OpenCut/rust/crates/masks/src/sdf.rs

333 lines
12 KiB
Rust

use bytemuck::{Pod, Zeroable};
use gpu::{FULLSCREEN_SHADER_SOURCE, GpuContext};
use wgpu::util::DeviceExt;
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(context: &GpuContext) -> Self {
let device = context.device();
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,
context.texture_format(),
);
let step_pipeline = create_pipeline(
device,
"gpu-jfa-step-pipeline",
&pipeline_layout,
&vertex_shader_module,
&step_shader_module,
context.texture_format(),
);
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 {
let mut encoder =
context
.device()
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("gpu-sdf-command-encoder"),
});
let textures = self.compute_signed_distance_field_with_encoder(
context,
&mut encoder,
source_texture,
width,
height,
);
context.queue().submit([encoder.finish()]);
textures
}
pub fn compute_signed_distance_field_with_encoder(
&self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
source_texture: &wgpu::Texture,
width: u32,
height: u32,
) -> SignedDistanceFieldTextures {
SignedDistanceFieldTextures {
inside_texture: self.run_jfa(context, encoder, source_texture, width, height, false),
outside_texture: self.run_jfa(context, encoder, source_texture, width, height, true),
}
}
fn run_jfa(
&self,
context: &GpuContext,
encoder: &mut wgpu::CommandEncoder,
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,
encoder,
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,
encoder,
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,
encoder: &mut wgpu::CommandEncoder,
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 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);
}
}
}
fn create_pipeline(
device: &wgpu::Device,
label: &'static str,
layout: &wgpu::PipelineLayout,
vertex_shader_module: &wgpu::ShaderModule,
fragment_shader_module: &wgpu::ShaderModule,
texture_format: wgpu::TextureFormat,
) -> 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: 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,
})
}