,
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pub uniforms: HashMap<String, UniformValue>,
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}
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#[derive(Clone, Debug)]
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pub enum UniformValue {
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Number(f32),
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Vector(Vec<f32>),
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct EffectUniformBuffer {
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resolution: [f32; 2],
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direction: [f32; 2],
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scalars: [f32; 4],
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}
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pub fn apply_effects(
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context: &GpuContext,
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ApplyEffectsOptions {
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source,
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width,
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height,
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passes,
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}: ApplyEffectsOptions<'_>,
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) -> Result<wgpu::Texture, GpuError> {
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let mut current_texture: Option<wgpu::Texture> = None;
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for pass in passes {
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let input_texture = current_texture.as_ref().unwrap_or(source);
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let output_texture =
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context.create_render_texture(width, height, "gpu-effect-pass-output");
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let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let texture_bind_group = context
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-effect-texture-bind-group"),
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layout: context
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.shader_registry()
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.effect_texture_bind_group_layout(),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&input_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
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},
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],
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});
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let uniform_buffer = context
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.device()
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("gpu-effect-uniform-buffer"),
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contents: bytemuck::bytes_of(&pack_effect_uniforms(pass, width, height)?),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group = context
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-effect-uniform-bind-group"),
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layout: context
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.shader_registry()
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.effect_uniform_bind_group_layout(),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let pipeline = context.shader_registry().get_effect_pipeline(&pass.shader)?;
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let mut encoder = context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-effect-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-effect-render-pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &output_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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render_pass.set_pipeline(pipeline);
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render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
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render_pass.set_bind_group(0, &texture_bind_group, &[]);
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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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current_texture = Some(output_texture);
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}
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current_texture.ok_or_else(|| GpuError::UnknownEffectShader {
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shader: "missing-effect-pass".to_string(),
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})
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}
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fn pack_effect_uniforms(
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pass: &EffectPass,
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width: u32,
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height: u32,
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) -> Result<EffectUniformBuffer, GpuError> {
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let shader = pass.shader.as_str();
