1
0
mirror of https://github.com/emilk/egui.git synced 2026-09-01 22:30:03 -04:00
Files
egui/crates/egui-wgpu/src/egui.wgsl
Juanperias caea233a47 Fix wgpu padding (#8448)
The Egui web example was throwing an error in WGPU. In this case, the
error was
```
panicked at /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/wgpu-30.0.0/src/backend/wgpu_core.rs:1414:26: wgpu error: Validation Error Caused by: In Device::create_render_pipeline, label = ‘egui_pipeline’ In the provided shader, the type given for group 1 binding 2 has a size of 4. Since the device does not support DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED`, the type must have a size that is a multiple of 16 bytes
```

One reference I used was the following Pull Request:
<https://github.com/viridia/quill/pull/14>

The biggest change I made was in `egui-wgpu` to
`r_tex_nearest_filtering`

Shader (`egui.wgsl`)
```wgsl
// Old 
@group(1) @binding(2) var<uniform> r_tex_nearest_filtering: u32;

// New
@group(1) @binding(2) var<uniform> r_tex_nearest_filtering: vec4<u32>;
```

And with the corresponding changes in `renderer.rs`, I ran it locally
and it worked perfectly in Firefox 149 and Chromium 151 (Both fail when
attempting to access https://www.egui.rs/#demo, returning the error
described above)

* Closes <https://github.com/emilk/egui/issues/8446>
* Fixes <https://github.com/emilk/egui/issues/8446>
* [X] I have followed the instructions in the PR template

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-08-26 06:09:32 +00:00

203 lines
7.4 KiB
WebGPU Shading Language

// Vertex shader bindings
struct VertexOutput {
@location(0) tex_coord: vec2<f32>,
@location(1) color: vec4<f32>, // gamma 0-1
@builtin(position) position: vec4<f32>,
};
struct Locals {
screen_size: vec2<f32>,
/// 1 if dithering is enabled, 0 otherwise
dithering: u32,
/// 1 to do manual filtering for more predictable kittest snapshot images.
/// See also https://github.com/emilk/egui/issues/5295
predictable_texture_filtering: u32,
};
@group(0) @binding(0) var<uniform> r_locals: Locals;
// -----------------------------------------------
// Adapted from
// https://www.shadertoy.com/view/llVGzG
// Originally presented in:
// Jimenez 2014, "Next Generation Post-Processing in Call of Duty"
//
// A good overview can be found in
// https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/
// via https://github.com/rerun-io/rerun/
fn interleaved_gradient_noise(n: vec2<f32>) -> f32 {
let f = 0.06711056 * n.x + 0.00583715 * n.y;
return fract(52.9829189 * fract(f));
}
fn dither_interleaved(rgb: vec3<f32>, levels: f32, frag_coord: vec4<f32>) -> vec3<f32> {
var noise = interleaved_gradient_noise(frag_coord.xy);
// scale down the noise slightly to ensure flat colors aren't getting dithered
noise = (noise - 0.5) * 0.95;
return rgb + noise / (levels - 1.0);
}
// 0-1 linear from 0-1 sRGB gamma
fn linear_from_gamma_rgb(srgb: vec3<f32>) -> vec3<f32> {
let cutoff = srgb < vec3<f32>(0.04045);
let lower = srgb / vec3<f32>(12.92);
let higher = pow((srgb + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4));
return select(higher, lower, cutoff);
}
// 0-1 sRGB gamma from 0-1 linear
fn gamma_from_linear_rgb(rgb: vec3<f32>) -> vec3<f32> {
let cutoff = rgb < vec3<f32>(0.0031308);
let lower = rgb * vec3<f32>(12.92);
let higher = vec3<f32>(1.055) * pow(rgb, vec3<f32>(1.0 / 2.4)) - vec3<f32>(0.055);
return select(higher, lower, cutoff);
}
// 0-1 sRGBA gamma from 0-1 linear
fn gamma_from_linear_rgba(linear_rgba: vec4<f32>) -> vec4<f32> {
return vec4<f32>(gamma_from_linear_rgb(linear_rgba.rgb), linear_rgba.a);
}
// [u8; 4] SRGB as u32 -> [r, g, b, a] in 0.-1
fn unpack_color(color: u32) -> vec4<f32> {
return vec4<f32>(
f32(color & 255u),
f32((color >> 8u) & 255u),
f32((color >> 16u) & 255u),
f32((color >> 24u) & 255u),
) / 255.0;
}
fn position_from_screen(screen_pos: vec2<f32>) -> vec4<f32> {
return vec4<f32>(
2.0 * screen_pos.x / r_locals.screen_size.x - 1.0,
1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y,
0.0,
1.0,
);
}
@vertex
fn vs_main(
@location(0) a_pos: vec2<f32>,
@location(1) a_tex_coord: vec2<f32>,
@location(2) a_color: u32,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = a_tex_coord;
out.color = unpack_color(a_color);
out.position = position_from_screen(a_pos);
return out;
}
// Fragment shader bindings
@group(1) @binding(0) var r_tex_color: texture_2d<f32>;
@group(1) @binding(1) var r_tex_sampler: sampler;
/// Set in bit 0 of `r_tex_flags` if the sampler uses nearest filtering.
///
/// Must match `TEX_FLAG_NEAREST` in `renderer.rs`.
const TEX_FLAG_NEAREST: u32 = 1u;
/// Wrap modes, stored in bits 1+ of `r_tex_flags`.
///
/// Must match the `WRAP_MODE_*` constants in `renderer.rs`.
const WRAP_MODE_CLAMP_TO_EDGE: u32 = 0u;
const WRAP_MODE_REPEAT: u32 = 1u;
const WRAP_MODE_MIRRORED_REPEAT: u32 = 2u;
/// Texture flags, only read when `predictable_texture_filtering` is on.
///
/// Bit 0: `TEX_FLAG_NEAREST`.
/// Bits 1+: one of the `WRAP_MODE_*` constants.
@group(1) @binding(2) var<uniform> r_tex_flags: vec4<u32>;
/// Map a texel coordinate to a valid texel according to the texture's wrap mode.
fn wrap_texel_coord(coord: vec2<i32>, texture_size: vec2<i32>) -> vec2<i32> {
let wrap_mode = r_tex_flags[0] >> 1u;
if wrap_mode == WRAP_MODE_REPEAT {
return ((coord % texture_size) + texture_size) % texture_size;
} else if wrap_mode == WRAP_MODE_MIRRORED_REPEAT {
let period = 2 * texture_size;
let phase = ((coord % period) + period) % period;
return min(phase, period - vec2<i32>(1, 1) - phase);
} else {
// WRAP_MODE_CLAMP_TO_EDGE
return clamp(coord, vec2<i32>(0, 0), texture_size - vec2<i32>(1, 1));
}
}
fn sample_texture(in: VertexOutput) -> vec4<f32> {
if r_locals.predictable_texture_filtering == 0 {
// Hardware filtering: fast, but varies across GPUs and drivers.
return textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
} else {
let texture_size = vec2<i32>(textureDimensions(r_tex_color, 0));
let texture_size_f = vec2<f32>(texture_size);
if (r_tex_flags[0] & TEX_FLAG_NEAREST) != 0u {
// Nearest filtering: load the texel under the sample position.
let texel = wrap_texel_coord(vec2<i32>(floor(in.tex_coord * texture_size_f)), texture_size);
return textureLoad(r_tex_color, texel, 0);
}
// Manual bilinear filtering with four taps at pixel centers using textureLoad
let pixel_coord = in.tex_coord * texture_size_f - 0.5;
let pixel_fract = fract(pixel_coord);
let pixel_floor = vec2<i32>(floor(pixel_coord));
let p00 = wrap_texel_coord(pixel_floor + vec2<i32>(0, 0), texture_size);
let p10 = wrap_texel_coord(pixel_floor + vec2<i32>(1, 0), texture_size);
let p01 = wrap_texel_coord(pixel_floor + vec2<i32>(0, 1), texture_size);
let p11 = wrap_texel_coord(pixel_floor + vec2<i32>(1, 1), texture_size);
// Load at pixel centers
let tl = textureLoad(r_tex_color, p00, 0);
let tr = textureLoad(r_tex_color, p10, 0);
let bl = textureLoad(r_tex_color, p01, 0);
let br = textureLoad(r_tex_color, p11, 0);
// Manual bilinear interpolation
let top = mix(tl, tr, pixel_fract.x);
let bottom = mix(bl, br, pixel_fract.x);
return mix(top, bottom, pixel_fract.y);
}
}
@fragment
fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
// We expect "normal" textures that are NOT sRGB-aware.
let tex_gamma = sample_texture(in);
var out_color_gamma = in.color * tex_gamma;
// Dither the float color down to eight bits to reduce banding.
// This step is optional for egui backends.
// Note that dithering is performed on the gamma encoded values,
// because this function is used together with a srgb converting target.
if r_locals.dithering == 1 {
let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position);
out_color_gamma = vec4<f32>(out_color_gamma_rgb, out_color_gamma.a);
}
let out_color_linear = linear_from_gamma_rgb(out_color_gamma.rgb);
return vec4<f32>(out_color_linear, out_color_gamma.a);
}
@fragment
fn fs_main_gamma_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
// We expect "normal" textures that are NOT sRGB-aware.
let tex_gamma = sample_texture(in);
var out_color_gamma = in.color * tex_gamma;
// Dither the float color down to eight bits to reduce banding.
// This step is optional for egui backends.
if r_locals.dithering == 1 {
let out_color_gamma_rgb = dither_interleaved(out_color_gamma.rgb, 256.0, in.position);
out_color_gamma = vec4<f32>(out_color_gamma_rgb, out_color_gamma.a);
}
return out_color_gamma;
}