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authorMaze Winther <mazewinther@gmail.com>2026-04-07 01:09:13 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-07 01:09:13 +0200
commite4b67094e757917588fb624a30aa046667403add (patch)
tree55452692eac69a5a63b58f2a5cdb701dd7023d68 /rust/crates/gpu/src
parent79df73643185c02493364a077402726d1fa7b9ec (diff)
downloadopencut-e4b67094e757917588fb624a30aa046667403add.tar.gz
refactor: split effects and masks into dedicated rust crates, introduce MediaTime and FrameRate
Diffstat (limited to 'rust/crates/gpu/src')
-rw-r--r--rust/crates/gpu/src/context.rs163
-rw-r--r--rust/crates/gpu/src/effect_pipeline.rs194
-rw-r--r--rust/crates/gpu/src/lib.rs23
-rw-r--r--rust/crates/gpu/src/mask_feather.rs259
-rw-r--r--rust/crates/gpu/src/sdf_pipeline.rs307
-rw-r--r--rust/crates/gpu/src/shader_registry.rs183
-rw-r--r--rust/crates/gpu/src/shaders/gaussian_blur.wgsl34
-rw-r--r--rust/crates/gpu/src/shaders/jfa_distance.wgsl50
-rw-r--r--rust/crates/gpu/src/shaders/jfa_init.wgsl35
-rw-r--r--rust/crates/gpu/src/shaders/jfa_step.wgsl75
10 files changed, 127 insertions, 1196 deletions
diff --git a/rust/crates/gpu/src/context.rs b/rust/crates/gpu/src/context.rs
index 702f65ba..1526a67d 100644
--- a/rust/crates/gpu/src/context.rs
+++ b/rust/crates/gpu/src/context.rs
@@ -1,12 +1,8 @@
use wgpu::util::DeviceExt;
-use crate::{
- GPU_TEXTURE_FORMAT, GpuError,
- effect_pipeline::{ApplyEffectsOptions, apply_effects},
- mask_feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline},
- sdf_pipeline::SdfPipeline,
- shader_registry::ShaderRegistry,
-};
+use crate::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuError};
+
+const BLIT_SHADER_SOURCE: &str = include_str!("shaders/blit.wgsl");
const FULLSCREEN_QUAD_POSITIONS: [[f32; 2]; 6] = [
[-1.0, -1.0],
@@ -25,9 +21,8 @@ pub struct GpuContext {
fullscreen_quad: wgpu::Buffer,
linear_sampler: wgpu::Sampler,
nearest_sampler: wgpu::Sampler,
- shader_registry: ShaderRegistry,
- sdf_pipeline: SdfPipeline,
- mask_feather_pipeline: MaskFeatherPipeline,
+ texture_sampler_bind_group_layout: wgpu::BindGroupLayout,
+ blit_pipeline: wgpu::RenderPipeline,
}
impl GpuContext {
@@ -77,9 +72,74 @@ impl GpuContext {
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
- let shader_registry = ShaderRegistry::new(&device);
- let sdf_pipeline = SdfPipeline::new(&device);
- let mask_feather_pipeline = MaskFeatherPipeline::new(&device);
+ let texture_sampler_bind_group_layout =
+ device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("gpu-texture-sampler-bind-group-layout"),
+ entries: &[
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ multisampled: false,
+ view_dimension: wgpu::TextureViewDimension::D2,
+ sample_type: wgpu::TextureSampleType::Float { filterable: true },
+ },
+ count: None,
+ },
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
+ count: None,
+ },
+ ],
+ });
+ let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-fullscreen-shader"),
+ source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
+ });
+ let blit_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("gpu-blit-shader"),
+ source: wgpu::ShaderSource::Wgsl(BLIT_SHADER_SOURCE.into()),
+ });
+ let blit_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("gpu-blit-pipeline-layout"),
+ bind_group_layouts: &[Some(&texture_sampler_bind_group_layout)],
+ immediate_size: 0,
+ });
+ let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("gpu-blit-pipeline"),
+ layout: Some(&blit_pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &vertex_shader_module,
+ entry_point: Some("vertex_main"),
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<[f32; 2]>() as u64,
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &[wgpu::VertexAttribute {
+ format: wgpu::VertexFormat::Float32x2,
+ offset: 0,
+ shader_location: 0,
+ }],
+ }],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &blit_shader_module,
+ entry_point: Some("fragment_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: GPU_TEXTURE_FORMAT,
+ blend: None,
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ compilation_options: wgpu::PipelineCompilationOptions::default(),
+ }),
+ primitive: wgpu::PrimitiveState::default(),
+ depth_stencil: None,
+ multisample: wgpu::MultisampleState::default(),
+ multiview_mask: None,
+ cache: None,
+ });
Ok(Self {
instance,
@@ -89,26 +149,11 @@ impl GpuContext {
fullscreen_quad,
linear_sampler,
nearest_sampler,
- shader_registry,
- sdf_pipeline,
- mask_feather_pipeline,
+ texture_sampler_bind_group_layout,
+ blit_pipeline,
})
}
- pub fn apply_effects(
- &self,
- options: ApplyEffectsOptions<'_>,
- ) -> Result<wgpu::Texture, GpuError> {
- apply_effects(self, options)
- }
-
- pub fn apply_mask_feather(
- &self,
- options: ApplyMaskFeatherOptions<'_>,
- ) -> wgpu::Texture {
- self.mask_feather_pipeline.apply_mask_feather(self, options)
- }
-
pub fn create_render_texture(
&self,
width: u32,
@@ -162,12 +207,8 @@ impl GpuContext {
&self.nearest_sampler
}
- pub fn shader_registry(&self) -> &ShaderRegistry {
- &self.shader_registry
- }
-
- pub fn sdf_pipeline(&self) -> &SdfPipeline {
- &self.sdf_pipeline
+ pub fn texture_sampler_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
