464 lines
16 KiB
Rust
464 lines
16 KiB
Rust
use dyn_any::StaticTypeSized;
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use gpu_executor::{ComputePassDimensions, StorageBufferOptions};
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use graph_craft::document::value::TaggedValue;
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use graph_craft::document::*;
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use graph_craft::proto::*;
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use graphene_core::application_io::ApplicationIo;
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use graphene_core::raster::image::{Image, ImageFrameTable};
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use graphene_core::raster::{BlendMode, Pixel};
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use graphene_core::transform::Transform;
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use graphene_core::transform::TransformMut;
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use graphene_core::*;
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use wgpu_executor::{Bindgroup, PipelineLayout, Shader, ShaderIO, ShaderInput, WgpuExecutor, WgpuShaderInput};
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use glam::{DAffine2, DVec2, Mat2, Vec2};
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use std::collections::HashMap;
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use std::sync::Arc;
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use std::sync::Mutex;
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use crate::wasm_application_io::WasmApplicationIo;
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// TODO: Move to graph-craft
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#[node_macro::node(category("Debug: GPU"))]
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async fn compile_gpu<'a: 'n>(_: impl Ctx, node: &'a DocumentNode, typing_context: TypingContext, io: ShaderIO) -> Result<compilation_client::Shader, String> {
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let mut typing_context = typing_context;
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let DocumentNodeImplementation::Network(ref network) = node.implementation else { panic!() };
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let proto_networks: Result<Vec<_>, _> = compiler.compile(network.clone()).collect();
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let proto_networks = proto_networks?;
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for network in proto_networks.iter() {
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typing_context.update(network).expect("Failed to type check network");
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}
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// TODO: do a proper union
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let input_types = proto_networks[0]
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.inputs
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.iter()
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.map(|id| typing_context.type_of(*id).unwrap())
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.map(|node_io| node_io.return_value.clone())
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.collect();
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let output_types = proto_networks.iter().map(|network| typing_context.type_of(network.output).unwrap().return_value.clone()).collect();
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Ok(compilation_client::compile(proto_networks, input_types, output_types, io).await.unwrap())
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}
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pub struct MapGpuNode<Node, EditorApi> {
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node: Node,
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editor_api: EditorApi,
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cache: Mutex<HashMap<String, ComputePass>>,
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}
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struct ComputePass {
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pipeline_layout: PipelineLayout,
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readback_buffer: Option<Arc<WgpuShaderInput>>,
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}
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impl Clone for ComputePass {
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fn clone(&self) -> Self {
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Self {
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pipeline_layout: self.pipeline_layout.clone(),
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readback_buffer: self.readback_buffer.clone(),
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}
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}
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}
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#[node_macro::old_node_impl(MapGpuNode)]
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async fn map_gpu<'a: 'input>(image: ImageFrameTable<Color>, node: DocumentNode, editor_api: &'a graphene_core::application_io::EditorApi<WasmApplicationIo>) -> ImageFrameTable<Color> {
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let image_frame_table = ℑ
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let image = image.one_instance().instance;
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log::debug!("Executing gpu node");
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let executor = &editor_api.application_io.as_ref().and_then(|io| io.gpu_executor()).unwrap();
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#[cfg(feature = "image-compare")]
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let img: image::DynamicImage = image::Rgba32FImage::from_raw(image.width, image.height, bytemuck::cast_vec(image.data.clone())).unwrap().into();
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// TODO: The cache should be based on the network topology not the node name
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let compute_pass_descriptor = if self.cache.lock().as_ref().unwrap().contains_key("placeholder") {
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self.cache.lock().as_ref().unwrap().get("placeholder").unwrap().clone()
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} else {
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let name = "placeholder".to_string();
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let Ok(compute_pass_descriptor) = create_compute_pass_descriptor(node, image_frame_table, executor).await else {
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log::error!("Error creating compute pass descriptor in 'map_gpu()");
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return ImageFrameTable::empty();
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};
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self.cache.lock().as_mut().unwrap().insert(name, compute_pass_descriptor.clone());
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log::error!("created compute pass");
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compute_pass_descriptor
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};
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let compute_pass = executor
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.create_compute_pass(
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&compute_pass_descriptor.pipeline_layout,
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compute_pass_descriptor.readback_buffer.clone(),
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ComputePassDimensions::XY(image.width / 12 + 1, image.height / 8 + 1),
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)
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.unwrap();
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executor.execute_compute_pipeline(compute_pass).unwrap();
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log::debug!("executed pipeline");
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log::debug!("reading buffer");
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let result = executor.read_output_buffer(compute_pass_descriptor.readback_buffer.clone().unwrap()).await.unwrap();
