// Copyright 2022 Google LLC // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // https://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // Also licensed under MIT license, at your choice. //! Load rendering shaders. use serde_json::json; use wgpu::Device; use crate::{ engine::{BindType, Engine, Error, ShaderId}, template::ShaderTemplate, }; pub const PATHTAG_REDUCE_WG: u32 = 256; pub const PATH_COARSE_WG: u32 = 256; pub struct Shaders { pub pathtag_reduce: ShaderId, pub pathtag_scan: ShaderId, pub path_coarse: ShaderId, pub backdrop: ShaderId, pub fine: ShaderId, } pub fn init_shaders(device: &Device, engine: &mut Engine) -> Result<Shaders, Error> { let shaders = ShaderTemplate::new(); let pathtag_reduce = engine.add_shader( device, shaders.get_shader("pathtag_reduce", &()).into(), &[BindType::BufReadOnly, BindType::Buffer], )?; let pathtag_scan = engine.add_shader( device, shaders.get_shader("pathtag_scan", &()).into(), &[ BindType::BufReadOnly, BindType::BufReadOnly, BindType::Buffer, ], )?; let path_coarse_config = json!({"cubics_out": false}); let path_coarse = engine.add_shader( device, shaders .get_shader("path_coarse", &path_coarse_config) .into(), &[ BindType::BufReadOnly, BindType::BufReadOnly, BindType::BufReadOnly, BindType::BufReadOnly, BindType::Buffer, BindType::Buffer, ], )?; let backdrop = engine.add_shader( device, shaders.get_shader("backdrop", &()).into(), &[BindType::BufReadOnly, BindType::Buffer], )?; let fine = engine.add_shader( device, shaders.get_shader("fine", &()).into(), &[ BindType::BufReadOnly, BindType::BufReadOnly, BindType::BufReadOnly, BindType::Buffer, ], )?; Ok(Shaders { pathtag_reduce, pathtag_scan, path_coarse, backdrop, fine, }) }