+ &self.texture_sampler_bind_group_layout
}
pub fn render_texture_to_surface(
@@ -202,7 +243,7 @@ impl GpuContext {
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("gpu-blit-bind-group"),
- layout: self.shader_registry.effect_texture_bind_group_layout(),
+ layout: &self.texture_sampler_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
@@ -237,7 +278,7 @@ impl GpuContext {
timestamp_writes: None,
multiview_mask: None,
});
- render_pass.set_pipeline(self.shader_registry.blit_pipeline());
+ render_pass.set_pipeline(&self.blit_pipeline);
render_pass.set_vertex_buffer(0, self.fullscreen_quad.slice(..));
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..6, 0..1);
@@ -247,4 +288,50 @@ impl GpuContext {
surface_texture.present();
Ok(())
}
+
+ #[cfg(all(feature = "wasm", target_arch = "wasm32"))]
+ pub fn import_offscreen_canvas_texture(
+ &self,
+ canvas: &wgpu::web_sys::OffscreenCanvas,
+ width: u32,
+ height: u32,
+ label: &'static str,
+ ) -> wgpu::Texture {
+ let texture = self.create_render_texture(width, height, label);
+ self.queue.copy_external_image_to_texture(
+ &wgpu::CopyExternalImageSourceInfo {
+ source: wgpu::ExternalImageSource::OffscreenCanvas(canvas.clone()),
+ origin: wgpu::Origin2d::ZERO,
+ flip_y: true,
+ },
+ wgpu::CopyExternalImageDestInfo {
+ texture: &texture,
+ mip_level: 0,
+ origin: wgpu::Origin3d::ZERO,
+ aspect: wgpu::TextureAspect::All,
+ color_space: wgpu::PredefinedColorSpace::Srgb,
+ premultiplied_alpha: false,
+ },
+ wgpu::Extent3d {
+ width,
+ height,
+ depth_or_array_layers: 1,
+ },
+ );
+ texture
+ }
+
+ #[cfg(all(feature = "wasm", target_arch = "wasm32"))]
+ pub fn render_texture_to_offscreen_canvas(
+ &self,
+ texture: &wgpu::Texture,
+ canvas: &wgpu::web_sys::OffscreenCanvas,
+ width: u32,
+ height: u32,
+ ) -> Result<(), GpuError> {
+ let surface = self
+ .instance
+ .create_surface(wgpu::SurfaceTarget::OffscreenCanvas(canvas.clone()))?;
+ self.render_texture_to_surface(texture, &surface, width, height)
+ }
}
diff --git a/rust/crates/gpu/src/effect_pipeline.rs b/rust/crates/gpu/src/effect_pipeline.rs
deleted file mode 100644
index c600551a..00000000
--- a/rust/crates/gpu/src/effect_pipeline.rs
+++ /dev/null
@@ -1,194 +0,0 @@
-use std::collections::HashMap;
-
-use bytemuck::{Pod, Zeroable};
-use wgpu::util::DeviceExt;
-
-use crate::{GpuError, context::GpuContext};
-
-pub struct ApplyEffectsOptions<'a> {
- pub source: &'a wgpu::Texture,
- pub width: u32,
- pub height: u32,
- pub passes: &'a [EffectPass],
-}
-
-#[derive(Clone, Debug)]
-pub struct EffectPass {
- pub shader: String,
- pub uniforms: HashMap<String, UniformValue>,
-}
-
-#[derive(Clone, Debug)]
-pub enum UniformValue {
- Number(f32),
- Vector(Vec<f32>),
-}
-
-#[repr(C)]
-#[derive(Clone, Copy, Pod, Zeroable)]
-struct EffectUniformBuffer {
- resolution: [f32; 2],
- direction: [f32; 2],
- scalars: [f32; 4],
-}
-
-pub fn apply_effects(
- context: &GpuContext,
- ApplyEffectsOptions {
- source,
- width,
- height,
- passes,
- }: ApplyEffectsOptions<'_>,
-) -> Result<wgpu::Texture, GpuError> {
- let mut current_texture: Option<wgpu::Texture> = None;
-
- for pass in passes {
- let input_texture = current_texture.as_ref().unwrap_or(source);
- let output_texture =
- context.create_render_texture(width, height, "gpu-effect-pass-output");
- let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
- let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
- let texture_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-effect-texture-bind-group"),
- layout: context
- .shader_registry()
- .effect_texture_bind_group_layout(),
- entries: &[
- wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::TextureView(&input_view),
- },
- wgpu::BindGroupEntry {
- binding: 1,
- resource: wgpu::BindingResource::Sampler(context.linear_sampler()),
- },
- ],
- });
- let uniform_buffer = context
- .device()
- .create_buffer_init(&wgpu::util::BufferInitDescriptor {
- label: Some("gpu-effect-uniform-buffer"),
- contents: bytemuck::bytes_of(&pack_effect_uniforms(pass, width, height)?),
- usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
- });
- let uniform_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-effect-uniform-bind-group"),
- layout: context
- .shader_registry()
- .effect_uniform_bind_group_layout(),
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: uniform_buffer.as_entire_binding(),
- }],
- });
- let pipeline = context.shader_registry().get_effect_pipeline(&pass.shader)?;
- let mut encoder = context
- .device()
- .create_command_encoder(&wgpu::CommandEncoderDescriptor {
- label: Some("gpu-effect-command-encoder"),
- });
-
- {
- let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("gpu-effect-render-pass"),
- color_attachments: &[Some(wgpu::RenderPassColorAttachment {
- view: &output_view,
- resolve_target: None,
- depth_slice: None,
- ops: wgpu::Operations {
- load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
- store: wgpu::StoreOp::Store,
- },
- })],
- depth_stencil_attachment: None,
- occlusion_query_set: None,
- timestamp_writes: None,
- multiview_mask: None,
- });
- render_pass.set_pipeline(pipeline);
- render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
- render_pass.set_bind_group(0, &texture_bind_group, &[]);
- render_pass.set_bind_group(1, &uniform_bind_group, &[]);
- render_pass.draw(0..6, 0..1);
- }
-
- context.queue().submit([encoder.finish()]);
- current_texture = Some(output_texture);
- }
-
- current_texture.ok_or_else(|| GpuError::UnknownEffectShader {
- shader: "missing-effect-pass".to_string(),
- })
-}
-
-fn pack_effect_uniforms(
- pass: &EffectPass,
- width: u32,
- height: u32,
-) -> Result<EffectUniformBuffer, GpuError> {
- let shader = pass.shader.as_str();
- let sigma = read_number_uniform(pass, "u_sigma")?;
- let step = read_number_uniform(pass, "u_step")?;
- let direction = read_vec2_uniform(pass, "u_direction")?;
-
- for uniform in pass.uniforms.keys() {
- if uniform == "u_sigma" || uniform == "u_step" || uniform == "u_direction" {
- continue;
- }
- return Err(GpuError::UnsupportedUniform {
- shader: shader.to_string(),
- uniform: uniform.clone(),
- });
- }
-
- Ok(EffectUniformBuffer {
- resolution: [width as f32, height as f32],
- direction,
- scalars: [sigma, step, 0.0, 0.0],
- })
-}
-
-fn read_number_uniform(pass: &EffectPass, uniform: &str) -> Result<f32, GpuError> {
- let Some(value) = pass.uniforms.get(uniform) else {
- return Err(GpuError::MissingUniform {
- shader: pass.shader.clone(),
- uniform: uniform.to_string(),
- });
- };
- match value {
- UniformValue::Number(value) => Ok(*value),
- UniformValue::Vector(_) => Err(GpuError::InvalidNumberUniform {
- shader: pass.shader.clone(),
- uniform: uniform.to_string(),
- }),
- }
-}
-
-fn read_vec2_uniform(pass: &EffectPass, uniform: &str) -> Result<[f32; 2], GpuError> {
- let Some(value) = pass.uniforms.get(uniform) else {
- return Err(GpuError::MissingUniform {
- shader: pass.shader.clone(),
- uniform: uniform.to_string(),
- });
- };
- let UniformValue::Vector(values) = value else {
- return Err(GpuError::InvalidVectorUniform {
- shader: pass.shader.clone(),
- uniform: uniform.to_string(),
- expected_length: 2,
- });
- };
- if values.len() != 2 {
- return Err(GpuError::InvalidVectorUniform {
- shader: pass.shader.clone(),
- uniform: uniform.to_string(),
- expected_length: 2,
- });
- }
- Ok([values[0], values[1]])
-}
diff --git a/rust/crates/gpu/src/lib.rs b/rust/crates/gpu/src/lib.rs
index c53e63ab..b6ca6c1c 100644
--- a/rust/crates/gpu/src/lib.rs
+++ b/rust/crates/gpu/src/lib.rs
@@ -1,17 +1,12 @@
mod context;
-mod effect_pipeline;
-mod mask_feather;
-mod sdf_pipeline;
-mod shader_registry;
use thiserror::Error;
-pub use wgpu;
pub use context::GpuContext;
-pub use effect_pipeline::{ApplyEffectsOptions, EffectPass, UniformValue};
-pub use mask_feather::ApplyMaskFeatherOptions;
+pub use wgpu;
pub const GPU_TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8Unorm;
+pub const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
#[derive(Debug, Error)]
pub enum GpuError {
@@ -23,18 +18,4 @@ pub enum GpuError {
CreateSurface(#[from] wgpu::CreateSurfaceError),
#[error("The output surface does not support the required texture format")]
UnsupportedSurfaceFormat,
- #[error("Unknown effect shader '{shader}'")]
- UnknownEffectShader { shader: String },
- #[error("Missing uniform '{uniform}' for shader '{shader}'")]
- MissingUniform { shader: String, uniform: String },
- #[error("Uniform '{uniform}' for shader '{shader}' must be a number")]
- InvalidNumberUniform { shader: String, uniform: String },
- #[error("Uniform '{uniform}' for shader '{shader}' must be a vector of length {expected_length}")]
- InvalidVectorUniform {
- shader: String,
- uniform: String,
- expected_length: usize,
- },
- #[error("Shader '{shader}' does not support uniform '{uniform}'")]
- UnsupportedUniform { shader: String, uniform: String },
}
diff --git a/rust/crates/gpu/src/mask_feather.rs b/rust/crates/gpu/src/mask_feather.rs
deleted file mode 100644
index 029b59ed..00000000
--- a/rust/crates/gpu/src/mask_feather.rs
+++ /dev/null
@@ -1,259 +0,0 @@
-use bytemuck::{Pod, Zeroable};
-use wgpu::util::DeviceExt;
-
-use crate::{GPU_TEXTURE_FORMAT, context::GpuContext};
-
-const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
-const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
-
-pub struct ApplyMaskFeatherOptions<'a> {
- pub mask: &'a wgpu::Texture,
- pub width: u32,
- pub height: u32,
- pub feather: f32,
-}
-
-pub struct MaskFeatherPipeline {
- inside_texture_bind_group_layout: wgpu::BindGroupLayout,
- outside_texture_bind_group_layout: wgpu::BindGroupLayout,
- uniform_bind_group_layout: wgpu::BindGroupLayout,
- distance_pipeline: wgpu::RenderPipeline,
-}
-
-#[repr(C)]
-#[derive(Clone, Copy, Pod, Zeroable)]
-struct DistanceUniformBuffer {
- resolution: [f32; 2],
- feather_half: f32,
- _padding: f32,
-}
-
-impl MaskFeatherPipeline {
- pub fn new(device: &wgpu::Device) -> Self {
- let inside_texture_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-mask-distance-inside-layout"),
- entries: &[
- wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Texture {
- multisampled: false,
- view_dimension: wgpu::TextureViewDimension::D2,
- sample_type: wgpu::TextureSampleType::Float { filterable: true },
- },
- count: None,
- },
- wgpu::BindGroupLayoutEntry {
- binding: 1,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
- count: None,
- },
- ],
- });
- let outside_texture_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-mask-distance-outside-layout"),
- entries: &[
- wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Texture {
- multisampled: false,
- view_dimension: wgpu::TextureViewDimension::D2,
- sample_type: wgpu::TextureSampleType::Float { filterable: true },
- },
- count: None,
- },
- wgpu::BindGroupLayoutEntry {
- binding: 1,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
- count: None,
- },
- ],
- });
- let uniform_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-mask-distance-uniform-layout"),
- entries: &[wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: false,
- min_binding_size: None,
- },
- count: None,
- }],
- });
- let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("gpu-mask-distance-pipeline-layout"),
- bind_group_layouts: &[
- Some(&inside_texture_bind_group_layout),
- Some(&outside_texture_bind_group_layout),
- Some(&uniform_bind_group_layout),
- ],
- immediate_size: 0,
- });
- let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-mask-distance-fullscreen-shader"),
- source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
- });
- let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-mask-distance-fragment-shader"),
- source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
- });
- let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("gpu-mask-distance-pipeline"),
- layout: Some(&pipeline_layout),
- vertex: wgpu::VertexState {
- module: &vertex_shader_module,
- entry_point: Some("vertex_main"),
- buffers: &[wgpu::VertexBufferLayout {
- array_stride: std::mem::size_of::<[f32; 2]>() as u64,
- step_mode: wgpu::VertexStepMode::Vertex,
- attributes: &[wgpu::VertexAttribute {
- format: wgpu::VertexFormat::Float32x2,
- offset: 0,
- shader_location: 0,
- }],
- }],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- },
- fragment: Some(wgpu::FragmentState {
- module: &fragment_shader_module,
- entry_point: Some("fragment_main"),
- targets: &[Some(wgpu::ColorTargetState {
- format: GPU_TEXTURE_FORMAT,
- blend: None,
- write_mask: wgpu::ColorWrites::ALL,
- })],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- }),
- primitive: wgpu::PrimitiveState::default(),
- depth_stencil: None,
- multisample: wgpu::MultisampleState::default(),
- multiview_mask: None,
- cache: None,
- });
-
- Self {
- inside_texture_bind_group_layout,
- outside_texture_bind_group_layout,
- uniform_bind_group_layout,
- distance_pipeline,
- }
- }
-
- pub fn apply_mask_feather(
- &self,
- context: &GpuContext,
- ApplyMaskFeatherOptions {
- mask,
- width,
- height,
- feather,
- }: ApplyMaskFeatherOptions<'_>,
- ) -> wgpu::Texture {
- let sdf = context
- .sdf_pipeline()
- .compute_signed_distance_field(context, mask, width, height);
- let output_texture =
- context.create_render_texture(width, height, "gpu-mask-feather-output");
- let inside_view = sdf
- .inside_texture
- .create_view(&wgpu::TextureViewDescriptor::default());
- let outside_view = sdf
- .outside_texture
- .create_view(&wgpu::TextureViewDescriptor::default());
- let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
- let inside_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-mask-distance-inside-bind-group"),
- layout: &self.inside_texture_bind_group_layout,
- entries: &[
- wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::TextureView(&inside_view),
- },
- wgpu::BindGroupEntry {
- binding: 1,
- resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
- },
- ],
- });
- let outside_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-mask-distance-outside-bind-group"),
- layout: &self.outside_texture_bind_group_layout,
- entries: &[
- wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::TextureView(&outside_view),
- },
- wgpu::BindGroupEntry {
- binding: 1,
- resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
- },
- ],
- });
- let uniform_buffer = context
- .device()
- .create_buffer_init(&wgpu::util::BufferInitDescriptor {
- label: Some("gpu-mask-distance-uniform-buffer"),
- contents: bytemuck::bytes_of(&DistanceUniformBuffer {
- resolution: [width as f32, height as f32],
- feather_half: feather / 2.0,
- _padding: 0.0,
- }),
- usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
- });
- let uniform_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-mask-distance-uniform-bind-group"),
- layout: &self.uniform_bind_group_layout,
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: uniform_buffer.as_entire_binding(),
- }],
- });
- let mut encoder = context
- .device()
- .create_command_encoder(&wgpu::CommandEncoderDescriptor {
- label: Some("gpu-mask-distance-command-encoder"),
- });
-
- {
- let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("gpu-mask-distance-render-pass"),
- color_attachments: &[Some(wgpu::RenderPassColorAttachment {
- view: &output_view,
- resolve_target: None,
- depth_slice: None,
- ops: wgpu::Operations {
- load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
- store: wgpu::StoreOp::Store,
- },
- })],
- depth_stencil_attachment: None,
- occlusion_query_set: None,
- timestamp_writes: None,
- multiview_mask: None,
- });
- render_pass.set_pipeline(&self.distance_pipeline);
- render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
- render_pass.set_bind_group(0, &inside_bind_group, &[]);
- render_pass.set_bind_group(1, &outside_bind_group, &[]);
- render_pass.set_bind_group(2, &uniform_bind_group, &[]);
- render_pass.draw(0..6, 0..1);
- }
-
- context.queue().submit([encoder.finish()]);
- output_texture
- }
-}
diff --git a/rust/crates/gpu/src/sdf_pipeline.rs b/rust/crates/gpu/src/sdf_pipeline.rs
deleted file mode 100644
index d2612fe1..00000000
--- a/rust/crates/gpu/src/sdf_pipeline.rs
+++ /dev/null
@@ -1,307 +0,0 @@
-use bytemuck::{Pod, Zeroable};
-use wgpu::util::DeviceExt;
-
-use crate::{GPU_TEXTURE_FORMAT, context::GpuContext};
-
-const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
-const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
-const JFA_STEP_SHADER_SOURCE: &str = include_str!("shaders/jfa_step.wgsl");
-
-pub struct SignedDistanceFieldTextures {
- pub inside_texture: wgpu::Texture,
- pub outside_texture: wgpu::Texture,
-}
-
-pub struct SdfPipeline {
- texture_bind_group_layout: wgpu::BindGroupLayout,
- uniform_bind_group_layout: wgpu::BindGroupLayout,
- init_pipeline: wgpu::RenderPipeline,
- step_pipeline: wgpu::RenderPipeline,
-}
-
-#[repr(C)]
-#[derive(Clone, Copy, Pod, Zeroable)]
-struct JfaInitUniformBuffer {
- resolution: [f32; 2],
- invert: f32,
- _padding: f32,
-}
-
-#[repr(C)]
-#[derive(Clone, Copy, Pod, Zeroable)]
-struct JfaStepUniformBuffer {
- resolution: [f32; 2],
- step_size: f32,
- _padding: f32,
-}
-
-impl SdfPipeline {
- pub fn new(device: &wgpu::Device) -> Self {
- let texture_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-sdf-texture-bind-group-layout"),
- entries: &[
- wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Texture {
- multisampled: false,
- view_dimension: wgpu::TextureViewDimension::D2,
- sample_type: wgpu::TextureSampleType::Float { filterable: true },
- },
- count: None,
- },
- wgpu::BindGroupLayoutEntry {
- binding: 1,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
- count: None,
- },
- ],
- });
- let uniform_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-sdf-uniform-bind-group-layout"),
- entries: &[wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: false,
- min_binding_size: None,
- },
- count: None,
- }],
- });
- let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("gpu-sdf-pipeline-layout"),
- bind_group_layouts: &[
- Some(&texture_bind_group_layout),
- Some(&uniform_bind_group_layout),
- ],
- immediate_size: 0,
- });
- let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-sdf-fullscreen-shader"),
- source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
- });
- let init_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-jfa-init-shader"),
- source: wgpu::ShaderSource::Wgsl(JFA_INIT_SHADER_SOURCE.into()),
- });
- let step_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-jfa-step-shader"),
- source: wgpu::ShaderSource::Wgsl(JFA_STEP_SHADER_SOURCE.into()),
- });
- let init_pipeline = create_pipeline(
- device,
- "gpu-jfa-init-pipeline",
- &pipeline_layout,
- &vertex_shader_module,
- &init_shader_module,
- );
- let step_pipeline = create_pipeline(
- device,
- "gpu-jfa-step-pipeline",
- &pipeline_layout,
- &vertex_shader_module,
- &step_shader_module,
- );
-
- Self {
- texture_bind_group_layout,
- uniform_bind_group_layout,
- init_pipeline,
- step_pipeline,
- }
- }
-
- pub fn compute_signed_distance_field(
- &self,
- context: &GpuContext,
- source_texture: &wgpu::Texture,
- width: u32,
- height: u32,
- ) -> SignedDistanceFieldTextures {
- SignedDistanceFieldTextures {
- inside_texture: self.run_jfa(context, source_texture, width, height, false),
- outside_texture: self.run_jfa(context, source_texture, width, height, true),
- }
- }
-
- fn run_jfa(
- &self,
- context: &GpuContext,
- source_texture: &wgpu::Texture,
- width: u32,
- height: u32,
- is_inverted: bool,
- ) -> wgpu::Texture {
- let ping_texture = context.create_render_texture(width, height, "gpu-jfa-ping-texture");
- let pong_texture = context.create_render_texture(width, height, "gpu-jfa-pong-texture");
-
- self.run_pass(
- context,
- source_texture,
- &ping_texture,
- &self.init_pipeline,
- bytemuck::bytes_of(&JfaInitUniformBuffer {
- resolution: [width as f32, height as f32],
- invert: if is_inverted { 1.0 } else { 0.0 },
- _padding: 0.0,
- }),
- );
-
- let mut source_is_ping = true;
- let steps = (width.max(height) as f32).log2().ceil() as u32;
- for step_index in (0..steps).rev() {
- let step_size = 2u32.pow(step_index).max(1);
- let input_texture = if source_is_ping {
- &ping_texture
- } else {
- &pong_texture
- };
- let output_texture = if source_is_ping {
- &pong_texture
- } else {
- &ping_texture
- };
- self.run_pass(
- context,
- input_texture,
- output_texture,
- &self.step_pipeline,
- bytemuck::bytes_of(&JfaStepUniformBuffer {
- resolution: [width as f32, height as f32],
- step_size: step_size as f32,
- _padding: 0.0,
- }),
- );
- source_is_ping = !source_is_ping;
- }
-
- if source_is_ping {
- ping_texture
- } else {
- pong_texture
- }
- }
-
- fn run_pass(
- &self,
- context: &GpuContext,
- input_texture: &wgpu::Texture,
- output_texture: &wgpu::Texture,
- pipeline: &wgpu::RenderPipeline,
- uniform_buffer_bytes: &[u8],
- ) {
- let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
- let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
- let texture_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-sdf-texture-bind-group"),
- layout: &self.texture_bind_group_layout,
- entries: &[
- wgpu::BindGroupEntry {
- binding: 0,
- resource: wgpu::BindingResource::TextureView(&input_view),
- },
- wgpu::BindGroupEntry {
- binding: 1,
- resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
- },
- ],
- });
- let uniform_buffer = context
- .device()
- .create_buffer_init(&wgpu::util::BufferInitDescriptor {
- label: Some("gpu-sdf-uniform-buffer"),
- contents: uniform_buffer_bytes,
- usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
- });
- let uniform_bind_group = context
- .device()
- .create_bind_group(&wgpu::BindGroupDescriptor {
- label: Some("gpu-sdf-uniform-bind-group"),
- layout: &self.uniform_bind_group_layout,
- entries: &[wgpu::BindGroupEntry {
- binding: 0,
- resource: uniform_buffer.as_entire_binding(),
- }],
- });
- let mut encoder = context
- .device()
- .create_command_encoder(&wgpu::CommandEncoderDescriptor {
- label: Some("gpu-sdf-command-encoder"),
- });
-
- {
- let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- label: Some("gpu-sdf-render-pass"),
- color_attachments: &[Some(wgpu::RenderPassColorAttachment {
- view: &output_view,
- resolve_target: None,
- depth_slice: None,
- ops: wgpu::Operations {
- load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
- store: wgpu::StoreOp::Store,
- },
- })],
- depth_stencil_attachment: None,
- occlusion_query_set: None,
- timestamp_writes: None,
- multiview_mask: None,
- });
- render_pass.set_pipeline(pipeline);
- render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
- render_pass.set_bind_group(0, &texture_bind_group, &[]);
- render_pass.set_bind_group(1, &uniform_bind_group, &[]);
- render_pass.draw(0..6, 0..1);
- }
-
- context.queue().submit([encoder.finish()]);
- }
-}
-
-fn create_pipeline(
- device: &wgpu::Device,
- label: &'static str,
- layout: &wgpu::PipelineLayout,
- vertex_shader_module: &wgpu::ShaderModule,
- fragment_shader_module: &wgpu::ShaderModule,
-) -> wgpu::RenderPipeline {
- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some(label),
- layout: Some(layout),
- vertex: wgpu::VertexState {
- module: vertex_shader_module,
- entry_point: Some("vertex_main"),
- buffers: &[wgpu::VertexBufferLayout {
- array_stride: std::mem::size_of::<[f32; 2]>() as u64,
- step_mode: wgpu::VertexStepMode::Vertex,
- attributes: &[wgpu::VertexAttribute {
- format: wgpu::VertexFormat::Float32x2,
- offset: 0,
- shader_location: 0,
- }],
- }],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- },
- fragment: Some(wgpu::FragmentState {
- module: fragment_shader_module,
- entry_point: Some("fragment_main"),
- targets: &[Some(wgpu::ColorTargetState {
- format: GPU_TEXTURE_FORMAT,
- blend: None,
- write_mask: wgpu::ColorWrites::ALL,
- })],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- }),
- primitive: wgpu::PrimitiveState::default(),
- depth_stencil: None,
- multisample: wgpu::MultisampleState::default(),
- multiview_mask: None,
- cache: None,
- })
-}
diff --git a/rust/crates/gpu/src/shader_registry.rs b/rust/crates/gpu/src/shader_registry.rs
deleted file mode 100644
index b6af173e..00000000
--- a/rust/crates/gpu/src/shader_registry.rs
+++ /dev/null
@@ -1,183 +0,0 @@
-use std::collections::HashMap;
-
-use crate::{GPU_TEXTURE_FORMAT, GpuError};
-
-const FULLSCREEN_SHADER_SOURCE: &str = include_str!("shaders/fullscreen.wgsl");
-const GAUSSIAN_BLUR_SHADER_SOURCE: &str = include_str!("shaders/gaussian_blur.wgsl");
-const BLIT_SHADER_SOURCE: &str = include_str!("shaders/blit.wgsl");
-pub const GAUSSIAN_BLUR_SHADER_ID: &str = "gaussian-blur";
-
-pub struct ShaderRegistry {
- effect_texture_bind_group_layout: wgpu::BindGroupLayout,
- effect_uniform_bind_group_layout: wgpu::BindGroupLayout,
- effect_pipelines: HashMap<String, wgpu::RenderPipeline>,
- blit_pipeline: wgpu::RenderPipeline,
-}
-
-impl ShaderRegistry {
- pub fn new(device: &wgpu::Device) -> Self {
- let effect_texture_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-effect-texture-bind-group-layout"),
- entries: &[
- wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Texture {
- multisampled: false,
- view_dimension: wgpu::TextureViewDimension::D2,
- sample_type: wgpu::TextureSampleType::Float { filterable: true },
- },
- count: None,
- },
- wgpu::BindGroupLayoutEntry {
- binding: 1,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
- count: None,
- },
- ],
- });
- let effect_uniform_bind_group_layout =
- device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
- label: Some("gpu-effect-uniform-bind-group-layout"),
- entries: &[wgpu::BindGroupLayoutEntry {
- binding: 0,
- visibility: wgpu::ShaderStages::FRAGMENT,
- ty: wgpu::BindingType::Buffer {
- ty: wgpu::BufferBindingType::Uniform,
- has_dynamic_offset: false,
- min_binding_size: None,
- },
- count: None,
- }],
- });
-
- let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-fullscreen-shader"),
- source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
- });
- let gaussian_blur_shader_module =
- device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-gaussian-blur-shader"),
- source: wgpu::ShaderSource::Wgsl(GAUSSIAN_BLUR_SHADER_SOURCE.into()),
- });
- let blit_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
- label: Some("gpu-blit-shader"),
- source: wgpu::ShaderSource::Wgsl(BLIT_SHADER_SOURCE.into()),
- });
- let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("gpu-effect-pipeline-layout"),
- bind_group_layouts: &[
- Some(&effect_texture_bind_group_layout),
- Some(&effect_uniform_bind_group_layout),
- ],
- immediate_size: 0,
- });
- let blit_pipeline_layout =
- device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
- label: Some("gpu-blit-pipeline-layout"),
- bind_group_layouts: &[Some(&effect_texture_bind_group_layout)],
- immediate_size: 0,
- });
- let gaussian_blur_pipeline =
- device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("gpu-gaussian-blur-pipeline"),
- layout: Some(&pipeline_layout),
- vertex: wgpu::VertexState {
- module: &vertex_shader_module,
- entry_point: Some("vertex_main"),
- buffers: &[wgpu::VertexBufferLayout {
- array_stride: std::mem::size_of::<[f32; 2]>() as u64,
- step_mode: wgpu::VertexStepMode::Vertex,
- attributes: &[wgpu::VertexAttribute {
- format: wgpu::VertexFormat::Float32x2,
- offset: 0,
- shader_location: 0,
- }],
- }],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- },
- fragment: Some(wgpu::FragmentState {
- module: &gaussian_blur_shader_module,
- entry_point: Some("fragment_main"),
- targets: &[Some(wgpu::ColorTargetState {
- format: GPU_TEXTURE_FORMAT,
- blend: None,
- write_mask: wgpu::ColorWrites::ALL,
- })],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- }),
- primitive: wgpu::PrimitiveState::default(),
- depth_stencil: None,
- multisample: wgpu::MultisampleState::default(),
- multiview_mask: None,
- cache: None,
- });
- let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
- label: Some("gpu-blit-pipeline"),
- layout: Some(&blit_pipeline_layout),
- vertex: wgpu::VertexState {
- module: &vertex_shader_module,
- entry_point: Some("vertex_main"),
- buffers: &[wgpu::VertexBufferLayout {
- array_stride: std::mem::size_of::<[f32; 2]>() as u64,
- step_mode: wgpu::VertexStepMode::Vertex,
- attributes: &[wgpu::VertexAttribute {
- format: wgpu::VertexFormat::Float32x2,
- offset: 0,
- shader_location: 0,
- }],
- }],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- },
- fragment: Some(wgpu::FragmentState {
- module: &blit_shader_module,
- entry_point: Some("fragment_main"),
- targets: &[Some(wgpu::ColorTargetState {
- format: GPU_TEXTURE_FORMAT,
- blend: None,
- write_mask: wgpu::ColorWrites::ALL,
- })],
- compilation_options: wgpu::PipelineCompilationOptions::default(),
- }),
- primitive: wgpu::PrimitiveState::default(),
- depth_stencil: None,
- multisample: wgpu::MultisampleState::default(),
- multiview_mask: None,
- cache: None,
- });
-
- let effect_pipelines = HashMap::from([(
- GAUSSIAN_BLUR_SHADER_ID.to_string(),
- gaussian_blur_pipeline,
- )]);
-
- Self {
- effect_texture_bind_group_layout,
- effect_uniform_bind_group_layout,
- effect_pipelines,
- blit_pipeline,
- }
- }
-
- pub fn get_effect_pipeline(&self, shader: &str) -> Result<&wgpu::RenderPipeline, GpuError> {
- self.effect_pipelines
- .get(shader)
- .ok_or_else(|| GpuError::UnknownEffectShader {
- shader: shader.to_string(),
- })
- }
-
- pub fn effect_texture_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
- &self.effect_texture_bind_group_layout
- }
-
- pub fn effect_uniform_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
- &self.effect_uniform_bind_group_layout
- }
-
- pub fn blit_pipeline(&self) -> &wgpu::RenderPipeline {
- &self.blit_pipeline
- }
-}
diff --git a/rust/crates/gpu/src/shaders/gaussian_blur.wgsl b/rust/crates/gpu/src/shaders/gaussian_blur.wgsl
deleted file mode 100644
index 6c8d311d..00000000
--- a/rust/crates/gpu/src/shaders/gaussian_blur.wgsl
+++ /dev/null
@@ -1,34 +0,0 @@
-struct VertexOutput {
- @builtin(position) position: vec4f,
- @location(0) tex_coord: vec2f,
-}
-
-struct EffectUniforms {
- resolution: vec2f,
- direction: vec2f,
- scalars: vec4f,
-}
-
-@group(0) @binding(0) var input_texture: texture_2d<f32>;
-@group(0) @binding(1) var input_sampler: sampler;
-@group(1) @binding(0) var<uniform> uniforms: EffectUniforms;
-
-@fragment
-fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
- let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
- let sigma = uniforms.scalars.x;
- let step_size = uniforms.scalars.y;
-
- var color = vec4f(0.0, 0.0, 0.0, 0.0);
- var total_weight = 0.0;
-
- for (var index = -30; index <= 30; index = index + 1) {
- let position = f32(index) * step_size;
- let weight = exp(-(position * position) / (2.0 * sigma * sigma));
- let sample_uv = input.tex_coord + (texel_size * uniforms.direction * position);
- color = color + textureSample(input_texture, input_sampler, sample_uv) * weight;
- total_weight = total_weight + weight;
- }
-
- return color / total_weight;
-}
diff --git a/rust/crates/gpu/src/shaders/jfa_distance.wgsl b/rust/crates/gpu/src/shaders/jfa_distance.wgsl
deleted file mode 100644
index e65a7023..00000000
--- a/rust/crates/gpu/src/shaders/jfa_distance.wgsl
+++ /dev/null
@@ -1,50 +0,0 @@
-struct VertexOutput {
- @builtin(position) position: vec4f,
- @location(0) tex_coord: vec2f,
-}
-
-struct DistanceUniforms {
- resolution: vec2f,
- feather_half: f32,
- _padding: f32,
-}
-
-@group(0) @binding(0) var inside_texture: texture_2d<f32>;
-@group(0) @binding(1) var inside_sampler: sampler;
-@group(1) @binding(0) var outside_texture: texture_2d<f32>;
-@group(1) @binding(1) var outside_sampler: sampler;
-@group(2) @binding(0) var<uniform> uniforms: DistanceUniforms;
-
-fn decode_seed(encoded: vec4f) -> vec2f {
- let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
- let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
- return vec2f(x, y);
-}
-
-fn is_no_seed(encoded: vec4f) -> bool {
- return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
-}
-
-@fragment
-fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
- let pixel_coord = floor(input.tex_coord * uniforms.resolution);
- let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord);
- let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord);
-
- let has_inside = !is_no_seed(inside_encoded);
- let has_outside = !is_no_seed(outside_encoded);
- let distance_to_inside = select(
- 100000.0,
- distance(pixel_coord, decode_seed(inside_encoded)),
- has_inside,
- );
- let distance_to_outside = select(
- 100000.0,
- distance(pixel_coord, decode_seed(outside_encoded)),
- has_outside,
- );
- let signed_distance = distance_to_outside - distance_to_inside;
- let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance);
-
- return vec4f(alpha, alpha, alpha, alpha);
-}
diff --git a/rust/crates/gpu/src/shaders/jfa_init.wgsl b/rust/crates/gpu/src/shaders/jfa_init.wgsl
deleted file mode 100644
index 29aa38c7..00000000
--- a/rust/crates/gpu/src/shaders/jfa_init.wgsl
+++ /dev/null
@@ -1,35 +0,0 @@
-struct VertexOutput {
- @builtin(position) position: vec4f,
- @location(0) tex_coord: vec2f,
-}
-
-struct JfaInitUniforms {
- resolution: vec2f,
- invert: f32,
- _padding: f32,
-}
-
-@group(0) @binding(0) var input_texture: texture_2d<f32>;
-@group(0) @binding(1) var input_sampler: sampler;
-@group(1) @binding(0) var<uniform> uniforms: JfaInitUniforms;
-
-fn encode_seed(seed: vec2f) -> vec4f {
- let x_hi = floor(seed.x / 256.0);
- let x_lo = seed.x - (x_hi * 256.0);
- let y_hi = floor(seed.y / 256.0);
- let y_lo = seed.y - (y_hi * 256.0);
- return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
-}
-
-@fragment
-fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
- let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
- let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
-
- if (is_seed) {
- let pixel_coord = floor(input.tex_coord * uniforms.resolution);
- return encode_seed(pixel_coord);
- }
-
- return vec4f(1.0, 1.0, 1.0, 1.0);
-}
diff --git a/rust/crates/gpu/src/shaders/jfa_step.wgsl b/rust/crates/gpu/src/shaders/jfa_step.wgsl
deleted file mode 100644
index e20d7fb0..00000000
--- a/rust/crates/gpu/src/shaders/jfa_step.wgsl
+++ /dev/null
@@ -1,75 +0,0 @@
-struct VertexOutput {
- @builtin(position) position: vec4f,
- @location(0) tex_coord: vec2f,
-}
-
-struct JfaStepUniforms {
- resolution: vec2f,
- step_size: f32,
- _padding: f32,
-}
-
-@group(0) @binding(0) var input_texture: texture_2d<f32>;
-@group(0) @binding(1) var input_sampler: sampler;
-@group(1) @binding(0) var<uniform> uniforms: JfaStepUniforms;
-
-fn decode_seed(encoded: vec4f) -> vec2f {
- let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
- let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
- return vec2f(x, y);
-}
-
-fn encode_seed(seed: vec2f) -> vec4f {
- let x_hi = floor(seed.x / 256.0);
- let x_lo = seed.x - (x_hi * 256.0);
- let y_hi = floor(seed.y / 256.0);
- let y_lo = seed.y - (y_hi * 256.0);
- return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
-}
-
-fn is_no_seed(encoded: vec4f) -> bool {
- return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
-}
-
-@fragment
-fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
- let pixel_coord = floor(input.tex_coord * uniforms.resolution);
- let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
-
- var best_distance = 10000000000.0;
- var best_seed = vec2f(65535.0, 65535.0);
-
- for (var y = -1; y <= 1; y = y + 1) {
- for (var x = -1; x <= 1; x = x + 1) {
- let offset = vec2f(f32(x), f32(y)) * uniforms.step_size;
- let sample_uv = input.tex_coord + (offset * texel_size);
-
- if (
- sample_uv.x < 0.0 ||
- sample_uv.x > 1.0 ||
- sample_uv.y < 0.0 ||
- sample_uv.y > 1.0
- ) {
- continue;
- }
-
- let encoded = textureSample(input_texture, input_sampler, sample_uv);
- if (is_no_seed(encoded)) {
- continue;
- }
-
- let seed = decode_seed(encoded);
- let distance_to_seed = distance(pixel_coord, seed);
- if (distance_to_seed < best_distance) {
- best_distance = distance_to_seed;
- best_seed = seed;
- }
- }
- }
-
- if (best_distance < 1000000000.0) {
- return encode_seed(best_seed);
- }
-
- return vec4f(1.0, 1.0, 1.0, 1.0);
-}