* Remove unsafe code
* Make node graph test syncronous
* Add miri step to ci
* Remove unsafe from node graph evaluation
* Replace operation pseudo_hash with hash based on discriminant
* Fix test
* Move memo module to core and make it safe
* Fix formatting
* Remove unused stuff from gstd
* Use safe casting for creating key variants
* Fix memo node types
* Fix ref node
* "fix" ub
* Use correct input types for ExtractImageFrame
* Fix types for async nodes
* Fix missing implementation
* Manually override output type for async nodes
* Fix types for EditorApi
* Fix output type for WasmSurfaceHandle
* Remove unused miri.yml
* Fix incorrect type for cache node
* Web gpu execution MVP
Ready infrastructure for wgpu experimentation
Start implementing simple gpu test case
Fix Extract Node not working with nested networks
Convert inputs for extracted node to network inputs
Fix missing cors headers
Feature gate gcore to make it once again no-std compatible
Add skeleton structure gpu shader
Work on gpu node graph output saving
Fix Get and Set nodes
Fix storage nodes
Fix shader construction errors -> spirv errors
Add unsafe version
Add once cell node
Web gpu execution MVP
* Make node graph execution async
Make node macro generate async node implementations
Start propagating async through the node system
Async checkpoint
Make Any<'i> Send + Sync
Determine node io type using panic node
Fix types for raster_node macro
Finish porting node registry?
Fix lifetime errors
Remove Send + Sync requirements and start making node construction async
Async MVP
Fix tests
Clippy fix
* Fix nodes
* Simplify lifetims for node macro + make node macro more modular
* Reenable more nodes
* Fix pasting images
* Remove http test from brush node
* Fix output type for cache node
* Fix types for let scope
* Fix formatting
* Thumbnails for the layer node
* Raster node graph frames
* Downscale to a random resolution
* Cleanup and bug fixes
* Generate paths before duplicating outputs
* Fix stable id test
* Code review changes
* Code review pass with minor changes
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
Add the node path to the document node and carry that over to the proto
nodes which are generated from that.
This pr also adds a compiler pass to assign the paths based on the
hierarchical structure of the nodegraph.
Test Plan: - Run units tests which check the path propagation works
Reviewers: Keavon
Reviewed By: Keavon
Pull Request: https://github.com/GraphiteEditor/Graphite/pull/1181
* Start implementing GpuExecutor for wgpu
* Implement read_output_buffer function
* Implement extraction node in the compiler
* Generate type annotations during shader compilation
* Start adding node wrapprs for graph execution api
* Wrap more of the api in nodes
* Restructure Pipeline to accept arbitrary shader inputs
* Adapt nodes to new trait definitions
* Start implementing gpu-compiler trait
* Adapt shader generation
* Hardstuck on pointer casts
* Pass nodes as references in gpu code to avoid zsts
* Update gcore to compile on the gpu
* Fix color doc tests
* Impl Node for node refs
* Implement let binding
* Add lambda inputs
* Fix tests
* Fix proto network formatting
* Generate a template Scoped network by default
* Add comment to explain the lambda parameter
* Move binding wrapping out of the template
* Fix errors cause by image frames
* Add Blend node
* Add more implementations
Currently, known buggy implementations:
* Color Burn
* Saturation
Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented.
* Add more implementations
Currently, known incorrect implementations:
* Color Burn
* Saturation
Not yet Tested:
* Linear Burn
* Linear Dodge
* Vivid Light
* Linear Light
* Pin Light
* Hard Mix
* Subtract
* Divide
Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented.
* Cleanup
* Removed Unused Code
* Fixed Clamping Issue
* Fixed Inverted Opacity
* Moved Opacity Calculation from individual Blend Functions into 'blend_node' function
* Fix 'Color Burn' blend mode
Currently, known incorrect implementations:
* Saturation
Not yet Tested:
* Linear Burn
* Darker Color
* Linear Dodge
* Lighter Color
* Vivid Light
* Linear Light
* Pin Light
* Hard Mix
* Subtract
* Divide
Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented.
* Fix 'Saturation' blend mode
Currently, known incorrect implementations:
* None :D
Not yet Tested:
* Linear Burn
* Darker Color
* Linear Dodge
* Lighter Color
* Vivid Light
* Linear Light
* Pin Light
* Hard Mix
* Subtract
* Divide
Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented.
