Commit graph

6 commits

Author SHA1 Message Date
Raph Levien c3d81e0985 Mostly working path rendering
It draws multiple paths and applies affine transformations.

One problem: RGBA writing is byte-reversed and premultiplied.
2022-11-04 08:59:23 -07:00
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 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 5c6ec1efa3 Checkpoint
Many shader stages written.
2022-11-01 16:20:15 -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
Renamed from piet-wgsl/shader/fine.twgsl (Browse further)