mirror of
https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-15 22:28:10 +08:00
Lay groundwork for directly rendering to the canvas without a cpu roundrip (#1291)
* Add Texture handle type * Add Texture View to shader inputs * Implement basic rendering pipeline * Render first texture using render pipeline * Fix output color space * Precompute the rendering pipeline * Move gpu context creation to editor api * Port gpu-executor nodes to node registry * Fix canvas nodes and make code compile for non wasm targets * Pin wasm-bindgen version * Disable miri temoporarily for better ci times * Fix formatting * Remove unsafe block * Bump wasm-pack version * Bump wasm-bindgen version * Add gpu feature guard for push node * Make Into node async
This commit is contained in:
committed by
Keavon Chambers
parent
0c93a62d55
commit
45b04f4eb9
440
node-graph/gstd/src/gpu_nodes.rs
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440
node-graph/gstd/src/gpu_nodes.rs
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@@ -0,0 +1,440 @@
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use glam::{DAffine2, DVec2, Mat2, Vec2};
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use gpu_executor::{Bindgroup, ComputePassDimensions, PipelineLayout, StorageBufferOptions};
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use gpu_executor::{GpuExecutor, ShaderIO, ShaderInput};
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use graph_craft::document::value::TaggedValue;
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use graph_craft::document::*;
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use graph_craft::proto::*;
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use graphene_core::raster::*;
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use graphene_core::*;
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use wgpu_executor::WgpuExecutor;
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use std::sync::Arc;
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use crate::wasm_application_io::WasmApplicationIo;
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pub struct GpuCompiler<TypingContext, ShaderIO> {
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typing_context: TypingContext,
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io: ShaderIO,
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}
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// TODO: Move to graph-craft
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#[node_macro::node_fn(GpuCompiler)]
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async fn compile_gpu(node: &'input DocumentNode, mut typing_context: TypingContext, io: ShaderIO) -> compilation_client::Shader {
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let DocumentNodeImplementation::Network(ref network) = node.implementation else { panic!() };
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let proto_networks: Vec<_> = compiler.compile(network.clone(), true).collect();
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for network in proto_networks.iter() {
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typing_context.update(network).expect("Failed to type check network");
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}
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// TODO: do a proper union
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let input_types = proto_networks[0]
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.inputs
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.iter()
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.map(|id| typing_context.type_of(*id).unwrap())
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.map(|node_io| node_io.output.clone())
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.collect();
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let output_types = proto_networks.iter().map(|network| typing_context.type_of(network.output).unwrap().output.clone()).collect();
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compilation_client::compile(proto_networks, input_types, output_types, io).await.unwrap()
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}
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pub struct MapGpuNode<Node, EditorApi> {
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node: Node,
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editor_api: EditorApi,
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}
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#[node_macro::node_fn(MapGpuNode)]
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async fn map_gpu<'a: 'input>(image: ImageFrame<Color>, node: DocumentNode, editor_api: graphene_core::application_io::EditorApi<'a, WasmApplicationIo>) -> ImageFrame<Color> {
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log::debug!("Executing gpu node");
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let inner_network = NodeNetwork::value_network(node);
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log::debug!("inner_network: {:?}", inner_network);
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let network = NodeNetwork {
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inputs: vec![], //vec![0, 1],
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outputs: vec![NodeOutput::new(1, 0)],
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nodes: [
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DocumentNode {
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name: "Slice".into(),
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inputs: vec![NodeInput::Inline(InlineRust::new("i1[(_global_index.y * i0 + _global_index.x) as usize]".into(), concrete![Color]))],
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implementation: DocumentNodeImplementation::Unresolved("graphene_core::value::CopiedNode".into()),
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..Default::default()
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},
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/*DocumentNode {
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name: "Index".into(),
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//inputs: vec![NodeInput::Network(concrete!(UVec3))],
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inputs: vec![NodeInput::Inline(InlineRust::new("i1.x as usize".into(), concrete![u32]))],
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implementation: DocumentNodeImplementation::Unresolved("graphene_core::value::CopiedNode".into()),
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..Default::default()
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},*/
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/*
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DocumentNode {
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name: "GetNode".into(),
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inputs: vec![NodeInput::node(1, 0), NodeInput::node(0, 0)],
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implementation: DocumentNodeImplementation::Unresolved("graphene_core::storage::GetNode".into()),
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..Default::default()
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},*/
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DocumentNode {
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name: "MapNode".into(),
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inputs: vec![NodeInput::node(0, 0)],
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implementation: DocumentNodeImplementation::Network(inner_network),
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..Default::default()
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},
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/*
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DocumentNode {
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name: "SaveNode".into(),
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inputs: vec![
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//NodeInput::node(0, 0),
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NodeInput::Inline(InlineRust::new(
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"o0[_global_index.x as usize] = i0[_global_index.x as usize]".into(),
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Type::Fn(Box::new(concrete!(Color)), Box::new(concrete!(()))),
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)),
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],
