egui/egui-wgpu/src/renderer.rs

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#![allow(unsafe_code)]
use std::{borrow::Cow, collections::HashMap, num::NonZeroU32};
use egui::epaint::Primitive;
use wgpu;
use wgpu::util::DeviceExt as _;
/// Enum for selecting the right buffer type.
#[derive(Debug)]
enum BufferType {
Uniform,
Index,
Vertex,
}
/// Information about the screen used for rendering.
pub struct ScreenDescriptor {
/// Size of the window in physical pixels.
pub size_in_pixels: [u32; 2],
/// HiDPI scale factor (pixels per point).
pub pixels_per_point: f32,
}
impl ScreenDescriptor {
/// size in "logical" points
fn screen_size_in_points(&self) -> [f32; 2] {
[
self.size_in_pixels[0] as f32 / self.pixels_per_point,
self.size_in_pixels[1] as f32 / self.pixels_per_point,
]
}
}
/// Uniform buffer used when rendering.
#[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct UniformBuffer {
screen_size_in_points: [f32; 2],
}
/// Wraps the buffers and includes additional information.
#[derive(Debug)]
struct SizedBuffer {
buffer: wgpu::Buffer,
/// number of bytes
size: usize,
}
/// Render pass to render a egui based GUI.
pub struct RenderPass {
render_pipeline: wgpu::RenderPipeline,
index_buffers: Vec<SizedBuffer>,
vertex_buffers: Vec<SizedBuffer>,
uniform_buffer: SizedBuffer,
uniform_bind_group: wgpu::BindGroup,
texture_bind_group_layout: wgpu::BindGroupLayout,
/// Map of egui texture IDs to textures and their associated bindgroups (texture view +
/// sampler). The texture may be None if the TextureId is just a handle to a user-provided
/// sampler.
textures: HashMap<egui::TextureId, (Option<wgpu::Texture>, wgpu::BindGroup)>,
next_user_texture_id: u64,
}
impl RenderPass {
/// Creates a new render pass to render a egui UI.
///
/// If the format passed is not a *Srgb format, the shader will automatically convert to `sRGB` colors in the shader.
pub fn new(
device: &wgpu::Device,
output_format: wgpu::TextureFormat,
msaa_samples: u32,
) -> Self {
let shader = wgpu::ShaderModuleDescriptor {
label: Some("egui_shader"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("egui.wgsl"))),
};
let module = device.create_shader_module(&shader);
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("egui_uniform_buffer"),
contents: bytemuck::cast_slice(&[UniformBuffer {
screen_size_in_points: [0.0, 0.0],
}]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_buffer = SizedBuffer {
buffer: uniform_buffer,
size: std::mem::size_of::<UniformBuffer>(),
};
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("egui_uniform_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
has_dynamic_offset: false,
min_binding_size: None,
ty: wgpu::BufferBindingType::Uniform,
},
count: None,
}],
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("egui_uniform_bind_group"),
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &uniform_buffer.buffer,
offset: 0,
size: None,
}),
}],
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("egui_texture_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("egui_pipeline_layout"),
bind_group_layouts: &[&uniform_bind_group_layout, &texture_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("egui_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
entry_point: if output_format.describe().srgb {
"vs_main"
} else {
"vs_conv_main"
},
module: &module,
buffers: &[wgpu::VertexBufferLayout {
array_stride: 5 * 4,
step_mode: wgpu::VertexStepMode::Vertex,
// 0: vec2 position
// 1: vec2 texture coordinates
// 2: uint color
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Uint32],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
unclipped_depth: false,
conservative: false,
cull_mode: None,
front_face: wgpu::FrontFace::default(),
polygon_mode: wgpu::PolygonMode::default(),
strip_index_format: None,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
alpha_to_coverage_enabled: false,
count: msaa_samples,
mask: !0,
},
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: "fs_main",
targets: &[wgpu::ColorTargetState {
format: output_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::OneMinusDstAlpha,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
multiview: None,
});
Self {
render_pipeline,
vertex_buffers: Vec::with_capacity(64),
index_buffers: Vec::with_capacity(64),
uniform_buffer,
uniform_bind_group,
texture_bind_group_layout,
textures: HashMap::new(),
next_user_texture_id: 0,
}
}
/// Executes the egui render pass.
pub fn execute(
&self,
encoder: &mut wgpu::CommandEncoder,
color_attachment: &wgpu::TextureView,
paint_jobs: &[egui::epaint::ClippedPrimitive],
screen_descriptor: &ScreenDescriptor,
clear_color: Option<wgpu::Color>,
) {
let load_operation = if let Some(color) = clear_color {
wgpu::LoadOp::Clear(color)
} else {
wgpu::LoadOp::Load
};
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachment {
view: color_attachment,
resolve_target: None,
ops: wgpu::Operations {
load: load_operation,
store: true,
},
}],
depth_stencil_attachment: None,
label: Some("egui main render pass"),
});
rpass.push_debug_group("egui_pass");
self.execute_with_renderpass(&mut rpass, paint_jobs, screen_descriptor);
rpass.pop_debug_group();
}
/// Executes the egui render pass onto an existing wgpu renderpass.
