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https://github.com/GraphiteEditor/Graphite.git
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Extract pipelines from WgpuExecutor into scope-provided pipeline nodes (#4210)
* Implement generic pipeline caching * Fix WIP * Fix * Fix * Fix * Fix bench * Migrations * Review
This commit is contained in:
@@ -1,56 +0,0 @@
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struct CompositeUniforms {
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transform_x: vec2<f32>,
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transform_y: vec2<f32>,
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transform_translation: vec2<f32>,
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rect_min: vec2<f32>,
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rect_max: vec2<f32>,
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viewport_size: vec2<f32>,
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pattern_origin: vec2<f32>,
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checker_size: f32,
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_pad: f32,
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};
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@group(0) @binding(0)
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var<uniform> uniforms: CompositeUniforms;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) document_position: 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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let document_corners = array<vec2<f32>, 6>(
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uniforms.rect_min,
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vec2<f32>(uniforms.rect_max.x, uniforms.rect_min.y),
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vec2<f32>(uniforms.rect_min.x, uniforms.rect_max.y),
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vec2<f32>(uniforms.rect_min.x, uniforms.rect_max.y),
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vec2<f32>(uniforms.rect_max.x, uniforms.rect_min.y),
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uniforms.rect_max,
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);
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let document_position = document_corners[vertex_index];
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let transformed = uniforms.transform_x * document_position.x + uniforms.transform_y * document_position.y + uniforms.transform_translation;
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let normalized = transformed / uniforms.viewport_size;
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let clip = vec2<f32>(normalized.x * 2.0 - 1.0, 1.0 - normalized.y * 2.0);
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var out: VertexOutput;
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out.position = vec4<f32>(clip, 0.0, 1.0);
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out.document_position = document_position;
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return out;
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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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let tile = floor((in.document_position - uniforms.pattern_origin) / uniforms.checker_size);
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let parity = i32(tile.x + tile.y) & 1;
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let luminance = select(1.0, 0.8, parity == 1);
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let fw = fwidthFine(in.document_position);
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let coverage_max = 1.0 - smoothstep(uniforms.rect_max - fw, uniforms.rect_max, in.document_position);
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let coverage_min = smoothstep(uniforms.rect_min, uniforms.rect_min + fw, in.document_position);
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let coverage = coverage_max * coverage_min;
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let alpha = coverage.x * coverage.y;
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return vec4<f32>(vec3<f32>(luminance), alpha);
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}
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@@ -1,45 +0,0 @@
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struct CompositeUniforms {
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transform_x: vec2<f32>,
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transform_y: vec2<f32>,
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transform_translation: vec2<f32>,
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rect_min: vec2<f32>,
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rect_max: vec2<f32>,
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viewport_size: vec2<f32>,
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pattern_origin: vec2<f32>,
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checker_size: f32,
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_pad: f32,
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};
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@group(0) @binding(0)
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var<uniform> uniforms: CompositeUniforms;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) document_position: 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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let positions = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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vec2<f32>( 3.0, -1.0),
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);
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let position = positions[vertex_index];
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let screen_position = vec2<f32>((position.x + 1.0) * 0.5 * uniforms.viewport_size.x, (1.0 - position.y) * 0.5 * uniforms.viewport_size.y);
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let document_position = uniforms.transform_x * screen_position.x + uniforms.transform_y * screen_position.y + uniforms.transform_translation;
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var out: VertexOutput;
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out.position = vec4<f32>(position, 0.0, 1.0);
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out.document_position = document_position;
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return out;
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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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let tile = floor((in.document_position - uniforms.pattern_origin) / uniforms.checker_size);
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let parity = i32(tile.x + tile.y) & 1;
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let luminance = vec3<f32>(select(1.0, 0.8, parity == 1));
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return vec4<f32>(luminance, 1.0);
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}
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@@ -1,35 +0,0 @@
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@group(0) @binding(0)
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var foreground_sampler: sampler;
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@group(0) @binding(1)
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var foreground_texture: texture_2d<f32>;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coord: 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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let positions = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(-1.0, 3.0),
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vec2<f32>( 3.0, -1.0),
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);
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let tex_coords = array<vec2<f32>, 3>(
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vec2<f32>(0.0, 1.0),
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vec2<f32>(0.0, -1.0),
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vec2<f32>(2.0, 1.0),
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);
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var vertex_out: VertexOutput;
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vertex_out.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
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vertex_out.tex_coord = tex_coords[vertex_index];
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return vertex_out;
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}
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@fragment
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fn fs_main(fragment_in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(foreground_texture, foreground_sampler, fragment_in.tex_coord);
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}
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@@ -1,344 +0,0 @@
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use glam::{Affine2, Vec2};
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use wgpu::util::DeviceExt;
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pub struct BackgroundCompositor {
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checker_rect_pipeline: wgpu::RenderPipeline,
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checker_viewport_pipeline: wgpu::RenderPipeline,
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fullscreen_pipeline: wgpu::RenderPipeline,
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checker_bind_group_layout: wgpu::BindGroupLayout,
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fullscreen_bind_group_layout: wgpu::BindGroupLayout,
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sampler: wgpu::Sampler,
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}
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impl BackgroundCompositor {
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pub fn new(device: &wgpu::Device) -> Self {
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let format = wgpu::TextureFormat::Rgba8Unorm;
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let checker_rect_shader = device.create_shader_module(wgpu::include_wgsl!("checker_rect.wgsl"));
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let checker_viewport_shader = device.create_shader_module(wgpu::include_wgsl!("checker_viewport.wgsl"));
