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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
43
node-graph/wgpu-executor/src/shader.wgsl
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43
node-graph/wgpu-executor/src/shader.wgsl
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// Vertex shader
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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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(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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var s_diffuse: sampler;
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fn linearToSRGB(color: vec3<f32>) -> vec3<f32> {
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let a = 0.055;
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return select(pow(color, vec3<f32>(1.0 / 2.2)) * (1.0 + a) - a,
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color / 12.92,
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color <= vec3<f32>(0.0031308));
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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var color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var linearColor = color.rgb;
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var srgbColor = linearToSRGB(linearColor);
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return vec4<f32>(srgbColor, color.a);
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}
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