* WebGPU: Switch from `rgba8unorm` to `bgra8unorm` to support MacOS
This is a known issue in the Dawn bug database: https://bugs.chromium.org/p/chromium/issues/detail?id=1298618
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Undo the modification to `shader.wgsl`
Apparently I didn't need to modify the order of the channels in
the shader.
Signed-off-by: Ică Alexandru-Gabriel <alexandru@seyhanlee.com>
* Create asynchronous rust imaginate node
* Make a first imaginate request via rust
* Implement parsing of imaginate API result image
* Stop refresh timer from affecting imaginate progress requests
* Add cargo-about clarification for rustls-webpki
* Delete imaginate.ts and all uses of its functions
* Add imaginate img2img feature
* Fix imaginate random seed button
* Fix imaginate ui inferring non-custom resolutions
* Fix the imaginate progress indicator
* Remove ImaginatePreferences from being compiled into node graph
* Regenerate imaginate only when hitting button
* Add ability to terminate imaginate requests
* Add imaginate server check feature
* Do not compile wasm_bindgen bindings in graphite_editor for tests
* Address some review suggestions
- move wasm futures dependency in editor to the future-executor crate
- guard wasm-bindgen in editor behind a `wasm` feature flag
- dont make seed number input a slider
- remove poll_server_check from process_message function beginning
- guard wasm related code behind `cfg(target_arch = "wasm32")` instead
of `cfg(test)`
- Call the imaginate idle states "Ready" and "Done" instead of "Nothing
to do"
- Call the imaginate uploading state "Uploading Image" instead of
"Uploading Input Image"
- Remove the EvalSyncNode
* Fix imaginate host name being restored between graphite instances
also change the progress status texts a bit.
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Add Texture handle type
* Add Texture View to shader inputs
* Implement basic rendering pipeline
* Render first texture using render pipeline
* Fix output color space
* Precompute the rendering pipeline
* Move gpu context creation to editor api
* Port gpu-executor nodes to node registry
* Fix canvas nodes and make code compile for non wasm targets
* Pin wasm-bindgen version
* Disable miri temoporarily for better ci times
* Fix formatting
* Remove unsafe block
* Bump wasm-pack version
* Bump wasm-bindgen version
* Add gpu feature guard for push node
* Make Into node async
* Reorganize file structure
* Remove all unsafe code
* Add testcase for debugging ub
* Convert into proper test with fail condition
* General cleanup
* Fix tests
* Add feature guard for deallocation
* Use raw pointer for storing values to avoid violating aliasing rules
* Add comment explaining the disabling of simd128
* Fix brush node
* Fix formatting
* Remove unsafe code
* Make node graph test syncronous
* Add miri step to ci
* Remove unsafe from node graph evaluation
* Replace operation pseudo_hash with hash based on discriminant
* Fix test
* Move memo module to core and make it safe
* Fix formatting
* Remove unused stuff from gstd
* Use safe casting for creating key variants
* Fix memo node types
* Fix ref node
* "fix" ub
* Use correct input types for ExtractImageFrame
* Fix types for async nodes
* Fix missing implementation
* Manually override output type for async nodes
* Fix types for EditorApi
* Fix output type for WasmSurfaceHandle
* Remove unused miri.yml
* Fix incorrect type for cache node
* Laid groundwork for per-stroke brush parameters.
* Added new spacing parameter.
* Added back interpolation, using spacing parameter.
* Move bounding box code into core.
* Initial working prototype of per-stroke styles.
* Removed now useless brush node properties.
* Made default spacing 50% for performance comparison.
* Quick and dirty prototype for BlitNode copied from blend.
* Fixed error after rebase.
* Optimized the blitting loop.
* Pretty big optimization for into_flat_u8.
* Insert brush node for images
* Fix starting position transform
* UX polish
* Code review nits
---------
Co-authored-by: 0hypercube <0hypercube@gmail.com>
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Web gpu execution MVP
Ready infrastructure for wgpu experimentation
Start implementing simple gpu test case
Fix Extract Node not working with nested networks
Convert inputs for extracted node to network inputs
Fix missing cors headers
Feature gate gcore to make it once again no-std compatible
Add skeleton structure gpu shader
Work on gpu node graph output saving
Fix Get and Set nodes
Fix storage nodes
Fix shader construction errors -> spirv errors
Add unsafe version
Add once cell node
Web gpu execution MVP
* Make node graph execution async
Make node macro generate async node implementations
Start propagating async through the node system
Async checkpoint
Make Any<'i> Send + Sync
Determine node io type using panic node
Fix types for raster_node macro
Finish porting node registry?
Fix lifetime errors
Remove Send + Sync requirements and start making node construction async
Async MVP
Fix tests
Clippy fix
* Fix nodes
* Simplify lifetims for node macro + make node macro more modular
* Reenable more nodes
* Fix pasting images
* Remove http test from brush node
* Fix output type for cache node
* Fix types for let scope
* Fix formatting
* Thumbnails for the layer node
* Raster node graph frames
* Downscale to a random resolution
* Cleanup and bug fixes
* Generate paths before duplicating outputs
* Fix stable id test
* Add a document node graph
* Fix merge conflict
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Add Channel Extrataction Node
* Add hacky BlendModes for Inserting Color Channels
* Fix Channel Exporter
* Add Monochrome Option and Multi Output Node
* Fix Input Mapping
* Fix Formatting
* Split Alpha Extraction to seperate node
* Remove unnecessary functionality
* Add Alpha Channel as an output to the extract channel node
* Fix compilation
* Add unpolished 'Combine Channels' Node
* Fix Rebasing Issues
* Add a bit of polish
* Fix Rebase Issues
* Switch from 'ColorChannel' to 'RedGreenBlue'
I initially added an enum to hold color channels called 'ColorChannel', but while implementing the nodes, there somebody allready added a similar enum so I switched to that type
* Add correct names
* Add Improvement
- Some Performance Improvements
- Some Formatting Improvements
* Add some improvements
Most of this stuff was done by TrueDoctor in my Luchbreak :D
* Implement IO Improvements
- Converted primary output from split node to a dummy output
- Removed primary Input from split node
* Fix Formatting
* Fix Combine RGB Node (hopefully final :D )
* Swap around Inputs and Outputs
Move from ARGB -> RGBA
* Improve naming
* More naming fixes
* Fix Replace -> Into
* Rename Replacment -> Insertion
* Add blank assist area
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
Co-authored-by: Dennis Kobert <dennis@kobert.dev>