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let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
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log::debug!("first color: {:?}", colors[0]);
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#[cfg(feature = "image-compare")]
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let img2: image::DynamicImage = image::Rgba32FImage::from_raw(image.width, image.height, bytemuck::cast_vec(colors.clone())).unwrap().into();
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#[cfg(feature = "image-compare")]
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let score = image_compare::rgb_hybrid_compare(&img.into_rgb8(), &img2.into_rgb8()).unwrap();
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#[cfg(feature = "image-compare")]
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log::debug!("score: {:?}", score.score);
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let new_image = Image {
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data: colors,
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width: image.width,
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height: image.height,
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..Default::default()
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};
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let mut result = ImageFrameTable::new(new_image);
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*result.transform_mut() = image_frame_table.transform();
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*result.one_instance_mut().alpha_blending = *image_frame_table.one_instance().alpha_blending;
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result
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}
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impl<Node, EditorApi> MapGpuNode<Node, EditorApi> {
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pub fn new(node: Node, editor_api: EditorApi) -> Self {
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Self {
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node,
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editor_api,
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cache: Mutex::new(HashMap::new()),
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}
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}
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}
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async fn create_compute_pass_descriptor<T: Clone + Pixel + StaticTypeSized>(node: DocumentNode, image: &ImageFrameTable<T>, executor: &&WgpuExecutor) -> Result<ComputePass, String>
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where
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GraphicElement: From<Image<T>>,
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T::Static: Pixel,
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{
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let image = image.one_instance().instance;
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let inner_network = NodeNetwork::value_network(node);
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log::debug!("inner_network: {inner_network:?}");
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let network = NodeNetwork {
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exports: vec![NodeInput::node(NodeId(2), 0)],
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nodes: [
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DocumentNode {
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inputs: vec![NodeInput::Inline(InlineRust::new("i1[(_global_index.y * i0 + _global_index.x) as usize]".into(), concrete![Color]))],
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implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
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..Default::default()
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},
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DocumentNode {
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inputs: vec![NodeInput::network(concrete!(u32), 0)],
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implementation: DocumentNodeImplementation::ProtoNode("graphene_core::ops::IdentityNode".into()),
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..Default::default()
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},
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// DocumentNode {
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// name: "Index".into(),
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// // inputs: vec![NodeInput::Network(concrete!(UVec3))],
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// inputs: vec![NodeInput::Inline(InlineRust::new("i1.x as usize".into(), concrete![u32]))],
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// implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
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// ..Default::default()
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// },
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// DocumentNode {
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// name: "Get Node".into(),
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// inputs: vec![NodeInput::node(NodeId(1), 0), NodeInput::node(NodeId(0), 0)],
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// implementation: DocumentNodeImplementation::ProtoNode("graphene_core::storage::GetNode".into()),
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// ..Default::default()
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// },
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DocumentNode {
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inputs: vec![NodeInput::node(NodeId(0), 0)],
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implementation: DocumentNodeImplementation::Network(inner_network),
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..Default::default()
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},
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// DocumentNode {
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// name: "Save Node".into(),
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// inputs: vec![
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// NodeInput::node(NodeId(5), 0),
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// NodeInput::Inline(InlineRust::new(
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// "|x| o0[(_global_index.y * i1 + _global_index.x) as usize] = x".into(),
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// // "|x|()".into(),
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// Type::Fn(Box::new(concrete!(PackedPixel)), Box::new(concrete!(()))),
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// )),
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// ],
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// implementation: DocumentNodeImplementation::ProtoNode("graphene_core::generic::FnMutNode".into()),
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// ..Default::default()
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// },
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]
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.into_iter()
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.enumerate()
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.map(|(id, node)| (NodeId(id as u64), node))
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.collect(),
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..Default::default()
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};
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log::debug!("compiling network");
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let proto_networks: Result<Vec<_>, _> = compiler.compile(network.clone()).collect();
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log::debug!("compiling shader");
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let shader = compilation_client::compile(
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proto_networks?,
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vec![concrete!(u32), concrete!(Color)],
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vec![concrete!(Color)],
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ShaderIO {
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inputs: vec![
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ShaderInput::UniformBuffer((), concrete!(u32)),
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ShaderInput::StorageBuffer((), concrete!(Color)),
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ShaderInput::OutputBuffer((), concrete!(Color)),
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],
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output: ShaderInput::OutputBuffer((), concrete!(Color)),
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},
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)
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.await
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.unwrap();
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let len: usize = image.data.len();
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let storage_buffer = executor
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.create_storage_buffer(
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image.data.clone(),
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StorageBufferOptions {
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cpu_writable: false,
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gpu_writable: true,
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cpu_readable: false,
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storage: true,
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},
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)
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.unwrap();
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// let canvas = editor_api.application_io.create_surface();
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// let surface = unsafe { executor.create_surface(canvas) }.unwrap();
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// let surface_id = surface.surface_id;
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// let texture = executor.create_texture_buffer(image.clone(), TextureBufferOptions::Texture).unwrap();
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// // executor.create_render_pass(texture, surface).unwrap();
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// let frame = SurfaceFrame {
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// surface_id,
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// transform: image.transform,
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// };
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// return frame;
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log::debug!("creating buffer");
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let width_uniform = executor.create_uniform_buffer(image.width).unwrap();
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let storage_buffer = Arc::new(storage_buffer);
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let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
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let output_buffer = Arc::new(output_buffer);
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let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
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let readback_buffer = Arc::new(readback_buffer);
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log::debug!("created buffer");
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let bind_group = Bindgroup {
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buffers: vec![width_uniform.into(), storage_buffer],
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};
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let shader = Shader {
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source: shader.spirv_binary.into(),
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name: "gpu::eval",
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io: shader.io,
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};
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log::debug!("loading shader");
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let shader = executor.load_shader(shader).unwrap();
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log::debug!("loaded shader");
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let pipeline = PipelineLayout {
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shader: shader.into(),
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entry_point: "eval".to_string(),
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bind_group: bind_group.into(),
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output_buffer,
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};
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log::debug!("created pipeline");
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Ok(ComputePass {
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pipeline_layout: pipeline,
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readback_buffer: Some(readback_buffer),
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})
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}
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#[node_macro::node(category("Debug: GPU"))]
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async fn blend_gpu_image(_: impl Ctx, foreground: ImageFrameTable<Color>, background: ImageFrameTable<Color>, blend_mode: BlendMode, opacity: f64) -> ImageFrameTable<Color> {
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let foreground_transform = foreground.transform();
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let background_transform = background.transform();
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let background_alpha_blending = background.one_instance().alpha_blending;
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let foreground = foreground.one_instance().instance;
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let background = background.one_instance().instance;
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let foreground_size = DVec2::new(foreground.width as f64, foreground.height as f64);
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let background_size = DVec2::new(background.width as f64, background.height as f64);
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// Transforms a point from the background image to the foreground image
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let bg_to_fg = DAffine2::from_scale(foreground_size) * foreground_transform.inverse() * background_transform * DAffine2::from_scale(1. / background_size);
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let transform_matrix: Mat2 = bg_to_fg.matrix2.as_mat2();
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let translation: Vec2 = bg_to_fg.translation.as_vec2();
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log::debug!("Executing gpu blend node!");
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let compiler = graph_craft::graphene_compiler::Compiler {};
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let network = NodeNetwork {
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exports: vec![NodeInput::node(NodeId(0), 0)],
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nodes: [DocumentNode {
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inputs: vec![NodeInput::Inline(InlineRust::new(
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format!(
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r#"graphene_core::raster::adjustments::BlendNode::new(
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graphene_core::value::CopiedNode::new({}),
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graphene_core::value::CopiedNode::new({}),
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).eval((
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{{
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let bg_point = Vec2::new(_global_index.x as f32, _global_index.y as f32);
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let fg_point = (*i4) * bg_point + (*i5);
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if !((fg_point.cmpge(Vec2::ZERO) & bg_point.cmpge(Vec2::ZERO)) == BVec2::new(true, true)) {{
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Color::from_rgbaf32_unchecked(0., 0., 0., 0.)
