Commit graph

11 commits

Author SHA1 Message Date
Daniel McNab ff59839737
Move the vello crate to the workspace root (#231)
* Move the vello crate to the root of the crate

* Add warning that README is work in progress

* Add newline in warning

* Move the unlicense into the shader folder

* Fixup wgsl-analyzer include paths
2023-01-05 09:32:09 +00:00
Chad Brokaw 628bc9566d Rename piet-wgsl to vello!
Also drops the scene crate and moves the code to the main project.
2022-12-09 13:23:03 -05:00
Daniel McNab 7d5063b187
Remove all wgsl-analyzer errors (#210)
* Fix missing import

* Format
2022-11-25 16:43:21 +00:00
Raph Levien ef3ed3c9d7 Checkpoint of clip and gradient work
This is a checkpoint of partly completed work. Much of the GPU side is done, very little of the CPU side.

For clips, the clip_els bindings (binding 6 of draw_leaf) are not added. Clip logic is missing from coarse. The overflow buffer is missing from fine, as is its size calculation in coarse (but it should work as long as the max depth fits within BLEND_STACK_SPLIT).

For gradients, the texture binding is missing (binding 6) is missing from fine, as is the infrastructure in engine to deal with texture resources, and of course porting over the logic to fill it.

The code is not tested, bugs may lurk.
2022-11-10 19:48:36 -08:00
Raph Levien 06fa3cb9ab Checkpoint
Felt like checkpointing what I have before trying to run the pipeline. Theoretically everything should work.
2022-11-03 19:37:38 -07:00
Raph Levien 5851ef1417 Shaders loaded
This checkpoint loads the shaders for full rendering, but there's a bunch of stuff still needing to be done.
2022-11-03 16:53:34 -07:00
Raph Levien 7ac327c684 Unify scene buffer
All streams of the scene are combined into a single buffer. This is very much like existing piet-gpu, however the various outputs from the compute stages (whether computed on CPU or GPU) will retain their separate bindings, which is more native to WGSL.

There's a touch of ergonomics loss, in particular when we do transforms we'll need to unmarshal them by hand, but I think overall not too bad.
2022-11-02 18:07:32 -07:00
Raph Levien 06ec395b68 Checkpoint coarse rasterization
The bones of coarse rasterization are in place (so far, fills only). Still not suitable for end-to-end (need to generate bounding boxes, among other things), but getting closer.
2022-11-01 13:55:58 -07:00
Raph Levien b6da6d958b Write more shaders
This is super WIP, but represents partially written shaders for more of
the piet-gpu pipeline. Checkpointing as other work is incoming.
2022-11-01 13:55:58 -07:00
Daniel McNab 3831b58dea Prepare for wgsl-analyzer upgrades (#195)
* Prepare for wgsl-analyzer upgrades

* Fix the exponentials
2022-10-27 10:48:34 -07:00
Daniel McNab afa706bd7e
Use 'C style' preprocessing in piet-wgsl (#194)
This lets us use https://github.com/wgsl-analyzer/wgsl-analyzer for writing the wgsl files.
The imports (for wgsl-analyzer) have to be machine specific at the moment - to use this you need to configure .vscode/settings.json yourself. The alternative is to point them at static files on GitHub, which is tempting to make things easier, but would potentially go out of sync with what is actually used.
2022-10-27 15:27:46 +01:00