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-rw-r--r--wgpu/src/shader/quad.wgsl77
-rw-r--r--wgpu/src/shader/triangle.wgsl83
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;