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let sigma = read_number_uniform(pass, "u_sigma")?;
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let step = read_number_uniform(pass, "u_step")?;
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let direction = read_vec2_uniform(pass, "u_direction")?;
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for uniform in pass.uniforms.keys() {
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if uniform == "u_sigma" || uniform == "u_step" || uniform == "u_direction" {
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continue;
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}
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return Err(GpuError::UnsupportedUniform {
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shader: shader.to_string(),
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uniform: uniform.clone(),
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});
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}
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Ok(EffectUniformBuffer {
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resolution: [width as f32, height as f32],
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direction,
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scalars: [sigma, step, 0.0, 0.0],
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})
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}
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|
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fn read_number_uniform(pass: &EffectPass, uniform: &str) -> Result<f32, GpuError> {
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let Some(value) = pass.uniforms.get(uniform) else {
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return Err(GpuError::MissingUniform {
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shader: pass.shader.clone(),
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uniform: uniform.to_string(),
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||||
});
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};
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match value {
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UniformValue::Number(value) => Ok(*value),
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||||
UniformValue::Vector(_) => Err(GpuError::InvalidNumberUniform {
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||||
shader: pass.shader.clone(),
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||||
uniform: uniform.to_string(),
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||||
}),
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||||
}
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}
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fn read_vec2_uniform(pass: &EffectPass, uniform: &str) -> Result<[f32; 2], GpuError> {
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let Some(value) = pass.uniforms.get(uniform) else {
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return Err(GpuError::MissingUniform {
|
||||
shader: pass.shader.clone(),
|
||||
uniform: uniform.to_string(),
|
||||
});
|
||||
};
|
||||
let UniformValue::Vector(values) = value else {
|
||||
return Err(GpuError::InvalidVectorUniform {
|
||||
shader: pass.shader.clone(),
|
||||
uniform: uniform.to_string(),
|
||||
expected_length: 2,
|
||||
});
|
||||
};
|
||||
if values.len() != 2 {
|
||||
return Err(GpuError::InvalidVectorUniform {
|
||||
shader: pass.shader.clone(),
|
||||
uniform: uniform.to_string(),
|
||||
expected_length: 2,
|
||||
});
|
||||
}
|
||||
Ok([values[0], values[1]])
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
mod context;
|
||||
mod effect_pipeline;
|
||||
mod mask_feather;
|
||||
mod sdf_pipeline;
|
||||
mod shader_registry;
|
||||
|
||||
use thiserror::Error;
|
||||
|
||||
pub use wgpu;
|
||||
pub use context::GpuContext;
|
||||
pub use effect_pipeline::{ApplyEffectsOptions, EffectPass, UniformValue};
|
||||
pub use mask_feather::ApplyMaskFeatherOptions;
|
||||
|
||||
pub const GPU_TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8Unorm;
|
||||
|
||||
#[derive(Debug, Error)]
|
||||
pub enum GpuError {
|
||||
#[error("No WebGPU adapter is available")]
|
||||
AdapterUnavailable,
|
||||
#[error("Failed to request a WebGPU device: {0}")]
|
||||
RequestDevice(#[from] wgpu::RequestDeviceError),
|
||||
#[error("Failed to create a WebGPU surface: {0}")]
|
||||
CreateSurface(#[from] wgpu::CreateSurfaceError),
|
||||
#[error("The output surface does not support the required texture format")]
|
||||
UnsupportedSurfaceFormat,
|
||||
#[error("Unknown effect shader '{shader}'")]
|
||||
UnknownEffectShader { shader: String },
|
||||
#[error("Missing uniform '{uniform}' for shader '{shader}'")]
|
||||
MissingUniform { shader: String, uniform: String },
|
||||
#[error("Uniform '{uniform}' for shader '{shader}' must be a number")]
|
||||
InvalidNumberUniform { shader: String, uniform: String },
|
||||
#[error("Uniform '{uniform}' for shader '{shader}' must be a vector of length {expected_length}")]
|
||||
InvalidVectorUniform {
|
||||
shader: String,
|
||||
uniform: String,
|
||||
expected_length: usize,
|
||||
},
|
||||
