Commit graph

7 commits

Author SHA1 Message Date
Raph Levien e8f8ebbd14 Squeeze pipeline to fit
This commit reduces the workgroup shared memory of binning to fit in
16k (by packing two u16's in a u32), and moves the config binding to
uniform, from readonly storage.

Progress toward #202
2022-11-29 17:23:12 -08:00
Chad Brokaw d13ec497e2 Address review feedback.
* add comment for ClipInp::path_ix
* update comment for SceneBuilder drawtags
* remove copy of blend data through info buffer. Instead, update EndClip's DrawMonoid::scene_offset to point to the same scene data of the associated EndClip.
2022-11-29 14:52:03 -05:00
Chad Brokaw 28082af9ec clip changes/blend group alpha
Adds blend group alpha. Also changes the clip logic to sync blend mode and alpha from BeginClip to EndClip in clip_leaf.
2022-11-29 13:28:25 -05:00
Raph Levien 94a310a245 Clean up unneded type annotations in vec
Now that wgsl-analyzer 0.6 is released, most explicit type annotations on vec can be dropped (the exception being when it is a type conversion).

Also changes mix to select when the selector is actually boolean.
2022-11-25 09:37:11 -08:00
Elias Naur 18c0da02e5
Clarify licensing for WGSL shaders (#205)
As stated by the README, the intention is for the shaders to be
provided under the terms of the Unlicense in addition to the MIT
and Apache-2.0 licenses.

While here, add a self-contained UNLICENSE file to replace the
external reference to unlicense.org.
2022-11-19 16:45:42 +00:00
Chad Brokaw adc9811776 add clips and blends 2022-11-18 17:26:26 -05:00
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