From 677f564f087b009842207e6df74aed343454ea17 Mon Sep 17 00:00:00 2001 From: Bingus Date: Wed, 7 Jun 2023 10:47:57 -0700 Subject: Switched to packing using f16s to maintain acceptable precision. --- wgpu/src/shader/quad.wgsl | 77 +++++++++++++++++++++------------------ wgpu/src/shader/triangle.wgsl | 83 ++++++++++++++++++++++++------------------- 2 files changed, 88 insertions(+), 72 deletions(-) (limited to 'wgpu/src/shader') 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, position: vec2, center: vec2) return rx; } -fn unpack_u32(color: u32) -> vec4 { - let u = unpack4x8unorm(color); +fn unpack_u32(color: vec2) -> vec4 { + let rg: vec2 = unpack2x16float(color.x); + let ba: vec2 = unpack2x16float(color.y); - return vec4(u.w, u.z, u.y, u.x); + return vec4(rg.y, rg.x, ba.y, ba.x); } struct SolidVertexInput { @@ -148,26 +149,28 @@ struct GradientVertexInput { @location(0) v_pos: vec2, @location(1) colors_1: vec4, @location(2) colors_2: vec4, - @location(3) offsets_1: vec4, - @location(4) offsets_2: vec4, - @location(5) direction: vec4, - @location(6) position_and_scale: vec4, - @location(7) border_color: vec4, - @location(8) border_radius: vec4, - @location(9) border_width: f32, + @location(3) colors_3: vec4, + @location(4) colors_4: vec4, + @location(5) offsets: vec4, + @location(6) direction: vec4, + @location(7) position_and_scale: vec4, + @location(8) border_color: vec4, + @location(9) border_radius: vec4, + @location(10) border_width: f32, } struct GradientVertexOutput { @builtin(position) position: vec4, @location(1) colors_1: vec4, @location(2) colors_2: vec4, - @location(3) offsets_1: vec4, - @location(4) offsets_2: vec4, - @location(5) direction: vec4, - @location(6) position_and_scale: vec4, - @location(7) border_color: vec4, - @location(8) border_radius: vec4, - @location(9) border_width: f32, + @location(3) colors_3: vec4, + @location(4) colors_4: vec4, + @location(5) offsets: vec4, + @location(6) direction: vec4, + @location(7) position_and_scale: vec4, + @location(8) border_color: vec4, + @location(9) border_radius: vec4, + @location(10) border_width: f32, } @vertex @@ -195,8 +198,9 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { out.position = globals.transform * transform * vec4(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(pos, scale); out.border_color = input.border_color; @@ -262,25 +266,28 @@ fn gradient( @fragment fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4 { let colors = array, 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 = unpack_u32(input.offsets.xy); + let offsets_2: vec4 = unpack_u32(input.offsets.zw); + var offsets = array( - 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 globals: Globals; -fn unpack_u32(color: u32) -> vec4 { - let u = unpack4x8unorm(color); +fn unpack_u32(color: vec2) -> vec4 { + let rg: vec2 = unpack2x16float(color.x); + let ba: vec2 = unpack2x16float(color.y); - return vec4(u.w, u.z, u.y, u.x); + return vec4(rg.y, rg.x, ba.y, ba.x); } struct SolidVertexInput { @@ -35,34 +36,39 @@ fn solid_fs_main(input: SolidVertexOutput) -> @location(0) vec4 { return input.color; } +struct GradientVertexInput { + @location(0) v_pos: vec2, + @location(1) colors_1: vec4, + @location(2) colors_2: vec4, + @location(3) colors_3: vec4, + @location(4) colors_4: vec4, + @location(5) offsets: vec4, + @location(6) direction: vec4, +} + struct GradientVertexOutput { @builtin(position) position: vec4, @location(0) raw_position: vec2, @location(1) colors_1: vec4, @location(2) colors_2: vec4, - @location(3) offsets_1: vec4, - @location(4) offsets_2: vec4, - @location(5) direction: vec4, + @location(3) colors_3: vec4, + @location(4) colors_4: vec4, + @location(5) offsets: vec4, + @location(6) direction: vec4, } @vertex -fn gradient_vs_main( - @location(0) input: vec2, - @location(1) colors_1: vec4, - @location(2) colors_2: vec4, - @location(3) offsets_1: vec4, - @location(4) offsets_2: vec4, - @location(5) direction: vec4, -) -> GradientVertexOutput { +fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { var output: GradientVertexOutput; - output.position = globals.transform * vec4(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(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 { let colors = array, 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 = unpack_u32(input.offsets.xy); + let offsets_2: vec4 = unpack_u32(input.offsets.zw); + var offsets = array( - 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; -- cgit