#[error("Shader '{shader}' does not support uniform '{uniform}'")]
|
||||
UnsupportedUniform { shader: String, uniform: String },
|
||||
}
|
||||
@@ -0,0 +1,259 @@
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
use crate::{GPU_TEXTURE_FORMAT, context::GpuContext};
|
||||
|
||||
const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
|
||||
const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
|
||||
|
||||
pub struct ApplyMaskFeatherOptions<'a> {
|
||||
pub mask: &'a wgpu::Texture,
|
||||
pub width: u32,
|
||||
pub height: u32,
|
||||
pub feather: f32,
|
||||
}
|
||||
|
||||
pub struct MaskFeatherPipeline {
|
||||
inside_texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||
outside_texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||
uniform_bind_group_layout: wgpu::BindGroupLayout,
|
||||
distance_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
struct DistanceUniformBuffer {
|
||||
resolution: [f32; 2],
|
||||
feather_half: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
impl MaskFeatherPipeline {
|
||||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let inside_texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-mask-distance-inside-layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let outside_texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-mask-distance-outside-layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let uniform_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-mask-distance-uniform-layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("gpu-mask-distance-pipeline-layout"),
|
||||
bind_group_layouts: &[
|
||||
Some(&inside_texture_bind_group_layout),
|
||||
Some(&outside_texture_bind_group_layout),
|
||||
Some(&uniform_bind_group_layout),
|
||||
],
|
||||
immediate_size: 0,
|
||||
});
|
||||
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-mask-distance-fullscreen-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
|
||||
});
|
||||
let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-mask-distance-fragment-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
|
||||
});
|
||||
let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("gpu-mask-distance-pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vertex_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &fragment_shader_module,
|
||||
entry_point: Some("fragment_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: GPU_TEXTURE_FORMAT,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
inside_texture_bind_group_layout,
|
||||
outside_texture_bind_group_layout,
|
||||
uniform_bind_group_layout,
|
||||
distance_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_mask_feather(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
ApplyMaskFeatherOptions {
|
||||
mask,
|
||||
width,
|
||||
height,
|
||||
feather,
|
||||
}: ApplyMaskFeatherOptions<'_>,
|
||||
) -> wgpu::Texture {
|
||||
let sdf = context
|
||||
.sdf_pipeline()
|
||||
.compute_signed_distance_field(context, mask, width, height);
|
||||
let output_texture =
|
||||
context.create_render_texture(width, height, "gpu-mask-feather-output");
|
||||
let inside_view = sdf
|
||||
.inside_texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let outside_view = sdf
|
||||
.outside_texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let inside_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-mask-distance-inside-bind-group"),
|
||||
layout: &self.inside_texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&inside_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
||||
},
|
||||
],
|
||||
});
|
||||
let outside_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-mask-distance-outside-bind-group"),
|
||||
layout: &self.outside_texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&outside_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
||||
},
|
||||
],
|
||||
});
|
||||
let uniform_buffer = context
|
||||
.device()
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("gpu-mask-distance-uniform-buffer"),
|
||||
contents: bytemuck::bytes_of(&DistanceUniformBuffer {
|
||||
resolution: [width as f32, height as f32],
|
||||
feather_half: feather / 2.0,
|
||||
_padding: 0.0,
|
||||
}),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let uniform_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-mask-distance-uniform-bind-group"),
|
||||
layout: &self.uniform_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
let mut encoder = context
|
||||
.device()
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("gpu-mask-distance-command-encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("gpu-mask-distance-render-pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
render_pass.set_pipeline(&self.distance_pipeline);
|
||||
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
|
||||
render_pass.set_bind_group(0, &inside_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &outside_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &uniform_bind_group, &[]);
|
||||
render_pass.draw(0..6, 0..1);
|
||||
}
|
||||
|
||||
context.queue().submit([encoder.finish()]);
|
||||
output_texture
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
use crate::{GPU_TEXTURE_FORMAT, context::GpuContext};
|
||||
|
||||
