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-rw-r--r--wgpu/src/shader/quad.wgsl107
1 files changed, 51 insertions, 56 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index 3232bdbe..fb402158 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -38,6 +38,13 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx;
}
+fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
+ let rg: vec2<f32> = unpack2x16float(color.x);
+ let ba: vec2<f32> = unpack2x16float(color.y);
+
+ return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
+}
+
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
@@ -140,40 +147,30 @@ 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) colors_3: vec4<u32>,
+ @location(4) colors_4: vec4<u32>,
+ @location(5) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+ @location(7) position_and_scale: vec4<f32>,
+ @location(8) border_color: vec4<f32>,
+ @location(9) border_radius: vec4<f32>,
+ @location(10) 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) colors_3: vec4<u32>,
+ @location(4) colors_4: vec4<u32>,
+ @location(5) offsets: vec4<u32>,
+ @location(6) direction: vec4<f32>,
+ @location(7) position_and_scale: vec4<f32>,
+ @location(8) border_color: vec4<f32>,
+ @location(9) border_radius: vec4<f32>,
+ @location(10) border_width: f32,
}
@vertex
@@ -199,16 +196,11 @@ 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.offsets_1 = input.offsets_1;
- out.offsets_2 = input.offsets_2;
+ out.colors_1 = input.colors_1;
+ out.colors_2 = input.colors_2;
+ out.colors_3 = input.colors_3;
+ out.colors_4 = input.colors_4;
+ out.offsets = input.offsets;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.border_color = input.border_color;
@@ -274,25 +266,28 @@ 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,
+ unpack_u32(input.colors_1.xy),
+ unpack_u32(input.colors_1.zw),
+ unpack_u32(input.colors_2.xy),
+ unpack_u32(input.colors_2.zw),
+ unpack_u32(input.colors_3.xy),
+ unpack_u32(input.colors_3.zw),
+ unpack_u32(input.colors_4.xy),
+ unpack_u32(input.colors_4.zw),
);
+ let offsets_1: vec4<f32> = unpack_u32(input.offsets.xy);
+ let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);
+
var offsets = array<f32, 8>(
- input.offsets_1.x,
- input.offsets_1.y,
- input.offsets_1.z,
- input.offsets_1.w,
- input.offsets_2.x,
- input.offsets_2.y,
- input.offsets_2.z,
- input.offsets_2.w,
+ offsets_1.x,
+ offsets_1.y,
+ offsets_1.z,
+ offsets_1.w,
+ offsets_2.x,
+ offsets_2.y,
+ offsets_2.z,
+ offsets_2.w,
);
//TODO could just pass this in to the shader but is probably more performant to just check it here