runmat_plot/gpu/shaders/
stairs.rs1pub const F32: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
2
3struct VertexRaw {
4 data: array<f32, 12u>,
5};
6
7struct StairsParams {
8 color: vec4<f32>,
9 point_count: u32,
10 _pad: vec3<u32>,
11};
12
13@group(0) @binding(0)
14var<storage, read> buf_x: array<f32>;
15
16@group(0) @binding(1)
17var<storage, read> buf_y: array<f32>;
18
19@group(0) @binding(2)
20var<storage, read_write> out_vertices: array<VertexRaw>;
21
22@group(0) @binding(3)
23var<uniform> params: StairsParams;
24
25fn encode_vertex(px: f32, py: f32) -> VertexRaw {
26 var vertex: VertexRaw;
27 vertex.data[0u] = px;
28 vertex.data[1u] = py;
29 vertex.data[2u] = 0.0;
30 vertex.data[3u] = params.color.x;
31 vertex.data[4u] = params.color.y;
32 vertex.data[5u] = params.color.z;
33 vertex.data[6u] = params.color.w;
34 vertex.data[7u] = 0.0;
35 vertex.data[8u] = 0.0;
36 vertex.data[9u] = 1.0;
37 vertex.data[10u] = 0.0;
38 vertex.data[11u] = 0.0;
39 return vertex;
40}
41
42@compute @workgroup_size(WORKGROUP_SIZE)
43fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
44 let seg = gid.x;
45 if (seg + 1u >= params.point_count) {
46 return;
47 }
48 let base = seg * 4u;
49 let x0 = buf_x[seg];
50 let y0 = buf_y[seg];
51 let x1 = buf_x[seg + 1u];
52 let y1 = buf_y[seg + 1u];
53
54 out_vertices[base + 0u] = encode_vertex(x0, y0);
55 out_vertices[base + 1u] = encode_vertex(x1, y0);
56 out_vertices[base + 2u] = encode_vertex(x1, y0);
57 out_vertices[base + 3u] = encode_vertex(x1, y1);
58}
59"#;
60
61pub const F64: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
62
63struct VertexRaw {
64 data: array<f32, 12u>,
65};
66
67struct StairsParams {
68 color: vec4<f32>,
69 point_count: u32,
70 _pad: vec3<u32>,
71};
72
73@group(0) @binding(0)
74var<storage, read> buf_x: array<f64>;
75
76@group(0) @binding(1)
77var<storage, read> buf_y: array<f64>;
78
79@group(0) @binding(2)
80var<storage, read_write> out_vertices: array<VertexRaw>;
81
82@group(0) @binding(3)
83var<uniform> params: StairsParams;
84
85fn encode_vertex(px: f32, py: f32) -> VertexRaw {
86 var vertex: VertexRaw;
87 vertex.data[0u] = px;
88 vertex.data[1u] = py;
89 vertex.data[2u] = 0.0;
90 vertex.data[3u] = params.color.x;
91 vertex.data[4u] = params.color.y;
92 vertex.data[5u] = params.color.z;
93 vertex.data[6u] = params.color.w;
94 vertex.data[7u] = 0.0;
95 vertex.data[8u] = 0.0;
96 vertex.data[9u] = 1.0;
97 vertex.data[10u] = 0.0;
98 vertex.data[11u] = 0.0;
99 return vertex;
100}
101
102@compute @workgroup_size(WORKGROUP_SIZE)
103fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
104 let seg = gid.x;
105 if (seg + 1u >= params.point_count) {
106 return;
107 }
108 let base = seg * 4u;
109 let x0 = f32(buf_x[seg]);
110 let y0 = f32(buf_y[seg]);
111 let x1 = f32(buf_x[seg + 1u]);
112 let y1 = f32(buf_y[seg + 1u]);
113
114 out_vertices[base + 0u] = encode_vertex(x0, y0);
115 out_vertices[base + 1u] = encode_vertex(x1, y0);
116 out_vertices[base + 2u] = encode_vertex(x1, y0);
117 out_vertices[base + 3u] = encode_vertex(x1, y1);
118}
119"#;