linux: shadow rendering

This commit is contained in:
Dzmitry Malyshau 2024-01-31 00:04:05 -08:00
parent ecf4955899
commit 666b134d20
9 changed files with 236 additions and 62 deletions

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@ -182,7 +182,7 @@ tree-sitter = { git = "https://github.com/tree-sitter/tree-sitter", rev = "1d897
wasmtime = { git = "https://github.com/bytecodealliance/wasmtime", rev = "v16.0.0" }
# TODO - Remove when corresponding Blade versions are published
# Currently in https://github.com/kvark/blade/tree/zed
[patch."https://github.com/kvark/blade"]
blade-graphics = { path = "/x/Code/blade/blade-graphics" }
blade-macros = { path = "/x/Code/blade/blade-macros" }
@ -190,6 +190,11 @@ blade-macros = { path = "/x/Code/blade/blade-macros" }
split-debuginfo = "unpacked"
debug = "limited"
# TODO - Remove this
[profile.dev.package.blade-graphics]
split-debuginfo = "off"
debug = "full"
[profile.dev.package.taffy]
opt-level = 3

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@ -26,8 +26,8 @@ anyhow.workspace = true
async-task = "4.7"
backtrace = { version = "0.3", optional = true }
bitflags = "2.4.0"
blade-graphics = "0.3"
blade-macros = "0.2"
blade-graphics = { git = "https://github.com/kvark/blade", branch = "zed" }
blade-macros = { git = "https://github.com/kvark/blade", branch = "zed" }
bytemuck = "1"
collections = { path = "../collections" }
ctor.workspace = true

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@ -7,7 +7,7 @@ use cbindgen::Config;
fn main() {
//generate_dispatch_bindings();
let _header_path = generate_shader_bindings();
//let header_path = generate_shader_bindings();
//#[cfg(feature = "runtime_shaders")]
//emit_stitched_shaders(&header_path);
//#[cfg(not(feature = "runtime_shaders"))]
@ -38,7 +38,7 @@ fn _generate_dispatch_bindings() {
.expect("couldn't write dispatch bindings");
}
fn generate_shader_bindings() -> PathBuf {
fn _generate_shader_bindings() -> PathBuf {
let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h");
let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
let mut config = Config::default();

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@ -1,5 +1,8 @@
// Doing `if let` gives you nice scoping with passes/encoders
#![allow(irrefutable_let_patterns)]
use super::{BladeBelt, BladeBeltDescriptor};
use crate::{PrimitiveBatch, Quad, Scene};
use crate::{PrimitiveBatch, Quad, Scene, Shadow};
use bytemuck::{Pod, Zeroable};
use blade_graphics as gpu;
@ -18,11 +21,18 @@ struct GlobalParams {
#[derive(blade_macros::ShaderData)]
struct ShaderQuadsData {
globals: GlobalParams,
quads: gpu::BufferPiece,
b_quads: gpu::BufferPiece,
}
#[derive(blade_macros::ShaderData)]
struct ShaderShadowsData {
globals: GlobalParams,
b_shadows: gpu::BufferPiece,
}
struct BladePipelines {
quads: gpu::RenderPipeline,
shadows: gpu::RenderPipeline,
}
impl BladePipelines {
@ -31,18 +41,36 @@ impl BladePipelines {
source: include_str!("shaders.wgsl"),
});
shader.check_struct_size::<Quad>();
let layout = <ShaderQuadsData as gpu::ShaderData>::layout();
shader.check_struct_size::<Shadow>();
let quads_layout = <ShaderQuadsData as gpu::ShaderData>::layout();
let shadows_layout = <ShaderShadowsData as gpu::ShaderData>::layout();
Self {
quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
name: "quads",
data_layouts: &[&layout],
vertex: shader.at("vs_quads"),
data_layouts: &[&quads_layout],
vertex: shader.at("vs_quad"),
primitive: gpu::PrimitiveState {
topology: gpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
fragment: shader.at("fs_quads"),
fragment: shader.at("fs_quad"),
color_targets: &[gpu::ColorTargetState {
format: surface_format,
blend: Some(gpu::BlendState::ALPHA_BLENDING),
write_mask: gpu::ColorWrites::default(),
}],
}),
shadows: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
name: "shadows",
data_layouts: &[&shadows_layout],
vertex: shader.at("vs_shadow"),
primitive: gpu::PrimitiveState {
topology: gpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
fragment: shader.at("fs_shadow"),
color_targets: &[gpu::ColorTargetState {
format: surface_format,
blend: Some(gpu::BlendState::ALPHA_BLENDING),
@ -117,6 +145,14 @@ impl BladeRenderer {
self.command_encoder.start();
self.command_encoder.init_texture(frame.texture());
let globals = GlobalParams {
viewport_size: [
self.viewport_size.width as f32,
self.viewport_size.height as f32,
],
pad: [0; 2],
};
if let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
colors: &[gpu::RenderTarget {
view: frame.texture_view(),
@ -133,18 +169,24 @@ impl BladeRenderer {
encoder.bind(
0,
&ShaderQuadsData {
globals: GlobalParams {
viewport_size: [
self.viewport_size.width as f32,
self.viewport_size.height as f32,
],
pad: [0; 2],
},
quads: instances,
globals,
b_quads: instances,
},
);
encoder.draw(0, 4, 0, quads.len() as u32);
}
PrimitiveBatch::Shadows(shadows) => {
let instances = self.instance_belt.alloc_data(shadows, &self.gpu);
let mut encoder = pass.with(&self.pipelines.shadows);
encoder.bind(
0,
&ShaderShadowsData {
globals,
b_shadows: instances,
},
);
encoder.draw(0, 4, 0, shadows.len() as u32);
}
_ => continue,
}
}

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@ -112,10 +112,10 @@ impl Platform for LinuxPlatform {
xcb::Event::X(x::Event::Expose(ev)) => {
repaint_x_window = Some(ev.window());
}
xcb::Event::X(x::Event::ResizeRequest(ev)) => {
xcb::Event::X(x::Event::ConfigureNotify(ev)) => {
let this = self.0.lock();
LinuxWindowState::resize(&this.windows[&ev.window()], ev.width(), ev.height());
repaint_x_window = Some(ev.window());
this.xcb_connection.flush();
}
_ => {}
}
@ -175,7 +175,6 @@ impl Platform for LinuxPlatform {
let window_ptr = LinuxWindowState::new_ptr(
options,
handle,
&this.xcb_connection,
this.x_root_index,
x_window,

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@ -1,3 +1,17 @@
struct Globals {
viewport_size: vec2<f32>,
pad: vec2<u32>,
}
var<uniform> globals: Globals;
const M_PI_F: f32 = 3.1415926;
struct ViewId {
lo: u32,
hi: u32,
}
struct Bounds {
origin: vec2<f32>,
size: vec2<f32>,
@ -21,35 +35,6 @@ struct Hsla {
a: f32,
}
struct Quad {
view_id: vec2<u32>,
layer_id: u32,
order: u32,
bounds: Bounds,
content_mask: Bounds,
background: Hsla,
border_color: Hsla,
corner_radii: Corners,
border_widths: Edges,
}
struct Globals {
viewport_size: vec2<f32>,
pad: vec2<u32>,
}
var<uniform> globals: Globals;
var<storage, read> quads: array<Quad>;
struct QuadsVarying {
@builtin(position) position: vec4<f32>,
@location(0) @interpolate(flat) background_color: vec4<f32>,
@location(1) @interpolate(flat) border_color: vec4<f32>,
@location(2) @interpolate(flat) quad_id: u32,
//TODO: use `clip_distance` once Naga supports it
@location(3) clip_distances: vec4<f32>,
}
fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
@ -99,17 +84,62 @@ fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
}
fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
let alpha = above.a + below.a * (1.0 - above.a);
let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
return vec4<f32>(color, alpha);
let alpha = above.a + below.a * (1.0 - above.a);
let color = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
return vec4<f32>(color, alpha);
}
// A standard gaussian function, used for weighting samples
fn gaussian(x: f32, sigma: f32) -> f32{
return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * M_PI_F) * sigma);
}
// This approximates the error function, needed for the gaussian integral
fn erf(v: vec2<f32>) -> vec2<f32> {
let s = sign(v);
let a = abs(v);
let r1 = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
let r2 = r1 * r1;
return s - s / (r2 * r2);
}
fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -> f32 {
let delta = min(half_size.y - corner - abs(y), 0.0);
let curved = half_size.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
let integral = 0.5 + 0.5 * erf((x + vec2<f32>(-curved, curved)) * (sqrt(0.5) / sigma));
return integral.y - integral.x;
}
// --- quads --- //
struct Quad {
view_id: ViewId,
layer_id: u32,
order: u32,
bounds: Bounds,
content_mask: Bounds,
background: Hsla,
border_color: Hsla,
corner_radii: Corners,
border_widths: Edges,
}
var<storage, read> b_quads: array<Quad>;
struct QuadVarying {
@builtin(position) position: vec4<f32>,
@location(0) @interpolate(flat) background_color: vec4<f32>,
@location(1) @interpolate(flat) border_color: vec4<f32>,
@location(2) @interpolate(flat) quad_id: u32,
//TODO: use `clip_distance` once Naga supports it
@location(3) clip_distances: vec4<f32>,
}
@vertex
fn vs_quads(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadsVarying {
fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadVarying {
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let quad = quads[instance_id];
let quad = b_quads[instance_id];
var out = QuadsVarying();
var out = QuadVarying();
out.position = to_device_position(unit_vertex, quad.bounds);
out.background_color = hsla_to_rgba(quad.background);
out.border_color = hsla_to_rgba(quad.border_color);
@ -119,7 +149,7 @@ fn vs_quads(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) inst
}
@fragment
fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
// Alpha clip first, since we don't have `clip_distance`.
let min_distance = min(
min(input.clip_distances.x, input.clip_distances.y),
@ -129,7 +159,7 @@ fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
return vec4<f32>(0.0);
}
let quad = quads[input.quad_id];
let quad = b_quads[input.quad_id];
let half_size = quad.bounds.size / 2.0;
let center = quad.bounds.origin + half_size;
let center_to_point = input.position.xy - center;
@ -180,4 +210,98 @@ fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
}
return color * vec4<f32>(1.0, 1.0, 1.0, saturate(0.5 - distance));
}
}
// --- shadows --- //
struct Shadow {
view_id: ViewId,
layer_id: u32,
order: u32,
bounds: Bounds,
corner_radii: Corners,
content_mask: Bounds,
color: Hsla,
blur_radius: f32,
pad: u32,
}
var<storage, read> b_shadows: array<Shadow>;
struct ShadowVarying {
@builtin(position) position: vec4<f32>,
@location(0) @interpolate(flat) color: vec4<f32>,
@location(1) @interpolate(flat) shadow_id: u32,
//TODO: use `clip_distance` once Naga supports it
@location(3) clip_distances: vec4<f32>,
}
@vertex
fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> ShadowVarying {
let unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
let shadow = b_shadows[instance_id];
let margin = 3.0 * shadow.blur_radius;
// Set the bounds of the shadow and adjust its size based on the shadow's
// spread radius to achieve the spreading effect
var bounds = shadow.bounds;
bounds.origin -= vec2<f32>(margin);
bounds.size += 2.0 * vec2<f32>(margin);
var out = ShadowVarying();
out.position = to_device_position(unit_vertex, shadow.bounds);
out.color = hsla_to_rgba(shadow.color);
out.shadow_id = instance_id;
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
return out;
}
@fragment
fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
// Alpha clip first, since we don't have `clip_distance`.
let min_distance = min(
min(input.clip_distances.x, input.clip_distances.y),
min(input.clip_distances.z, input.clip_distances.w)
);
if min_distance <= 0.0 {
return vec4<f32>(0.0);
}
let shadow = b_shadows[input.shadow_id];
let half_size = shadow.bounds.size / 2.0;
let center = shadow.bounds.origin + half_size;
let center_to_point = input.position.xy - center;
var corner_radius = 0.0;
if (center_to_point.x < 0.0) {
if (center_to_point.y < 0.0) {
corner_radius = shadow.corner_radii.top_left;
} else {
corner_radius = shadow.corner_radii.bottom_left;
}
} else {
if (center_to_point.y < 0.) {
corner_radius = shadow.corner_radii.top_right;
} else {
corner_radius = shadow.corner_radii.bottom_right;
}
}
// The signal is only non-zero in a limited range, so don't waste samples
let low = center_to_point.y - half_size.y;
let high = center_to_point.y + half_size.y;
let start = clamp(-3.0 * shadow.blur_radius, low, high);
let end = clamp(3.0 * shadow.blur_radius, low, high);
// Accumulate samples (we can get away with surprisingly few samples)
let step = (end - start) / 4.0;
var y = start + step * 0.5;
var alpha = 0.0;
for (var i = 0; i < 4; i += 1) {
let blur = blur_along_x(center_to_point.x, center_to_point.y - y,
shadow.blur_radius, corner_radius, half_size);
alpha += blur * gaussian(y, shadow.blur_radius) * step;
y += step;
}
return input.color * vec4<f32>(1.0, 1.0, 1.0, alpha);
}