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implementation: DocumentNodeImplementation::Unresolved("graphene_core::value::ValueNode".into()),
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..Default::default()
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},
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*/
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]
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.into_iter()
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.enumerate()
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.map(|(i, n)| (i as u64, n))
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.collect(),
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..Default::default()
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};
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log::debug!("compiling network");
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let proto_networks = compiler.compile(network.clone(), true).collect();
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log::debug!("compiling shader");
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let shader = compilation_client::compile(
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proto_networks,
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vec![concrete!(u32), concrete!(Color)], //, concrete!(u32)],
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vec![concrete!(Color)],
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ShaderIO {
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inputs: vec![
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ShaderInput::UniformBuffer((), concrete!(u32)),
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ShaderInput::StorageBuffer((), concrete!(Color)),
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//ShaderInput::Constant(gpu_executor::GPUConstant::GlobalInvocationId),
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ShaderInput::OutputBuffer((), concrete!(Color)),
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],
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output: ShaderInput::OutputBuffer((), concrete!(Color)),
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},
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)
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.await
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.unwrap();
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//return ImageFrame::empty();
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let len: usize = image.image.data.len();
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let executor = &editor_api.application_io.gpu_executor.as_ref().unwrap();
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/*
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let canvas = editor_api.application_io.create_surface();
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let surface = unsafe { executor.create_surface(canvas) }.unwrap();
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//log::debug!("id: {:?}", surface);
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let surface_id = surface.surface_id;
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let texture = executor.create_texture_buffer(image.image.clone(), TextureBufferOptions::Texture).unwrap();
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//executor.create_render_pass(texture, surface).unwrap();
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let frame = SurfaceFrame {
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surface_id,
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transform: image.transform,
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};
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return frame;*/
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log::debug!("creating buffer");
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let width_uniform = executor.create_uniform_buffer(image.image.width).unwrap();
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let storage_buffer = executor
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.create_storage_buffer(
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image.image.data.clone(),
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StorageBufferOptions {
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cpu_writable: false,
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gpu_writable: true,
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cpu_readable: false,
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storage: true,
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},
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)
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.unwrap();
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let width_uniform = Arc::new(width_uniform);
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let storage_buffer = Arc::new(storage_buffer);
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let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
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let output_buffer = Arc::new(output_buffer);
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let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
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let readback_buffer = Arc::new(readback_buffer);
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log::debug!("created buffer");
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let bind_group = Bindgroup {
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buffers: vec![width_uniform.clone(), storage_buffer.clone()],
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};
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let shader = gpu_executor::Shader {
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source: shader.spirv_binary.into(),
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name: "gpu::eval",
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io: shader.io,
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};
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log::debug!("loading shader");
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let shader = executor.load_shader(shader).unwrap();
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log::debug!("loaded shader");
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let pipeline = PipelineLayout {
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shader,
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entry_point: "eval".to_string(),
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bind_group,
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output_buffer: output_buffer.clone(),
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};
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log::debug!("created pipeline");
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let compute_pass = executor
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.create_compute_pass(&pipeline, Some(readback_buffer.clone()), ComputePassDimensions::XY(image.image.width, image.image.height))
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.unwrap();
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executor.execute_compute_pipeline(compute_pass).unwrap();
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log::debug!("executed pipeline");
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log::debug!("reading buffer");
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let result = executor.read_output_buffer(readback_buffer).await.unwrap();
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let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
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ImageFrame {
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image: Image {
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data: colors,
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width: image.image.width,
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height: image.image.height,
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},
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transform: image.transform,
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}
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/*
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let executor: GpuExecutor = GpuExecutor::new(Context::new().await.unwrap(), shader.into(), "gpu::eval".into()).unwrap();
