Optimized gradient data packing.
This commit is contained in:
parent
c15f1b5f65
commit
ea7f2626b1
6 changed files with 143 additions and 157 deletions
|
|
@ -96,36 +96,24 @@ impl Pipeline {
|
|||
as u64,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &wgpu::vertex_attr_array!(
|
||||
// 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,
|
||||
// Colors 1-4
|
||||
1 => Uint32x4,
|
||||
// Colors 5-8
|
||||
2 => Uint32x4,
|
||||
// Offsets 1-4
|
||||
9 => Float32x4,
|
||||
3 => Float32x4,
|
||||
// Offsets 5-8
|
||||
10 => Float32x4,
|
||||
4 => Float32x4,
|
||||
// Direction
|
||||
11 => Float32x4,
|
||||
5 => Float32x4,
|
||||
// Position & Scale
|
||||
12 => Float32x4,
|
||||
6 => Float32x4,
|
||||
// Border color
|
||||
13 => Float32x4,
|
||||
7 => Float32x4,
|
||||
// Border radius
|
||||
14 => Float32x4,
|
||||
8 => Float32x4,
|
||||
// Border width
|
||||
15 => Float32
|
||||
9 => Float32
|
||||
),
|
||||
},
|
||||
],
|
||||
|
|
|
|||
|
|
@ -38,6 +38,19 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
|
|||
return rx;
|
||||
}
|
||||
|
||||
fn l(c: f32) -> f32 {
|
||||
if (c < 0.04045) {
|
||||
return c / 12.92;
|
||||
} else {
|
||||
return pow(((c + 0.055) / 1.055), 2.4);
|
||||
};
|
||||
}
|
||||
|
||||
fn to_linear(color: u32) -> vec4<f32> {
|
||||
let c = unpack4x8unorm(color); //unpacks as a b g r
|
||||
return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
|
||||
}
|
||||
|
||||
struct SolidVertexInput {
|
||||
@location(0) v_pos: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
|
|
@ -140,40 +153,28 @@ fn solid_fs_main(
|
|||
|
||||
struct GradientVertexInput {
|
||||
@location(0) v_pos: vec2<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
@location(12) position_and_scale: vec4<f32>,
|
||||
@location(13) border_color: vec4<f32>,
|
||||
@location(14) border_radius: vec4<f32>,
|
||||
@location(15) border_width: f32
|
||||
@location(1) colors_1: vec4<u32>,
|
||||
@location(2) colors_2: vec4<u32>,
|
||||
@location(3) offsets_1: vec4<f32>,
|
||||
@location(4) offsets_2: vec4<f32>,
|
||||
@location(5) direction: vec4<f32>,
|
||||
@location(6) position_and_scale: vec4<f32>,
|
||||
@location(7) border_color: vec4<f32>,
|
||||
@location(8) border_radius: vec4<f32>,
|
||||
@location(9) border_width: f32,
|
||||
}
|
||||
|
||||
struct GradientVertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
@location(12) position_and_scale: vec4<f32>,
|
||||
@location(13) border_color: vec4<f32>,
|
||||
@location(14) border_radius: vec4<f32>,
|
||||
@location(15) border_width: f32
|
||||
@location(1) colors_1: vec4<u32>,
|
||||
@location(2) colors_2: vec4<u32>,
|
||||
@location(3) offsets_1: vec4<f32>,
|
||||
@location(4) offsets_2: vec4<f32>,
|
||||
@location(5) direction: vec4<f32>,
|
||||
@location(6) position_and_scale: vec4<f32>,
|
||||
@location(7) border_color: vec4<f32>,
|
||||
@location(8) border_radius: vec4<f32>,
|
||||
@location(9) border_width: f32,
|
||||
}
|
||||
|
||||
@vertex
|
||||
|
|
@ -199,14 +200,8 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
|||
);
|
||||
|
||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
||||
out.color_1 = input.color_1;
|
||||
out.color_2 = input.color_2;
|
||||
out.color_3 = input.color_3;
|
||||
out.color_4 = input.color_4;
|
||||
out.color_5 = input.color_5;
|
||||
out.color_6 = input.color_6;
|
||||
out.color_7 = input.color_7;
|
||||
out.color_8 = input.color_8;
|
||||
out.colors_1 = input.colors_1;
|
||||
out.colors_2 = input.colors_2;
|
||||
out.offsets_1 = input.offsets_1;
|
||||
out.offsets_2 = input.offsets_2;
|
||||
out.direction = input.direction * globals.scale;
|
||||
|
|
@ -274,14 +269,14 @@ 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,
|
||||
to_linear(input.colors_1.x),
|
||||
to_linear(input.colors_1.y),
|
||||
to_linear(input.colors_1.z),
|
||||
to_linear(input.colors_1.w),
|
||||
to_linear(input.colors_2.x),
|
||||
to_linear(input.colors_2.y),
|
||||
to_linear(input.colors_2.z),
|
||||
to_linear(input.colors_2.w),
|
||||
);
|
||||
|
||||
var offsets = array<f32, 8>(
|
||||
|
|
|
|||
|
|
@ -4,6 +4,19 @@ struct Globals {
|
|||
|
||||
@group(0) @binding(0) var<uniform> globals: Globals;
|
||||
|
||||
fn l(c: f32) -> f32 {
|
||||
if (c < 0.04045) {
|
||||
return c / 12.92;
|
||||
} else {
|
||||
return pow(((c + 0.055) / 1.055), 2.4);
|
||||
};
|
||||
}
|
||||
|
||||
fn to_linear(color: u32) -> vec4<f32> {
|
||||
let c = unpack4x8unorm(color); //unpacks as a b g r
|
||||
return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
|
||||
}
|
||||
|
||||
struct SolidVertexInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
|
|
@ -32,46 +45,28 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
|
|||
struct GradientVertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) raw_position: vec2<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
@location(1) colors_1: vec4<u32>,
|
||||
@location(2) colors_2: vec4<u32>,
|
||||
@location(3) offsets_1: vec4<f32>,
|
||||
@location(4) offsets_2: vec4<f32>,
|
||||
@location(5) direction: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn gradient_vs_main(
|
||||
@location(0) input: vec2<f32>,
|
||||
@location(1) color_1: vec4<f32>,
|
||||
@location(2) color_2: vec4<f32>,
|
||||
@location(3) color_3: vec4<f32>,
|
||||
@location(4) color_4: vec4<f32>,
|
||||
@location(5) color_5: vec4<f32>,
|
||||
@location(6) color_6: vec4<f32>,
|
||||
@location(7) color_7: vec4<f32>,
|
||||
@location(8) color_8: vec4<f32>,
|
||||
@location(9) offsets_1: vec4<f32>,
|
||||
@location(10) offsets_2: vec4<f32>,
|
||||
@location(11) direction: vec4<f32>,
|
||||
@location(1) colors_1: vec4<u32>,
|
||||
@location(2) colors_2: vec4<u32>,
|
||||
@location(3) offsets_1: vec4<f32>,
|
||||
@location(4) offsets_2: vec4<f32>,
|
||||
@location(5) direction: vec4<f32>,
|
||||
) -> GradientVertexOutput {
|
||||
var output: GradientVertexOutput;
|
||||
|
||||
output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
|
||||
output.raw_position = input;
|
||||
output.color_1 = color_1;
|
||||
output.color_2 = color_2;
|
||||
output.color_3 = color_3;
|
||||
output.color_4 = color_4;
|
||||
output.color_5 = color_5;
|
||||
output.color_6 = color_6;
|
||||
output.color_7 = color_7;
|
||||
output.color_8 = color_8;
|
||||
output.colors_1 = colors_1;
|
||||
output.colors_2 = colors_2;
|
||||
output.offsets_1 = offsets_1;
|
||||
output.offsets_2 = offsets_2;
|
||||
output.direction = direction;
|
||||
|
|
@ -135,14 +130,14 @@ 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,
|
||||
to_linear(input.colors_1.x),
|
||||
to_linear(input.colors_1.y),
|
||||
to_linear(input.colors_1.z),
|
||||
to_linear(input.colors_1.w),
|
||||
to_linear(input.colors_2.x),
|
||||
to_linear(input.colors_2.y),
|
||||
to_linear(input.colors_2.z),
|
||||
to_linear(input.colors_2.w),
|
||||
);
|
||||
|
||||
var offsets = array<f32, 8>(
|
||||
|
|
|
|||
|
|
@ -652,28 +652,16 @@ 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,
|
||||
// Colors 1-4
|
||||
1 => Uint32x4,
|
||||
// Colors 5-8,
|
||||
2 => Uint32x4,
|
||||
// Offsets 1-4
|
||||
9 => Float32x4,
|
||||
3 => Float32x4,
|
||||
// Offsets 5-8
|
||||
10 => Float32x4,
|
||||
4 => Float32x4,
|
||||
// Direction
|
||||
11 => Float32x4
|
||||
5 => Float32x4
|
||||
),
|
||||
}],
|
||||
},
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue