Enable Blade on MacOS via "macos-blade" feature (#7669)
Depends on https://github.com/zed-industries/font-kit/pull/2 and https://github.com/kvark/blade/pull/77 This change enables Blade to be also used on MacOS. It will also make it easier to use it on Windows. What works: most of the things. Zed loads as fast and appears equally responsive to the current renderer. <img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM" src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827"> Things missing: - [x] video streaming. ~~Requires a bit of plumbing on both Blade and Zed sides, but all fairly straightforward.~~ - verified with a local setup - [x] resize. ~~Not sure where exactly to hook up the reaction on the window size change. Once we know where, the fix is one line.~~ - [ ] fine-tune CA Layer - this isn't a blocker for merging the PR, but it would be a blocker if we wanted to switch to the new path by default - [ ] rebase on latest, get the dependency merged (need review/merge of https://github.com/zed-industries/font-kit/pull/2!) Update: I implemented resize support as well as "surface" rendering on the Blade path (which will be useful on Linux/Windows later on). I haven't tested the latter though - not sure how to get something streaming. Would appreciate some help! I don't think this should be a blocker to this PR, anyway. The only little piece that's missing for the Blade on MacOS path to be full-featured is fine-tuning the CALayer configuration. Zed does a lot of careful logic in configuring the layer, such as switching the "present with transaction" on/off intermittently, which Blade path doesn't have yet. Release Notes: - N/A --------- Co-authored-by: Mikayla <mikayla@zed.dev>
This commit is contained in:
parent
1c361ac579
commit
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23 changed files with 492 additions and 163 deletions
618
crates/gpui/src/platform/blade/shaders.wgsl
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618
crates/gpui/src/platform/blade/shaders.wgsl
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@ -0,0 +1,618 @@
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struct GlobalParams {
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viewport_size: vec2<f32>,
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pad: vec2<u32>,
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}
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var<uniform> globals: GlobalParams;
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var t_sprite: texture_2d<f32>;
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var s_sprite: sampler;
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const M_PI_F: f32 = 3.1415926;
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const GRAYSCALE_FACTORS: vec3<f32> = vec3<f32>(0.2126, 0.7152, 0.0722);
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struct ViewId {
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lo: u32,
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hi: u32,
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}
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struct Bounds {
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origin: vec2<f32>,
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size: vec2<f32>,
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}
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struct Corners {
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top_left: f32,
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top_right: f32,
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bottom_right: f32,
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bottom_left: f32,
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}
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struct Edges {
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top: f32,
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right: f32,
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bottom: f32,
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left: f32,
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}
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struct Hsla {
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h: f32,
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s: f32,
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l: f32,
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a: f32,
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}
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struct AtlasTextureId {
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index: u32,
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kind: u32,
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}
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struct AtlasBounds {
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origin: vec2<i32>,
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size: vec2<i32>,
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}
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struct AtlasTile {
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texture_id: AtlasTextureId,
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tile_id: u32,
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padding: u32,
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bounds: AtlasBounds,
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}
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fn to_device_position_impl(position: vec2<f32>) -> vec4<f32> {
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let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
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return vec4<f32>(device_position, 0.0, 1.0);
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}
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fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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return to_device_position_impl(position);
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}
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fn to_tile_position(unit_vertex: vec2<f32>, tile: AtlasTile) -> vec2<f32> {
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let atlas_size = vec2<f32>(textureDimensions(t_sprite, 0));
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return (vec2<f32>(tile.bounds.origin) + unit_vertex * vec2<f32>(tile.bounds.size)) / atlas_size;
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}
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fn distance_from_clip_rect_impl(position: vec2<f32>, clip_bounds: Bounds) -> vec4<f32> {
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let tl = position - clip_bounds.origin;
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let br = clip_bounds.origin + clip_bounds.size - position;
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return vec4<f32>(tl.x, br.x, tl.y, br.y);
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}
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fn distance_from_clip_rect(unit_vertex: vec2<f32>, bounds: Bounds, clip_bounds: Bounds) -> vec4<f32> {
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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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return distance_from_clip_rect_impl(position, clip_bounds);
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}
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fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
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let h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
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let s = hsla.s;
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let l = hsla.l;
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let a = hsla.a;
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let c = (1.0 - abs(2.0 * l - 1.0)) * s;
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let x = c * (1.0 - abs(h % 2.0 - 1.0));
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let m = l - c / 2.0;
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var color = vec4<f32>(m, m, m, a);
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if (h >= 0.0 && h < 1.0) {
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color.r += c;
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color.g += x;
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} else if (h >= 1.0 && h < 2.0) {
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color.r += x;
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color.g += c;
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} else if (h >= 2.0 && h < 3.0) {
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color.g += c;
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color.b += x;
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} else if (h >= 3.0 && h < 4.0) {
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color.g += x;
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color.b += c;
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} else if (h >= 4.0 && h < 5.0) {
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color.r += x;
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color.b += c;
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} else {
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color.r += c;
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color.b += x;
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}
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return color;
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}
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fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
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let alpha = above.a + below.a * (1.0 - above.a);
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let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
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return vec4<f32>(color, alpha);
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}
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// A standard gaussian function, used for weighting samples
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fn gaussian(x: f32, sigma: f32) -> f32{
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return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
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}
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// This approximates the error function, needed for the gaussian integral
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fn erf(v: vec2<f32>) -> vec2<f32> {
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let s = sign(v);
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let a = abs(v);
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let r1 = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
