feat: migrate GPU renderer from WebGL to wgpu/WASM

This commit is contained in:
Maze Winther
2026-04-01 13:57:32 +02:00
parent b048b739bd
commit e579ae1202
44 changed files with 2745 additions and 1333 deletions
+9
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[package]
name = "gpu"
version = "0.1.0"
edition = "2024"
[dependencies]
bytemuck = { version = "1.25.0", features = ["derive"] }
thiserror = "2.0.18"
wgpu = "29.0.1"
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use wgpu::util::DeviceExt;
use crate::{
GPU_TEXTURE_FORMAT, GpuError,
effect_pipeline::{ApplyEffectsOptions, apply_effects},
mask_feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline},
sdf_pipeline::SdfPipeline,
shader_registry::ShaderRegistry,
};
const FULLSCREEN_QUAD_POSITIONS: [[f32; 2]; 6] = [
[-1.0, -1.0],
[1.0, -1.0],
[-1.0, 1.0],
[-1.0, 1.0],
[1.0, -1.0],
[1.0, 1.0],
];
pub struct GpuContext {
instance: wgpu::Instance,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
fullscreen_quad: wgpu::Buffer,
linear_sampler: wgpu::Sampler,
nearest_sampler: wgpu::Sampler,
shader_registry: ShaderRegistry,
sdf_pipeline: SdfPipeline,
mask_feather_pipeline: MaskFeatherPipeline,
}
impl GpuContext {
pub async fn new() -> Result<Self, GpuError> {
let instance = wgpu::Instance::default();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: None,
force_fallback_adapter: false,
})
.await
.map_err(|_| GpuError::AdapterUnavailable)?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: Some("gpu-device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
memory_hints: wgpu::MemoryHints::Performance,
experimental_features: wgpu::ExperimentalFeatures::disabled(),
trace: wgpu::Trace::Off,
})
.await?;
let fullscreen_quad = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-fullscreen-quad-buffer"),
contents: bytemuck::cast_slice(&FULLSCREEN_QUAD_POSITIONS),
usage: wgpu::BufferUsages::VERTEX,
});
let linear_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("gpu-linear-sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("gpu-nearest-sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let shader_registry = ShaderRegistry::new(&device);
let sdf_pipeline = SdfPipeline::new(&device);
let mask_feather_pipeline = MaskFeatherPipeline::new(&device);
Ok(Self {
instance,
adapter,
device,
queue,
fullscreen_quad,
linear_sampler,
nearest_sampler,
shader_registry,
sdf_pipeline,
mask_feather_pipeline,
})
}
pub fn apply_effects(
&self,
options: ApplyEffectsOptions<'_>,
) -> Result<wgpu::Texture, GpuError> {
apply_effects(self, options)
}
pub fn apply_mask_feather(
&self,
options: ApplyMaskFeatherOptions<'_>,
) -> wgpu::Texture {
self.mask_feather_pipeline.apply_mask_feather(self, options)
}
pub fn create_render_texture(
&self,
width: u32,
height: u32,
label: &'static str,
) -> wgpu::Texture {
self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: GPU_TEXTURE_FORMAT,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
pub fn instance(&self) -> &wgpu::Instance {
&self.instance
}
pub fn adapter(&self) -> &wgpu::Adapter {
&self.adapter
}
pub fn device(&self) -> &wgpu::Device {
&self.device
}
pub fn queue(&self) -> &wgpu::Queue {
&self.queue
}
pub fn fullscreen_quad(&self) -> &wgpu::Buffer {
&self.fullscreen_quad
}
pub fn linear_sampler(&self) -> &wgpu::Sampler {
&self.linear_sampler
}
pub fn nearest_sampler(&self) -> &wgpu::Sampler {
&self.nearest_sampler
}
pub fn shader_registry(&self) -> &ShaderRegistry {
&self.shader_registry
}
pub fn sdf_pipeline(&self) -> &SdfPipeline {
&self.sdf_pipeline
}
pub fn render_texture_to_surface(
&self,
texture: &wgpu::Texture,
surface: &wgpu::Surface<'_>,
width: u32,
height: u32,
) -> Result<(), GpuError> {
let Some(config) = surface.get_default_config(&self.adapter, width, height) else {
return Err(GpuError::UnsupportedSurfaceFormat);
};
if config.format != GPU_TEXTURE_FORMAT {
return Err(GpuError::UnsupportedSurfaceFormat);
}
surface.configure(&self.device, &config);
let surface_texture = match surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(surface_texture)
| wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => surface_texture,
wgpu::CurrentSurfaceTexture::Timeout
| wgpu::CurrentSurfaceTexture::Occluded
| wgpu::CurrentSurfaceTexture::Outdated
| wgpu::CurrentSurfaceTexture::Lost
| wgpu::CurrentSurfaceTexture::Validation => {
return Err(GpuError::UnsupportedSurfaceFormat);
}
};
let source_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let target_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-blit-bind-group"),
layout: self.shader_registry.effect_texture_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&source_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.linear_sampler),
},
],
});
