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Implement billinear filtering of textures (rerun-io#1850)
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* Implement opt-in billinear filtering of textures

* bilinear
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emilk authored Apr 14, 2023
1 parent beffbc3 commit d33dab6
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Showing 3 changed files with 97 additions and 32 deletions.
66 changes: 60 additions & 6 deletions crates/re_renderer/shader/rectangle.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,9 @@ const COLOR_MAPPER_OFF = 1u;
const COLOR_MAPPER_FUNCTION = 2u;
const COLOR_MAPPER_TEXTURE = 3u;

const FILTER_NEAREST = 1u;
const FILTER_BILINEAR = 2u;

struct UniformBuffer {
/// Top left corner position in world space.
top_left_corner_position: Vec3,
Expand Down Expand Up @@ -48,6 +51,9 @@ struct UniformBuffer {
/// Exponent to raise the normalized texture value.
/// Inverse brightness.
gamma: f32,

minification_filter: u32,
magnification_filter: u32,
};

@group(1) @binding(0)
Expand Down Expand Up @@ -90,6 +96,18 @@ fn vs_main(@builtin(vertex_index) v_idx: u32) -> VertexOut {
return out;
}

fn is_magnifying(pixel_coord: Vec2) -> bool {
return fwidth(pixel_coord.x) < 1.0;
}

fn tex_filter(pixel_coord: Vec2) -> u32 {
if is_magnifying(pixel_coord) {
return rect_info.magnification_filter;
} else {
return rect_info.minification_filter;
}
}

@fragment
fn fs_main(in: VertexOut) -> @location(0) Vec4 {
// Sample the main texture:
Expand All @@ -98,14 +116,50 @@ fn fs_main(in: VertexOut) -> @location(0) Vec4 {
// TODO(emilk): support mipmaps
sampled_value = textureSampleLevel(texture_float_filterable, texture_sampler, in.texcoord, 0.0);
} else if rect_info.sample_type == SAMPLE_TYPE_FLOAT_NOFILTER {
let icoords = IVec2(in.texcoord * Vec2(textureDimensions(texture_float).xy));
sampled_value = Vec4(textureLoad(texture_float, icoords, 0));
let coord = in.texcoord * Vec2(textureDimensions(texture_float).xy);
if tex_filter(coord) == FILTER_NEAREST {
// nearest
sampled_value = textureLoad(texture_float, IVec2(coord + vec2(0.5)), 0);
} else {
// bilinear
let v00 = textureLoad(texture_float, IVec2(coord) + IVec2(0, 0), 0);
let v01 = textureLoad(texture_float, IVec2(coord) + IVec2(0, 1), 0);
let v10 = textureLoad(texture_float, IVec2(coord) + IVec2(1, 0), 0);
let v11 = textureLoad(texture_float, IVec2(coord) + IVec2(1, 1), 0);
let top = mix(v00, v10, fract(coord.x));
let bottom = mix(v01, v11, fract(coord.x));
sampled_value = mix(top, bottom, fract(coord.y));
}
} else if rect_info.sample_type == SAMPLE_TYPE_SINT_NOFILTER {
let icoords = IVec2(in.texcoord * Vec2(textureDimensions(texture_sint).xy));
sampled_value = Vec4(textureLoad(texture_sint, icoords, 0));
let coord = in.texcoord * Vec2(textureDimensions(texture_sint).xy);
if tex_filter(coord) == FILTER_NEAREST {
// nearest
sampled_value = Vec4(textureLoad(texture_sint, IVec2(coord + vec2(0.5)), 0));
} else {
// bilinear
let v00 = Vec4(textureLoad(texture_sint, IVec2(coord) + IVec2(0, 0), 0));
let v01 = Vec4(textureLoad(texture_sint, IVec2(coord) + IVec2(0, 1), 0));
let v10 = Vec4(textureLoad(texture_sint, IVec2(coord) + IVec2(1, 0), 0));
let v11 = Vec4(textureLoad(texture_sint, IVec2(coord) + IVec2(1, 1), 0));
let top = mix(v00, v10, fract(coord.x));
let bottom = mix(v01, v11, fract(coord.x));
sampled_value = mix(top, bottom, fract(coord.y));
}
} else if rect_info.sample_type == SAMPLE_TYPE_UINT_NOFILTER {
let icoords = IVec2(in.texcoord * Vec2(textureDimensions(texture_uint).xy));
sampled_value = Vec4(textureLoad(texture_uint, icoords, 0));
let coord = in.texcoord * Vec2(textureDimensions(texture_uint).xy);
if tex_filter(coord) == FILTER_NEAREST {
// nearest
sampled_value = Vec4(textureLoad(texture_uint, IVec2(coord + vec2(0.5)), 0));
} else {
// bilinear
let v00 = Vec4(textureLoad(texture_uint, IVec2(coord) + IVec2(0, 0), 0));
let v01 = Vec4(textureLoad(texture_uint, IVec2(coord) + IVec2(0, 1), 0));
let v10 = Vec4(textureLoad(texture_uint, IVec2(coord) + IVec2(1, 0), 0));
let v11 = Vec4(textureLoad(texture_uint, IVec2(coord) + IVec2(1, 1), 0));
let top = mix(v00, v10, fract(coord.x));
let bottom = mix(v01, v11, fract(coord.x));
sampled_value = mix(top, bottom, fract(coord.y));
}
} else {
return ERROR_RGBA; // unknown sample type
}
Expand Down
18 changes: 16 additions & 2 deletions crates/re_renderer/src/renderer/rectangles.rs
Original file line number Diff line number Diff line change
Expand Up @@ -192,6 +192,9 @@ mod gpu_data {
const COLOR_MAPPER_FUNCTION: u32 = 2;
const COLOR_MAPPER_TEXTURE: u32 = 3;

