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Address review on 3573
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@ -43,16 +43,6 @@ vec3 linear_to_srgb(vec3 col) {
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);
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}
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vec4 srgba8_to_linear(uint srgba8) {
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vec4 nonlinear = vec4(uvec4(
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(srgba8 >> 24) & 0xFFu,
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(srgba8 >> 16) & 0xFFu,
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(srgba8 >> 8) & 0xFFu,
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srgba8 & 0xFFu
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)) / 255.0;
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return vec4(srgb_to_linear(nonlinear.rgb), nonlinear.a);
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}
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float pow5(float x) {
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float x2 = x * x;
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return x2 * x2 * x;
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@ -13,7 +13,6 @@ uniform u_locals {
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vec4 w_pos;
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};
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// TODO: swap with u_locals because that may change more frequently?
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layout(set = 2, binding = 0)
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uniform texture2D t_tex;
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layout(set = 2, binding = 1)
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@ -71,7 +70,7 @@ void downscale_params(float pos, float scale, out vec2 weights, out vec2 offsets
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// 4 pixels (within a single dimension) in the sampled texture. So we can't
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// perfectly compute the contribution of each covered pixel in the sampled
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// texture with only 2 samples (along each dimension). Thus, we fallback to
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// an imperfect technique of just sampling a 1 pixel length from the center
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// an imperfect technique of just sampling 1 pixel length from the center
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// on each side of the nearest pixel edge. An alternative might be to
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// pre-compute mipmap levels that could be sampled from, although this
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// could interact poorly with the atlas.
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@ -570,7 +570,8 @@ impl PremultiplyUpload {
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// TODO: duplicating some code from `Texture` since:
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// 1. We don't need to create a sampler.
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// 2. Texture::new accepts &DynamicImage which isn't possible to create from
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// &RgbaImage without cloning.
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// &RgbaImage without cloning. (this might be addressed on zoomy worldgen
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// branch)
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let image_size = wgpu::Extent3d {
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width: image.width(),
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height: image.height(),
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@ -325,11 +325,13 @@ impl GraphicCache {
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self.cache_map.drain_filter(|key, details| {
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if key.graphic_id == id {
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match details {
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// TODO: if replace_graphic is used continously for small images (i.e.
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// NOTE: if replace_graphic is used continously for small images (i.e.
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// images placed into an atlas) of different sizes, that can use up our
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// atlas space since spots in the atlas can't be reused. (this scenario is
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// now possible with scaling being done during sampling rather than placing
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// resized version into the atlas)
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// resized version into the atlas). This is expected to not occur in all
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// pratical cases we plan to support here (i.e. the size of the replacement
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// image will always be the same).
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CachedDetails::Atlas { .. } => {},
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CachedDetails::Texture { index, .. } => {
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self.textures.remove(*index);
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