mirror of
https://github.com/zed-industries/zed.git
synced 2024-11-07 20:39:04 +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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# 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-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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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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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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backtrace = { version = "0.3", optional = true }
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bitflags = "2.4.0"
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blade-graphics = "0.3"
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blade-macros = "0.2"
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blade-graphics = { git = "https://github.com/kvark/blade", branch = "zed" }
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blade-macros = { git = "https://github.com/kvark/blade", branch = "zed" }
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bytemuck = "1"
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collections = { path = "../collections" }
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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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//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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//emit_stitched_shaders(&header_path);
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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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}
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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 crate_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
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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 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 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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struct ShaderQuadsData {
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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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struct BladePipelines {
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quads: gpu::RenderPipeline,
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shadows: gpu::RenderPipeline,
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}
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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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});
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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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quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "quads",
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data_layouts: &[&layout],
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vertex: shader.at("vs_quads"),
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data_layouts: &[&quads_layout],
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vertex: shader.at("vs_quad"),
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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_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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format: surface_format,
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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.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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colors: &[gpu::RenderTarget {
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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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0,
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&ShaderQuadsData {
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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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quads: instances,
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globals,
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b_quads: instances,
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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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}
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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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}
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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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repaint_x_window = Some(ev.window());
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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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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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@ -175,7 +175,6 @@ impl Platform for LinuxPlatform {
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let window_ptr = LinuxWindowState::new_ptr(
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options,
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handle,
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&this.xcb_connection,
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this.x_root_index,
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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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origin: 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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}
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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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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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@ -104,12 +89,57 @@ fn over(below: vec4<f32>, above: vec4<f32>) -> vec4<f32> {
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return vec4<f32>(color, alpha);
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}
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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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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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// 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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var out = QuadsVarying();
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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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@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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@ -119,7 +149,7 @@ fn vs_quads(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) inst
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}
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@fragment
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fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
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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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let min_distance = min(
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min(input.clip_distances.x, input.clip_distances.y),
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@ -129,7 +159,7 @@ fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
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return vec4<f32>(0.0);
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}
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let quad = quads[input.quad_id];
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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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@ -181,3 +211,97 @@ fn fs_quads(input: QuadsVarying) -> @location(0) vec4<f32> {
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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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let 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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var bounds = shadow.bounds;
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bounds.origin -= vec2<f32>(margin);
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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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let min_distance = min(
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min(input.clip_distances.x, input.clip_distances.y),
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min(input.clip_distances.z, input.clip_distances.w)
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);
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if min_distance <= 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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var corner_radius = 0.0;
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if (center_to_point.x < 0.0) {
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if (center_to_point.y < 0.0) {
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corner_radius = shadow.corner_radii.top_left;
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} else {
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corner_radius = shadow.corner_radii.bottom_left;
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}
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} else {
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if (center_to_point.y < 0.) {
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corner_radius = shadow.corner_radii.top_right;
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} else {
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corner_radius = shadow.corner_radii.bottom_right;
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}
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}
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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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@ -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 {
|
||||
|
@ -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 {
|
||||
|
@ -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,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user