diff --git a/graphics/Cargo.toml b/graphics/Cargo.toml index 0e22227dde..02621695e9 100644 --- a/graphics/Cargo.toml +++ b/graphics/Cargo.toml @@ -18,6 +18,7 @@ web-colors = [] [dependencies] glam = "0.24" +half = "2.2.1" log = "0.4" raw-window-handle = "0.5" thiserror = "1.0" diff --git a/graphics/src/gradient.rs b/graphics/src/gradient.rs index d26b5665b9..3f5d05090d 100644 --- a/graphics/src/gradient.rs +++ b/graphics/src/gradient.rs @@ -7,6 +7,7 @@ use crate::color; use crate::core::gradient::ColorStop; use crate::core::{self, Color, Point, Rectangle}; +use half::f16; use std::cmp::Ordering; #[derive(Debug, Clone, PartialEq)] @@ -99,61 +100,96 @@ impl Linear { /// Packs the [`Gradient`] for use in shader code. pub fn pack(&self) -> Packed { - let mut data: [f32; 44] = [0.0; 44]; + let mut colors = [[0u32; 2]; 8]; + let mut offsets = [f16::from(0u8); 8]; for (index, stop) in self.stops.iter().enumerate() { let [r, g, b, a] = color::pack(stop.map_or(Color::default(), |s| s.color)) .components(); - data[index * 4] = r; - data[(index * 4) + 1] = g; - data[(index * 4) + 2] = b; - data[(index * 4) + 3] = a; + colors[index] = [ + pack_f16s([f16::from_f32(r), f16::from_f32(g)]), + pack_f16s([f16::from_f32(b), f16::from_f32(a)]), + ]; - data[32 + index] = stop.map_or(2.0, |s| s.offset); + offsets[index] = + stop.map_or(f16::from_f32(2.0), |s| f16::from_f32(s.offset)); } - data[40] = self.start.x; - data[41] = self.start.y; - data[42] = self.end.x; - data[43] = self.end.y; + let offsets = [ + pack_f16s([offsets[0], offsets[1]]), + pack_f16s([offsets[2], offsets[3]]), + pack_f16s([offsets[4], offsets[5]]), + pack_f16s([offsets[6], offsets[7]]), + ]; - Packed(data) + let direction = [self.start.x, self.start.y, self.end.x, self.end.y]; + + Packed { + colors, + offsets, + direction, + } } } /// Packed [`Gradient`] data for use in shader code. #[derive(Debug, Copy, Clone, PartialEq)] #[repr(C)] -pub struct Packed([f32; 44]); +pub struct Packed { + // 8 colors, each channel = 16 bit float, 2 colors packed into 1 u32 + colors: [[u32; 2]; 8], + // 8 offsets, 8x 16 bit floats packed into 4 u32s + offsets: [u32; 4], + direction: [f32; 4], +} /// Creates a new [`Packed`] gradient for use in shader code. pub fn pack(gradient: &core::Gradient, bounds: Rectangle) -> Packed { match gradient { core::Gradient::Linear(linear) => { - let mut data: [f32; 44] = [0.0; 44]; + let mut colors = [[0u32; 2]; 8]; + let mut offsets = [f16::from(0u8); 8]; for (index, stop) in linear.stops.iter().enumerate() { let [r, g, b, a] = color::pack(stop.map_or(Color::default(), |s| s.color)) .components(); - data[index * 4] = r; - data[(index * 4) + 1] = g; - data[(index * 4) + 2] = b; - data[(index * 4) + 3] = a; - data[32 + index] = stop.map_or(2.0, |s| s.offset); + colors[index] = [ + pack_f16s([f16::from_f32(r), f16::from_f32(g)]), + pack_f16s([f16::from_f32(b), f16::from_f32(a)]), + ]; + + offsets[index] = stop + .map_or(f16::from_f32(2.0), |s| f16::from_f32(s.offset)); } + let offsets = [ + pack_f16s([offsets[0], offsets[1]]), + pack_f16s([offsets[2], offsets[3]]), + pack_f16s([offsets[4], offsets[5]]), + pack_f16s([offsets[6], offsets[7]]), + ]; + let (start, end) = linear.angle.to_distance(&bounds); - data[40] = start.x; - data[41] = start.y; - data[42] = end.x; - data[43] = end.y; + let direction = [start.x, start.y, end.x, end.y]; - Packed(data) + Packed { + colors, + offsets, + direction, + } } } } + +/// Packs two f16s into one u32. +fn pack_f16s(f: [f16; 2]) -> u32 { + let one = (f[0].to_bits() as u32) << 16; + let two = f[1].to_bits() as u32; + + one | two +} diff --git a/wgpu/src/quad/gradient.rs b/wgpu/src/quad/gradient.rs index 2b56d5942d..6db3725265 100644 --- a/wgpu/src/quad/gradient.rs +++ b/wgpu/src/quad/gradient.rs @@ -96,36 +96,26 @@ impl Pipeline { as u64, step_mode: wgpu::VertexStepMode::Instance, attributes: &wgpu::vertex_attr_array!( - // Color 1 - 1 => Float32x4, - // Color 2 - 2 => Float32x4, - // Color 3 - 3 => Float32x4, - // Color 4 - 4 => Float32x4, - // Color 5 - 5 => Float32x4, - // Color 6 - 6 => Float32x4, - // Color 7 - 7 => Float32x4, - // Color 8 - 8 => Float32x4, - // Offsets 1-4 - 9 => Float32x4, - // Offsets 5-8 - 10 => Float32x4, + // Colors 1-2 + 1 => Uint32x4, + // Colors 3-4 + 2 => Uint32x4, + // Colors 5-6 + 3 => Uint32x4, + // Colors 7-8 + 4 => Uint32x4, + // Offsets 1-8 + 5 => Uint32x4, // Direction - 11 => Float32x4, + 6 => Float32x4, // Position & Scale - 12 => Float32x4, + 7 => Float32x4, // Border color - 13 => Float32x4, + 8 => Float32x4, // Border radius - 14 => Float32x4, + 9 => Float32x4, // Border width - 15 => Float32 + 10 => Float32 ), }, ], diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl index 3232bdbeea..fb402158c7 100644 --- a/wgpu/src/shader/quad.wgsl +++ b/wgpu/src/shader/quad.wgsl @@ -38,6 +38,13 @@ fn select_border_radius(radi: vec4, position: vec2, center: vec2) return rx; } +fn unpack_u32(color: vec2) -> vec4 { + let rg: vec2 = unpack2x16float(color.x); + let ba: vec2 = unpack2x16float(color.y); + + return vec4(rg.y, rg.x, ba.y, ba.x); +} + struct SolidVertexInput { @location(0) v_pos: vec2, @location(1) color: vec4, @@ -140,40 +147,30 @@ fn solid_fs_main( struct GradientVertexInput { @location(0) v_pos: vec2, - @location(1) color_1: vec4, - @location(2) color_2: vec4, - @location(3) color_3: vec4, - @location(4) color_4: vec4, - @location(5) color_5: vec4, - @location(6) color_6: vec4, - @location(7) color_7: vec4, - @location(8) color_8: vec4, - @location(9) offsets_1: vec4, - @location(10) offsets_2: vec4, - @location(11) direction: vec4, - @location(12) position_and_scale: vec4, - @location(13) border_color: vec4, - @location(14) border_radius: vec4, - @location(15) border_width: f32 + @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, + @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) color_1: vec4, - @location(2) color_2: vec4, - @location(3) color_3: vec4, - @location(4) color_4: vec4, - @location(5) color_5: vec4, - @location(6) color_6: vec4, - @location(7) color_7: vec4, - @location(8) color_8: vec4, - @location(9) offsets_1: vec4, - @location(10) offsets_2: vec4, - @location(11) direction: vec4, - @location(12) position_and_scale: vec4, - @location(13) border_color: vec4, - @location(14) border_radius: vec4, - @location(15) border_width: f32 + @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, + @location(7) position_and_scale: vec4, + @location(8) border_color: vec4, + @location(9) border_radius: vec4, + @location(10) border_width: f32, } @vertex @@ -199,16 +196,11 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput { ); out.position = globals.transform * transform * vec4(input.v_pos, 0.0, 1.0); - out.color_1 = input.color_1; - out.color_2 = input.color_2; - out.color_3 = input.color_3; - out.color_4 = input.color_4; - out.color_5 = input.color_5; - out.color_6 = input.color_6; - out.color_7 = input.color_7; - out.color_8 = input.color_8; - out.offsets_1 = input.offsets_1; - out.offsets_2 = input.offsets_2; + out.colors_1 = input.colors_1; + out.colors_2 = input.colors_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; @@ -274,25 +266,28 @@ fn gradient( @fragment fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4 { let colors = array, 8>( - input.color_1, - input.color_2, - input.color_3, - input.color_4, - input.color_5, - input.color_6, - input.color_7, - input.color_8, + 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 625fa46e68..9f512d1489 100644 --- a/wgpu/src/shader/triangle.wgsl +++ b/wgpu/src/shader/triangle.wgsl @@ -4,6 +4,13 @@ struct Globals { @group(0) @binding(0) var globals: Globals; +fn unpack_u32(color: vec2) -> vec4 { + let rg: vec2 = unpack2x16float(color.x); + let ba: vec2 = unpack2x16float(color.y); + + return vec4(rg.y, rg.x, ba.y, ba.x); +} + struct SolidVertexInput { @location(0) position: vec2, @location(1) color: vec4, @@ -29,52 +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) color_1: vec4, - @location(2) color_2: vec4, - @location(3) color_3: vec4, - @location(4) color_4: vec4, - @location(5) color_5: vec4, - @location(6) color_6: vec4, - @location(7) color_7: vec4, - @location(8) color_8: vec4, - @location(9) offsets_1: vec4, - @location(10) offsets_2: vec4, - @location(11) direction: vec4, + @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, } @vertex -fn gradient_vs_main( - @location(0) input: vec2, - @location(1) color_1: vec4, - @location(2) color_2: vec4, - @location(3) color_3: vec4, - @location(4) color_4: vec4, - @location(5) color_5: vec4, - @location(6) color_6: vec4, - @location(7) color_7: vec4, - @location(8) color_8: vec4, - @location(9) offsets_1: vec4, - @location(10) offsets_2: vec4, - @location(11) 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.color_1 = color_1; - output.color_2 = color_2; - output.color_3 = color_3; - output.color_4 = color_4; - output.color_5 = color_5; - output.color_6 = color_6; - output.color_7 = color_7; - output.color_8 = color_8; - 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; } @@ -135,25 +129,28 @@ fn gradient( @fragment fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4 { let colors = array, 8>( - input.color_1, - input.color_2, - input.color_3, - input.color_4, - input.color_5, - input.color_6, - input.color_7, - input.color_8, + 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; diff --git a/wgpu/src/triangle.rs b/wgpu/src/triangle.rs index 6f32f18211..3f3635cf6c 100644 --- a/wgpu/src/triangle.rs +++ b/wgpu/src/triangle.rs @@ -652,28 +652,18 @@ mod gradient { attributes: &wgpu::vertex_attr_array!( // Position 0 => Float32x2, - // Color 1 - 1 => Float32x4, - // Color 2 - 2 => Float32x4, - // Color 3 - 3 => Float32x4, - // Color 4 - 4 => Float32x4, - // Color 5 - 5 => Float32x4, - // Color 6 - 6 => Float32x4, - // Color 7 - 7 => Float32x4, - // Color 8 - 8 => Float32x4, - // Offsets 1-4 - 9 => Float32x4, - // Offsets 5-8 - 10 => Float32x4, + // Colors 1-2 + 1 => Uint32x4, + // Colors 3-4 + 2 => Uint32x4, + // Colors 5-6 + 3 => Uint32x4, + // Colors 7-8 + 4 => Uint32x4, + // Offsets + 5 => Uint32x4, // Direction - 11 => Float32x4 + 6 => Float32x4 ), }], },