Switched to packing using f16s to maintain acceptable precision.
This commit is contained in:
parent
9554c78f3a
commit
677f564f08
7 changed files with 160 additions and 148 deletions
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@ -120,37 +120,6 @@ impl Color {
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]
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}
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/// Converts the [`Color`] into a `u32` value containing its RGBA8 components.
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pub fn into_u32(self) -> u32 {
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let [r, g, b, a] = self.into_rgba8();
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let r = (r as u32) << 24;
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let g = (g as u32) << 16;
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let b = (b as u32) << 8;
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let a = a as u32;
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r | g | b | a
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}
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/// Converts the [`Color`] into a `u32` value containing its linear RGBA8 components.
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pub fn into_linear_u32(self) -> u32 {
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let [r, g, b, a] = self.into_linear();
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let [r, g, b, a] = [
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(r * 255.0).round() as u8,
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(g * 255.0).round() as u8,
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(b * 255.0).round() as u8,
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(a * 255.0).round() as u8,
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];
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let r = (r as u32) << 24;
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let g = (g as u32) << 16;
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let b = (b as u32) << 8;
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let a = a as u32;
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r | g | b | a
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}
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/// Inverts the [`Color`] in-place.
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pub fn invert(&mut self) {
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self.r = 1.0f32 - self.r;
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@ -18,6 +18,7 @@ web-colors = []
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[dependencies]
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glam = "0.24"
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half = "2.2.1"
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log = "0.4"
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raw-window-handle = "0.5"
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thiserror = "1.0"
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@ -7,6 +7,7 @@ use crate::color;
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use crate::core::gradient::ColorStop;
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use crate::core::{self, Color, Point, Rectangle};
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use half::f16;
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use std::cmp::Ordering;
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#[derive(Debug, Clone, PartialEq)]
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@ -99,23 +100,29 @@ impl Linear {
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/// Packs the [`Gradient`] for use in shader code.
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pub fn pack(&self) -> Packed {
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let mut colors = [0u32; 8];
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let mut offsets = [0.0f32; 8];
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let mut colors = [[0u32; 2]; 8];
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let mut offsets = [f16::from(0u8); 8];
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for (index, stop) in self.stops.iter().enumerate() {
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let (color, offset) =
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stop.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
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let [r, g, b, a] =
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color::pack(stop.map_or(Color::default(), |s| s.color))
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.components();
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if color::GAMMA_CORRECTION {
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//correct colors, convert to linear before uploading to GPU
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colors[index] = color.into_linear_u32();
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} else {
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//web colors, don't convert to linear before uploading to GPU
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colors[index] = color.into_u32();
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colors[index] = [
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pack_f16s([f16::from_f32(r), f16::from_f32(g)]),
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pack_f16s([f16::from_f32(b), f16::from_f32(a)]),
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];
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offsets[index] =
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stop.map_or(f16::from_f32(2.0), |s| f16::from_f32(s.offset));
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}
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offsets[index] = offset;
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}
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let offsets = [
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pack_f16s([offsets[0], offsets[1]]),
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pack_f16s([offsets[2], offsets[3]]),
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pack_f16s([offsets[4], offsets[5]]),
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pack_f16s([offsets[6], offsets[7]]),
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];
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let direction = [self.start.x, self.start.y, self.end.x, self.end.y];
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@ -131,9 +138,10 @@ impl Linear {
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[repr(C)]
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pub struct Packed {
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// 8 colors, each packed into a u32
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colors: [u32; 8],
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offsets: [f32; 8],
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// 8 colors, each channel = 16 bit float, 2 colors packed into 1 u32
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colors: [[u32; 2]; 8],
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// 8 offsets, 8x 16 bit floats packed into 4 u32s
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offsets: [u32; 4],
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direction: [f32; 4],
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}
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@ -141,23 +149,29 @@ pub struct Packed {
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pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
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match gradient {
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core::Gradient::Linear(linear) => {
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let mut colors = [0u32; 8];
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let mut offsets = [0.0f32; 8];
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let mut colors = [[0u32; 2]; 8];
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let mut offsets = [f16::from(0u8); 8];
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for (index, stop) in linear.stops.iter().enumerate() {
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let (color, offset) = stop
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.map_or((Color::default(), 2.0), |s| (s.color, s.offset));
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let [r, g, b, a] =
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color::pack(stop.map_or(Color::default(), |s| s.color))
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.components();
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if color::GAMMA_CORRECTION {
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//correct colors, convert to linear before uploading to GPU
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colors[index] = color.into_linear_u32();
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} else {
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//web colors, don't convert to linear before uploading to GPU
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colors[index] = color.into_u32();
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colors[index] = [
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pack_f16s([f16::from_f32(r), f16::from_f32(g)]),
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pack_f16s([f16::from_f32(b), f16::from_f32(a)]),
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];
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offsets[index] = stop
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.map_or(f16::from_f32(2.0), |s| f16::from_f32(s.offset));
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}
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offsets[index] = offset;
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}
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let offsets = [
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pack_f16s([offsets[0], offsets[1]]),
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pack_f16s([offsets[2], offsets[3]]),
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pack_f16s([offsets[4], offsets[5]]),
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pack_f16s([offsets[6], offsets[7]]),
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];
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let (start, end) = linear.angle.to_distance(&bounds);
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@ -171,3 +185,11 @@ pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
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}
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}
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}
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/// Packs two f16s into one u32.
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fn pack_f16s(f: [f16; 2]) -> u32 {
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let one = (f[0].to_bits() as u32) << 16;
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let two = f[1].to_bits() as u32;
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one | two
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}
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@ -96,24 +96,26 @@ impl Pipeline {
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as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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// Colors 1-4
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// Colors 1-2
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1 => Uint32x4,
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// Colors 5-8
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// Colors 3-4
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2 => Uint32x4,
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// Offsets 1-4
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3 => Float32x4,
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// Offsets 5-8
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4 => Float32x4,
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// Colors 5-6
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3 => Uint32x4,
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// Colors 7-8
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4 => Uint32x4,
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// Offsets 1-8
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5 => Uint32x4,
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// Direction
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5 => Float32x4,
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// Position & Scale
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6 => Float32x4,
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// Border color
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// Position & Scale
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7 => Float32x4,
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// Border radius
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// Border color
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8 => Float32x4,
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// Border radius
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9 => Float32x4,
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// Border width
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9 => Float32
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10 => Float32
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),
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},
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],
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@ -38,10 +38,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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return rx;
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}
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fn unpack_u32(color: u32) -> vec4<f32> {
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let u = unpack4x8unorm(color);
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(u.w, u.z, u.y, u.x);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@ -148,26 +149,28 @@ struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) border_width: f32,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) border_width: f32,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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@location(7) position_and_scale: vec4<f32>,
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@location(8) border_color: vec4<f32>,
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@location(9) border_radius: vec4<f32>,
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@location(10) border_width: f32,
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}
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@vertex
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@ -195,8 +198,9 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.colors_1 = input.colors_1;
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out.colors_2 = input.colors_2;
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out.offsets_1 = input.offsets_1;
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out.offsets_2 = input.offsets_2;
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out.colors_3 = input.colors_3;
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out.colors_4 = input.colors_4;
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out.offsets = input.offsets;
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out.direction = input.direction * globals.scale;
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out.position_and_scale = vec4<f32>(pos, scale);
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out.border_color = input.border_color;
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@ -262,25 +266,28 @@ fn gradient(
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.x),
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unpack_u32(input.colors_1.y),
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unpack_u32(input.colors_1.z),
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unpack_u32(input.colors_1.w),
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unpack_u32(input.colors_2.x),
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unpack_u32(input.colors_2.y),
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unpack_u32(input.colors_2.z),
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unpack_u32(input.colors_2.w),
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
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let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
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var offsets = array<f32, 8>(
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input.offsets_1.x,
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input.offsets_1.y,
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input.offsets_1.z,
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input.offsets_1.w,
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input.offsets_2.x,
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input.offsets_2.y,
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input.offsets_2.z,
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input.offsets_2.w,
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offsets_1.x,
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offsets_1.y,
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offsets_1.z,
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offsets_1.w,
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offsets_2.x,
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offsets_2.y,
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offsets_2.z,
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offsets_2.w,
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);
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//TODO could just pass this in to the shader but is probably more performant to just check it here
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@ -4,10 +4,11 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn unpack_u32(color: u32) -> vec4<f32> {
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let u = unpack4x8unorm(color);
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fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
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let rg: vec2<f32> = unpack2x16float(color.x);
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let ba: vec2<f32> = unpack2x16float(color.y);
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return vec4<f32>(u.w, u.z, u.y, u.x);
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return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@ -35,34 +36,39 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(3) colors_3: vec4<u32>,
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@location(4) colors_4: vec4<u32>,
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@location(5) offsets: vec4<u32>,
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@location(6) direction: vec4<f32>,
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}
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@vertex
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fn gradient_vs_main(
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@location(0) input: vec2<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) direction: vec4<f32>,
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) -> GradientVertexOutput {
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fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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var output: GradientVertexOutput;
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output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
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output.raw_position = input;
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output.colors_1 = colors_1;
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output.colors_2 = colors_2;
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output.offsets_1 = offsets_1;
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output.offsets_2 = offsets_2;
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output.direction = direction;
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output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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output.raw_position = input.v_pos;
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output.colors_1 = input.colors_1;
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output.colors_2 = input.colors_2;
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output.colors_3 = input.colors_3;
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output.colors_4 = input.colors_4;
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output.offsets = input.offsets;
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output.direction = input.direction;
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return output;
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}
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@ -123,25 +129,28 @@ fn gradient(
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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let colors = array<vec4<f32>, 8>(
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unpack_u32(input.colors_1.x),
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unpack_u32(input.colors_1.y),
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unpack_u32(input.colors_1.z),
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unpack_u32(input.colors_1.w),
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unpack_u32(input.colors_2.x),
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unpack_u32(input.colors_2.y),
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unpack_u32(input.colors_2.z),
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unpack_u32(input.colors_2.w),
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unpack_u32(input.colors_1.xy),
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unpack_u32(input.colors_1.zw),
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unpack_u32(input.colors_2.xy),
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unpack_u32(input.colors_2.zw),
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unpack_u32(input.colors_3.xy),
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unpack_u32(input.colors_3.zw),
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unpack_u32(input.colors_4.xy),
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unpack_u32(input.colors_4.zw),
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);
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let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
|
||||
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
|
||||
|
||||
var offsets = array<f32, 8>(
|
||||
input.offsets_1.x,
|
||||
input.offsets_1.y,
|
||||
input.offsets_1.z,
|
||||
input.offsets_1.w,
|
||||
input.offsets_2.x,
|
||||
input.offsets_2.y,
|
||||
input.offsets_2.z,
|
||||
input.offsets_2.w,
|
||||
offsets_1.x,
|
||||
offsets_1.y,
|
||||
offsets_1.z,
|
||||
offsets_1.w,
|
||||
offsets_2.x,
|
||||
offsets_2.y,
|
||||
offsets_2.z,
|
||||
offsets_2.w,
|
||||
);
|
||||
|
||||
var last_index = 7;
|
||||
|
|
|
|||
|
|
@ -652,16 +652,18 @@ mod gradient {
|
|||
attributes: &wgpu::vertex_attr_array!(
|
||||
// Position
|
||||
0 => Float32x2,
|
||||
// Colors 1-4
|
||||
// Colors 1-2
|
||||
1 => Uint32x4,
|
||||
// Colors 5-8,
|
||||
// Colors 3-4
|
||||
2 => Uint32x4,
|
||||
// Offsets 1-4
|
||||
3 => Float32x4,
|
||||
// Offsets 5-8
|
||||
4 => Float32x4,
|
||||
// Colors 5-6
|
||||
3 => Uint32x4,
|
||||
// Colors 7-8
|
||||
4 => Uint32x4,
|
||||
// Offsets
|
||||
5 => Uint32x4,
|
||||
// Direction
|
||||
5 => Float32x4
|
||||
6 => Float32x4
|
||||
),
|
||||
}],
|
||||
},
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue