diff options
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r-- | wgpu/src/shader/quad.wgsl | 77 | ||||
-rw-r--r-- | wgpu/src/shader/triangle.wgsl | 83 |
2 files changed, 88 insertions, 72 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl index 5a1237e6..fb402158 100644 --- a/wgpu/src/shader/quad.wgsl +++ b/wgpu/src/shader/quad.wgsl @@ -38,10 +38,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>) return rx; } -fn unpack_u32(color: u32) -> vec4<f32> { - let u = unpack4x8unorm(color); +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>(u.w, u.z, u.y, u.x); + return vec4<f32>(rg.y, rg.x, ba.y, ba.x); } struct SolidVertexInput { @@ -148,26 +149,28 @@ struct GradientVertexInput { @location(0) v_pos: vec2<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, + @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) 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, + @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 @@ -195,8 +198,9 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); 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.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; @@ -262,25 +266,28 @@ fn gradient( @fragment fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> { let colors = array<vec4<f32>, 8>( - unpack_u32(input.colors_1.x), - unpack_u32(input.colors_1.y), - unpack_u32(input.colors_1.z), - unpack_u32(input.colors_1.w), - unpack_u32(input.colors_2.x), - unpack_u32(input.colors_2.y), - unpack_u32(input.colors_2.z), - unpack_u32(input.colors_2.w), + 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 diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl index f1bb2733..9f512d14 100644 --- a/wgpu/src/shader/triangle.wgsl +++ b/wgpu/src/shader/triangle.wgsl @@ -4,10 +4,11 @@ struct Globals { @group(0) @binding(0) var<uniform> globals: Globals; -fn unpack_u32(color: u32) -> vec4<f32> { - let u = unpack4x8unorm(color); +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>(u.w, u.z, u.y, u.x); + return vec4<f32>(rg.y, rg.x, ba.y, ba.x); } struct SolidVertexInput { @@ -35,34 +36,39 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4<f32> { return input.color; } +struct GradientVertexInput { + @location(0) v_pos: vec2<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>, +} + struct GradientVertexOutput { @builtin(position) position: vec4<f32>, @location(0) raw_position: vec2<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(3) colors_3: vec4<u32>, + @location(4) colors_4: vec4<u32>, + @location(5) offsets: vec4<u32>, + @location(6) direction: vec4<f32>, } @vertex -fn gradient_vs_main( - @location(0) input: vec2<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 { +fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { var output: GradientVertexOutput; - output.position = globals.transform * vec4<f32>(input.xy, 0.0, 1.0); - output.raw_position = input; - output.colors_1 = colors_1; - output.colors_2 = colors_2; - output.offsets_1 = offsets_1; - output.offsets_2 = offsets_2; - output.direction = direction; + output.position = globals.transform * vec4<f32>(input.v_pos, 0.0, 1.0); + output.raw_position = input.v_pos; + output.colors_1 = input.colors_1; + output.colors_2 = input.colors_2; + output.colors_3 = input.colors_3; + output.colors_4 = input.colors_4; + output.offsets = input.offsets; + output.direction = input.direction; return output; } @@ -123,25 +129,28 @@ fn gradient( @fragment fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> { let colors = array<vec4<f32>, 8>( - unpack_u32(input.colors_1.x), - unpack_u32(input.colors_1.y), - unpack_u32(input.colors_1.z), - unpack_u32(input.colors_1.w), - unpack_u32(input.colors_2.x), - unpack_u32(input.colors_2.y), - unpack_u32(input.colors_2.z), - unpack_u32(input.colors_2.w), + 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, ); var last_index = 7; |