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let r2 = r1 * r1;
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return s - s / (r2 * r2);
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}
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fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
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let delta = min(half_size.y - corner - abs(y), 0.0);
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let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
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let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
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if (point.x < 0.0) {
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if (point.y < 0.0) {
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return radii.top_left;
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} else {
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return radii.bottom_left;
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}
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} else {
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if (point.y < 0.0) {
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return radii.top_right;
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} else {
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return radii.bottom_right;
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}
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}
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}
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fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
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let half_size = bounds.size / 2.0;
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let center = bounds.origin + half_size;
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let center_to_point = point - center;
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let corner_radius = pick_corner_radius(center_to_point, corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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}
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// --- quads --- //
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struct Quad {
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view_id: ViewId,
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layer_id: u32,
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order: u32,
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bounds: Bounds,
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content_mask: Bounds,
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background: Hsla,
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border_color: Hsla,
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corner_radii: Corners,
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border_widths: Edges,
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}
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var<storage, read> b_quads: array<Quad>;
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struct QuadVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) @interpolate(flat) background_color: vec4<f32>,
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@location(1) @interpolate(flat) border_color: vec4<f32>,
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@location(2) @interpolate(flat) quad_id: u32,
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//TODO: use `clip_distance` once Naga supports it
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@location(3) clip_distances: vec4<f32>,
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}
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@vertex
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fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let quad = b_quads[instance_id];
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var out = QuadVarying();
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out.position = to_device_position(unit_vertex, quad.bounds);
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out.background_color = hsla_to_rgba(quad.background);
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out.border_color = hsla_to_rgba(quad.border_color);
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out.quad_id = instance_id;
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out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
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return out;
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}
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@fragment
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fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
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// Alpha clip first, since we don't have `clip_distance`.
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if (any(input.clip_distances < vec4<f32>(0.0))) {
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return vec4<f32>(0.0);
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}
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let quad = b_quads[input.quad_id];
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let half_size = quad.bounds.size / 2.0;
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let center = quad.bounds.origin + half_size;
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let center_to_point = input.position.xy - center;
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let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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let distance =
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length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0);
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let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0);
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let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border);
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let point_to_inset_corner = abs(center_to_point) - inset_size;
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var border_width = 0.0;
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if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) {
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border_width = 0.0;
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} else if (point_to_inset_corner.y > point_to_inset_corner.x) {
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border_width = horizontal_border;
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} else {
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border_width = vertical_border;
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}
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var color = input.background_color;
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if (border_width > 0.0) {
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let inset_distance = distance + border_width;
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// Blend the border on top of the background and then linearly interpolate
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// between the two as we slide inside the background.
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let blended_border = over(input.background_color, input.border_color);
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color = mix(blended_border, input.background_color,
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saturate(0.5 - inset_distance));
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}
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return color * vec4<f32>(1.0, 1.0, 1.0, saturate(0.5 - distance));
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}
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// --- shadows --- //
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struct Shadow {
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view_id: ViewId,
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layer_id: u32,
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order: u32,
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bounds: Bounds,
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corner_radii: Corners,
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content_mask: Bounds,
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color: Hsla,
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blur_radius: f32,
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pad: u32,
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}
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var<storage, read> b_shadows: array<Shadow>;
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struct ShadowVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) @interpolate(flat) color: vec4<f32>,
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@location(1) @interpolate(flat) shadow_id: u32,
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//TODO: use `clip_distance` once Naga supports it
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@location(3) clip_distances: vec4<f32>,
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}
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@vertex
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fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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var shadow = b_shadows[instance_id];
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let margin = 3.0 * shadow.blur_radius;
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// Set the bounds of the shadow and adjust its size based on the shadow's
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// spread radius to achieve the spreading effect
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shadow.bounds.origin -= vec2<f32>(margin);
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shadow.bounds.size += 2.0 * vec2<f32>(margin);
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var out = ShadowVarying();
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out.position = to_device_position(unit_vertex, shadow.bounds);
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out.color = hsla_to_rgba(shadow.color);
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out.shadow_id = instance_id;
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out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
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return out;
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}
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@fragment
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fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
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// Alpha clip first, since we don't have `clip_distance`.