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}} else {{
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i2[((fg_point.y as u32) * i3 + (fg_point.x as u32)) as usize]
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}}
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}},
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i1[(_global_index.y * i0 + _global_index.x) as usize],
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))"#,
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TaggedValue::BlendMode(blend_mode).to_primitive_string(),
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TaggedValue::F64(opacity).to_primitive_string(),
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),
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concrete![Color],
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))],
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implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
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..Default::default()
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}]
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.into_iter()
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.enumerate()
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.map(|(id, node)| (NodeId(id as u64), node))
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.collect(),
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..Default::default()
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};
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log::debug!("compiling network");
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let proto_networks: Result<Vec<_>, _> = compiler.compile(network.clone()).collect();
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let Ok(proto_networks_result) = proto_networks else {
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log::error!("Error compiling network in 'blend_gpu_image()");
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return ImageFrameTable::empty();
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};
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let proto_networks = proto_networks_result;
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log::debug!("compiling shader");
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let shader = compilation_client::compile(
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proto_networks,
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vec![
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concrete!(u32),
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concrete!(Color),
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concrete!(Color),
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concrete!(u32),
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concrete_with_name!(Mat2, "Mat2"),
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concrete_with_name!(Vec2, "Vec2"),
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],
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vec![concrete!(Color)],
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ShaderIO {
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inputs: vec![
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ShaderInput::UniformBuffer((), concrete!(u32)), // width of the output image
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ShaderInput::StorageBuffer((), concrete!(Color)), // background image
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ShaderInput::StorageBuffer((), concrete!(Color)), // foreground image
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ShaderInput::UniformBuffer((), concrete!(u32)), // width of the foreground image
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ShaderInput::UniformBuffer((), concrete_with_name!(Mat2, "Mat2")), // bg_to_fg.matrix2
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ShaderInput::UniformBuffer((), concrete_with_name!(Vec2, "Vec2")), // bg_to_fg.translation
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ShaderInput::OutputBuffer((), concrete!(Color)),
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],
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output: ShaderInput::OutputBuffer((), concrete!(Color)),
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},
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)
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.await
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.unwrap();
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let len = background.data.len();
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let executor = WgpuExecutor::new()
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.await
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.expect("Failed to create wgpu executor. Please make sure that webgpu is enabled for your browser.");
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log::debug!("creating buffer");
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let width_uniform = executor.create_uniform_buffer(background.width).unwrap();
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let bg_storage_buffer = executor
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.create_storage_buffer(
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background.data.clone(),
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StorageBufferOptions {
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cpu_writable: false,
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gpu_writable: true,
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cpu_readable: false,
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storage: true,
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},
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)
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.unwrap();
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let fg_storage_buffer = executor
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.create_storage_buffer(
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foreground.data.clone(),
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StorageBufferOptions {
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cpu_writable: false,
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gpu_writable: true,
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cpu_readable: false,
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storage: true,
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},
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)
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.unwrap();
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let fg_width_uniform = executor.create_uniform_buffer(foreground.width).unwrap();
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let transform_uniform = executor.create_uniform_buffer(transform_matrix).unwrap();
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let translation_uniform = executor.create_uniform_buffer(translation).unwrap();
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let width_uniform = Arc::new(width_uniform);
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let bg_storage_buffer = Arc::new(bg_storage_buffer);
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let fg_storage_buffer = Arc::new(fg_storage_buffer);
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let fg_width_uniform = Arc::new(fg_width_uniform);
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let transform_uniform = Arc::new(transform_uniform);
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let translation_uniform = Arc::new(translation_uniform);
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let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
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let output_buffer = Arc::new(output_buffer);
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let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
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let readback_buffer = Arc::new(readback_buffer);
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log::debug!("created buffer");
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let bind_group = Bindgroup {
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buffers: vec![
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width_uniform.clone(),
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bg_storage_buffer.clone(),
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fg_storage_buffer.clone(),
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fg_width_uniform.clone(),
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transform_uniform.clone(),
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translation_uniform.clone(),
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],
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};
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let shader = Shader {
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source: shader.spirv_binary.into(),
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name: "gpu::eval",
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io: shader.io,
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};
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log::debug!("loading shader");
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log::debug!("shader: {:?}", shader.source);
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let shader = executor.load_shader(shader).unwrap();
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log::debug!("loaded shader");
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let pipeline = PipelineLayout {
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shader: shader.into(),
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entry_point: "eval".to_string(),
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bind_group: bind_group.into(),
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output_buffer: output_buffer.clone(),
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};
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log::debug!("created pipeline");
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let compute_pass = executor
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.create_compute_pass(&pipeline, Some(readback_buffer.clone()), ComputePassDimensions::XY(background.width, background.height))
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.unwrap();
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executor.execute_compute_pipeline(compute_pass).unwrap();
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log::debug!("executed pipeline");
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log::debug!("reading buffer");
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let result = executor.read_output_buffer(readback_buffer).await.unwrap();
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let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
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let created_image = Image {
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data: colors,
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width: background.width,
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height: background.height,
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..Default::default()
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};
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let mut result = ImageFrameTable::new(created_image);
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*result.transform_mut() = background_transform;
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*result.one_instance_mut().alpha_blending = *background_alpha_blending;
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|
|
|
result
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}
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