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let fullscreen_shader = device.create_shader_module(wgpu::include_wgsl!("fullscreen.wgsl"));
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let checker_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("background_checker_bind_group_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_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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let checker_rect_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("background_checker_rect_pipeline_layout"),
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bind_group_layouts: &[Some(&checker_bind_group_layout)],
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immediate_size: 0,
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});
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let checker_viewport_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("background_checker_viewport_pipeline_layout"),
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bind_group_layouts: &[Some(&checker_bind_group_layout)],
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immediate_size: 0,
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});
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let fullscreen_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("background_fullscreen_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::Sampler(wgpu::SamplerBindingType::Filtering),
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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::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: true },
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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 fullscreen_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("background_fullscreen_pipeline_layout"),
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bind_group_layouts: &[Some(&fullscreen_bind_group_layout)],
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immediate_size: 0,
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});
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let checker_rect_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("background_checker_rect_pipeline"),
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layout: Some(&checker_rect_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &checker_rect_shader,
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entry_point: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &checker_rect_shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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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_mask: None,
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cache: None,
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});
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let checker_viewport_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("background_checker_viewport_pipeline"),
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layout: Some(&checker_viewport_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &checker_viewport_shader,
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entry_point: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &checker_viewport_shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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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_mask: None,
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cache: None,
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});
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let fullscreen_blend = wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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};
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let fullscreen_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("background_fullscreen_pipeline"),
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layout: Some(&fullscreen_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &fullscreen_shader,
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entry_point: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fullscreen_shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(fullscreen_blend),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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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_mask: None,
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cache: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("background_fullscreen_sampler"),
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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..Default::default()
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});
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Self {
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checker_rect_pipeline,
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checker_viewport_pipeline,
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fullscreen_pipeline,
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checker_bind_group_layout,
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fullscreen_bind_group_layout,
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sampler,
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}
