summaryrefslogtreecommitdiff
path: root/rust/crates/gpu
diff options
context:
space:
mode:
authorMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
commite579ae120290329fd697b50ea9138ffccb65a805 (patch)
tree12a63ee60b00e5004a1806ddf3ebd70c012e3e28 /rust/crates/gpu
parentb048b739bd598f9d9ff97166f29bcb6e37c40607 (diff)
downloadopencut-e579ae120290329fd697b50ea9138ffccb65a805.tar.gz
feat: migrate GPU renderer from WebGL to wgpu/WASM
Diffstat (limited to 'rust/crates/gpu')
-rw-r--r--rust/crates/gpu/Cargo.toml9
-rw-r--r--rust/crates/gpu/src/context.rs250
-rw-r--r--rust/crates/gpu/src/effect_pipeline.rs194
-rw-r--r--rust/crates/gpu/src/lib.rs40
-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/blit.wgsl12
-rw-r--r--rust/crates/gpu/src/shaders/fullscreen.wgsl12
-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
13 files changed, 1460 insertions, 0 deletions
diff --git a/rust/crates/gpu/Cargo.toml b/rust/crates/gpu/Cargo.toml
new file mode 100644
index 00000000..d68e8a65
--- /dev/null
+++ b/rust/crates/gpu/Cargo.toml
@@ -0,0 +1,9 @@
+[package]
+name = "gpu"
+version = "0.1.0"
+edition = "2024"
+
+[dependencies]
+bytemuck = { version = "1.25.0", features = ["derive"] }
+thiserror = "2.0.18"
+wgpu = "29.0.1"
diff --git a/rust/crates/gpu/src/context.rs b/rust/crates/gpu/src/context.rs
new file mode 100644
index 00000000..702f65ba
--- /dev/null
+++ b/rust/crates/gpu/src/context.rs
@@ -0,0 +1,250 @@
+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,
+};
+
+const FULLSCREEN_QUAD_POSITIONS: [[f32; 2]; 6] = [
+ [-1.0, -1.0],
+ [1.0, -1.0],
+ [-1.0, 1.0],
+ [-1.0, 1.0],
+ [1.0, -1.0],
+ [1.0, 1.0],
+];
+
+pub struct GpuContext {
+ instance: wgpu::Instance,
+ adapter: wgpu::Adapter,
+ device: wgpu::Device,
+ queue: wgpu::Queue,
+ fullscreen_quad: wgpu::Buffer,
+ linear_sampler: wgpu::Sampler,
+ nearest_sampler: wgpu::Sampler,
+ shader_registry: ShaderRegistry,
+ sdf_pipeline: SdfPipeline,
+ mask_feather_pipeline: MaskFeatherPipeline,
+}
+
+impl GpuContext {
+ pub async fn new() -> Result<Self, GpuError> {
+ let instance = wgpu::Instance::default();
+ let adapter = instance
+ .request_adapter(&wgpu::RequestAdapterOptions {
+ power_preference: wgpu::PowerPreference::HighPerformance,
+ compatible_surface: None,
+ force_fallback_adapter: false,
+ })
+ .await
+ .map_err(|_| GpuError::AdapterUnavailable)?;
+ let (device, queue) = adapter
+ .request_device(&wgpu::DeviceDescriptor {
+ label: Some("gpu-device"),
+ required_features: wgpu::Features::empty(),
+ required_limits: wgpu::Limits::downlevel_webgl2_defaults()
+ .using_resolution(adapter.limits()),
+ memory_hints: wgpu::MemoryHints::Performance,
+ experimental_features: wgpu::ExperimentalFeatures::disabled(),
+ trace: wgpu::Trace::Off,
+ })
+ .await?;
+ let fullscreen_quad = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("gpu-fullscreen-quad-buffer"),
+ contents: bytemuck::cast_slice(&FULLSCREEN_QUAD_POSITIONS),
+ usage: wgpu::BufferUsages::VERTEX,
+ });
+ let linear_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
+ label: Some("gpu-linear-sampler"),
+ address_mode_u: wgpu::AddressMode::ClampToEdge,
+ address_mode_v: wgpu::AddressMode::ClampToEdge,
+ address_mode_w: wgpu::AddressMode::ClampToEdge,
+ mag_filter: wgpu::FilterMode::Linear,
+ min_filter: wgpu::FilterMode::Linear,
+ mipmap_filter: wgpu::MipmapFilterMode::Nearest,
+ ..Default::default()
+ });
+ let nearest_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
+ label: Some("gpu-nearest-sampler"),
+ address_mode_u: wgpu::AddressMode::ClampToEdge,
+ address_mode_v: wgpu::AddressMode::ClampToEdge,
+ address_mode_w: wgpu::AddressMode::ClampToEdge,
+ mag_filter: wgpu::FilterMode::Nearest,
+ min_filter: wgpu::FilterMode::Nearest,
+ 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);
+
+ Ok(Self {
+ instance,
+ adapter,
+ device,
+ queue,
+ fullscreen_quad,
+ linear_sampler,
+ nearest_sampler,
+ shader_registry,
+ sdf_pipeline,
+ mask_feather_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,
+ height: u32,
+ label: &'static str,
+ ) -> wgpu::Texture {
+ self.device.create_texture(&wgpu::TextureDescriptor {
+ label: Some(label),
+ size: wgpu::Extent3d {
+ width,
+ height,
+ depth_or_array_layers: 1,
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: GPU_TEXTURE_FORMAT,
+ usage: wgpu::TextureUsages::TEXTURE_BINDING
+ | wgpu::TextureUsages::COPY_DST
+ | wgpu::TextureUsages::COPY_SRC
+ | wgpu::TextureUsages::RENDER_ATTACHMENT,
+ view_formats: &[],
+ })
+ }
+
+ pub fn instance(&self) -> &wgpu::Instance {
+ &self.instance
+ }
+
+ pub fn adapter(&self) -> &wgpu::Adapter {
+ &self.adapter
+ }
+
+ pub fn device(&self) -> &wgpu::Device {
+ &self.device
+ }
+
+ pub fn queue(&self) -> &wgpu::Queue {
+ &self.queue
+ }
+
+ pub fn fullscreen_quad(&self) -> &wgpu::Buffer {
+ &self.fullscreen_quad
+ }
+
+ pub fn linear_sampler(&self) -> &wgpu::Sampler {
+ &self.linear_sampler
+ }
+
+ pub fn nearest_sampler(&self) -> &wgpu::Sampler {
+ &self.nearest_sampler
+ }
+
+ pub fn shader_registry(&self) -> &ShaderRegistry {
+ &self.shader_registry
+ }
+
+ pub fn sdf_pipeline(&self) -> &SdfPipeline {
+ &self.sdf_pipeline
+ }
+
+ pub fn render_texture_to_surface(
+ &self,
+ texture: &wgpu::Texture,
+ surface: &wgpu::Surface<'_>,
+ width: u32,
+ height: u32,
+ ) -> Result<(), GpuError> {
+ let Some(config) = surface.get_default_config(&self.adapter, width, height) else {
+ return Err(GpuError::UnsupportedSurfaceFormat);
+ };
+ if config.format != GPU_TEXTURE_FORMAT {
+ return Err(GpuError::UnsupportedSurfaceFormat);
+ }
+ surface.configure(&self.device, &config);
+
+ let surface_texture = match surface.get_current_texture() {
+ wgpu::CurrentSurfaceTexture::Success(surface_texture)
+ | wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => surface_texture,
+ wgpu::CurrentSurfaceTexture::Timeout
+ | wgpu::CurrentSurfaceTexture::Occluded
+ | wgpu::CurrentSurfaceTexture::Outdated
+ | wgpu::CurrentSurfaceTexture::Lost
+ | wgpu::CurrentSurfaceTexture::Validation => {
+ return Err(GpuError::UnsupportedSurfaceFormat);
+ }
+ };
+ let source_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
+ let target_view = surface_texture
+ .texture
+ .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(),
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&source_view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(&self.linear_sampler),
+ },
+ ],
+ });
+ let mut encoder = self
+ .device
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("gpu-surface-blit-encoder"),
+ });
+
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("gpu-surface-blit-pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &target_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.shader_registry.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);
+ }
+
+ self.queue.submit([encoder.finish()]);
+ surface_texture.present();
+ Ok(())
+ }
+}
diff --git a/rust/crates/gpu/src/effect_pipeline.rs b/rust/crates/gpu/src/effect_pipeline.rs
new file mode 100644
index 00000000..c600551a
--- /dev/null
+++ b/rust/crates/gpu/src/effect_pipeline.rs
@@ -0,0 +1,194 @@
+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
new file mode 100644
index 00000000..c53e63ab
--- /dev/null
+++ b/rust/crates/gpu/src/lib.rs
@@ -0,0 +1,40 @@
+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 const GPU_TEXTURE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8Unorm;
+
+#[derive(Debug, Error)]
+pub enum GpuError {
+ #[error("No WebGPU adapter is available")]
+ AdapterUnavailable,
+ #[error("Failed to request a WebGPU device: {0}")]
+ RequestDevice(#[from] wgpu::RequestDeviceError),
+ #[error("Failed to create a WebGPU surface: {0}")]
+ 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
new file mode 100644
index 00000000..029b59ed
--- /dev/null
+++ b/rust/crates/gpu/src/mask_feather.rs
@@ -0,0 +1,259 @@
+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
new file mode 100644
index 00000000..d2612fe1
--- /dev/null
+++ b/rust/crates/gpu/src/sdf_pipeline.rs
@@ -0,0 +1,307 @@
+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
new file mode 100644
index 00000000..b6af173e
--- /dev/null
+++ b/rust/crates/gpu/src/shader_registry.rs
@@ -0,0 +1,183 @@
+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/blit.wgsl b/rust/crates/gpu/src/shaders/blit.wgsl
new file mode 100644
index 00000000..2be67288
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/blit.wgsl
@@ -0,0 +1,12 @@
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) tex_coord: vec2f,
+}
+
+@group(0) @binding(0) var input_texture: texture_2d<f32>;
+@group(0) @binding(1) var input_sampler: sampler;
+
+@fragment
+fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
+ return textureSample(input_texture, input_sampler, input.tex_coord);
+}
diff --git a/rust/crates/gpu/src/shaders/fullscreen.wgsl b/rust/crates/gpu/src/shaders/fullscreen.wgsl
new file mode 100644
index 00000000..1ef26e48
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/fullscreen.wgsl
@@ -0,0 +1,12 @@
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) tex_coord: vec2f,
+}
+
+@vertex
+fn vertex_main(@location(0) position: vec2f) -> VertexOutput {
+ var output: VertexOutput;
+ output.position = vec4f(position, 0.0, 1.0);
+ output.tex_coord = (position * 0.5) + vec2f(0.5, 0.5);
+ return output;
+}
diff --git a/rust/crates/gpu/src/shaders/gaussian_blur.wgsl b/rust/crates/gpu/src/shaders/gaussian_blur.wgsl
new file mode 100644
index 00000000..6c8d311d
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/gaussian_blur.wgsl
@@ -0,0 +1,34 @@
+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
new file mode 100644
index 00000000..e65a7023
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/jfa_distance.wgsl
@@ -0,0 +1,50 @@
+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
new file mode 100644
index 00000000..29aa38c7
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/jfa_init.wgsl
@@ -0,0 +1,35 @@
+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
new file mode 100644
index 00000000..e20d7fb0
--- /dev/null
+++ b/rust/crates/gpu/src/shaders/jfa_step.wgsl
@@ -0,0 +1,75 @@
+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);
+}