Implement MSAA for triangle pipeline in iced_wgpu
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4969bfdb66
commit
dadae12253
15 changed files with 539 additions and 73 deletions
12
wgpu/src/shader/blit.frag
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12
wgpu/src/shader/blit.frag
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#version 450
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layout(location = 0) in vec2 v_Uv;
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layout(set = 0, binding = 0) uniform sampler u_Sampler;
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layout(set = 1, binding = 0) uniform texture2D u_Texture;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
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}
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wgpu/src/shader/blit.frag.spv
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wgpu/src/shader/blit.frag.spv
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wgpu/src/shader/blit.vert
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wgpu/src/shader/blit.vert
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#version 450
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layout(location = 0) out vec2 o_Uv;
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const vec2 positions[6] = vec2[6](
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vec2(-1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2(1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0),
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vec2(1.0, 1.0)
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);
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const vec2 uvs[6] = vec2[6](
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main() {
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o_Uv = uvs[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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wgpu/src/shader/blit.vert.spv
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wgpu/src/shader/blit.vert.spv
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#version 450
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layout(location = 0) in vec2 v_Pos;
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layout(location = 1) in vec2 i_Pos;
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layout(location = 2) in vec2 i_Scale;
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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};
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layout(location = 0) out vec2 o_Uv;
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void main() {
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o_Uv = v_Pos;
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mat4 i_Transform = mat4(
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vec4(i_Scale.x, 0.0, 0.0, 0.0),
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vec4(0.0, i_Scale.y, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(i_Pos, 0.0, 1.0)
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);
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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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}
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