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}
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pub fn composite(&self, context: &crate::WgpuContext, foreground: &wgpu::Texture, output: &wgpu::Texture, backgrounds: &[rendering::Background], document_to_screen: Affine2, zoom: f32) {
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if zoom <= 0. {
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return;
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}
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let device = &context.device;
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let queue = &context.queue;
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let checker_size_doc = 8. / zoom;
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let screen_to_document = document_to_screen.inverse();
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let viewport_size = output.size();
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let viewport_size = Vec2::new(viewport_size.width as f32, viewport_size.height as f32);
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let output_view = output.create_view(&wgpu::TextureViewDescriptor::default());
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let foreground_view = foreground.create_view(&wgpu::TextureViewDescriptor::default());
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let checker_draws = if backgrounds.is_empty() {
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vec![(
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3,
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self.create_checker_bind_group(device, CompositeUniforms::fullscreen(viewport_size, screen_to_document, checker_size_doc)),
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)]
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} else {
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backgrounds
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.iter()
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.filter_map(|background| {
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let a = background.location.as_vec2();
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let b = (background.location + background.dimensions).as_vec2();
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let min = a.min(b);
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let max = a.max(b);
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if max.x <= min.x || max.y <= min.y {
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return None;
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}
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let uniforms = CompositeUniforms::rect(min, max, document_to_screen, viewport_size, checker_size_doc);
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Some((6, self.create_checker_bind_group(device, uniforms)))
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})
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.collect()
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};
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let fullscreen_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("background_fullscreen_bind_group"),
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layout: &self.fullscreen_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::Sampler(&self.sampler),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&foreground_view),
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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("background_encoder") });
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("background_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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multiview_mask: None,
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});
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if backgrounds.is_empty() {
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pass.set_pipeline(&self.checker_viewport_pipeline);
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for (vertex_count, bind_group) in &checker_draws {
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pass.set_bind_group(0, bind_group, &[]);
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pass.draw(0..*vertex_count, 0..1);
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}
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} else {
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pass.set_pipeline(&self.checker_rect_pipeline);
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for (vertex_count, bind_group) in &checker_draws {
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pass.set_bind_group(0, bind_group, &[]);
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pass.draw(0..*vertex_count, 0..1);
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}
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}
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pass.set_pipeline(&self.fullscreen_pipeline);
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pass.set_bind_group(0, &fullscreen_bind_group, &[]);
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pass.draw(0..3, 0..1);
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}
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queue.submit(std::iter::once(encoder.finish()));
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}
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fn create_checker_bind_group(&self, device: &wgpu::Device, uniforms: CompositeUniforms) -> wgpu::BindGroup {
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("background_checker_uniforms"),
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contents: bytemuck::bytes_of(&uniforms),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("background_checker_bind_group"),
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||||
layout: &self.checker_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: buffer.as_entire_binding(),
|
||||
}],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
struct CompositeUniforms {
|
||||
transform_x: [f32; 2],
|
||||
transform_y: [f32; 2],
|
||||
transform_translation: [f32; 2],
|
||||
rect_min: [f32; 2],
|
||||
rect_max: [f32; 2],
|
||||
viewport_size: [f32; 2],
|
||||
pattern_origin: [f32; 2],
|
||||
checker_size: f32,
|
||||
_pad: f32,
|
||||
}
|
||||
|
||||
impl CompositeUniforms {
|
||||
fn fullscreen(viewport_size: Vec2, screen_to_document: Affine2, checker_size_doc: f32) -> Self {
|
||||
Self::new(screen_to_document, Vec2::ZERO, Vec2::ZERO, viewport_size, Vec2::ZERO, checker_size_doc)
|
||||
}
|
||||
|
||||
fn rect(rect_min: Vec2, rect_max: Vec2, document_to_screen: Affine2, viewport_size: Vec2, checker_size_doc: f32) -> Self {
|
||||
Self::new(document_to_screen, rect_min, rect_max, viewport_size, rect_min, checker_size_doc)
|
||||
}
|
||||
|
||||
fn new(transform: Affine2, rect_min: Vec2, rect_max: Vec2, viewport_size: Vec2, pattern_origin: Vec2, checker_size: f32) -> Self {
|
||||
Self {
|
||||
transform_x: transform.matrix2.x_axis.to_array(),
|
||||
transform_y: transform.matrix2.y_axis.to_array(),
|
||||
transform_translation: transform.translation.to_array(),
|
||||
rect_min: rect_min.to_array(),
|
||||
rect_max: rect_max.to_array(),
|
||||
viewport_size: viewport_size.to_array(),
|
||||
pattern_origin: pattern_origin.to_array(),
|
||||
checker_size,
|
||||
_pad: 0.,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,11 @@
|
||||
use std::sync::Arc;
|
||||
use wgpu::{Adapter, Backends, Device, Features, Instance, Queue};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Context {
|
||||
pub device: Arc<Device>,
|
||||
pub queue: Arc<Queue>,
|
||||
pub instance: Arc<Instance>,
|
||||
pub adapter: Arc<Adapter>,
|
||||
pub device: Device,
|
||||
pub queue: Queue,
|
||||
pub instance: Instance,
|
||||
pub adapter: Adapter,
|
||||
}
|
||||
|
||||
impl Context {
|
||||
@@ -58,12 +57,7 @@ impl ContextBuilder {
|
||||
let instance = self.build_instance();
|
||||
let adapter = self.request_adapter(&instance).await?;
|
||||
let (device, queue) = self.request_device(&adapter).await?;
|
||||
Some(Context {
|
||||
device: Arc::new(device),
|
||||
queue: Arc::new(queue),
|
||||
adapter: Arc::new(adapter),
|
||||
instance: Arc::new(instance),
|
||||
})
|
||||
Some(Context { device, queue, adapter, instance })
|
||||
}
|
||||
}
|
||||
impl ContextBuilder {
|
||||
@@ -113,12 +107,7 @@ impl ContextBuilder {
|
||||
let adapter = if let Some(adapter) = selected_adapter { adapter } else { self.request_adapter(&instance).await? };
|
||||
|
||||
let (device, queue) = self.request_device(&adapter).await?;
|
||||
Some(Context {
|
||||
device: Arc::new(device),
|
||||
queue: Arc::new(queue),
|
||||
adapter: Arc::new(adapter),
|
||||
instance: Arc::new(instance),
|
||||
})
|
||||
Some(Context { device, queue, adapter, instance })
|
||||
}
|
||||
async fn select_adapter<S>(&self, instance: &Instance, select: S) -> Option<Adapter>
|
||||
where
|
||||
|
||||
@@ -1,46 +1,59 @@
|
||||
mod background; // TODO: Think about where to place this. Likely inlined in the node. Requires refactor of wgpu pipline usage.
|
||||
mod context;
|
||||
mod resample;
|
||||
mod pipeline;
|
||||
pub mod shader_runtime;
|
||||
mod texture_cache;
|
||||
pub mod texture_conversion;
|
||||
|
||||
use std::sync::Arc;
|
||||
|
||||
use crate::background::BackgroundCompositor;
|
||||
use crate::resample::Resampler;
|
||||
use crate::shader_runtime::ShaderRuntime;
|
||||
use crate::texture_cache::TextureCache;
|
||||
use anyhow::Result;
|
||||
use core_types::Color;
|
||||
use core_types::color::SRGBA8;
|
||||
use futures::lock::Mutex;
|
||||
use glam::{Affine2, UVec2};
|
||||
use glam::UVec2;
|
||||
use graphene_application_io::{ApplicationIo, EditorApi};
|
||||
use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
|
||||
use wgpu::{Origin3d, TextureAspect};
|
||||
|
||||
pub use context::Context as WgpuContext;
|
||||
pub use context::ContextBuilder as WgpuContextBuilder;
|
||||
pub use pipeline::AsyncPipeline as AsyncWgpuPipeline;
|
||||
pub use pipeline::Pipeline as WgpuPipeline;
|
||||
pub use pipeline::PipelineCache as WgpuPipelineCache;
|
||||
pub use rendering::RenderContext;
|
||||
pub use wgpu::Backends as WgpuBackends;
|
||||
pub use wgpu::Features as WgpuFeatures;
|
||||
|
||||
const TEXTURE_CACHE_SIZE: u64 = 256 * 1024 * 1024; // 256 MiB
|
||||
|
||||
#[derive(dyn_any::DynAny)]
|
||||
#[derive(dyn_any::DynAny, Clone)]
|
||||
pub struct WgpuExecutor {
|
||||
pub context: WgpuContext,
|
||||
inner: Arc<WgpuExecutorInner>,
|
||||
}
|
||||
|
||||
impl WgpuExecutor {
|
||||
pub fn context(&self) -> &WgpuContext {
|
||||
&self.inner.context
|
||||
}
|
||||
|
||||
pub fn shader_runtime(&self) -> &ShaderRuntime {
|
||||
&self.inner.shader_runtime
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(dyn_any::DynAny)]
|
||||
pub struct WgpuExecutorInner {
|
||||
context: WgpuContext,
|
||||
texture_cache: Mutex<TextureCache>,
|
||||
vello_renderer: Mutex<Renderer>,
|
||||
resampler: Resampler,
|
||||
background_compositor: BackgroundCompositor,
|
||||
pub shader_runtime: ShaderRuntime,
|
||||
shader_runtime: ShaderRuntime,
|
||||
}
|
||||
|
||||
impl std::fmt::Debug for WgpuExecutor {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
f.debug_struct("WgpuExecutor").field("context", &self.context).finish()
|
||||
f.debug_struct("WgpuExecutor").field("context", &self.context()).finish()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,7 +78,7 @@ impl WgpuExecutor {
|
||||
};
|
||||
|
||||
{
|
||||
let mut renderer = self.vello_renderer.lock().await;
|
||||
let mut renderer = self.inner.vello_renderer.lock().await;
|
||||
for (image_brush, texture) in context.resource_overrides.iter() {
|
||||
let texture_view = wgpu::TexelCopyTextureInfoBase {
|
||||
texture: texture.clone(),
|
||||
@@ -75,7 +88,7 @@ impl WgpuExecutor {
|
||||
};
|
||||
renderer.override_image(&image_brush.image, Some(texture_view));
|
||||
}
|
||||
renderer.render_to_texture(&self.context.device, &self.context.queue, scene, &texture_view, &render_params)?;
|
||||
renderer.render_to_texture(&self.context().device, &self.context().queue, scene, &texture_view, &render_params)?;
|
||||
for (image_brush, _) in context.resource_overrides.iter() {
|
||||
renderer.override_image(&image_brush.image, None);
|
||||
}
|
||||
@@ -84,21 +97,12 @@ impl WgpuExecutor {
|
||||
Ok(texture)
|
||||
}
|
||||
|
||||
pub async fn resample_texture(&self, source: &wgpu::Texture, size: UVec2, transform: &glam::DAffine2) -> Arc<wgpu::Texture> {
|
||||
let out = self.request_texture(size).await;
|
||||
self.resampler.resample(&self.context, source, transform, &out);
|
||||
out
|
||||
}
|
||||
|
||||
pub async fn composite_background(&self, foreground: &wgpu::Texture, backgrounds: &[rendering::Background], document_to_screen: Affine2, zoom: f32) -> Arc<wgpu::Texture> {
|
||||
let size = foreground.size();
|
||||
let output = self.request_texture(UVec2::new(size.width, size.height)).await;
|
||||
self.background_compositor.composite(&self.context, foreground, &output, backgrounds, document_to_screen, zoom);
|
||||
output
|
||||
pub fn pipeline_init<P: WgpuPipeline>(&self, pipeline: &WgpuPipelineCache) {
|
||||
pipeline.init::<P>(self);
|
||||
}
|
||||
|
||||
pub async fn request_texture(&self, size: UVec2) -> Arc<wgpu::Texture> {
|
||||
self.texture_cache.lock().await.request_texture(&self.context.device, size)
|
||||
self.inner.texture_cache.lock().await.request_texture(&self.context().device, size)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -122,17 +126,15 @@ impl WgpuExecutor {
|
||||
|
||||
let texture_cache = TextureCache::new(TEXTURE_CACHE_SIZE);
|
||||
|
||||
let resampler = Resampler::new(&context.device);
|
||||
let background_compositor = BackgroundCompositor::new(&context.device);
|
||||
let shader_runtime = ShaderRuntime::new(&context);
|
||||
|
||||
Some(Self {
|
||||
context,
|
||||
texture_cache: texture_cache.into(),
|
||||
vello_renderer: vello_renderer.into(),
|
||||
resampler,
|
||||
background_compositor,
|
||||
shader_runtime,
|
||||
inner: Arc::new(WgpuExecutorInner {
|
||||
context,
|
||||
texture_cache: texture_cache.into(),
|
||||
vello_renderer: vello_renderer.into(),
|
||||
shader_runtime,
|
||||
}),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
68
node-graph/libraries/wgpu-executor/src/pipeline.rs
Normal file
68
node-graph/libraries/wgpu-executor/src/pipeline.rs
Normal file
@@ -0,0 +1,68 @@
|
||||
use dyn_any::DynAny;
|
||||
use std::any::Any;
|
||||
use std::future::Future;
|
||||
use std::pin::Pin;
|
||||
use std::sync::{Arc, OnceLock};
|
||||
|
||||
use crate::WgpuExecutor;
|
||||
|
||||
pub type PipelineFuture<'a, T> = Pin<Box<dyn Future<Output = T> + Send + 'a>>;
|
||||
|
||||
pub trait Pipeline: Any + Send + Sync + Sized {
|
||||
type Args<'a>;
|
||||
type Out: Send;
|
||||
|
||||
fn create(executor: &WgpuExecutor) -> Self;
|
||||
|
||||
fn run<'a>(&'a self, executor: &'a WgpuExecutor, args: &'a Self::Args<'_>) -> PipelineFuture<'a, Self::Out>;
|
||||
}
|
||||
|
||||
pub trait AsyncPipeline: Any + Send + Sync + Sized {
|
||||
type Args<'a>;
|
||||
type Out: Send;
|
||||
|
||||
fn create(executor: &WgpuExecutor) -> Self;
|
||||
|
||||
fn run<'a>(&'a self, executor: &'a WgpuExecutor, args: &'a Self::Args<'_>) -> impl Future<Output = Self::Out> + Send + 'a;
|
||||
}
|
||||
|
||||
impl<P: AsyncPipeline> Pipeline for P {
|
||||
type Args<'a> = <P as AsyncPipeline>::Args<'a>;
|
||||
type Out = <P as AsyncPipeline>::Out;
|
||||
|
||||
fn create(executor: &WgpuExecutor) -> Self {
|
||||
<P as AsyncPipeline>::create(executor)
|
||||
}
|
||||
|
||||
fn run<'a>(&'a self, executor: &'a WgpuExecutor, args: &'a Self::Args<'_>) -> PipelineFuture<'a, Self::Out> {
|
||||
Box::pin(<P as AsyncPipeline>::run(self, executor, args))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default, Clone, DynAny)]
|
||||
pub struct PipelineCache {
|
||||
pipeline: Arc<OnceLock<Box<dyn Any + Send + Sync>>>,
|
||||
executor: Arc<OnceLock<WgpuExecutor>>,
|
||||
}
|
||||
|
||||
impl PipelineCache {
|
||||
pub(super) fn init<P: Pipeline>(&self, executor: &WgpuExecutor) {
|
||||
self.executor.get_or_init(|| executor.clone());
|
||||
self.pipeline.get_or_init(|| Box::new(P::create(executor)));
|
||||
}
|
||||
|
||||
pub async fn run<P: Pipeline>(&self, args: &P::Args<'_>) -> P::Out {
|
||||
let executor = self.executor.get().expect("PipelineCache not initialized");
|
||||
let entry = self.pipeline.get().expect("PipelineCache not initialized");
|
||||
let pipeline = (&**entry)
|
||||
.downcast_ref::<P>()
|
||||
.unwrap_or_else(|| panic!("PipelineCache type mismatch: run::<{}>() but init used a different pipeline type", std::any::type_name::<P>(),));
|
||||
pipeline.run(executor, args).await
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Debug for PipelineCache {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
f.debug_struct("PipelineCache").field("initialized", &self.pipeline.get().is_some()).finish()
|
||||
}
|
||||
}
|
||||
@@ -1,130 +0,0 @@
|
||||
use crate::WgpuContext;
|
||||
use glam::{DAffine2, Vec2};
|
||||
|
||||
pub struct Resampler {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
bind_group_layout: wgpu::BindGroupLayout,
|
||||
}
|
||||
|
||||
impl Resampler {
|
||||
pub fn new(device: &wgpu::Device) -> Self {
|
||||
let shader = device.create_shader_module(wgpu::include_wgsl!("resample_shader.wgsl"));
|
||||
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("resample_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: false },
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
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("resample_pipeline_layout"),
|
||||
bind_group_layouts: &[Some(&bind_group_layout)],
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("resample_pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: wgpu::TextureFormat::Rgba8Unorm,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
Resampler { pipeline, bind_group_layout }
|
||||
}
|
||||
|
||||
pub fn resample(&self, context: &WgpuContext, source: &wgpu::Texture, transform: &DAffine2, output: &wgpu::Texture) {
|
||||
let source_view = source.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let output_view = output.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let params_buffer = context.device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("resample_params"),
|
||||
size: 32,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let params_data = [transform.matrix2.x_axis.as_vec2(), transform.matrix2.y_axis.as_vec2(), transform.translation.as_vec2(), Vec2::ZERO];
|
||||
context.queue.write_buffer(¶ms_buffer, 0, bytemuck::cast_slice(¶ms_data));
|
||||
|
||||
let bind_group = context.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("resample_bind_group"),
|
||||
layout: &self.bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&source_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: params_buffer.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let mut encoder = context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("resample_encoder") });
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("resample_pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
depth_slice: None,
|
||||
})],
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_bind_group(0, &bind_group, &[]);
|
||||
render_pass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
context.queue.submit([encoder.finish()]);
|
||||
}
|
||||
}
|
||||
@@ -1,51 +0,0 @@
|
||||
// =============
|
||||
// VERTEX SHADER
|
||||
// =============
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
let pos = array(
|
||||
vec2f(-1.0, -1.0),
|
||||
vec2f(3.0, -1.0),
|
||||
vec2f(-1.0, 3.0),
|
||||
);
|
||||
let xy = pos[vertex_index];
|
||||
out.clip_position = vec4f(xy, 0.0, 1.0);
|
||||
let coords = xy / 2. + 0.5;
|
||||
out.tex_coords = vec2f(coords.x, 1. - coords.y);
|
||||
return out;
|
||||
}
|
||||
|
||||
// ===============
|
||||
// FRAGMENT SHADER
|
||||
// ===============
|
||||
|
||||
@group(0) @binding(0)
|
||||
var t_source: texture_2d<f32>;
|
||||
|
||||
struct Params {
|
||||
matrix: mat2x2<f32>,
|
||||
translation: vec2<f32>,
|
||||
_pad: vec2<f32>,
|
||||
};
|
||||
|
||||
// We need to use a uniform buffer for the params because push constants are not supported on web
|
||||
@group(0) @binding(1)
|
||||
var<uniform> params: Params;
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let position = params.matrix * in.tex_coords + params.translation;
|
||||
let texel = vec2<i32>(floor(position));
|
||||
let texture_size = vec2<i32>(textureDimensions(t_source));
|
||||
if (texel.x >= 0 && texel.x < texture_size.x && texel.y >= 0 && texel.y < texture_size.y) {
|
||||
return textureLoad(t_source, texel, 0);
|
||||
}
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
@@ -14,7 +14,7 @@ use wgpu::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, Texture
|
||||
///
|
||||
/// Creates a new WGPU texture with RGBA8UnormSrgb format and uploads the provided
|
||||
/// image data. The texture is configured for binding, copying, and source operations.
|
||||
fn upload_to_texture(device: &std::sync::Arc<wgpu::Device>, queue: &std::sync::Arc<wgpu::Queue>, image: &Raster<CPU>) -> wgpu::Texture {
|
||||
fn upload_to_texture(device: &wgpu::Device, queue: &wgpu::Queue, image: &Raster<CPU>) -> wgpu::Texture {
|
||||
let rgba8_data: Vec<SRGBA8> = image.data.iter().map(|x| (*x).into()).collect();
|
||||
|
||||
device.create_texture_with_data(
|
||||
@@ -52,7 +52,7 @@ struct RasterGpuToRasterCpuConverter {
|
||||
padded_bytes_per_row: u32,
|
||||
}
|
||||
impl RasterGpuToRasterCpuConverter {
|
||||
fn new(device: &std::sync::Arc<wgpu::Device>, encoder: &mut wgpu::CommandEncoder, data_gpu: Raster<GPU>) -> Self {
|
||||
fn new(device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, data_gpu: Raster<GPU>) -> Self {
|
||||
let texture = data_gpu.data();
|
||||
let width = texture.width();
|
||||
let height = texture.height();
|
||||
@@ -100,7 +100,7 @@ impl RasterGpuToRasterCpuConverter {
|
||||
}
|
||||
}
|
||||
|
||||
async fn convert(self, device: &std::sync::Arc<wgpu::Device>) -> Result<Raster<CPU>, wgpu::BufferAsyncError> {
|
||||
async fn convert(self, device: &wgpu::Device) -> Result<Raster<CPU>, wgpu::BufferAsyncError> {
|
||||
let buffer_slice = self.buffer.slice(..);
|
||||
let (sender, receiver) = futures::channel::oneshot::channel();
|
||||
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
|
||||
@@ -149,8 +149,8 @@ impl<'i> Convert<List<Raster<GPU>>, &'i WgpuExecutor> for List<Raster<GPU>> {
|
||||
/// Converts a `List<Raster<CPU>>` to `List<Raster<GPU>>` by uploading each image to a texture
|
||||
impl<'i> Convert<List<Raster<GPU>>, &'i WgpuExecutor> for List<Raster<CPU>> {
|
||||
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> List<Raster<GPU>> {
|
||||
let device = &executor.context.device;
|
||||
let queue = &executor.context.queue;
|
||||
let device = &executor.context().device;
|
||||
let queue = &executor.context().queue;
|
||||
let list = self
|
||||
.into_iter()
|
||||
.map(|row| {
|
||||
@@ -169,8 +169,8 @@ impl<'i> Convert<List<Raster<GPU>>, &'i WgpuExecutor> for List<Raster<CPU>> {
|
||||
/// Converts single CPU raster to GPU by uploading to texture
|
||||
impl<'i> Convert<Raster<GPU>, &'i WgpuExecutor> for Raster<CPU> {
|
||||
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<GPU> {
|
||||
let device = &executor.context.device;
|
||||
let queue = &executor.context.queue;
|
||||
let device = &executor.context().device;
|
||||
let queue = &executor.context().queue;
|
||||
let texture = upload_to_texture(device, queue, &self);
|
||||
|
||||
queue.submit([]);
|
||||
@@ -188,8 +188,8 @@ impl<'i> Convert<List<Raster<CPU>>, &'i WgpuExecutor> for List<Raster<CPU>> {
|
||||
/// Converts a `List<Raster<GPU>>` to `List<Raster<CPU>>` by downloading texture data in one go then asynchronously maps all buffers and processes the results.
|
||||
impl<'i> Convert<List<Raster<CPU>>, &'i WgpuExecutor> for List<Raster<GPU>> {
|
||||
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> List<Raster<CPU>> {
|
||||
let device = &executor.context.device;
|
||||
let queue = &executor.context.queue;
|
||||
let device = &executor.context().device;
|
||||
let queue = &executor.context().queue;
|
||||
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("batch_texture_download_encoder"),
|
||||
@@ -230,8 +230,8 @@ impl<'i> Convert<List<Raster<CPU>>, &'i WgpuExecutor> for List<Raster<GPU>> {
|
||||
/// Converts single GPU raster to CPU by downloading texture data
|
||||
impl<'i> Convert<Raster<CPU>, &'i WgpuExecutor> for Raster<GPU> {
|
||||
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<CPU> {
|
||||
let device = &executor.context.device;
|
||||
let queue = &executor.context.queue;
|
||||
let device = &executor.context().device;
|
||||
let queue = &executor.context().queue;
|
||||
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("single_texture_download_encoder"),
|
||||
|
||||
Reference in New Issue
Block a user