Optimized gradient data packing.

This commit is contained in:
Bingus 2023-05-29 16:44:56 -07:00
parent c15f1b5f65
commit ea7f2626b1
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GPG key ID: 5F84D2AA40A9F170
6 changed files with 143 additions and 157 deletions

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@ -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>(