const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
|
||||
const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
|
||||
const JFA_STEP_SHADER_SOURCE: &str = include_str!("shaders/jfa_step.wgsl");
|
||||
|
||||
pub struct SignedDistanceFieldTextures {
|
||||
pub inside_texture: wgpu::Texture,
|
||||
pub outside_texture: wgpu::Texture,
|
||||
}
|
||||
|
||||
pub struct SdfPipeline {
|
||||
texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||
uniform_bind_group_layout: wgpu::BindGroupLayout,
|
||||
init_pipeline: wgpu::RenderPipeline,
|
||||
step_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
struct JfaInitUniformBuffer {
|
||||
resolution: [f32; 2],
|
||||
invert: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
struct JfaStepUniformBuffer {
|
||||
resolution: [f32; 2],
|
||||
step_size: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
impl SdfPipeline {
|
||||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-sdf-texture-bind-group-layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let uniform_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-sdf-uniform-bind-group-layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("gpu-sdf-pipeline-layout"),
|
||||
bind_group_layouts: &[
|
||||
Some(&texture_bind_group_layout),
|
||||
Some(&uniform_bind_group_layout),
|
||||
],
|
||||
immediate_size: 0,
|
||||
});
|
||||
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-sdf-fullscreen-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
|
||||
});
|
||||
let init_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-jfa-init-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(JFA_INIT_SHADER_SOURCE.into()),
|
||||
});
|
||||
let step_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-jfa-step-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(JFA_STEP_SHADER_SOURCE.into()),
|
||||
});
|
||||
let init_pipeline = create_pipeline(
|
||||
device,
|
||||
"gpu-jfa-init-pipeline",
|
||||
&pipeline_layout,
|
||||
&vertex_shader_module,
|
||||
&init_shader_module,
|
||||
);
|
||||
let step_pipeline = create_pipeline(
|
||||
device,
|
||||
"gpu-jfa-step-pipeline",
|
||||
&pipeline_layout,
|
||||
&vertex_shader_module,
|
||||
&step_shader_module,
|
||||
);
|
||||
|
||||
Self {
|
||||
texture_bind_group_layout,
|
||||
uniform_bind_group_layout,
|
||||
init_pipeline,
|
||||
step_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn compute_signed_distance_field(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
source_texture: &wgpu::Texture,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> SignedDistanceFieldTextures {
|
||||
SignedDistanceFieldTextures {
|
||||
inside_texture: self.run_jfa(context, source_texture, width, height, false),
|
||||
outside_texture: self.run_jfa(context, source_texture, width, height, true),
|
||||
}
|
||||
}
|
||||
|
||||
fn run_jfa(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
source_texture: &wgpu::Texture,
|
||||
width: u32,
|
||||
height: u32,
|
||||
is_inverted: bool,
|
||||
) -> wgpu::Texture {
|
||||
let ping_texture = context.create_render_texture(width, height, "gpu-jfa-ping-texture");
|
||||
let pong_texture = context.create_render_texture(width, height, "gpu-jfa-pong-texture");
|
||||
|
||||
self.run_pass(
|
||||
context,
|
||||
source_texture,
|
||||
&ping_texture,
|
||||
&self.init_pipeline,
|
||||
bytemuck::bytes_of(&JfaInitUniformBuffer {
|
||||
resolution: [width as f32, height as f32],
|
||||
invert: if is_inverted { 1.0 } else { 0.0 },
|
||||
_padding: 0.0,
|
||||
}),
|
||||
);
|
||||
|
||||
let mut source_is_ping = true;
|
||||
let steps = (width.max(height) as f32).log2().ceil() as u32;
|
||||
for step_index in (0..steps).rev() {
|
||||
let step_size = 2u32.pow(step_index).max(1);
|
||||
let input_texture = if source_is_ping {
|
||||
&ping_texture
|
||||
} else {
|
||||
&pong_texture
|
||||
};
|
||||
let output_texture = if source_is_ping {
|
||||
&pong_texture
|
||||
} else {
|
||||
&ping_texture
|
||||
};
|
||||
self.run_pass(
|
||||
context,
|
||||
input_texture,
|
||||
output_texture,
|
||||
&self.step_pipeline,
|
||||
bytemuck::bytes_of(&JfaStepUniformBuffer {
|
||||
resolution: [width as f32, height as f32],
|
||||
step_size: step_size as f32,
|
||||
_padding: 0.0,
|
||||
}),
|
||||
);
|
||||
source_is_ping = !source_is_ping;
|
||||
}
|
||||
|
||||
if source_is_ping {
|
||||
ping_texture
|
||||
} else {
|
||||
pong_texture
|
||||
}
|
||||
}
|
||||
|
||||
fn run_pass(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
input_texture: &wgpu::Texture,
|
||||
output_texture: &wgpu::Texture,
|
||||
pipeline: &wgpu::RenderPipeline,
|
||||
uniform_buffer_bytes: &[u8],
|
||||
) {
|
||||
let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let texture_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-sdf-texture-bind-group"),
|
||||
layout: &self.texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&input_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
||||
},
|
||||
],
|
||||
});
|
||||
let uniform_buffer = context
|
||||
.device()
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("gpu-sdf-uniform-buffer"),
|
||||
contents: uniform_buffer_bytes,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let uniform_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-sdf-uniform-bind-group"),
