Merge pull request #1885 from bungoboingo/gradient-packing-optimization
Small gradient optimization
This commit is contained in:
commit
c7332c1522
6 changed files with 188 additions and 179 deletions
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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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@ -99,61 +100,96 @@ 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 data: [f32; 44] = [0.0; 44];
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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 [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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data[index * 4] = r;
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data[(index * 4) + 1] = g;
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data[(index * 4) + 2] = b;
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data[(index * 4) + 3] = a;
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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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data[32 + index] = stop.map_or(2.0, |s| s.offset);
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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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data[40] = self.start.x;
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data[41] = self.start.y;
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data[42] = self.end.x;
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data[43] = self.end.y;
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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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Packed(data)
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let direction = [self.start.x, self.start.y, self.end.x, self.end.y];
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Packed {
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colors,
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offsets,
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direction,
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}
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}
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}
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/// Packed [`Gradient`] data for use in shader code.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[repr(C)]
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pub struct Packed([f32; 44]);
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pub struct Packed {
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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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/// Creates a new [`Packed`] gradient for use in shader code.
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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 data: [f32; 44] = [0.0; 44];
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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 [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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data[index * 4] = r;
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data[(index * 4) + 1] = g;
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data[(index * 4) + 2] = b;
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data[(index * 4) + 3] = a;
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data[32 + index] = stop.map_or(2.0, |s| s.offset);
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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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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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data[40] = start.x;
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data[41] = start.y;
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data[42] = end.x;
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data[43] = end.y;
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let direction = [start.x, start.y, end.x, end.y];
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Packed(data)
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Packed {
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colors,
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offsets,
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direction,
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}
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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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@ -96,36 +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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// Color 1
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1 => Float32x4,
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// Color 2
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2 => Float32x4,
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// Color 3
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3 => Float32x4,
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// Color 4
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4 => Float32x4,
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// Color 5
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5 => Float32x4,
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// Color 6
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6 => Float32x4,
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// Color 7
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7 => Float32x4,
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// Color 8
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8 => Float32x4,
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// Offsets 1-4
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9 => Float32x4,
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// Offsets 5-8
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10 => Float32x4,
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// Colors 1-2
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1 => Uint32x4,
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// Colors 3-4
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2 => Uint32x4,
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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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11 => Float32x4,
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6 => Float32x4,
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// Position & Scale
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12 => Float32x4,
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7 => Float32x4,
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// Border color
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13 => Float32x4,
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8 => Float32x4,
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// Border radius
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14 => Float32x4,
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9 => Float32x4,
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// Border width
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15 => Float32
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10 => Float32
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),
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},
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],
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@ -38,6 +38,13 @@ 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: 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>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color: vec4<f32>,
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@ -140,40 +147,30 @@ fn solid_fs_main(
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(1) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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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@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) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: vec4<f32>,
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@location(12) position_and_scale: vec4<f32>,
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@location(13) border_color: vec4<f32>,
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@location(14) border_radius: vec4<f32>,
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@location(15) border_width: 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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@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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@ -199,16 +196,11 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.color_1 = input.color_1;
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out.color_2 = input.color_2;
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out.color_3 = input.color_3;
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out.color_4 = input.color_4;
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out.color_5 = input.color_5;
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out.color_6 = input.color_6;
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out.color_7 = input.color_7;
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out.color_8 = input.color_8;
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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_1 = input.colors_1;
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out.colors_2 = input.colors_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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@ -274,25 +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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input.color_1,
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input.color_2,
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input.color_3,
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input.color_4,
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input.color_5,
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input.color_6,
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input.color_7,
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input.color_8,
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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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@ -4,6 +4,13 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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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>(rg.y, rg.x, ba.y, ba.x);
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}
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struct SolidVertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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@ -29,52 +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) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) direction: 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) 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) color_1: vec4<f32>,
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@location(2) color_2: vec4<f32>,
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@location(3) color_3: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(10) offsets_2: vec4<f32>,
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@location(11) 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.color_1 = color_1;
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output.color_2 = color_2;
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output.color_3 = color_3;
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output.color_4 = color_4;
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output.color_5 = color_5;
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output.color_6 = color_6;
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output.color_7 = color_7;
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output.color_8 = color_8;
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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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@ -135,25 +129,28 @@ fn gradient(
|
|||
@fragment
|
||||
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
|
||||
let colors = array<vec4<f32>, 8>(
|
||||
input.color_1,
|
||||
input.color_2,
|
||||
input.color_3,
|
||||
input.color_4,
|
||||
input.color_5,
|
||||
input.color_6,
|
||||
input.color_7,
|
||||
input.color_8,
|
||||
unpack_u32(input.colors_1.xy),
|
||||
unpack_u32(input.colors_1.zw),
|
||||
unpack_u32(input.colors_2.xy),
|
||||
unpack_u32(input.colors_2.zw),
|
||||
unpack_u32(input.colors_3.xy),
|
||||
unpack_u32(input.colors_3.zw),
|
||||
unpack_u32(input.colors_4.xy),
|
||||
unpack_u32(input.colors_4.zw),
|
||||
);
|
||||
|
||||
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;
|
||||
|
|
|
|||
|
|
@ -652,28 +652,18 @@ mod gradient {
|
|||
attributes: &wgpu::vertex_attr_array!(
|
||||
// Position
|
||||
0 => Float32x2,
|
||||
// Color 1
|
||||
1 => Float32x4,
|
||||
// Color 2
|
||||
2 => Float32x4,
|
||||
// Color 3
|
||||
3 => Float32x4,
|
||||
// Color 4
|
||||
4 => Float32x4,
|
||||
// Color 5
|
||||
5 => Float32x4,
|
||||
// Color 6
|
||||
6 => Float32x4,
|
||||
// Color 7
|
||||
7 => Float32x4,
|
||||
// Color 8
|
||||
8 => Float32x4,
|
||||
// Offsets 1-4
|
||||
9 => Float32x4,
|
||||
// Offsets 5-8
|
||||
10 => Float32x4,
|
||||
// Colors 1-2
|
||||
1 => Uint32x4,
|
||||
// Colors 3-4
|
||||
2 => Uint32x4,
|
||||
// Colors 5-6
|
||||
3 => Uint32x4,
|
||||
// Colors 7-8
|
||||
4 => Uint32x4,
|
||||
// Offsets
|
||||
5 => Uint32x4,
|
||||
// Direction
|
||||
11 => Float32x4
|
||||
6 => Float32x4
|
||||
),
|
||||
}],
|
||||
},
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue