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Native background render node #3145
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adamgerhant
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refactor-opacity-and-open
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native-background-render-node
Closed
Native background render node #3145
adamgerhant
wants to merge
44
commits into
refactor-opacity-and-open
from
native-background-render-node
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* Upgrade node dependencies except Svelte 5 and its peer deps * Fix lint errors * Fix previous Rust deps upgrade breakage * Fix demo artwork * Allow profiling CI workflow to fail
* Set auto save state to false on document rename * Update open document list on transaction commit and aboard * Use current network to compute hash Was using the last element in undo Before artworks where not auto saved when the had no undo history * Refactor persistence
* shaders: shader compilation setup * nix: use rustc_codegen_spirv.so from nix * shaders: codegen for per_pixel_adjust shader nodes * shaders: disable nodes needing bool * shaders: `#[repr(u32)]` some enums * shaders: add lint ignores from rust-gpu * shaders: fix node-macro tests * gcore-shaders: toml cleanup * shader-nodes feature: put rust-gpu to wgsl compile behind feature gate * shaders: fix use TokenStream2 * shaders: allow providing shader externally * Update iai runner in workflow --------- Co-authored-by: Timon Schelling <[email protected]> Co-authored-by: Dennis Kobert <[email protected]>
Fix profiling ci by avoiding comand line length limits
* shader-rt: initial * shader-rt: fix recursion when generating shader node * shader-rt: replace gpu node's args and ret types with `Raster<GPU>` * shader-rt: properly cfg out the gpu node * shader-rt: fix `impl Context` in the wrong places * shader-rt: disable gpu blend node, needs two images * shader-rt: connect shader runtime * shader-rt: pass WgpuExecutor by reference * shader-rt: correct bindings with derpy arg buffer * shader-rt: manual pipeline layout, fixing errors when bindings got DCE'd * shader-rt: correct RT format, working invert gpu node * shader-rt: cleanup codegen with common sym struct * shader-rt: correct arg buffer handling * shader-nodes feature: put shader nodes behind feature gate * shader-nodes feature: rename any `gpu_node` to `shader-node` * shaders-rt: fix wgpu label name * shaders-rt: explain fullscreen_vertex coordinates with a drawing
…be installed (#3105) * Prevent panic if env GRAPHITE_GIT_COMMIT_HASH is less than 8 chars long * Improve release info build script * Nits --------- Co-authored-by: Keavon Chambers <[email protected]>
* RFC: Fine Grained Context Caching * Fix typos * Fix label * Add description of inject traits * Explicitly support context modification * Start implementation of context invalidation * Add inject trait variants * Route Extract / Inject traits to the proto nodes * Implement context dependency analysis * Implement context modification node insertion * Fix erronous force graph run message * Fix Extract* Inject* annotations in the nodes * Require Hash implementation for VarArgs * Fix nullification node insertion * Cross of done items unresolved questions section * Update Cargo.lock * Fix context features propagation * Update demo artwork * Remove BondlessFootprint and FreezeRealTime nodes * Fix migration * Add migrations for adding context features to old networks * Always update real time regardless of animation state * Cargo fmt * Fix tests * Readd sed command to hopefully fix profile result parsing * Add debug output to profiling pr * Use new totals instead of summaries for for iai results * Even more debugging * Use correct debug metrics (hopefully) * Add more MemoNode implementations * Add context features annotation to shader node macro * Cleanup * Time -> RealTime * Code review --------- Co-authored-by: Keavon Chambers <[email protected]>
* node-macro: modernize `node` macro * node-macro: add `CrateIdent` struct containing resolved crate paths * shaders: add trait `BufferStruct` and derive macro * shaders: `gamma_correction` and `channel_mixer` gpu nodes * shaders: `selective_color` gpu node * shaders: `brightness_contrast_classic` gpu node * shaders: append GPU to display name * node-macro: fixup doc links * shaders: consistently append " GPU" to all shader node names
shaders: automatically connect wgpu-executor
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…ound to deselect (#3143) Remove unnecessary start transaction messages Co-authored-by: Keavon Chambers <[email protected]>
Add cancel transaction Co-authored-by: Keavon Chambers <[email protected]>
…ersected (#3141) fix path tool box selection not selecting the enclosed segment Co-authored-by: Keavon Chambers <[email protected]>
* integrated grid shape in shape-tool * add overlays,detection,transform for gizmo * fix compile issues * handle negative correctly,fix undo redo and abort * fix missed merge conflicts * fixed mouse cursor,correctly translatiing * cleanup * fix click-target area inside rect and spacing * add 10px closer to gizmo line * resolved conflicts * Code review --------- Co-authored-by: Keavon Chambers <[email protected]>
…terisk to be hidden (#3146) * Fix unsaved indicator * Change isSaved to isUnsaved to prevent showing star on tabs like Properties * Fix CSS --------- Co-authored-by: Keavon Chambers <[email protected]>
improve perimeter calculation of the path bezier segments when it is very close to linear bezier curve Co-authored-by: Keavon Chambers <[email protected]>
…ath tool (#3142) * fix path tool duplication * fix copy and paste --------- Co-authored-by: Keavon Chambers <[email protected]>
… animation (#3151) Fix export not working while playing an animation
* made spiral node * number of turns in decimal and arc-angle implementation * logarithmic spiral * unified log and arc spiral into spiral node * add spiral shape in shape tool * fix min value and degree unit * make it compile * updated the api * changed the function_name * [/] to update the turns widget in shape tool * Code review --------- Co-authored-by: Keavon Chambers <[email protected]>
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Creates a network to render the node graph UI with the
generate_node_graph_overlay_network
function. Does not include a runtime or system for evaluating a network, which is currently achieved by #3129depends on #3122