Files
Graphite/desktop/ui/src/frames/resample.wgsl
Timon ba0a97aefe Desktop: Isolate CEF-rendered UI into separate crate and process (#4321)
* Extract CEF rendered UI into a separate process and crate

* Review

* Review

* Review

* Review

* Remove necessary workarounds

* Block on frame copy ack

* Crop and resample frames correctly

* Skip blank frames

* Fix deps

* Fix fmt

* Fix clippy warning

* Review

* Fix todo
2026-07-14 14:51:20 -07:00

78 lines
3.0 KiB
WebGPU Shading Language

// =============
// 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
// ===============
struct Immediates {
content_origin: vec2<f32>,
content_size: vec2<f32>,
};
var<immediate> immediates: Immediates;
@group(0) @binding(0)
var t_frame: texture_2d<f32>;
@group(0) @binding(1)
var s_frame: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let sample_pos = in.tex_coords * immediates.content_size;
let nearest = floor(sample_pos - 0.5) + 0.5;
let t = sample_pos - nearest;
// Catmull-Rom spline interpolation based sampeling
// See https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
let weight_before = t * (-0.5 + t * (1.0 - 0.5 * t));
let weight_nearest = 1.0 + t * t * (-2.5 + 1.5 * t);
let weight_next = t * (0.5 + t * (2.0 - 1.5 * t));
let weight_after = t * t * (-0.5 + 0.5 * t);
let weight_middle = weight_nearest + weight_next;
let middle = nearest + weight_next / weight_middle;
let frame_size = vec2<f32>(textureDimensions(t_frame));
let content_min = vec2<f32>(0.5);
let content_max = immediates.content_size - 0.5;
let uv_before = (immediates.content_origin + clamp(nearest - 1.0, content_min, content_max)) / frame_size;
let uv_middle = (immediates.content_origin + clamp(middle, content_min, content_max)) / frame_size;
let uv_after = (immediates.content_origin + clamp(nearest + 2.0, content_min, content_max)) / frame_size;
var color = vec4<f32>(0.0);
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_before.y), 0.0) * weight_before.x * weight_before.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_before.y), 0.0) * weight_middle.x * weight_before.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_before.y), 0.0) * weight_after.x * weight_before.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_middle.y), 0.0) * weight_before.x * weight_middle.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_middle.y), 0.0) * weight_middle.x * weight_middle.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_middle.y), 0.0) * weight_after.x * weight_middle.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_before.x, uv_after.y), 0.0) * weight_before.x * weight_after.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_middle.x, uv_after.y), 0.0) * weight_middle.x * weight_after.y;
color += textureSampleLevel(t_frame, s_frame, vec2<f32>(uv_after.x, uv_after.y), 0.0) * weight_after.x * weight_after.y;
return clamp(color, vec4<f32>(0.0), vec4<f32>(1.0));
}