Apply HiDPI scaling to quads

The anti-aliasing strategy is pretty naive, but we will manage for now.
This commit is contained in:
Héctor Ramón Jiménez 2019-11-05 20:40:17 +01:00
parent db716b3bdf
commit 5ff05b7f02
6 changed files with 61 additions and 32 deletions

View file

@ -6,7 +6,7 @@ use std::mem;
pub struct Pipeline {
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
transform: wgpu::Buffer,
constants_buffer: wgpu::Buffer,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
instances: wgpu::Buffer,
@ -23,20 +23,20 @@ impl Pipeline {
}],
});
let transform = device
let constants_buffer = device
.create_buffer_mapped(
16,
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(Transformation::identity().as_ref());
.fill_from_slice(&[Uniforms::default()]);
let constants = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &transform,
range: 0..64,
buffer: &constants_buffer,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
}],
});
@ -124,7 +124,7 @@ impl Pipeline {
},
wgpu::VertexAttributeDescriptor {
shader_location: 4,
format: wgpu::VertexFormat::Uint,
format: wgpu::VertexFormat::Float,
offset: 4 * (2 + 2 + 4),
},
],
@ -151,7 +151,7 @@ impl Pipeline {
Pipeline {
pipeline,
constants,
transform,
constants_buffer,
vertices,
indices,
instances,
@ -164,19 +164,22 @@ impl Pipeline {
encoder: &mut wgpu::CommandEncoder,
instances: &[Quad],
transformation: Transformation,
scale: f32,
bounds: Rectangle<u32>,
target: &wgpu::TextureView,
) {
let transform_buffer = device
.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(transformation.as_ref());
let uniforms = Uniforms::new(transformation, scale);
let constants_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[uniforms]);
encoder.copy_buffer_to_buffer(
&transform_buffer,
&constants_buffer,
0,
&self.transform,
&self.constants_buffer,
0,
16 * 4,
std::mem::size_of::<Uniforms>() as u64,
);
let mut i = 0;
@ -271,9 +274,34 @@ pub struct Quad {
pub position: [f32; 2],
pub scale: [f32; 2],
pub color: [f32; 4],
pub border_radius: u32,
pub border_radius: f32,
}
impl Quad {
const MAX: usize = 100_000;
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
scale: f32,
}
impl Uniforms {
fn new(transformation: Transformation, scale: f32) -> Uniforms {
Self {
transform: *transformation.as_ref(),
scale,
}
}
}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
scale: 1.0,
}
}
}

View file

@ -239,7 +239,7 @@ impl Renderer {
color: match background {
Background::Color(color) => color.into_linear(),
},
border_radius: *border_radius as u32,
border_radius: *border_radius as f32,
});
}
Primitive::Image { path, bounds } => {
@ -327,13 +327,14 @@ impl Renderer {
encoder,
&layer.quads,
transformation,
dpi,
bounds,
target,
);
}
if layer.images.len() > 0 {
let translated = transformation
let translated_and_scaled = transformation
* Transformation::scale(dpi, dpi)
* Transformation::translate(
-(layer.offset.x as f32),
@ -344,7 +345,7 @@ impl Renderer {
&mut self.device,
encoder,
&layer.images,
translated,
translated_and_scaled,
bounds,
target,
);

View file

@ -3,7 +3,7 @@
layout(location = 0) in vec4 v_Color;
layout(location = 1) in vec2 v_Pos;
layout(location = 2) in vec2 v_Scale;
layout(location = 3) in flat uint v_BorderRadius;
layout(location = 3) in float v_BorderRadius;
layout(location = 0) out vec4 o_Color;
@ -27,11 +27,7 @@ float rounded(in vec2 frag_coord, in vec2 position, in vec2 size, float radius,
}
void main() {
float radius_alpha = 1.0;
if(v_BorderRadius > 0.0) {
radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
}
float radius_alpha = rounded(gl_FragCoord.xy, v_Pos, v_Scale, v_BorderRadius, 0.5);
o_Color = vec4(v_Color.xyz, v_Color.w * radius_alpha);
}

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@ -4,29 +4,33 @@ layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec2 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout(location = 3) in vec4 i_Color;
layout(location = 4) in uint i_BorderRadius;
layout(location = 4) in float i_BorderRadius;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
float u_Scale;
};
layout(location = 0) out vec4 o_Color;
layout(location = 1) out vec2 o_Pos;
layout(location = 2) out vec2 o_Scale;
layout(location = 3) out uint o_BorderRadius;
layout(location = 3) out float o_BorderRadius;
void main() {
vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale;
mat4 i_Transform = mat4(
vec4(i_Scale.x, 0.0, 0.0, 0.0),
vec4(0.0, i_Scale.y, 0.0, 0.0),
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(i_Pos, 0.0, 1.0)
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
o_Color = i_Color;
o_Pos = i_Pos;
o_Scale = i_Scale;
o_BorderRadius = i_BorderRadius;
o_Pos = p_Pos;
o_Scale = p_Scale;
o_BorderRadius = i_BorderRadius * u_Scale;
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
}

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