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mirror of https://github.com/emilk/egui.git synced 2026-08-31 22:00:03 -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
This commit is contained in:
Emil Ernerfeldt
2021-08-15 20:15:14 +02:00
parent 96c45716be
commit 5dd68337c4
42 changed files with 285 additions and 371 deletions

View File

@@ -2,30 +2,16 @@ precision mediump float;
uniform vec2 u_screen_size;
attribute vec2 a_pos;
attribute vec2 a_tc;
attribute vec4 a_srgba;
varying vec4 v_rgba;
attribute vec4 a_rgba; // 0-1
varying vec4 v_rgba; // 0-1
varying vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, vec3(cutoff));
}
// 0-1 linear from 0-255 sRGBA
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_rgba = a_rgba;
v_tc = a_tc;
}

View File

@@ -2,30 +2,16 @@ precision mediump float;
uniform vec2 u_screen_size;
attribute vec2 a_pos;
attribute vec2 a_tc;
attribute vec4 a_srgba;
varying vec4 v_rgba;
attribute vec4 a_rgba; // 0-1
varying vec4 v_rgba; // 0-1
varying vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, vec3(cutoff));
}
// 0-1 linear from 0-255 sRGBA
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_rgba = a_rgba;
v_tc = a_tc;
}

View File

@@ -210,7 +210,7 @@ impl WebGlPainter {
let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut colors: Vec<u8> = Vec::with_capacity(4 * mesh.vertices.len());
let mut colors: Vec<f32> = Vec::with_capacity(4 * mesh.vertices.len());
for v in &mesh.vertices {
positions.push(v.pos.x);
positions.push(v.pos.y);
@@ -289,29 +289,22 @@ impl WebGlPainter {
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_ptr = colors.as_ptr() as u32 / 4;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW);
let a_srgba_loc = gl.get_attrib_location(&self.program, "a_srgba");
assert!(a_srgba_loc >= 0);
let a_srgba_loc = a_srgba_loc as u32;
let a_rgba_loc = gl.get_attrib_location(&self.program, "a_rgba");
assert!(a_rgba_loc >= 0);
let a_rgba_loc = a_rgba_loc as u32;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_srgba_loc,
4,
Gl::UNSIGNED_BYTE,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_srgba_loc);
gl.vertex_attrib_pointer_with_i32(a_rgba_loc, 4, Gl::FLOAT, normalize, stride, offset);
gl.enable_vertex_attrib_array(a_rgba_loc);
// --------------------------------------------------------------------

View File

@@ -211,7 +211,7 @@ impl WebGl2Painter {
let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut colors: Vec<u8> = Vec::with_capacity(4 * mesh.vertices.len());
let mut colors: Vec<f32> = Vec::with_capacity(4 * mesh.vertices.len());
for v in &mesh.vertices {
positions.push(v.pos.x);
positions.push(v.pos.y);
@@ -290,29 +290,22 @@ impl WebGl2Painter {
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_ptr = colors.as_ptr() as u32 / 4;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW);
let a_srgba_loc = gl.get_attrib_location(&self.program, "a_srgba");
assert!(a_srgba_loc >= 0);
let a_srgba_loc = a_srgba_loc as u32;
let a_rgba_loc = gl.get_attrib_location(&self.program, "a_rgba");
assert!(a_rgba_loc >= 0);
let a_rgba_loc = a_rgba_loc as u32;
let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_srgba_loc,
4,
Gl::UNSIGNED_BYTE,
normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_srgba_loc);
gl.vertex_attrib_pointer_with_i32(a_rgba_loc, 4, Gl::FLOAT, normalize, stride, offset);
gl.enable_vertex_attrib_array(a_rgba_loc);
// --------------------------------------------------------------------