* Final Cleanups
* Add proper Inputs
* cargo fmt
* Add test for doubling number
* Display implementation for ProtoNetwork
* Switch top and bottom
* Add input types for blend image node
* Fix test
---------
Co-authored-by: 0hypercube <0hypercube@gmail.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
* Multiple node outputs
* Add new nodes
* gcore use std by default to allow for testing
* Allow multiple node outputs
* Multiple outputs to frontend
* Add ImageFrameNode to node registry
* Minor cleanup
* Basic transform implementation
* Add some logging to image encoding
* Fix ImageFrameNode
* Add transform input to Imaginate node (#1014)
* Add transform input to imaginate node
* Force the resolution to be edited with no transform
* Add transform to imaginate generation
* Fix compilation
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Add labels to node outputs
* Fix seed; disable mask when transform is disconnected; add Imaginate tooltips
* Rename 'Input Multiple' node to 'Input'
* Code review
* Replicate to Svelte
* Show only the primary input chain in the Properties panel
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Generate stable node ids
* checkpoint
* Implement borrow tree
* Add eval function on borrow tree
* Refactor Node trait to fix lifetime issues
* Compiler infinite loop
* Impl compose pair
* Transition to double lifetime on trait
* Change node trait to use a generic arg for the input
* Start adapting node_macro
* Migrate more nodes to new macro
* Fix raster tests
* Port vector nodes
* Make Node trait object safe
* Fix FlatMapResultNode
* Translate most of gstd
* Fix DowncastBothNode
* Refactor node trait once again to allow for HRTB for type erased nodes
* Start working on type erased nodes
* Try getting DowncastBothNode to work
* Introduce Upcasting node + work on BorrowTree
* Make enough 'static to get the code to compile
* Transition DynamicExecutor to use borrow tree
* Make Compose Node use HRTB's
* Fix MapResultNode
* Disable blur test
* Add workaround for Composing type erased nodes
* Convert more nodes in the node_registry
* Convert more of the node_registry
* Add update tree fn and hook up to frontend
* Fix blur node
* Implement CacheNode
* Make frontend use graph compiler
* Fix document_node_types type declaration for most nodes
* Remove unused imports
* Move comment down
* Reuse nodes via borrow tree
* Deprecate trait based value in favor of TaggedValue
* Remove unsafe code in buffer creation
* Fix blur node
* Fix stable node id generation
* Fix types for Image adjustment document nodes
* Fix Imaginate Node
* Remove unused imports
* Remove log
* Fix off by one error
* Remove macro generated imaginate node entry
* Create parameterized add node
* Fix test case
* Remove link from layer_panel.rs
* Fix formatting
* add derive(specta::Type)
* use specta from git
* introduce Uuid type
* remove unnecessary specta::Type
* document export_types test
* upgrade Specta
The previous Specta branch had some hacks that were just for this project. They have all been converted into proper features so they can be merged into main.
* remove some unnecessary specta::Type uses
* add MessageDiscriminantDef explanation
* manually export types with specta
* rename 'specta.rs' to 'export_types.rs'
* rename 'export_types' to 'generate_ts_types'
---------
Co-authored-by: Oscar Beaumont <oscar@otbeaumont.me>
* Setup tauri component for graphite editor
Integrate graphite into tauri app
Split interpreted-executor out of graph-craft
* Add gpu execution node
* General Cleanup
* Add Executor abstraction
* Resolve inputs for proto nodes by adding compose nodes
* Add infrastructure for compiling gpu code
* Integrate nodegraph gpu execution into graph-crafter
* Extract graphene core path from env vars
* Make Color struct usable for gpu code
* Node graph API stub
* Rename and fix SetInputValue
* Get list of links from network
* Test populating node graph UI
* Node properties
* Fix viewport bounds
* Slightly change promise usage
* A tiny bit of cleanup I did while reading code
* Cleanup and work towards hooking up node links in Vue template
* Add the brighten colour node
* Run cargo fmt
* Add to and from hsla
* GrayscaleImage node with small perf improvement
* Fix gutter panel resizing
* Display node links from backend
* Add support for connecting node links
* Use existing message
* Fix formatting error
* Add a (currently crashing) brighten node
* Replace brighten node with proto node implementation
* Add support for connecting node links
* Update watch dirs
* Add hue shift node
* Add create_node function to editor api
* Basic insert node UI
* Fix broken names
* Add log
* Fix positioning
* Set connector index to 0
* Add properties for Heu shift / brighten
* Allow deselecting nodes
* Redesign Properties panel collapsible sections
Co-authored-by: Keavon Chambers <keavon@keavon.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>