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@ -38,11 +38,13 @@ struct RawWindow {
connection: *mut c_void,
screen_id: i32,
window_id: u32,
visual_id: u32,
}
unsafe impl raw_window_handle::HasRawWindowHandle for RawWindow {
fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
let mut wh = raw_window_handle::XcbWindowHandle::empty();
wh.window = self.window_id;
wh.visual_id = self.visual_id;
wh.into()
}
}
@ -58,7 +60,6 @@ unsafe impl raw_window_handle::HasRawDisplayHandle for RawWindow {
impl LinuxWindowState {
pub fn new_ptr(
options: WindowOptions,
handle: AnyWindowHandle,
xcb_connection: &xcb::Connection,
x_main_screen_index: i32,
x_window: x::Window,
@ -76,7 +77,7 @@ impl LinuxWindowState {
let xcb_values = [
x::Cw::BackPixel(screen.white_pixel()),
x::Cw::EventMask(
x::EventMask::EXPOSURE | x::EventMask::RESIZE_REDIRECT | x::EventMask::KEY_PRESS,
x::EventMask::EXPOSURE | x::EventMask::STRUCTURE_NOTIFY | x::EventMask::KEY_PRESS,
),
];
@ -136,6 +137,7 @@ impl LinuxWindowState {
) as *mut _,
screen_id: x_screen_index,
window_id: x_window.resource_id(),
visual_id: screen.root_visual(),
};
let gpu = Arc::new(
unsafe {

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@ -577,6 +577,7 @@ pub(crate) struct Shadow {
pub content_mask: ContentMask<ScaledPixels>,
pub color: Hsla,
pub blur_radius: ScaledPixels,
pub pad: u32, // align to 8 bytes
}
impl Ord for Shadow {

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@ -677,6 +677,7 @@ impl<'a> ElementContext<'a> {
corner_radii: corner_radii.scale(scale_factor),
color: shadow.color,
blur_radius: shadow.blur_radius.scale(scale_factor),
pad: 0,
},
);
}