const FILTER_NEAREST: u32 = 1;
const FILTER_BILINEAR: u32 = 2;

#[repr(C, align(256))]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UniformBuffer {
Expand All @@ -213,7 +216,8 @@ mod gpu_data {

color_mapper: u32,
gamma: f32,
_row_padding: [u32; 2],
minification_filter: u32,
magnification_filter: u32,

_end_padding: [wgpu_buffer_types::PaddingRow; 16 - 6],
}
Expand Down Expand Up @@ -275,6 +279,15 @@ mod gpu_data {
}
}

let minification_filter = match rectangle.texture_filter_minification {
super::TextureFilterMin::Linear => FILTER_BILINEAR,
super::TextureFilterMin::Nearest => FILTER_NEAREST,
};
let magnification_filter = match rectangle.texture_filter_magnification {
super::TextureFilterMag::Linear => FILTER_BILINEAR,
super::TextureFilterMag::Nearest => FILTER_NEAREST,
};

Ok(Self {
top_left_corner_position: rectangle.top_left_corner_position.into(),
colormap_function,
Expand All @@ -287,7 +300,8 @@ mod gpu_data {
range_min_max: (*range).into(),
color_mapper: color_mapper_int,
gamma: *gamma,
_row_padding: Default::default(),
minification_filter,
magnification_filter,
_end_padding: Default::default(),
})
}
Expand Down
45 changes: 21 additions & 24 deletions crates/re_viewer/src/ui/view_tensor/ui.rs
Original file line number Diff line number Diff line change
Expand Up @@ -426,32 +426,29 @@ impl TextureSettings {
});
ui.end_row();

// TODO(#1612): support texture filtering again
if false {
re_ui
.grid_left_hand_label(ui, "Filtering")
.on_hover_text("Filtering to use when magnifying");

fn tf_to_string(tf: egui::TextureFilter) -> &'static str {
match tf {
egui::TextureFilter::Nearest => "Nearest",
egui::TextureFilter::Linear => "Linear",
}
re_ui
.grid_left_hand_label(ui, "Filtering")
.on_hover_text("Filtering to use when magnifying");

fn tf_to_string(tf: egui::TextureFilter) -> &'static str {
match tf {
egui::TextureFilter::Nearest => "Nearest",
egui::TextureFilter::Linear => "Linear",
}
egui::ComboBox::from_id_source("texture_filter")
.selected_text(tf_to_string(options.magnification))
.show_ui(ui, |ui| {
ui.style_mut().wrap = Some(false);
ui.set_min_width(64.0);

let mut selectable_value = |ui: &mut egui::Ui, e| {
ui.selectable_value(&mut options.magnification, e, tf_to_string(e))
};
selectable_value(ui, egui::TextureFilter::Linear);
selectable_value(ui, egui::TextureFilter::Nearest);
});
ui.end_row();
}
egui::ComboBox::from_id_source("texture_filter")
.selected_text(tf_to_string(options.magnification))
.show_ui(ui, |ui| {
ui.style_mut().wrap = Some(false);
ui.set_min_width(64.0);

let mut selectable_value = |ui: &mut egui::Ui, e| {
ui.selectable_value(&mut options.magnification, e, tf_to_string(e))
};
selectable_value(ui, egui::TextureFilter::Nearest);
selectable_value(ui, egui::TextureFilter::Linear);
});
ui.end_row();
}
}

Expand Down

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