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let data: Vec<_> = input.into_iter().collect();
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let result = executor.execute(Box::new(data)).unwrap();
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let result = dyn_any::downcast::<Vec<_O>>(result).unwrap();
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*result
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*/
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}
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/*
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#[node_macro::node_fn(MapGpuNode)]
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async fn map_gpu(inputs: Vec<ShaderInput<<NewExecutor as GpuExecutor>::BufferHandle>>, shader: &'any_input compilation_client::Shader) {
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use graph_craft::executor::Executor;
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let executor = NewExecutor::new().unwrap();
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for input in shader.io.inputs.iter() {
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let buffer = executor.create_storage_buffer(&self, data, options)
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let buffer = executor.create_buffer(input.size).unwrap();
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executor.write_buffer(buffer, input.data).unwrap();
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}
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todo!();
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/*
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let executor: GpuExecutor = GpuExecutor::new(Context::new().await.unwrap(), shader.into(), "gpu::eval".into()).unwrap();
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let data: Vec<_> = input.into_iter().collect();
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let result = executor.execute(Box::new(data)).unwrap();
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let result = dyn_any::downcast::<Vec<_O>>(result).unwrap();
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*result
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*/
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}
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pub struct MapGpuSingleImageNode<N> {
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node: N,
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}
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#[node_macro::node_fn(MapGpuSingleImageNode)]
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fn map_gpu_single_image(input: Image<Color>, node: String) -> Image<Color> {
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use graph_craft::document::*;
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use graph_craft::NodeIdentifier;
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let identifier = NodeIdentifier { name: std::borrow::Cow::Owned(node) };
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let network = NodeNetwork {
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inputs: vec![0],
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disabled: vec![],
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previous_outputs: None,
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outputs: vec![NodeOutput::new(0, 0)],
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nodes: [(
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0,
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DocumentNode {
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name: "Image Filter".into(),
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inputs: vec![NodeInput::Network(concrete!(Color))],
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implementation: DocumentNodeImplementation::Unresolved(identifier),
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metadata: DocumentNodeMetadata::default(),
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..Default::default()
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},
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)]
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.into_iter()
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.collect(),
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};
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let value_network = ValueNode::new(network);
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let map_node = MapGpuNode::new(value_network);
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let data = map_node.eval(input.data.clone());
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Image { data, ..input }
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}
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*/
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#[derive(Debug, Clone, Copy)]
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pub struct BlendGpuImageNode<Background, B, O> {
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background: Background,
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blend_mode: B,
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opacity: O,
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}
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#[node_macro::node_fn(BlendGpuImageNode)]
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async fn blend_gpu_image(foreground: ImageFrame<Color>, background: ImageFrame<Color>, blend_mode: BlendMode, opacity: f32) -> ImageFrame<Color> {
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let foreground_size = DVec2::new(foreground.image.width as f64, foreground.image.height as f64);
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let background_size = DVec2::new(background.image.width as f64, background.image.height as f64);
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// Transforms a point from the background image to the forground image
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let bg_to_fg = DAffine2::from_scale(foreground_size) * foreground.transform.inverse() * background.transform * DAffine2::from_scale(1. / background_size);
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let transform_matrix: Mat2 = bg_to_fg.matrix2.as_mat2();
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let translation: Vec2 = bg_to_fg.translation.as_vec2();
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log::debug!("Executing gpu blend node!");
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let network = NodeNetwork {
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inputs: vec![],
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outputs: vec![NodeOutput::new(0, 0)],
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nodes: [DocumentNode {
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name: "BlendOp".into(),
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inputs: vec![NodeInput::Inline(InlineRust::new(
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format!(
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r#"graphene_core::raster::adjustments::BlendNode::new(
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graphene_core::value::CopiedNode::new({}),
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graphene_core::value::CopiedNode::new({}),
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).eval((
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{{
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let bg_point = Vec2::new(_global_index.x as f32, _global_index.y as f32);
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let fg_point = (*i4) * bg_point + (*i5);
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if !((fg_point.cmpge(Vec2::ZERO) & bg_point.cmpge(Vec2::ZERO)) == BVec2::new(true, true)) {{
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Color::from_rgbaf32_unchecked(0.0, 0.0, 0.0, 0.0)
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}} else {{
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i2[((fg_point.y as u32) * i3 + (fg_point.x as u32)) as usize]
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}}
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}},
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i1[(_global_index.y * i0 + _global_index.x) as usize],
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))"#,
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TaggedValue::BlendMode(blend_mode).to_primitive_string(),
