Optimized gradient data packing.
This commit is contained in:
parent
c15f1b5f65
commit
ea7f2626b1
6 changed files with 143 additions and 157 deletions
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@ -145,6 +145,19 @@ impl From<[f32; 4]> for Color {
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}
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}
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}
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}
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impl Into<u32> for Color {
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fn into(self) -> u32 {
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let [r, g, b, a] = self.into_rgba8();
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let r = (r as u32) << 24;
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let g = (g as u32) << 16;
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let b = (b as u32) << 8;
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let a = a as u32;
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r | g | b | a
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}
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}
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/// Creates a [`Color`] with shorter and cleaner syntax.
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/// Creates a [`Color`] with shorter and cleaner syntax.
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///
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///
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/// # Examples
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/// # Examples
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@ -99,61 +99,68 @@ impl Linear {
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/// Packs the [`Gradient`] for use in shader code.
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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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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; 8];
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let mut offsets = [0.0f32; 8];
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for (index, stop) in self.stops.iter().enumerate() {
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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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let (color, offset) = stop
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color::pack(stop.map_or(Color::default(), |s| s.color))
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.map_or((Color::default().into_u32(), 2.0), |s| {
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.components();
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(s.color.into_u32(), s.offset)
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});
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data[index * 4] = r;
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colors[index] = color;
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data[(index * 4) + 1] = g;
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offsets[index] = offset;
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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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}
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}
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data[40] = self.start.x;
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let direction = [self.start.x, self.start.y, self.end.x, self.end.y];
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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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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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}
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/// Packed [`Gradient`] data for use in shader code.
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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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#[derive(Debug, Copy, Clone, PartialEq)]
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#[repr(C)]
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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 packed into a u32
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colors: [u32; 8],
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offsets: [f32; 8],
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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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/// 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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pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed {
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match gradient {
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match gradient {
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core::Gradient::Linear(linear) => {
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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; 8];
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let mut offsets = [0.0f32; 8];
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for (index, stop) in linear.stops.iter().enumerate() {
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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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// let [r, g, b, a] =
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color::pack(stop.map_or(Color::default(), |s| s.color))
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// color::pack(stop.map_or(Color::default(), |s| s.color))
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.components();
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// .components();
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data[index * 4] = r;
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let (color, offset) = stop
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data[(index * 4) + 1] = g;
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.map_or((Color::default().into_u32(), 2.0), |s| {
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data[(index * 4) + 2] = b;
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(s.color.into_u32(), s.offset)
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data[(index * 4) + 3] = a;
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});
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data[32 + index] = stop.map_or(2.0, |s| s.offset);
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colors[index] = color;
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offsets[index] = offset;
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}
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}
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let (start, end) = linear.angle.to_distance(&bounds);
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let (start, end) = linear.angle.to_distance(&bounds);
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data[40] = start.x;
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let direction = [start.x, start.y, end.x, end.y];
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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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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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}
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}
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}
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@ -96,36 +96,24 @@ impl Pipeline {
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as u64,
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as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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attributes: &wgpu::vertex_attr_array!(
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// Color 1
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// Colors 1-4
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1 => Float32x4,
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1 => Uint32x4,
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// Color 2
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// Colors 5-8
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2 => Float32x4,
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2 => Uint32x4,
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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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// Offsets 1-4
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9 => Float32x4,
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3 => Float32x4,
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// Offsets 5-8
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// Offsets 5-8
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10 => Float32x4,
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4 => Float32x4,
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// Direction
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// Direction
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11 => Float32x4,
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5 => Float32x4,
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// Position & Scale
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// Position & Scale
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12 => Float32x4,
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6 => Float32x4,
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// Border color
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// Border color
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13 => Float32x4,
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7 => Float32x4,
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// Border radius
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// Border radius
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14 => Float32x4,
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8 => Float32x4,
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// Border width
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// Border width
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15 => Float32
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9 => Float32
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),
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),
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},
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},
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],
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],
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@ -38,6 +38,19 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
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return rx;
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return rx;
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}
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}
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fn l(c: f32) -> f32 {
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if (c < 0.04045) {
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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struct SolidVertexInput {
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struct SolidVertexInput {
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@location(0) v_pos: vec2<f32>,
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@location(0) v_pos: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(1) color: vec4<f32>,
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struct GradientVertexInput {
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struct GradientVertexInput {
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@location(0) v_pos: vec2<f32>,
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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(1) colors_1: vec4<u32>,
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@location(2) color_2: vec4<f32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) color_3: vec4<f32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(9) border_width: 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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}
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}
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struct GradientVertexOutput {
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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@location(1) color_1: vec4<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) color_2: vec4<f32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) color_3: vec4<f32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(5) direction: vec4<f32>,
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@location(6) color_6: vec4<f32>,
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@location(6) position_and_scale: vec4<f32>,
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@location(7) color_7: vec4<f32>,
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@location(7) border_color: vec4<f32>,
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@location(8) color_8: vec4<f32>,
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@location(8) border_radius: vec4<f32>,
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@location(9) offsets_1: vec4<f32>,
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@location(9) border_width: 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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}
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}
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@vertex
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@vertex
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@ -199,14 +200,8 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
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);
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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.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.colors_1 = input.colors_1;
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out.color_2 = input.color_2;
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out.colors_2 = input.colors_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_1 = input.offsets_1;
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out.offsets_2 = input.offsets_2;
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out.offsets_2 = input.offsets_2;
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out.direction = input.direction * globals.scale;
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out.direction = input.direction * globals.scale;
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@ -274,14 +269,14 @@ fn gradient(
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@fragment
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@fragment
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fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
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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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let colors = array<vec4<f32>, 8>(
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input.color_1,
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to_linear(input.colors_1.x),
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input.color_2,
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to_linear(input.colors_1.y),
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input.color_3,
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to_linear(input.colors_1.z),
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input.color_4,
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to_linear(input.colors_1.w),
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input.color_5,
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to_linear(input.colors_2.x),
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input.color_6,
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to_linear(input.colors_2.y),
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input.color_7,
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to_linear(input.colors_2.z),
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input.color_8,
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to_linear(input.colors_2.w),
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);
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);
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var offsets = array<f32, 8>(
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var offsets = array<f32, 8>(
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@ -4,6 +4,19 @@ struct Globals {
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@group(0) @binding(0) var<uniform> globals: Globals;
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@group(0) @binding(0) var<uniform> globals: Globals;
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fn l(c: f32) -> f32 {
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if (c < 0.04045) {
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return c / 12.92;
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} else {
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return pow(((c + 0.055) / 1.055), 2.4);
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};
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}
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fn to_linear(color: u32) -> vec4<f32> {
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let c = unpack4x8unorm(color); //unpacks as a b g r
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return vec4<f32>(l(c.w), l(c.z), l(c.y), c.x);
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}
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struct SolidVertexInput {
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struct SolidVertexInput {
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@location(0) position: vec2<f32>,
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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@location(1) color: vec4<f32>,
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@ -32,46 +45,28 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> {
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struct GradientVertexOutput {
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struct GradientVertexOutput {
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@builtin(position) position: vec4<f32>,
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@builtin(position) position: vec4<f32>,
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@location(0) raw_position: vec2<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(1) colors_1: vec4<u32>,
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@location(2) color_2: vec4<f32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) color_3: vec4<f32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(5) direction: 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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}
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}
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@vertex
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@vertex
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fn gradient_vs_main(
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fn gradient_vs_main(
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@location(0) input: vec2<f32>,
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@location(0) input: vec2<f32>,
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@location(1) color_1: vec4<f32>,
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@location(1) colors_1: vec4<u32>,
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@location(2) color_2: vec4<f32>,
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@location(2) colors_2: vec4<u32>,
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@location(3) color_3: vec4<f32>,
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@location(3) offsets_1: vec4<f32>,
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@location(4) color_4: vec4<f32>,
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@location(4) offsets_2: vec4<f32>,
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@location(5) color_5: vec4<f32>,
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@location(5) direction: 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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) -> GradientVertexOutput {
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var output: 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.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0);
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output.raw_position = input;
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output.raw_position = input;
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output.color_1 = color_1;
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output.colors_1 = colors_1;
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output.color_2 = color_2;
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output.colors_2 = colors_2;
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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>(
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
),
|
),
|
||||||
}],
|
}],
|
||||||
},
|
},
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue