fix PathRasterization
pipeline
This commit is contained in:
parent
d7b14d8dc5
commit
62d1b7e36f
2 changed files with 196 additions and 253 deletions
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@ -68,7 +68,8 @@ struct DirectXResources {
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struct DirectXRenderPipelines {
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shadow_pipeline: PipelineState<Shadow>,
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quad_pipeline: PipelineState<Quad>,
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path_rasterization_pipeline: PathRasterizationPipelineState,
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// path_rasterization_pipeline: PathRasterizationPipelineState,
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path_rasterization_pipeline: PipelineState<PathRasterizationSprite>,
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path_sprite_pipeline: PipelineState<PathSprite>,
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underline_pipeline: PipelineState<Underline>,
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mono_sprites: PipelineState<MonochromeSprite>,
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@ -341,6 +342,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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shadows.len() as u32,
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)
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}
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@ -358,6 +361,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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quads.len() as u32,
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)
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}
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@ -383,35 +388,29 @@ impl DirectXRenderer {
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// Collect all vertices and sprites for a single draw call
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let mut vertices = Vec::new();
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let mut sprites = Vec::new();
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for (path_index, path) in paths.iter().enumerate() {
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vertices.extend(path.vertices.iter().map(|v| DirectXPathVertex {
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for path in paths {
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vertices.extend(path.vertices.iter().map(|v| PathRasterizationSprite {
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xy_position: v.xy_position,
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st_position: v.st_position,
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path_index: path_index as u32,
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}));
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sprites.push(PathRasterizationSprite {
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bounds: path.bounds.intersect(&path.content_mask.bounds),
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color: path.color,
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});
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bounds: path.bounds.intersect(&path.content_mask.bounds),
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}));
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}
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if !vertices.is_empty() {
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self.pipelines.path_rasterization_pipeline.update_buffer(
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&self.devices.device,
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&self.devices.device_context,
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&sprites,
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&vertices,
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)?;
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self.pipelines.path_rasterization_pipeline.draw(
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&self.devices.device_context,
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vertices.len() as u32,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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)?;
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}
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self.pipelines.path_rasterization_pipeline.update_buffer(
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&self.devices.device,
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&self.devices.device_context,
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&vertices,
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)?;
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self.pipelines.path_rasterization_pipeline.draw(
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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vertices.len() as u32,
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1,
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)?;
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// Resolve MSAA to non-MSAA intermediate texture
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unsafe {
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@ -490,6 +489,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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underlines.len() as u32,
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)
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}
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@ -655,7 +656,12 @@ impl DirectXRenderPipelines {
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let shadow_pipeline =
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PipelineState::new(device, "shadow_pipeline", ShaderModule::Shadow, 4)?;
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let quad_pipeline = PipelineState::new(device, "quad_pipeline", ShaderModule::Quad, 64)?;
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let path_rasterization_pipeline = PathRasterizationPipelineState::new(device)?;
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let path_rasterization_pipeline = PipelineState::new(
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device,
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"path_rasterization_pipeline",
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ShaderModule::PathRasterization,
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32,
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)?;
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let path_sprite_pipeline =
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PipelineState::new(device, "path_sprite_pipeline", ShaderModule::PathSprite, 1)?;
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let underline_pipeline =
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@ -769,16 +775,16 @@ struct PipelineState<T> {
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_marker: std::marker::PhantomData<T>,
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}
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struct PathRasterizationPipelineState {
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vertex: ID3D11VertexShader,
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fragment: ID3D11PixelShader,
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buffer: ID3D11Buffer,
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buffer_size: usize,
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view: [Option<ID3D11ShaderResourceView>; 1],
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vertex_buffer: Option<ID3D11Buffer>,
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vertex_buffer_size: usize,
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input_layout: ID3D11InputLayout,
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}
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// struct PathRasterizationPipelineState {
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// vertex: ID3D11VertexShader,
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// fragment: ID3D11PixelShader,
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// buffer: ID3D11Buffer,
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// buffer_size: usize,
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// view: [Option<ID3D11ShaderResourceView>; 1],
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// vertex_buffer: Option<ID3D11Buffer>,
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// vertex_buffer_size: usize,
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// input_layout: ID3D11InputLayout,
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// }
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impl<T> PipelineState<T> {
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fn new(
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@ -837,19 +843,21 @@ impl<T> PipelineState<T> {
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device_context: &ID3D11DeviceContext,
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viewport: &[D3D11_VIEWPORT],
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global_params: &[Option<ID3D11Buffer>],
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topology: D3D_PRIMITIVE_TOPOLOGY,
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vertex_count: u32,
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instance_count: u32,
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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topology,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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device_context.DrawInstanced(4, instance_count, 0, 0);
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device_context.DrawInstanced(vertex_count, instance_count, 0, 0);
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}
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Ok(())
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}
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@ -883,175 +891,130 @@ impl<T> PipelineState<T> {
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}
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}
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impl PathRasterizationPipelineState {
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fn new(device: &ID3D11Device) -> Result<Self> {
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let (vertex, vertex_shader) = {
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let raw_vertex_shader =
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RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
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(
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create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
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raw_vertex_shader,
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)
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};
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let fragment = {
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let raw_shader =
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RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
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create_fragment_shader(device, raw_shader.as_bytes())?
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};
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let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
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let view = create_buffer_view(device, &buffer)?;
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let vertex_buffer = Some(create_buffer(
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device,
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std::mem::size_of::<DirectXPathVertex>(),
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32,
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)?);
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// impl PathRasterizationPipelineState {
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// fn new(device: &ID3D11Device) -> Result<Self> {
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// let (vertex, vertex_shader) = {
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// let raw_vertex_shader =
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// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
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// (
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// create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
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// raw_vertex_shader,
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// )
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// };
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// let fragment = {
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// let raw_shader =
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// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
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// create_fragment_shader(device, raw_shader.as_bytes())?
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// };
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// let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
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// let view = create_buffer_view(device, &buffer)?;
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// let vertex_buffer = Some(create_buffer(
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// device,
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// std::mem::size_of::<PathRasterizationSprite>(),
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// 32,
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// )?);
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let input_layout = unsafe {
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let mut layout = None;
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device.CreateInputLayout(
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&[
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("POSITION"),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: 0,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("TEXCOORD"),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: 8,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("TEXCOORD"),
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SemanticIndex: 1,
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Format: DXGI_FORMAT_R32_UINT,
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InputSlot: 0,
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AlignedByteOffset: 16,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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],
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vertex_shader.as_bytes(),
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Some(&mut layout),
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)?;
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layout.unwrap()
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};
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// Ok(Self {
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// vertex,
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// fragment,
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// buffer,
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// buffer_size: 32,
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// view,
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// vertex_buffer,
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// vertex_buffer_size: 32,
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// })
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// }
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Ok(Self {
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vertex,
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fragment,
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buffer,
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buffer_size: 32,
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view,
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vertex_buffer,
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vertex_buffer_size: 32,
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input_layout,
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})
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}
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// fn update_buffer(
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// &mut self,
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// device: &ID3D11Device,
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// device_context: &ID3D11DeviceContext,
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// sprites: &[PathRasterizationSprite],
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// vertices_data: &[DirectXPathVertex],
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// ) -> Result<()> {
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// if self.buffer_size < sprites.len() {
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// let new_buffer_size = sprites.len().next_power_of_two();
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// log::info!(
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// "Updating Paths Pipeline buffer size from {} to {}",
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// self.buffer_size,
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// new_buffer_size
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// );
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// let buffer = create_buffer(
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// device,
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// std::mem::size_of::<PathRasterizationSprite>(),
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// new_buffer_size,
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// )?;
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// let view = create_buffer_view(device, &buffer)?;
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// self.buffer = buffer;
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// self.view = view;
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// self.buffer_size = new_buffer_size;
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// }
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// update_buffer(device_context, &self.buffer, sprites)?;
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fn update_buffer(
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&mut self,
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device: &ID3D11Device,
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device_context: &ID3D11DeviceContext,
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sprites: &[PathRasterizationSprite],
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vertices_data: &[DirectXPathVertex],
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) -> Result<()> {
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if self.buffer_size < sprites.len() {
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let new_buffer_size = sprites.len().next_power_of_two();
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log::info!(
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"Updating Paths Pipeline buffer size from {} to {}",
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self.buffer_size,
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new_buffer_size
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);
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let buffer = create_buffer(
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device,
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std::mem::size_of::<PathRasterizationSprite>(),
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new_buffer_size,
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)?;
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let view = create_buffer_view(device, &buffer)?;
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self.buffer = buffer;
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self.view = view;
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self.buffer_size = new_buffer_size;
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}
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update_buffer(device_context, &self.buffer, sprites)?;
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// if self.vertex_buffer_size < vertices_data.len() {
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// let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
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// log::info!(
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// "Updating Paths Pipeline vertex buffer size from {} to {}",
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// self.vertex_buffer_size,
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// new_vertex_buffer_size
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// );
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// let vertex_buffer = create_buffer(
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// device,
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// std::mem::size_of::<DirectXPathVertex>(),
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// new_vertex_buffer_size,
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// )?;
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// self.vertex_buffer = Some(vertex_buffer);
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// self.vertex_buffer_size = new_vertex_buffer_size;
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// }
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// update_buffer(
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// device_context,
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// self.vertex_buffer.as_ref().unwrap(),
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// vertices_data,
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// )?;
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if self.vertex_buffer_size < vertices_data.len() {
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let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
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log::info!(
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"Updating Paths Pipeline vertex buffer size from {} to {}",
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self.vertex_buffer_size,
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new_vertex_buffer_size
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);
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let vertex_buffer = create_buffer(
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device,
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std::mem::size_of::<DirectXPathVertex>(),
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new_vertex_buffer_size,
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)?;
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self.vertex_buffer = Some(vertex_buffer);
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self.vertex_buffer_size = new_vertex_buffer_size;
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}
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update_buffer(
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device_context,
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self.vertex_buffer.as_ref().unwrap(),
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vertices_data,
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)?;
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// Ok(())
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// }
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Ok(())
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}
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fn draw(
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&self,
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device_context: &ID3D11DeviceContext,
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vertex_count: u32,
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viewport: &[D3D11_VIEWPORT],
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global_params: &[Option<ID3D11Buffer>],
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
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const OFFSET: u32 = 0;
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device_context.IASetInputLayout(&self.input_layout);
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device_context.IASetVertexBuffers(
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0,
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1,
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Some(&self.vertex_buffer),
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Some(&STRIDE),
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Some(&OFFSET),
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);
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device_context.Draw(vertex_count, 0);
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}
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Ok(())
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}
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}
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#[derive(Clone, Copy)]
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#[repr(C)]
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struct DirectXPathVertex {
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xy_position: Point<ScaledPixels>,
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st_position: Point<f32>,
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path_index: u32,
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}
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// fn draw(
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// &self,
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// device_context: &ID3D11DeviceContext,
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// vertex_count: u32,
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// viewport: &[D3D11_VIEWPORT],
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// global_params: &[Option<ID3D11Buffer>],
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// ) -> Result<()> {
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// set_pipeline_state(
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// device_context,
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// &self.view,
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// D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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// viewport,
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// &self.vertex,
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// &self.fragment,
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// global_params,
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// );
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// unsafe {
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// const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
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// const OFFSET: u32 = 0;
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// device_context.IASetInputLayout(&self.input_layout);
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// device_context.IASetVertexBuffers(
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// 0,
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// 1,
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// Some(&self.vertex_buffer),
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// Some(&STRIDE),
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// Some(&OFFSET),
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// );
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// device_context.Draw(vertex_count, 0);
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// }
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// Ok(())
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// }
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// }
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#[derive(Clone, Copy)]
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#[repr(C)]
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struct PathRasterizationSprite {
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bounds: Bounds<ScaledPixels>,
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xy_position: Point<ScaledPixels>,
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st_position: Point<f32>,
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color: Background,
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bounds: Bounds<ScaledPixels>,
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}
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#[derive(Clone, Copy)]
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|
|
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@ -876,18 +876,10 @@ float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
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**
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*/
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struct PathVertex {
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float2 xy_position: POSITION;
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float2 st_position: TEXCOORD0;
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uint path_index: TEXCOORD1;
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};
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struct PathRasterizationSprite {
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Bounds bounds;
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float2 xy_position;
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float2 st_position;
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Background color;
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};
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struct PathSprite {
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Bounds bounds;
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};
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@ -896,68 +888,52 @@ StructuredBuffer<PathRasterizationSprite> path_rasterization_sprites: register(t
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struct PathVertexOutput {
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float4 position: SV_Position;
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float2 st_position: TEXCOORD0;
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nointerpolation uint tag: TEXCOORD1;
|
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nointerpolation uint color_space: TEXCOORD2;
|
||||
nointerpolation float gradient_angle: TEXCOORD3;
|
||||
nointerpolation float4 solid_color: COLOR0;
|
||||
nointerpolation float4 color0: COLOR1;
|
||||
nointerpolation float4 color1: COLOR2;
|
||||
nointerpolation float2 stop_percentages: COLOR3;
|
||||
nointerpolation Bounds bounds: BOUNDS;
|
||||
nointerpolation uint vertex_id: TEXCOORD1;
|
||||
float4 clip_distance: SV_ClipDistance;
|
||||
};
|
||||
|
||||
struct PathFragmentInput {
|
||||
float4 position: SV_Position;
|
||||
float2 st_position: TEXCOORD0;
|
||||
nointerpolation uint tag: TEXCOORD1;
|
||||
nointerpolation uint color_space: TEXCOORD2;
|
||||
nointerpolation float gradient_angle: TEXCOORD3;
|
||||
nointerpolation float4 solid_color: COLOR0;
|
||||
nointerpolation float4 color0: COLOR1;
|
||||
nointerpolation float4 color1: COLOR2;
|
||||
nointerpolation float2 stop_percentages: COLOR3;
|
||||
nointerpolation Bounds bounds: BOUNDS;
|
||||
nointerpolation uint vertex_id: TEXCOORD1;
|
||||
};
|
||||
|
||||
PathVertexOutput path_rasterization_vertex(PathVertex input) {
|
||||
PathRasterizationSprite sprite = path_rasterization_sprites[input.path_index];
|
||||
PathVertexOutput path_rasterization_vertex(uint vertex_id: SV_VertexID) {
|
||||
PathRasterizationSprite sprite = path_rasterization_sprites[vertex_id];
|
||||
|
||||
PathVertexOutput output;
|
||||
output.position = to_device_position_impl(input.xy_position);
|
||||
output.st_position = input.st_position;
|
||||
output.bounds = sprite.bounds;
|
||||
output.tag = sprite.color.tag;
|
||||
output.color_space = sprite.color.color_space;
|
||||
output.gradient_angle = sprite.color.gradient_angle_or_pattern_height;
|
||||
output.stop_percentages = float2(sprite.color.colors[0].percentage, sprite.color.colors[1].percentage);
|
||||
|
||||
GradientColor gradient = prepare_gradient_color(
|
||||
sprite.color.tag,
|
||||
sprite.color.color_space,
|
||||
sprite.color.solid,
|
||||
sprite.color.colors
|
||||
);
|
||||
output.solid_color = gradient.solid;
|
||||
output.color0 = gradient.color0;
|
||||
output.color1 = gradient.color1;
|
||||
output.position = to_device_position_impl(sprite.xy_position);
|
||||
output.st_position = sprite.st_position;
|
||||
output.vertex_id = vertex_id;
|
||||
output.clip_distance = distance_from_clip_rect_impl(sprite.xy_position, sprite.bounds);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 path_rasterization_fragment(PathFragmentInput input): SV_Target {
|
||||
Background background;
|
||||
background.tag = input.tag;
|
||||
background.color_space = input.color_space;
|
||||
background.solid = (Hsla)0; // Not used when tag != 0
|
||||
background.gradient_angle_or_pattern_height = input.gradient_angle;
|
||||
background.colors[0].color = (Hsla)0; // Not used when colors are pre-computed
|
||||
background.colors[0].percentage = input.stop_percentages.x;
|
||||
background.colors[1].color = (Hsla)0; // Not used when colors are pre-computed
|
||||
background.colors[1].percentage = input.stop_percentages.y;
|
||||
float2 dx = ddx(input.st_position);
|
||||
float2 dy = ddy(input.st_position);
|
||||
PathRasterizationSprite sprite = path_rasterization_sprites[input.vertex_id];
|
||||
|
||||
Background background = sprite.color;
|
||||
Bounds bounds = sprite.bounds;
|
||||
|
||||
float4 color = gradient_color(background, input.position.xy, input.bounds,
|
||||
input.solid_color, input.color0, input.color1);
|
||||
return color;
|
||||
float alpha;
|
||||
if (length(float2(dx.x, dy.x))) {
|
||||
alpha = 1.0;
|
||||
} else {
|
||||
float2 gradient = 2.0 * input.st_position.xx * float2(dx.x, dy.x) - float2(dx.y, dy.y);
|
||||
float f = input.st_position.x * input.st_position.x - input.st_position.y;
|
||||
float distance = f / length(gradient);
|
||||
alpha = saturate(0.5 - distance);
|
||||
}
|
||||
|
||||
GradientColor gradient = prepare_gradient_color(
|
||||
background.tag, background.color_space, background.solid, background.colors);
|
||||
|
||||
float4 color = gradient_color(background, input.position.xy, bounds,
|
||||
gradient.solid, gradient.color0, gradient.color1);
|
||||
return float4(color.rgb * color.a * alpha, alpha * color.a);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -966,6 +942,10 @@ float4 path_rasterization_fragment(PathFragmentInput input): SV_Target {
|
|||
**
|
||||
*/
|
||||
|
||||
struct PathSprite {
|
||||
Bounds bounds;
|
||||
};
|
||||
|
||||
struct PathSpriteVertexOutput {
|
||||
float4 position: SV_Position;
|
||||
float2 texture_coords: TEXCOORD0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue