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-rw-r--r--rust/crates/gpu/src/sdf_pipeline.rs307
1 files changed, 307 insertions, 0 deletions
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,
+ })
+}