update wgpu to 0.13
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e6e3eff876
commit
c148557cab
15 changed files with 140 additions and 144 deletions
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@ -16,19 +16,19 @@ var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(1.0, 1.0)
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);
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[[group(0), binding(0)]] var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
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@group(0) @binding(0) var u_sampler: sampler;
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@group(1) @binding(0) var u_texture: texture_2d<f32>;
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struct VertexInput {
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[[builtin(vertex_index)]] vertex_index: u32;
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@builtin(vertex_index) vertex_index: u32,
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] uv: vec2<f32>;
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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[[stage(vertex)]]
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.uv = uvs[input.vertex_index];
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@ -37,7 +37,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv);
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}
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@ -2,26 +2,26 @@ struct Globals {
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transform: mat4x4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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[[group(0), binding(1)]] var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
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@group(0) @binding(0) var<uniform> globals: Globals;
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@group(0) @binding(1) var u_sampler: sampler;
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@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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[[location(1)]] pos: vec2<f32>;
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[[location(2)]] scale: vec2<f32>;
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[[location(3)]] atlas_pos: vec2<f32>;
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[[location(4)]] atlas_scale: vec2<f32>;
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[[location(5)]] layer: i32;
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@location(0) v_pos: vec2<f32>,
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@location(1) pos: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) atlas_pos: vec2<f32>,
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@location(4) atlas_scale: vec2<f32>,
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@location(5) layer: i32,
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] uv: vec2<f32>;
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[[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation.
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
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};
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[[stage(vertex)]]
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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@ -40,7 +40,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
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}
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@ -1,31 +1,31 @@
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struct Globals {
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transform: mat4x4<f32>;
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scale: f32;
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transform: mat4x4<f32>,
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scale: f32,
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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[[location(1)]] pos: vec2<f32>;
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[[location(2)]] scale: vec2<f32>;
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[[location(3)]] color: vec4<f32>;
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[[location(4)]] border_color: vec4<f32>;
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[[location(5)]] border_radius: f32;
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[[location(6)]] border_width: f32;
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@location(0) v_pos: vec2<f32>,
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@location(1) pos: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) color: vec4<f32>,
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@location(4) border_color: vec4<f32>,
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@location(5) border_radius: f32,
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@location(6) border_width: f32,
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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[[location(1)]] border_color: vec4<f32>;
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[[location(2)]] pos: vec2<f32>;
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[[location(3)]] scale: vec2<f32>;
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[[location(4)]] border_radius: f32;
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[[location(5)]] border_width: f32;
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) border_color: vec4<f32>,
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@location(2) pos: vec2<f32>,
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@location(3) scale: vec2<f32>,
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@location(4) border_radius: f32,
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@location(5) border_width: f32,
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};
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[[stage(vertex)]]
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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@ -77,10 +77,10 @@ fn distance_alg(
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}
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[[stage(fragment)]]
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@fragment
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fn fs_main(
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input: VertexOutput
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) -> [[location(0)]] vec4<f32> {
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) -> @location(0) vec4<f32> {
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var mixed_color: vec4<f32> = input.color;
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if (input.border_width > 0.0) {
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@ -96,7 +96,7 @@ fn fs_main(
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internal_border
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);
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var border_mix: f32 = smoothStep(
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var border_mix: f32 = smoothstep(
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max(internal_border - 0.5, 0.0),
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internal_border + 0.5,
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internal_distance
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@ -112,7 +112,7 @@ fn fs_main(
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input.border_radius
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);
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var radius_alpha: f32 = 1.0 - smoothStep(
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var radius_alpha: f32 = 1.0 - smoothstep(
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max(input.border_radius - 0.5, 0.0),
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input.border_radius + 0.5,
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dist);
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@ -1,20 +1,20 @@
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struct Globals {
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transform: mat4x4<f32>;
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transform: mat4x4<f32>,
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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@group(0) @binding(0) var<uniform> globals: Globals;
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struct VertexInput {
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[[location(0)]] position: vec2<f32>;
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[[location(1)]] color: vec4<f32>;
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] color: vec4<f32>;
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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[[stage(vertex)]]
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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@ -24,7 +24,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return input.color;
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}
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