mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-16 23:08:05 +08:00
Add the Pixel Preview render mode (#3881)
* Add pixel preview render mode * Fix fmt * Remove unused sampler * Remove unnecessary mutex * Code review --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
@@ -1,7 +1,9 @@
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mod context;
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mod resample;
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pub mod shader_runtime;
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pub mod texture_conversion;
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use crate::resample::Resampler;
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use crate::shader_runtime::ShaderRuntime;
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use anyhow::Result;
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use core_types::Color;
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@@ -9,7 +11,6 @@ use dyn_any::StaticType;
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use futures::lock::Mutex;
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use glam::UVec2;
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use graphene_application_io::{ApplicationIo, EditorApi, SurfaceHandle, SurfaceId};
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pub use rendering::RenderContext;
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use std::sync::Arc;
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use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
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use wgpu::util::TextureBlitter;
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@@ -17,6 +18,7 @@ use wgpu::{Origin3d, TextureAspect};
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pub use context::Context as WgpuContext;
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pub use context::ContextBuilder as WgpuContextBuilder;
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pub use rendering::RenderContext;
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pub use wgpu::Backends as WgpuBackends;
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pub use wgpu::Features as WgpuFeatures;
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@@ -24,6 +26,7 @@ pub use wgpu::Features as WgpuFeatures;
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pub struct WgpuExecutor {
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pub context: WgpuContext,
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vello_renderer: Mutex<Renderer>,
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resampler: Resampler,
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pub shader_runtime: ShaderRuntime,
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}
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@@ -154,6 +157,10 @@ impl WgpuExecutor {
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Ok(())
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}
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pub fn resample_texture(&self, source: &wgpu::Texture, target_size: UVec2, transform: &glam::DAffine2) -> wgpu::Texture {
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self.resampler.resample(&self.context, source, target_size, transform)
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}
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#[cfg(target_family = "wasm")]
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pub fn create_surface(&self, canvas: graphene_application_io::WasmSurfaceHandle) -> Result<SurfaceHandle<Surface>> {
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let surface = self.context.instance.create_surface(wgpu::SurfaceTarget::Canvas(canvas.surface))?;
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@@ -196,9 +203,12 @@ impl WgpuExecutor {
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.map_err(|e| anyhow::anyhow!("Failed to create Vello renderer: {:?}", e))
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.ok()?;
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let resampler = Resampler::new(&context.device);
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Some(Self {
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shader_runtime: ShaderRuntime::new(&context),
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context,
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resampler,
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vello_renderer: vello_renderer.into(),
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})
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}
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152
node-graph/libraries/wgpu-executor/src/resample.rs
Normal file
152
node-graph/libraries/wgpu-executor/src/resample.rs
Normal file
@@ -0,0 +1,152 @@
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use crate::WgpuContext;
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use glam::{DAffine2, UVec2, Vec2};
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pub struct Resampler {
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pipeline: wgpu::RenderPipeline,
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bind_group_layout: wgpu::BindGroupLayout,
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}
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impl Resampler {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader = device.create_shader_module(wgpu::include_wgsl!("resample_shader.wgsl"));
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("resample_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("resample_pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("resample_pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba8Unorm,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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Resampler { pipeline, bind_group_layout }
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}
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pub fn resample(&self, context: &WgpuContext, source: &wgpu::Texture, target_size: UVec2, transform: &DAffine2) -> wgpu::Texture {
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let device = &context.device;
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let queue = &context.queue;
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let output_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("resample_output"),
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size: wgpu::Extent3d {
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width: target_size.x.max(1),
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height: target_size.y.max(1),
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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: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
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let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("resample_params"),
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size: 32,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let params_data = [transform.matrix2.x_axis.as_vec2(), transform.matrix2.y_axis.as_vec2(), transform.translation.as_vec2(), Vec2::ZERO];
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queue.write_buffer(¶ms_buffer, 0, bytemuck::cast_slice(¶ms_data));
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("resample_bind_group"),
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layout: &self.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: params_buffer.as_entire_binding(),
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},
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],
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});
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("resample_encoder") });
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("resample_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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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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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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queue.submit([encoder.finish()]);
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output_texture
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}
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}
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51
node-graph/libraries/wgpu-executor/src/resample_shader.wgsl
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51
node-graph/libraries/wgpu-executor/src/resample_shader.wgsl
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@@ -0,0 +1,51 @@
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// =============
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// VERTEX SHADER
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// =============
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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let pos = array(
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vec2f(-1.0, -1.0),
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vec2f(3.0, -1.0),
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vec2f(-1.0, 3.0),
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);
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let xy = pos[vertex_index];
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out.clip_position = vec4f(xy, 0.0, 1.0);
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let coords = xy / 2. + 0.5;
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out.tex_coords = vec2f(coords.x, 1. - coords.y);
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return out;
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}
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// ===============
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// FRAGMENT SHADER
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// ===============
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@group(0) @binding(0)
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var t_source: texture_2d<f32>;
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struct Params {
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matrix: mat2x2<f32>,
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translation: vec2<f32>,
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_pad: vec2<f32>,
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};
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// We need to use a uniform buffer for the params because push constants are not supported on web
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@group(0) @binding(1)
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var<uniform> params: Params;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let position = params.matrix * in.tex_coords + params.translation;
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let texel = vec2<i32>(floor(position));
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let texture_size = vec2<i32>(textureDimensions(t_source));
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if (texel.x >= 0 && texel.x < texture_size.x && texel.y >= 0 && texel.y < texture_size.y) {
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return textureLoad(t_source, texel, 0);
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}
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return vec4<f32>(0.0);
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}
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