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if (any(input.clip_distances < vec4<f32>(0.0))) {
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return vec4<f32>(0.0);
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}
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let shadow = b_shadows[input.shadow_id];
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let half_size = shadow.bounds.size / 2.0;
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let center = shadow.bounds.origin + half_size;
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let center_to_point = input.position.xy - center;
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let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
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// The signal is only non-zero in a limited range, so don't waste samples
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let low = center_to_point.y - half_size.y;
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let high = center_to_point.y + half_size.y;
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let start = clamp(-3.0 * shadow.blur_radius, low, high);
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let end = clamp(3.0 * shadow.blur_radius, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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let step = (end - start) / 4.0;
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var y = start + step * 0.5;
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var alpha = 0.0;
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for (var i = 0; i < 4; i += 1) {
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let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
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shadow.blur_radius, corner_radius, half_size);
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alpha += blur * gaussian(y, shadow.blur_radius) * step;
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y += step;
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}
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return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
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}
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// --- path rasterization --- //
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struct PathVertex {
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xy_position: vec2<f32>,
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st_position: vec2<f32>,
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content_mask: Bounds,
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}
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var<storage, read> b_path_vertices: array<PathVertex>;
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struct PathRasterizationVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) st_position: vec2<f32>,
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//TODO: use `clip_distance` once Naga supports it
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@location(3) clip_distances: vec4<f32>,
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}
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@vertex
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fn vs_path_rasterization(@builtin(vertex_index) vertex_id: u32) -> PathRasterizationVarying {
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let v = b_path_vertices[vertex_id];
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var out = PathRasterizationVarying();
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out.position = to_device_position_impl(v.xy_position);
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out.st_position = v.st_position;
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out.clip_distances = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
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return out;
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}
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@fragment
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fn fs_path_rasterization(input: PathRasterizationVarying) -> @location(0) f32 {
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let dx = dpdx(input.st_position);
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let dy = dpdy(input.st_position);
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if (any(input.clip_distances < vec4<f32>(0.0))) {
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return 0.0;
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}
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let gradient = 2.0 * input.st_position.xx * vec2<f32>(dx.x, dy.x) - vec2<f32>(dx.y, dy.y);
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let f = input.st_position.x * input.st_position.x - input.st_position.y;
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let distance = f / length(gradient);
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return saturate(0.5 - distance);
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}
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// --- paths --- //
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struct PathSprite {
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bounds: Bounds,
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color: Hsla,
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tile: AtlasTile,
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}
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var<storage, read> b_path_sprites: array<PathSprite>;
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struct PathVarying {
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@builtin(position) position: vec4<f32>,
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@location(0) tile_position: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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@vertex
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fn vs_path(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PathVarying {
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let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let sprite = b_path_sprites[instance_id];
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// Don't apply content mask because it was already accounted for when rasterizing the path.
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var out = PathVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.color = hsla_to_rgba(sprite.color);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_path(input: PathVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
||||
let mask = 1.0 - abs(1.0 - sample % 2.0);
|
||||
return input.color * mask;
|
||||
}
|
||||
|
||||
// --- underlines --- //
|
||||
|
||||
struct Underline {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
color: Hsla,
|
||||
thickness: f32,
|
||||
wavy: u32,
|
||||
}
|
||||
var<storage, read> b_underlines: array<Underline>;
|
||||
|
||||
struct UnderlineVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) @interpolate(flat) color: vec4<f32>,
|
||||
@location(1) @interpolate(flat) underline_id: u32,
|
||||
//TODO: use `clip_distance` once Naga supports it
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> UnderlineVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let underline = b_underlines[instance_id];
|
||||
|
||||
var out = UnderlineVarying();
|
||||
out.position = to_device_position(unit_vertex, underline.bounds);
|
||||
out.color = hsla_to_rgba(underline.color);
|
||||
out.underline_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_underline(input: UnderlineVarying) -> @location(0) vec4<f32> {
|
||||
// Alpha clip first, since we don't have `clip_distance`.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let underline = b_underlines[input.underline_id];
|
||||
if ((underline.wavy & 0xFFu) == 0u)
|
||||
{
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let half_thickness = underline.thickness * 0.5;
|
||||
let st = (input.position.xy - underline.bounds.origin) / underline.bounds.size.y - vec2<f32>(0.0, 0.5);
|
||||
let frequency = M_PI_F * 3.0 * underline.thickness / 8.0;
|
||||
let amplitude = 1.0 / (2.0 * underline.thickness);
|
||||
let sine = sin(st.x * frequency) * amplitude;
|
||||
let dSine = cos(st.x * frequency) * amplitude * frequency;
|
||||
let distance = (st.y - sine) / sqrt(1.0 + dSine * dSine);
|
||||
let distance_in_pixels = distance * underline.bounds.size.y;
|
||||
let distance_from_top_border = distance_in_pixels - half_thickness;
|
||||
let distance_from_bottom_border = distance_in_pixels + half_thickness;
|
||||
let alpha = saturate(0.5 - max(-distance_from_bottom_border, distance_from_top_border));
|
||||
return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
|
||||
}
|
||||
|
||||
// --- monochrome sprites --- //
|
||||
|
||||
struct MonochromeSprite {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
color: Hsla,
|
||||
tile: AtlasTile,
|
||||
}
|
||||
var<storage, read> b_mono_sprites: array<MonochromeSprite>;
|
||||
|
||||
struct MonoSpriteVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tile_position: vec2<f32>,
|
||||
@location(1) @interpolate(flat) color: vec4<f32>,
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> MonoSpriteVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let sprite = b_mono_sprites[instance_id];
|
||||
|
||||
var out = MonoSpriteVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.color = hsla_to_rgba(sprite.color);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_mono_sprite(input: MonoSpriteVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position).r;
|
||||
// Alpha clip after using the derivatives.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
return input.color * vec4<f32>(1.0, 1.0, 1.0, sample);
|
||||
}
|
||||
|
||||
// --- polychrome sprites --- //
|
||||
|
||||
struct PolychromeSprite {
|
||||
view_id: ViewId,
|
||||
layer_id: u32,
|
||||
order: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
corner_radii: Corners,
|
||||
tile: AtlasTile,
|
||||
grayscale: u32,
|
||||
pad: u32,
|
||||
}
|
||||
var<storage, read> b_poly_sprites: array<PolychromeSprite>;
|
||||
|
||||
struct PolySpriteVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tile_position: vec2<f32>,
|
||||
@location(1) @interpolate(flat) sprite_id: u32,
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> PolySpriteVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
let sprite = b_poly_sprites[instance_id];
|
||||
|
||||
var out = PolySpriteVarying();
|
||||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.sprite_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_poly_sprite(input: PolySpriteVarying) -> @location(0) vec4<f32> {
|
||||
let sample = textureSample(t_sprite, s_sprite, input.tile_position);
|
||||
// Alpha clip after using the derivatives.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let sprite = b_poly_sprites[input.sprite_id];
|
||||
let distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
|
||||
|
||||
var color = sample;
|
||||
if ((sprite.grayscale & 0xFFu) != 0u) {
|
||||
let grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
|
||||
color = vec4<f32>(vec3<f32>(grayscale), sample.a);
|
||||
}
|
||||
color.a *= saturate(0.5 - distance);
|
||||
return color;
|
||||
}
|
||||
|
||||
// --- surfaces --- //
|
||||
|
||||
struct SurfaceParams {
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
}
|
||||
|
||||
var<uniform> surface_locals: SurfaceParams;
|
||||
var t_y: texture_2d<f32>;
|
||||
var t_cb_cr: texture_2d<f32>;
|
||||
var s_surface: sampler;
|
||||
|
||||
const ycbcr_to_RGB = mat4x4<f32>(
|
||||
vec4<f32>( 1.0000f, 1.0000f, 1.0000f, 0.0),
|
||||
vec4<f32>( 0.0000f, -0.3441f, 1.7720f, 0.0),
|
||||
vec4<f32>( 1.4020f, -0.7141f, 0.0000f, 0.0),
|
||||
vec4<f32>(-0.7010f, 0.5291f, -0.8860f, 1.0),
|
||||
);
|
||||
|
||||
struct SurfaceVarying {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) texture_position: vec2<f32>,
|
||||
@location(3) clip_distances: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_surface(@builtin(vertex_index) vertex_id: u32) -> SurfaceVarying {
|
||||
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
|
||||
|
||||
var out = SurfaceVarying();
|
||||
out.position = to_device_position(unit_vertex, surface_locals.bounds);
|
||||
out.texture_position = unit_vertex;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, surface_locals.bounds, surface_locals.content_mask);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
|
||||
// Alpha clip after using the derivatives.
|
||||
if (any(input.clip_distances < vec4<f32>(0.0))) {
|
||||
return vec4<f32>(0.0);
|
||||
}
|
||||
|
||||
let y_cb_cr = vec4<f32>(
|
||||
textureSampleLevel(t_y, s_surface, input.texture_position, 0.0).r,
|
||||
textureSampleLevel(t_cb_cr, s_surface, input.texture_position, 0.0).rg,
|
||||
1.0);
|
||||
|
||||
return ycbcr_to_RGB * y_cb_cr;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue