Optimized gradient data packing.

This commit is contained in:
Bingus 2023-05-29 16:44:56 -07:00
parent c15f1b5f65
commit ea7f2626b1
No known key found for this signature in database
GPG key ID: 5F84D2AA40A9F170
6 changed files with 143 additions and 157 deletions

View file

@ -145,6 +145,19 @@ impl From<[f32; 4]> for Color {
} }
} }
impl Into<u32> for Color {
fn into(self) -> u32 {
let [r, g, b, a] = self.into_rgba8();
let r = (r as u32) << 24;
let g = (g as u32) << 16;
let b = (b as u32) << 8;
let a = a as u32;
r | g | b | a
}
}
/// Creates a [`Color`] with shorter and cleaner syntax. /// Creates a [`Color`] with shorter and cleaner syntax.
/// ///
/// # Examples /// # Examples

View file

@ -99,61 +99,68 @@ impl Linear {
/// Packs the [`Gradient`] for use in shader code. /// Packs the [`Gradient`] for use in shader code.
pub fn pack(&self) -> Packed { pub fn pack(&self) -> Packed {
let mut data: [f32; 44] = [0.0; 44]; let mut colors = [0u32; 8];
let mut offsets = [0.0f32; 8];
for (index, stop) in self.stops.iter().enumerate() { for (index, stop) in self.stops.iter().enumerate() {
let [r, g, b, a] = let (color, offset) = stop
color::pack(stop.map_or(Color::default(), |s| s.color)) .map_or((Color::default().into_u32(), 2.0), |s| {
.components(); (s.color.into_u32(), s.offset)
});
data[index * 4] = r; colors[index] = color;
data[(index * 4) + 1] = g; offsets[index] = offset;
data[(index * 4) + 2] = b;
data[(index * 4) + 3] = a;
data[32 + index] = stop.map_or(2.0, |s| s.offset);
} }
data[40] = self.start.x; let direction = [self.start.x, self.start.y, self.end.x, self.end.y];
data[41] = self.start.y;
data[42] = self.end.x;
data[43] = self.end.y;
Packed(data) Packed {
colors,
offsets,
direction,
}
} }
} }
/// Packed [`Gradient`] data for use in shader code. /// Packed [`Gradient`] data for use in shader code.
#[derive(Debug, Copy, Clone, PartialEq)] #[derive(Debug, Copy, Clone, PartialEq)]
#[repr(C)] #[repr(C)]
pub struct Packed([f32; 44]); pub struct Packed {
// 8 colors, each packed into a u32
colors: [u32; 8],
offsets: [f32; 8],
direction: [f32; 4],
}
/// Creates a new [`Packed`] gradient for use in shader code. /// Creates a new [`Packed`] gradient for use in shader code.
pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed { pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
match gradient { match gradient {
core::Gradient::Linear(linear) => { core::Gradient::Linear(linear) => {
let mut data: [f32; 44] = [0.0; 44]; let mut colors = [0u32; 8];
let mut offsets = [0.0f32; 8];
for (index, stop) in linear.stops.iter().enumerate() { for (index, stop) in linear.stops.iter().enumerate() {
let [r, g, b, a] = // let [r, g, b, a] =
color::pack(stop.map_or(Color::default(), |s| s.color)) // color::pack(stop.map_or(Color::default(), |s| s.color))
.components(); // .components();
data[index * 4] = r; let (color, offset) = stop
data[(index * 4) + 1] = g; .map_or((Color::default().into_u32(), 2.0), |s| {
data[(index * 4) + 2] = b; (s.color.into_u32(), s.offset)
data[(index * 4) + 3] = a; });
data[32 + index] = stop.map_or(2.0, |s| s.offset);
colors[index] = color;
offsets[index] = offset;
} }
let (start, end) = linear.angle.to_distance(&bounds); let (start, end) = linear.angle.to_distance(&bounds);
data[40] = start.x; let direction = [start.x, start.y, end.x, end.y];
data[41] = start.y;
data[42] = end.x;
data[43] = end.y;
Packed(data) Packed {
colors,
offsets,
direction,
}
} }
} }
} }

View file

@ -96,36 +96,24 @@ impl Pipeline {
as u64, as u64,
step_mode: wgpu::VertexStepMode::Instance, step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array!( attributes: &wgpu::vertex_attr_array!(
// Color 1 // Colors 1-4
1 => Float32x4, 1 => Uint32x4,
// Color 2 // Colors 5-8
2 => Float32x4, 2 => Uint32x4,
// 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 // Offsets 1-4
9 => Float32x4, 3 => Float32x4,
// Offsets 5-8 // Offsets 5-8
10 => Float32x4, 4 => Float32x4,
// Direction // Direction
11 => Float32x4, 5 => Float32x4,
// Position & Scale // Position & Scale
12 => Float32x4, 6 => Float32x4,
// Border color // Border color
13 => Float32x4, 7 => Float32x4,
// Border radius // Border radius
14 => Float32x4, 8 => Float32x4,
// Border width // Border width
15 => Float32 9 => Float32
), ),
}, },
], ],

View file

@ -38,6 +38,19 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx; 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 { struct SolidVertexInput {
@location(0) v_pos: vec2<f32>, @location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>, @location(1) color: vec4<f32>,
@ -140,40 +153,28 @@ fn solid_fs_main(
struct GradientVertexInput { struct GradientVertexInput {
@location(0) v_pos: vec2<f32>, @location(0) v_pos: vec2<f32>,
@location(1) color_1: vec4<f32>, @location(1) colors_1: vec4<u32>,
@location(2) color_2: vec4<f32>, @location(2) colors_2: vec4<u32>,
@location(3) color_3: vec4<f32>, @location(3) offsets_1: vec4<f32>,
@location(4) color_4: vec4<f32>, @location(4) offsets_2: vec4<f32>,
@location(5) color_5: vec4<f32>, @location(5) direction: vec4<f32>,
@location(6) color_6: vec4<f32>, @location(6) position_and_scale: vec4<f32>,
@location(7) color_7: vec4<f32>, @location(7) border_color: vec4<f32>,
@location(8) color_8: vec4<f32>, @location(8) border_radius: vec4<f32>,
@location(9) offsets_1: vec4<f32>, @location(9) border_width: 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
} }
struct GradientVertexOutput { struct GradientVertexOutput {
@builtin(position) position: vec4<f32>, @builtin(position) position: vec4<f32>,
@location(1) color_1: vec4<f32>, @location(1) colors_1: vec4<u32>,
@location(2) color_2: vec4<f32>, @location(2) colors_2: vec4<u32>,
@location(3) color_3: vec4<f32>, @location(3) offsets_1: vec4<f32>,
@location(4) color_4: vec4<f32>, @location(4) offsets_2: vec4<f32>,
@location(5) color_5: vec4<f32>, @location(5) direction: vec4<f32>,
@location(6) color_6: vec4<f32>, @location(6) position_and_scale: vec4<f32>,
@location(7) color_7: vec4<f32>, @location(7) border_color: vec4<f32>,
@location(8) color_8: vec4<f32>, @location(8) border_radius: vec4<f32>,
@location(9) offsets_1: vec4<f32>, @location(9) border_width: 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
} }
@vertex @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.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.color_1 = input.color_1; out.colors_1 = input.colors_1;
out.color_2 = input.color_2; out.colors_2 = input.colors_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.offsets_1 = input.offsets_1; out.offsets_1 = input.offsets_1;
out.offsets_2 = input.offsets_2; out.offsets_2 = input.offsets_2;
out.direction = input.direction * globals.scale; out.direction = input.direction * globals.scale;
@ -274,14 +269,14 @@ fn gradient(
@fragment @fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> { fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>( let colors = array<vec4<f32>, 8>(
input.color_1, to_linear(input.colors_1.x),
input.color_2, to_linear(input.colors_1.y),
input.color_3, to_linear(input.colors_1.z),
input.color_4, to_linear(input.colors_1.w),
input.color_5, to_linear(input.colors_2.x),
input.color_6, to_linear(input.colors_2.y),
input.color_7, to_linear(input.colors_2.z),
input.color_8, to_linear(input.colors_2.w),
); );
var offsets = array<f32, 8>( var offsets = array<f32, 8>(

View file

@ -4,6 +4,19 @@ struct Globals {
@group(0) @binding(0) var<uniform> globals: 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 { struct SolidVertexInput {
@location(0) position: vec2<f32>, @location(0) position: vec2<f32>,
@location(1) color: vec4<f32>, @location(1) color: vec4<f32>,
@ -32,46 +45,28 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
struct GradientVertexOutput { struct GradientVertexOutput {
@builtin(position) position: vec4<f32>, @builtin(position) position: vec4<f32>,
@location(0) raw_position: vec2<f32>, @location(0) raw_position: vec2<f32>,
@location(1) color_1: vec4<f32>, @location(1) colors_1: vec4<u32>,
@location(2) color_2: vec4<f32>, @location(2) colors_2: vec4<u32>,
@location(3) color_3: vec4<f32>, @location(3) offsets_1: vec4<f32>,
@location(4) color_4: vec4<f32>, @location(4) offsets_2: vec4<f32>,
@location(5) color_5: vec4<f32>, @location(5) direction: 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>,
} }
@vertex @vertex
fn gradient_vs_main( fn gradient_vs_main(
@location(0) input: vec2<f32>, @location(0) input: vec2<f32>,
@location(1) color_1: vec4<f32>, @location(1) colors_1: vec4<u32>,
@location(2) color_2: vec4<f32>, @location(2) colors_2: vec4<u32>,
@location(3) color_3: vec4<f32>, @location(3) offsets_1: vec4<f32>,
@location(4) color_4: vec4<f32>, @location(4) offsets_2: vec4<f32>,
@location(5) color_5: vec4<f32>, @location(5) direction: 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>,
) -> GradientVertexOutput { ) -> GradientVertexOutput {
var output: GradientVertexOutput; var output: GradientVertexOutput;
output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0); output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
output.raw_position = input; output.raw_position = input;
output.color_1 = color_1; output.colors_1 = colors_1;
output.color_2 = color_2; output.colors_2 = colors_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.offsets_1 = offsets_1; output.offsets_1 = offsets_1;
output.offsets_2 = offsets_2; output.offsets_2 = offsets_2;
output.direction = direction; output.direction = direction;
@ -135,14 +130,14 @@ fn gradient(
@fragment @fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> { fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 8>( let colors = array<vec4<f32>, 8>(
input.color_1, to_linear(input.colors_1.x),
input.color_2, to_linear(input.colors_1.y),
input.color_3, to_linear(input.colors_1.z),
input.color_4, to_linear(input.colors_1.w),
input.color_5, to_linear(input.colors_2.x),
input.color_6, to_linear(input.colors_2.y),
input.color_7, to_linear(input.colors_2.z),
input.color_8, to_linear(input.colors_2.w),
); );
var offsets = array<f32, 8>( var offsets = array<f32, 8>(

View file

@ -652,28 +652,16 @@ mod gradient {
attributes: &wgpu::vertex_attr_array!( attributes: &wgpu::vertex_attr_array!(
// Position // Position
0 => Float32x2, 0 => Float32x2,
// Color 1 // Colors 1-4
1 => Float32x4, 1 => Uint32x4,
// Color 2 // Colors 5-8,
2 => Float32x4, 2 => Uint32x4,
// 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 // Offsets 1-4
9 => Float32x4, 3 => Float32x4,
// Offsets 5-8 // Offsets 5-8
10 => Float32x4, 4 => Float32x4,
// Direction // Direction
11 => Float32x4 5 => Float32x4
), ),
}], }],
}, },