mirror of
https://github.com/zed-industries/zed.git
synced 2024-09-20 19:08:00 +03:00
linux: shadow rendering
This commit is contained in:
parent
ecf4955899
commit
666b134d20
@ -182,7 +182,7 @@ tree-sitter = { git = "https://github.com/tree-sitter/tree-sitter", rev = "1d897
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wasmtime = { git = "https://github.com/bytecodealliance/wasmtime", rev = "v16.0.0" }
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wasmtime = { git = "https://github.com/bytecodealliance/wasmtime", rev = "v16.0.0" }
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# TODO - Remove when corresponding Blade versions are published
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# TODO - Remove when corresponding Blade versions are published
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# Currently in https://github.com/kvark/blade/tree/zed
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[patch."https://github.com/kvark/blade"]
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blade-graphics = { path = "/x/Code/blade/blade-graphics" }
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blade-graphics = { path = "/x/Code/blade/blade-graphics" }
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blade-macros = { path = "/x/Code/blade/blade-macros" }
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blade-macros = { path = "/x/Code/blade/blade-macros" }
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@ -190,6 +190,11 @@ blade-macros = { path = "/x/Code/blade/blade-macros" }
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split-debuginfo = "unpacked"
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split-debuginfo = "unpacked"
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debug = "limited"
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debug = "limited"
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# TODO - Remove this
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[profile.dev.package.blade-graphics]
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split-debuginfo = "off"
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debug = "full"
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[profile.dev.package.taffy]
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[profile.dev.package.taffy]
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opt-level = 3
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opt-level = 3
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@ -26,8 +26,8 @@ anyhow.workspace = true
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async-task = "4.7"
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async-task = "4.7"
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backtrace = { version = "0.3", optional = true }
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backtrace = { version = "0.3", optional = true }
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bitflags = "2.4.0"
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bitflags = "2.4.0"
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blade-graphics = "0.3"
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blade-graphics = { git = "https://github.com/kvark/blade", branch = "zed" }
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blade-macros = "0.2"
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blade-macros = { git = "https://github.com/kvark/blade", branch = "zed" }
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bytemuck = "1"
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bytemuck = "1"
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collections = { path = "../collections" }
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collections = { path = "../collections" }
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ctor.workspace = true
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ctor.workspace = true
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@ -7,7 +7,7 @@ use cbindgen::Config;
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fn main() {
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fn main() {
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//generate_dispatch_bindings();
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//generate_dispatch_bindings();
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let _header_path = generate_shader_bindings();
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//let header_path = generate_shader_bindings();
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//#[cfg(feature = "runtime_shaders")]
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//#[cfg(feature = "runtime_shaders")]
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//emit_stitched_shaders(&header_path);
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//emit_stitched_shaders(&header_path);
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//#[cfg(not(feature = "runtime_shaders"))]
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//#[cfg(not(feature = "runtime_shaders"))]
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@ -38,7 +38,7 @@ fn _generate_dispatch_bindings() {
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.expect("couldn't write dispatch bindings");
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.expect("couldn't write dispatch bindings");
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}
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}
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fn generate_shader_bindings() -> PathBuf {
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fn _generate_shader_bindings() -> PathBuf {
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let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h");
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let output_path = PathBuf::from(env::var("OUT_DIR").unwrap()).join("scene.h");
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let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
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let crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
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let mut config = Config::default();
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let mut config = Config::default();
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@ -1,5 +1,8 @@
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// Doing `if let` gives you nice scoping with passes/encoders
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#![allow(irrefutable_let_patterns)]
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use super::{BladeBelt, BladeBeltDescriptor};
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use super::{BladeBelt, BladeBeltDescriptor};
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use crate::{PrimitiveBatch, Quad, Scene};
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use crate::{PrimitiveBatch, Quad, Scene, Shadow};
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use blade_graphics as gpu;
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use blade_graphics as gpu;
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@ -18,11 +21,18 @@ struct GlobalParams {
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#[derive(blade_macros::ShaderData)]
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#[derive(blade_macros::ShaderData)]
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struct ShaderQuadsData {
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struct ShaderQuadsData {
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globals: GlobalParams,
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globals: GlobalParams,
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quads: gpu::BufferPiece,
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b_quads: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderShadowsData {
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globals: GlobalParams,
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b_shadows: gpu::BufferPiece,
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}
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}
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struct BladePipelines {
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struct BladePipelines {
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quads: gpu::RenderPipeline,
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quads: gpu::RenderPipeline,
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shadows: gpu::RenderPipeline,
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}
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}
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impl BladePipelines {
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impl BladePipelines {
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@ -31,18 +41,36 @@ impl BladePipelines {
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source: include_str!("shaders.wgsl"),
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source: include_str!("shaders.wgsl"),
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});
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});
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shader.check_struct_size::<Quad>();
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shader.check_struct_size::<Quad>();
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let layout = <ShaderQuadsData as gpu::ShaderData>::layout();
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shader.check_struct_size::<Shadow>();
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let quads_layout = <ShaderQuadsData as gpu::ShaderData>::layout();
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let shadows_layout = <ShaderShadowsData as gpu::ShaderData>::layout();
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Self {
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Self {
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quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "quads",
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name: "quads",
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data_layouts: &[&layout],
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data_layouts: &[&quads_layout],
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vertex: shader.at("vs_quads"),
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vertex: shader.at("vs_quad"),
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primitive: gpu::PrimitiveState {
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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..Default::default()
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},
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},
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depth_stencil: None,
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depth_stencil: None,
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fragment: shader.at("fs_quads"),
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fragment: shader.at("fs_quad"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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shadows: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "shadows",
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data_layouts: &[&shadows_layout],
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vertex: shader.at("vs_shadow"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_shadow"),
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color_targets: &[gpu::ColorTargetState {
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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@ -117,6 +145,14 @@ impl BladeRenderer {
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self.command_encoder.start();
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self.command_encoder.start();
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self.command_encoder.init_texture(frame.texture());
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self.command_encoder.init_texture(frame.texture());
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let globals = GlobalParams {
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viewport_size: [
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self.viewport_size.width as f32,
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self.viewport_size.height as f32,
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],
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pad: [0; 2],
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};
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if let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
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if let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
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colors: &[gpu::RenderTarget {
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colors: &[gpu::RenderTarget {
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view: frame.texture_view(),
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view: frame.texture_view(),
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@ -133,18 +169,24 @@ impl BladeRenderer {
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encoder.bind(
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encoder.bind(
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0,
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0,
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&ShaderQuadsData {
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&ShaderQuadsData {
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globals: GlobalParams {
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globals,
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viewport_size: [
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b_quads: instances,
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self.viewport_size.width as f32,
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self.viewport_size.height as f32,
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],
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pad: [0; 2],
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},
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quads: instances,
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},
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},
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);
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);
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encoder.draw(0, 4, 0, quads.len() as u32);
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encoder.draw(0, 4, 0, quads.len() as u32);
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}
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}
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PrimitiveBatch::Shadows(shadows) => {
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let instances = self.instance_belt.alloc_data(shadows, &self.gpu);
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let mut encoder = pass.with(&self.pipelines.shadows);
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encoder.bind(
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0,
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&ShaderShadowsData {
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globals,
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b_shadows: instances,
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},
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);
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encoder.draw(0, 4, 0, shadows.len() as u32);
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}
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_ => continue,
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_ => continue,
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}
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}
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}
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}
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@ -112,10 +112,10 @@ impl Platform for LinuxPlatform {
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xcb::Event::X(x::Event::Expose(ev)) => {
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xcb::Event::X(x::Event::Expose(ev)) => {
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repaint_x_window = Some(ev.window());
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repaint_x_window = Some(ev.window());
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}
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}
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xcb::Event::X(x::Event::ResizeRequest(ev)) => {
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xcb::Event::X(x::Event::ConfigureNotify(ev)) => {
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let this = self.0.lock();
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let this = self.0.lock();
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LinuxWindowState::resize(&this.windows[&ev.window()], ev.width(), ev.height());
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LinuxWindowState::resize(&this.windows[&ev.window()], ev.width(), ev.height());
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repaint_x_window = Some(ev.window());
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this.xcb_connection.flush();
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}
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}
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_ => {}
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_ => {}
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}
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}
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@ -175,7 +175,6 @@ impl Platform for LinuxPlatform {
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let window_ptr = LinuxWindowState::new_ptr(
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let window_ptr = LinuxWindowState::new_ptr(
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options,
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options,
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handle,
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&this.xcb_connection,
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&this.xcb_connection,
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this.x_root_index,
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this.x_root_index,
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x_window,
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x_window,
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@ -1,3 +1,17 @@
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struct Globals {
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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: Globals;
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const M_PI_F: f32 = 3.1415926;
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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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struct Bounds {
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origin: vec2<f32>,
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origin: vec2<f32>,
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size: vec2<f32>,
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size: vec2<f32>,
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@ -21,35 +35,6 @@ struct Hsla {
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a: f32,
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a: f32,
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}
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}
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struct Quad {
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view_id: vec2<u32>,
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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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struct Globals {
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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: Globals;
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var<storage, read> quads: array<Quad>;
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struct QuadsVarying {
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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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fn to_device_position(unit_vertex: vec2<f32>, bounds: Bounds) -> vec4<f32> {
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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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let position = unit_vertex * vec2<f32>(bounds.size) + bounds.origin;
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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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let device_position = position / globals.viewport_size * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0);
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@ -99,17 +84,62 @@ fn hsla_to_rgba(hsla: Hsla) -> vec4<f32> {
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}
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}
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fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
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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 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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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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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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// --- 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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}
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@vertex
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@vertex
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fn vs_quads(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) instance_id: u32) -> QuadsVarying {
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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 unit_vertex = vec2<f32>(f32(vertex_id & 1u), 0.5 * f32(vertex_id & 2u));
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let quad = quads[instance_id];
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let quad = b_quads[instance_id];
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var out = QuadsVarying();
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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.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.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.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
|
@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`.
|
// Alpha clip first, since we don't have `clip_distance`.
|
||||||
let min_distance = min(
|
let min_distance = min(
|
||||||
min(input.clip_distances.x, input.clip_distances.y),
|
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);
|
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 half_size = quad.bounds.size / 2.0;
|
||||||
let center = quad.bounds.origin + half_size;
|
let center = quad.bounds.origin + half_size;
|
||||||
let center_to_point = input.position.xy - center;
|
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));
|
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);
|
||||||
|
}
|
||||||
|
@ -38,11 +38,13 @@ struct RawWindow {
|
|||||||
connection: *mut c_void,
|
connection: *mut c_void,
|
||||||
screen_id: i32,
|
screen_id: i32,
|
||||||
window_id: u32,
|
window_id: u32,
|
||||||
|
visual_id: u32,
|
||||||
}
|
}
|
||||||
unsafe impl raw_window_handle::HasRawWindowHandle for RawWindow {
|
unsafe impl raw_window_handle::HasRawWindowHandle for RawWindow {
|
||||||
fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
|
fn raw_window_handle(&self) -> raw_window_handle::RawWindowHandle {
|
||||||
let mut wh = raw_window_handle::XcbWindowHandle::empty();
|
let mut wh = raw_window_handle::XcbWindowHandle::empty();
|
||||||
wh.window = self.window_id;
|
wh.window = self.window_id;
|
||||||
|
wh.visual_id = self.visual_id;
|
||||||
wh.into()
|
wh.into()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -58,7 +60,6 @@ unsafe impl raw_window_handle::HasRawDisplayHandle for RawWindow {
|
|||||||
impl LinuxWindowState {
|
impl LinuxWindowState {
|
||||||
pub fn new_ptr(
|
pub fn new_ptr(
|
||||||
options: WindowOptions,
|
options: WindowOptions,
|
||||||
handle: AnyWindowHandle,
|
|
||||||
xcb_connection: &xcb::Connection,
|
xcb_connection: &xcb::Connection,
|
||||||
x_main_screen_index: i32,
|
x_main_screen_index: i32,
|
||||||
x_window: x::Window,
|
x_window: x::Window,
|
||||||
@ -76,7 +77,7 @@ impl LinuxWindowState {
|
|||||||
let xcb_values = [
|
let xcb_values = [
|
||||||
x::Cw::BackPixel(screen.white_pixel()),
|
x::Cw::BackPixel(screen.white_pixel()),
|
||||||
x::Cw::EventMask(
|
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 _,
|
) as *mut _,
|
||||||
screen_id: x_screen_index,
|
screen_id: x_screen_index,
|
||||||
window_id: x_window.resource_id(),
|
window_id: x_window.resource_id(),
|
||||||
|
visual_id: screen.root_visual(),
|
||||||
};
|
};
|
||||||
let gpu = Arc::new(
|
let gpu = Arc::new(
|
||||||
unsafe {
|
unsafe {
|
||||||
|
@ -577,6 +577,7 @@ pub(crate) struct Shadow {
|
|||||||
pub content_mask: ContentMask<ScaledPixels>,
|
pub content_mask: ContentMask<ScaledPixels>,
|
||||||
pub color: Hsla,
|
pub color: Hsla,
|
||||||
pub blur_radius: ScaledPixels,
|
pub blur_radius: ScaledPixels,
|
||||||
|
pub pad: u32, // align to 8 bytes
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Ord for Shadow {
|
impl Ord for Shadow {
|
||||||
|
@ -677,6 +677,7 @@ impl<'a> ElementContext<'a> {
|
|||||||
corner_radii: corner_radii.scale(scale_factor),
|
corner_radii: corner_radii.scale(scale_factor),
|
||||||
color: shadow.color,
|
color: shadow.color,
|
||||||
blur_radius: shadow.blur_radius.scale(scale_factor),
|
blur_radius: shadow.blur_radius.scale(scale_factor),
|
||||||
|
pad: 0,
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user