|
||||
layout: &self.uniform_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
let mut encoder = context
|
||||
.device()
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("gpu-sdf-command-encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("gpu-sdf-render-pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
render_pass.set_pipeline(pipeline);
|
||||
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
|
||||
render_pass.set_bind_group(0, &texture_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &uniform_bind_group, &[]);
|
||||
render_pass.draw(0..6, 0..1);
|
||||
}
|
||||
|
||||
context.queue().submit([encoder.finish()]);
|
||||
}
|
||||
}
|
||||
|
||||
fn create_pipeline(
|
||||
device: &wgpu::Device,
|
||||
label: &'static str,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
vertex_shader_module: &wgpu::ShaderModule,
|
||||
fragment_shader_module: &wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some(label),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: vertex_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: fragment_shader_module,
|
||||
entry_point: Some("fragment_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: GPU_TEXTURE_FORMAT,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,183 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{GPU_TEXTURE_FORMAT, GpuError};
|
||||
|
||||
const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
|
||||
const GAUSSIAN_BLUR_SHADER_SOURCE: &str = include_str!("shaders/gaussian_blur.wgsl");
|
||||
const BLIT_SHADER_SOURCE: &str = include_str!("shaders/blit.wgsl");
|
||||
pub const GAUSSIAN_BLUR_SHADER_ID: &str = "gaussian-blur";
|
||||
|
||||
pub struct ShaderRegistry {
|
||||
effect_texture_bind_group_layout: wgpu::BindGroupLayout,
|
||||
effect_uniform_bind_group_layout: wgpu::BindGroupLayout,
|
||||
effect_pipelines: HashMap<String, wgpu::RenderPipeline>,
|
||||
blit_pipeline: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
impl ShaderRegistry {
|
||||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let effect_texture_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-effect-texture-bind-group-layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let effect_uniform_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("gpu-effect-uniform-bind-group-layout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-fullscreen-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
|
||||
});
|
||||
let gaussian_blur_shader_module =
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-gaussian-blur-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(GAUSSIAN_BLUR_SHADER_SOURCE.into()),
|
||||
});
|
||||
let blit_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("gpu-blit-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(BLIT_SHADER_SOURCE.into()),
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("gpu-effect-pipeline-layout"),
|
||||
bind_group_layouts: &[
|
||||
Some(&effect_texture_bind_group_layout),
|
||||
Some(&effect_uniform_bind_group_layout),
|
||||
],
|
||||
immediate_size: 0,
|
||||
});
|
||||
let blit_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("gpu-blit-pipeline-layout"),
|
||||
bind_group_layouts: &[Some(&effect_texture_bind_group_layout)],
|
||||
immediate_size: 0,
|
||||
});
|
||||
let gaussian_blur_pipeline =
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("gpu-gaussian-blur-pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vertex_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &gaussian_blur_shader_module,
|
||||
entry_point: Some("fragment_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: GPU_TEXTURE_FORMAT,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("gpu-blit-pipeline"),
|
||||
layout: Some(&blit_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &vertex_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &blit_shader_module,
|
||||
entry_point: Some("fragment_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: GPU_TEXTURE_FORMAT,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let effect_pipelines = HashMap::from([(
|
||||
GAUSSIAN_BLUR_SHADER_ID.to_string(),
|
||||
gaussian_blur_pipeline,
|
||||
)]);
|
||||
|
||||
Self {
|
||||
effect_texture_bind_group_layout,
|
||||
effect_uniform_bind_group_layout,
|
||||
effect_pipelines,
|
||||
blit_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_effect_pipeline(&self, shader: &str) -> Result<&wgpu::RenderPipeline, GpuError> {
|
||||
self.effect_pipelines
|
||||
.get(shader)
|
||||
.ok_or_else(|| GpuError::UnknownEffectShader {
|
||||
shader: shader.to_string(),
|
||||
})
|
||||
}
|
||||
|
||||
pub fn effect_texture_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
|
||||
&self.effect_texture_bind_group_layout
|
||||
}
|
||||
|
||||
pub fn effect_uniform_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
|
||||
&self.effect_uniform_bind_group_layout
|
||||
}
|
||||
|
||||
pub fn blit_pipeline(&self) -> &wgpu::RenderPipeline {
|
||||
&self.blit_pipeline
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
return textureSample(input_texture, input_sampler, input.tex_coord);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vertex_main(@location(0) position: vec2f) -> VertexOutput {
