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Small gradient optimization #1885

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Jun 27, 2023
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1 change: 1 addition & 0 deletions graphics/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -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"
Expand Down
82 changes: 59 additions & 23 deletions graphics/src/gradient.rs
Original file line number Diff line number Diff line change
Expand Up @@ -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)]
Expand Down Expand Up @@ -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
}
40 changes: 15 additions & 25 deletions wgpu/src/quad/gradient.rs
Original file line number Diff line number Diff line change
Expand Up @@ -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
),
},
],
Expand Down
107 changes: 51 additions & 56 deletions wgpu/src/shader/quad.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,13 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
return rx;
}

fn unpack_u32(color: vec2<u32>) -> vec4<f32> {
let rg: vec2<f32> = unpack2x16float(color.x);
let ba: vec2<f32> = unpack2x16float(color.y);

return vec4<f32>(rg.y, rg.x, ba.y, ba.x);
}

struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color: vec4<f32>,
Expand Down Expand Up @@ -140,40 +147,30 @@ fn solid_fs_main(

struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
@location(12) position_and_scale: vec4<f32>,
@location(13) border_color: vec4<f32>,
@location(14) border_radius: vec4<f32>,
@location(15) border_width: f32
@location(1) colors_1: vec4<u32>,
@location(2) colors_2: vec4<u32>,
@location(3) colors_3: vec4<u32>,
@location(4) colors_4: vec4<u32>,
@location(5) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}

struct GradientVertexOutput {
@builtin(position) position: vec4<f32>,
@location(1) color_1: vec4<f32>,
@location(2) color_2: vec4<f32>,
@location(3) color_3: vec4<f32>,
@location(4) color_4: vec4<f32>,
@location(5) color_5: vec4<f32>,
@location(6) color_6: vec4<f32>,
@location(7) color_7: vec4<f32>,
@location(8) color_8: vec4<f32>,
@location(9) offsets_1: vec4<f32>,
@location(10) offsets_2: vec4<f32>,
@location(11) direction: vec4<f32>,
@location(12) position_and_scale: vec4<f32>,
@location(13) border_color: vec4<f32>,
@location(14) border_radius: vec4<f32>,
@location(15) border_width: f32
@location(1) colors_1: vec4<u32>,
@location(2) colors_2: vec4<u32>,
@location(3) colors_3: vec4<u32>,
@location(4) colors_4: vec4<u32>,
@location(5) offsets: vec4<u32>,
@location(6) direction: vec4<f32>,
@location(7) position_and_scale: vec4<f32>,
@location(8) border_color: vec4<f32>,
@location(9) border_radius: vec4<f32>,
@location(10) border_width: f32,
}

@vertex
Expand All @@ -199,16 +196,11 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
);

out.position = globals.transform * transform * vec4<f32>(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<f32>(pos, scale);
out.border_color = input.border_color;
Expand Down Expand Up @@ -274,25 +266,28 @@ fn gradient(
@fragment
fn gradient_fs_main(input: GradientVertexOutput) -> @location(0) vec4<f32> {
let colors = array<vec4<f32>, 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<f32> = unpack_u32(input.offsets.xy);
let offsets_2: vec4<f32> = unpack_u32(input.offsets.zw);

var offsets = array<f32, 8>(
input.offsets_1.x,
input.offsets_1.y,
input.offsets_1.z,
input.offsets_1.w,
input.offsets_2.x,
input.offsets_2.y,
input.offsets_2.z,
input.offsets_2.w,
offsets_1.x,
offsets_1.y,
offsets_1.z,
offsets_1.w,
offsets_2.x,
offsets_2.y,
offsets_2.z,
offsets_2.w,
);

//TODO could just pass this in to the shader but is probably more performant to just check it here
Expand Down
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