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TaggedValue::F32(opacity).to_primitive_string(),
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),
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concrete![Color],
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))],
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implementation: DocumentNodeImplementation::Unresolved("graphene_core::value::CopiedNode".into()),
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..Default::default()
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}]
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.into_iter()
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.enumerate()
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.map(|(i, n)| (i as u64, n))
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.collect(),
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..Default::default()
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};
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log::debug!("compiling network");
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let proto_networks = compiler.compile(network.clone(), true).collect();
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log::debug!("compiling shader");
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let shader = compilation_client::compile(
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proto_networks,
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vec![
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concrete!(u32),
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concrete!(Color),
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concrete!(Color),
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concrete!(u32),
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concrete_with_name!(Mat2, "Mat2"),
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concrete_with_name!(Vec2, "Vec2"),
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],
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vec![concrete!(Color)],
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ShaderIO {
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inputs: vec![
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ShaderInput::UniformBuffer((), concrete!(u32)), // width of the output image
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ShaderInput::StorageBuffer((), concrete!(Color)), // background image
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ShaderInput::StorageBuffer((), concrete!(Color)), // foreground image
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ShaderInput::UniformBuffer((), concrete!(u32)), // width of the foreground image
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ShaderInput::UniformBuffer((), concrete_with_name!(Mat2, "Mat2")), // bg_to_fg.matrix2
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ShaderInput::UniformBuffer((), concrete_with_name!(Vec2, "Vec2")), // bg_to_fg.translation
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ShaderInput::OutputBuffer((), concrete!(Color)),
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],
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output: ShaderInput::OutputBuffer((), concrete!(Color)),
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},
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)
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.await
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.unwrap();
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let len = background.image.data.len();
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let executor = WgpuExecutor::new()
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.await
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.expect("Failed to create wgpu executor. Please make sure that webgpu is enabled for your browser.");
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log::debug!("creating buffer");
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let width_uniform = executor.create_uniform_buffer(background.image.width).unwrap();
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let bg_storage_buffer = executor
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.create_storage_buffer(
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background.image.data.clone(),
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StorageBufferOptions {
|
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cpu_writable: false,
|
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gpu_writable: true,
|
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cpu_readable: false,
|
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storage: true,
|
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},
|
||||
)
|
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.unwrap();
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let fg_storage_buffer = executor
|
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.create_storage_buffer(
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foreground.image.data.clone(),
|
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StorageBufferOptions {
|
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cpu_writable: false,
|
||||
gpu_writable: true,
|
||||
cpu_readable: false,
|
||||
storage: true,
|
||||
},
|
||||
)
|
||||
.unwrap();
|
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let fg_width_uniform = executor.create_uniform_buffer(foreground.image.width).unwrap();
|
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let transform_uniform = executor.create_uniform_buffer(transform_matrix).unwrap();
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let translation_uniform = executor.create_uniform_buffer(translation).unwrap();
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let width_uniform = Arc::new(width_uniform);
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let bg_storage_buffer = Arc::new(bg_storage_buffer);
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let fg_storage_buffer = Arc::new(fg_storage_buffer);
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let fg_width_uniform = Arc::new(fg_width_uniform);
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let transform_uniform = Arc::new(transform_uniform);
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let translation_uniform = Arc::new(translation_uniform);
|
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let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
|
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let output_buffer = Arc::new(output_buffer);
|
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let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
|
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let readback_buffer = Arc::new(readback_buffer);
|
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log::debug!("created buffer");
|
||||
let bind_group = Bindgroup {
|
||||
buffers: vec![
|
||||
width_uniform.clone(),
|
||||
bg_storage_buffer.clone(),
|
||||
fg_storage_buffer.clone(),
|
||||
fg_width_uniform.clone(),
|
||||
transform_uniform.clone(),
|
||||
translation_uniform.clone(),
|
||||
],
|
||||
};
|
||||
|
||||
let shader = gpu_executor::Shader {
|
||||
source: shader.spirv_binary.into(),
|
||||
name: "gpu::eval",
|
||||
io: shader.io,
|
||||
};
|
||||
log::debug!("loading shader");
|
||||
log::debug!("shader: {:?}", shader.source);
|
||||
let shader = executor.load_shader(shader).unwrap();
|
||||
log::debug!("loaded shader");
|
||||
let pipeline = PipelineLayout {
|
||||
shader,
|
||||
entry_point: "eval".to_string(),
|
||||
bind_group,
|
||||
output_buffer: output_buffer.clone(),
|
||||
};
|
||||
log::debug!("created pipeline");
|
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let compute_pass = executor
|
||||
.create_compute_pass(&pipeline, Some(readback_buffer.clone()), ComputePassDimensions::XY(background.image.width, background.image.height))
|
||||
.unwrap();
|
||||
executor.execute_compute_pipeline(compute_pass).unwrap();
|
||||
log::debug!("executed pipeline");
|
||||
log::debug!("reading buffer");
|
||||
let result = executor.read_output_buffer(readback_buffer).await.unwrap();
|
||||
let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
|
||||
|
||||
ImageFrame {
|
||||
image: Image {
|
||||
data: colors,
|
||||
width: background.image.width,
|
||||
height: background.image.height,
|
||||
},
|
||||
transform: background.transform,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user