|
||||
var output: VertexOutput;
|
||||
output.position = vec4f(position, 0.0, 1.0);
|
||||
output.tex_coord = (position * 0.5) + vec2f(0.5, 0.5);
|
||||
return output;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct EffectUniforms {
|
||||
resolution: vec2f,
|
||||
direction: vec2f,
|
||||
scalars: vec4f,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
@group(1) @binding(0) var<uniform> uniforms: EffectUniforms;
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
|
||||
let sigma = uniforms.scalars.x;
|
||||
let step_size = uniforms.scalars.y;
|
||||
|
||||
var color = vec4f(0.0, 0.0, 0.0, 0.0);
|
||||
var total_weight = 0.0;
|
||||
|
||||
for (var index = -30; index <= 30; index = index + 1) {
|
||||
let position = f32(index) * step_size;
|
||||
let weight = exp(-(position * position) / (2.0 * sigma * sigma));
|
||||
let sample_uv = input.tex_coord + (texel_size * uniforms.direction * position);
|
||||
color = color + textureSample(input_texture, input_sampler, sample_uv) * weight;
|
||||
total_weight = total_weight + weight;
|
||||
}
|
||||
|
||||
return color / total_weight;
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct DistanceUniforms {
|
||||
resolution: vec2f,
|
||||
feather_half: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var inside_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var inside_sampler: sampler;
|
||||
@group(1) @binding(0) var outside_texture: texture_2d<f32>;
|
||||
@group(1) @binding(1) var outside_sampler: sampler;
|
||||
@group(2) @binding(0) var<uniform> uniforms: DistanceUniforms;
|
||||
|
||||
fn decode_seed(encoded: vec4f) -> vec2f {
|
||||
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
|
||||
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
|
||||
return vec2f(x, y);
|
||||
}
|
||||
|
||||
fn is_no_seed(encoded: vec4f) -> bool {
|
||||
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord);
|
||||
let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord);
|
||||
|
||||
let has_inside = !is_no_seed(inside_encoded);
|
||||
let has_outside = !is_no_seed(outside_encoded);
|
||||
let distance_to_inside = select(
|
||||
100000.0,
|
||||
distance(pixel_coord, decode_seed(inside_encoded)),
|
||||
has_inside,
|
||||
);
|
||||
let distance_to_outside = select(
|
||||
100000.0,
|
||||
distance(pixel_coord, decode_seed(outside_encoded)),
|
||||
has_outside,
|
||||
);
|
||||
let signed_distance = distance_to_outside - distance_to_inside;
|
||||
let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance);
|
||||
|
||||
return vec4f(alpha, alpha, alpha, alpha);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct JfaInitUniforms {
|
||||
resolution: vec2f,
|
||||
invert: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
@group(1) @binding(0) var<uniform> uniforms: JfaInitUniforms;
|
||||
|
||||
fn encode_seed(seed: vec2f) -> vec4f {
|
||||
let x_hi = floor(seed.x / 256.0);
|
||||
let x_lo = seed.x - (x_hi * 256.0);
|
||||
let y_hi = floor(seed.y / 256.0);
|
||||
let y_lo = seed.y - (y_hi * 256.0);
|
||||
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
|
||||
let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
|
||||
|
||||
if (is_seed) {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
return encode_seed(pixel_coord);
|
||||
}
|
||||
|
||||
return vec4f(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct JfaStepUniforms {
|
||||
resolution: vec2f,
|
||||
step_size: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
@group(1) @binding(0) var<uniform> uniforms: JfaStepUniforms;
|
||||
|
||||
fn decode_seed(encoded: vec4f) -> vec2f {
|
||||
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
|
||||
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
|
||||
return vec2f(x, y);
|
||||
}
|
||||
|
||||
fn encode_seed(seed: vec2f) -> vec4f {
|
||||
let x_hi = floor(seed.x / 256.0);
|
||||
let x_lo = seed.x - (x_hi * 256.0);
|
||||
let y_hi = floor(seed.y / 256.0);
|
||||
let y_lo = seed.y - (y_hi * 256.0);
|
||||
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
|
||||
}
|
||||
|
||||
fn is_no_seed(encoded: vec4f) -> bool {
|
||||
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
|
||||
|
||||
var best_distance = 10000000000.0;
|
||||
var best_seed = vec2f(65535.0, 65535.0);
|
||||
|
||||
for (var y = -1; y <= 1; y = y + 1) {
|
||||
for (var x = -1; x <= 1; x = x + 1) {
|
||||
let offset = vec2f(f32(x), f32(y)) * uniforms.step_size;
|
||||
let sample_uv = input.tex_coord + (offset * texel_size);
|
||||
|
||||
if (
|
||||
sample_uv.x < 0.0 ||
|
||||
sample_uv.x > 1.0 ||
|
||||
sample_uv.y < 0.0 ||
|
||||
sample_uv.y > 1.0
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let encoded = textureSample(input_texture, input_sampler, sample_uv);
|
||||
if (is_no_seed(encoded)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let seed = decode_seed(encoded);
|
||||
let distance_to_seed = distance(pixel_coord, seed);
|
||||
if (distance_to_seed < best_distance) {
|
||||
best_distance = distance_to_seed;
|
||||
best_seed = seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (best_distance < 1000000000.0) {
|
||||
return encode_seed(best_seed);
|
||||
}
|
||||
|
||||
return vec4f(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user