mirror of
https://github.com/emilk/egui.git
synced 2026-09-02 14:50:03 -04:00
Use Rgba (4xf32) instead of Color32 in all interfaces
This simplifies a few things, but some benchmarks gets worse, probably due to the increased memory use (and thus more cache misses). I don't plan to merge this, but leave it here as an experiment
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@@ -504,7 +504,7 @@ impl EguiGlium {
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pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) {
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crate::input_to_egui(
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self.egui_ctx.pixels_per_point(),
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&event,
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event,
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self.clipboard.as_mut(),
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&mut self.input_state,
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);
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@@ -127,9 +127,9 @@ impl Painter {
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struct Vertex {
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a_pos: [f32; 2],
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a_tc: [f32; 2],
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a_srgba: [u8; 4],
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a_rgba: [f32; 4],
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}
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implement_vertex!(Vertex, a_pos, a_tc, a_srgba);
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implement_vertex!(Vertex, a_pos, a_tc, a_rgba);
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let vertices: Vec<Vertex> = mesh
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.vertices
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@@ -137,7 +137,7 @@ impl Painter {
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.map(|v| Vertex {
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a_pos: [v.pos.x, v.pos.y],
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a_tc: [v.uv.x, v.uv.y],
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a_srgba: v.color.to_array(),
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a_rgba: v.color.to_array(),
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})
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.collect();
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@@ -4,21 +4,10 @@ precision mediump float;
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_srgba;
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varying vec4 v_rgba;
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attribute vec4 a_rgba; // 0-1
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varying vec4 v_rgba; // 0-1
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varying vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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@@ -26,7 +15,6 @@ void main() {
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_rgba = a_srgba;
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v_tc = a_tc;
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}
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@@ -2,30 +2,17 @@
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec4 a_srgba; // 0-255 sRGB
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attribute vec2 a_tc;
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varying vec4 v_rgba;
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attribute vec4 a_rgba; // 0-1
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varying vec4 v_rgba; // 0-1
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varying vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_rgba = a_rgba;
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v_tc = a_tc;
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}
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@@ -2,30 +2,17 @@
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba; // 0-255 sRGB
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in vec2 a_tc;
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out vec4 v_rgba;
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in vec4 a_rgba; // 0-1
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out vec4 v_rgba; // 0-1
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out vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_rgba = a_rgba;
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v_tc = a_tc;
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}
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@@ -4,29 +4,16 @@ precision mediump float;
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_srgba;
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varying vec4 v_rgba;
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attribute vec4 a_rgba; // 0-1
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varying vec4 v_rgba; // 0-1
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varying vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_rgba = a_rgba;
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v_tc = a_tc;
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}
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