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-surface-blit-encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("gpu-surface-blit-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target_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.shader_registry.blit_pipeline());
render_pass.set_vertex_buffer(0, self.fullscreen_quad.slice(..));
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
self.queue.submit([encoder.finish()]);
surface_texture.present();
Ok(())
}
}
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use std::collections::HashMap;
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
use crate::{GpuError, context::GpuContext};
pub struct ApplyEffectsOptions<'a> {
pub source: &'a wgpu::Texture,
pub width: u32,
pub height: u32,
pub passes: &'a [EffectPass],
}
#[derive(Clone, Debug)]
pub struct EffectPass {
pub shader: String,
pub uniforms: HashMap<String, UniformValue>,
}
#[derive(Clone, Debug)]
pub enum UniformValue {
Number(f32),
Vector(Vec<f32>),
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct EffectUniformBuffer {
resolution: [f32; 2],
direction: [f32; 2],
scalars: [f32; 4],
}
pub fn apply_effects(
context: &GpuContext,
ApplyEffectsOptions {
source,
width,
height,
passes,
}: ApplyEffectsOptions<'_>,
) -> Result<wgpu::Texture, GpuError> {
let mut current_texture: Option<wgpu::Texture> = None;
for pass in passes {
let input_texture = current_texture.as_ref().unwrap_or(source);
let output_texture =
context.create_render_texture(width, height, "gpu-effect-pass-output");
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-effect-texture-bind-group"),
layout: context
.shader_registry()
.effect_texture_bind_group_layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&input_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
},
],
});
let uniform_buffer = context
.device()
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("gpu-effect-uniform-buffer"),
contents: bytemuck::bytes_of(&pack_effect_uniforms(pass, width, height)?),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group = context
.device()
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-effect-uniform-bind-group"),
layout: context
.shader_registry()
.effect_uniform_bind_group_layout(),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let pipeline = context.shader_registry().get_effect_pipeline(&pass.shader)?;
let mut encoder = context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-effect-command-encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("gpu-effect-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(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()]);
current_texture = Some(output_texture);
}
current_texture.ok_or_else(|| GpuError::UnknownEffectShader {
shader: "missing-effect-pass".to_string(),
})
}
fn pack_effect_uniforms(
pass: &EffectPass,
width: u32,
height: u32,
) -> Result<EffectUniformBuffer, GpuError> {
let shader = pass.shader.as_str();
let sigma = read_number_uniform(pass, "u_sigma")?;
let step = read_number_uniform(pass, "u_step")?;
let direction = read_vec2_uniform(pass, "u_direction")?;
for uniform in pass.uniforms.keys() {
if uniform == "u_sigma" || uniform == "u_step" || uniform == "u_direction" {
continue;
}
return Err(GpuError::UnsupportedUniform {
shader: shader.to_string(),
uniform: uniform.clone(),
});
}
Ok(EffectUniformBuffer {
resolution: [width as f32, height as f32],
direction,
scalars: [sigma, step, 0.0, 0.0],
})
}
fn read_number_uniform(pass: &EffectPass, uniform: &str) -> Result<f32, GpuError> {
let Some(value) = pass.uniforms.get(uniform) else {
return Err(GpuError::MissingUniform {
shader: pass.shader.clone(),
uniform: uniform.to_string(),
});
};
match value {
UniformValue::Number(value) => Ok(*value),
UniformValue::Vector(_) => Err(GpuError::InvalidNumberUniform {
shader: pass.shader.clone(),
uniform: uniform.to_string(),
}),
}
}
fn read_vec2_uniform(pass: &EffectPass, uniform: &str) -> Result<[f32; 2], GpuError> {
let Some(value) = pass.uniforms.get(uniform) else {
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]])
}
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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 },
}
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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
}
}
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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,
})
}
+183
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@@ -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
}
}
+12
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@@ -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);
}
+35
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@@ -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);
}
+75
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@@ -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);
}