pub fn execute_with_renderpass<'rpass>(
&'rpass self,
rpass: &mut wgpu::RenderPass<'rpass>,
paint_jobs: &[egui::epaint::ClippedPrimitive],
screen_descriptor: &ScreenDescriptor,
) {
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.uniform_bind_group, &[]);
let pixels_per_point = screen_descriptor.pixels_per_point;
let size_in_pixels = screen_descriptor.size_in_pixels;
for (
(
egui::ClippedPrimitive {
clip_rect,
primitive,
},
vertex_buffer,
),
index_buffer,
) in paint_jobs
.iter()
.zip(&self.vertex_buffers)
.zip(&self.index_buffers)
{
// Transform clip rect to physical pixels.
let clip_min_x = pixels_per_point * clip_rect.min.x;
let clip_min_y = pixels_per_point * clip_rect.min.y;
let clip_max_x = pixels_per_point * clip_rect.max.x;
let clip_max_y = pixels_per_point * clip_rect.max.y;
// Make sure clip rect can fit within an `u32`.
let clip_min_x = clip_min_x.clamp(0.0, size_in_pixels[0] as f32);
let clip_min_y = clip_min_y.clamp(0.0, size_in_pixels[1] as f32);
let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels[0] as f32);
let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels[1] as f32);
let clip_min_x = clip_min_x.round() as u32;
let clip_min_y = clip_min_y.round() as u32;
let clip_max_x = clip_max_x.round() as u32;
let clip_max_y = clip_max_y.round() as u32;
let width = (clip_max_x - clip_min_x).max(1);
let height = (clip_max_y - clip_min_y).max(1);
{
// Clip scissor rectangle to target size.
let x = clip_min_x.min(size_in_pixels[0]);
let y = clip_min_y.min(size_in_pixels[1]);
let width = width.min(size_in_pixels[0] - x);
let height = height.min(size_in_pixels[1] - y);
// Skip rendering with zero-sized clip areas.
if width == 0 || height == 0 {
continue;
}
rpass.set_scissor_rect(x, y, width, height);
}
match primitive {
Primitive::Mesh(mesh) => {
if let Some((_texture, bind_group)) = self.textures.get(&mesh.texture_id) {
rpass.set_bind_group(1, bind_group, &[]);
rpass.set_index_buffer(
index_buffer.buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
rpass.set_vertex_buffer(0, vertex_buffer.buffer.slice(..));
rpass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
} else {
tracing::warn!("Missing texture: {:?}", mesh.texture_id);
}
}
Primitive::Callback(_) => {
// already warned about earlier
}
}
}
}
/// Should be called before `execute()`.
pub fn update_texture(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
id: egui::TextureId,
image_delta: &egui::epaint::ImageDelta,
) {
let width = image_delta.image.width() as u32;
let height = image_delta.image.height() as u32;
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let data_color32 = match &image_delta.image {
egui::ImageData::Color(image) => {
assert_eq!(
width as usize * height as usize,
image.pixels.len(),
"Mismatch between texture size and texel count"
);
Cow::Borrowed(&image.pixels)
}
egui::ImageData::Font(image) => {
assert_eq!(
width as usize * height as usize,
image.pixels.len(),
"Mismatch between texture size and texel count"
);
Cow::Owned(image.srgba_pixels(1.0).collect::<Vec<_>>())
}
};
let data_bytes: &[u8] = bytemuck::cast_slice(data_color32.as_slice());
let queue_write_data_to_texture = |texture, origin| {
queue.write_texture(
wgpu::ImageCopyTexture {
texture,
mip_level: 0,
origin,
aspect: wgpu::TextureAspect::All,
},
data_bytes,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * width),
rows_per_image: NonZeroU32::new(height),
},
size,
);
};
if let Some(pos) = image_delta.pos {
// update the existing texture
let (texture, _bind_group) = self
.textures
.get(&id)
.expect("Tried to update a texture that has not been allocated yet.");
let origin = wgpu::Origin3d {
x: pos[0] as u32,
y: pos[1] as u32,
z: 0,
};
queue_write_data_to_texture(
texture.as_ref().expect("Tried to update user texture."),
origin,
);
} else {
// allocate a new texture
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
});
let filter = match image_delta.filter {
egui::TextureFilter::Nearest => wgpu::FilterMode::Nearest,
egui::TextureFilter::Linear => wgpu::FilterMode::Linear,
};
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
mag_filter: filter,
min_filter: filter,
..Default::default()
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&texture.create_view(&wgpu::TextureViewDescriptor::default()),
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
let origin = wgpu::Origin3d::ZERO;
queue_write_data_to_texture(&texture, origin);
self.textures.insert(id, (Some(texture), bind_group));
};
}
/// Should be called before `execute()`.
pub fn free_texture(&mut self, id: &egui::TextureId) {
self.textures.remove(id);
}
/// Registers a `wgpu::Texture` with a `egui::TextureId`.
///
/// This enables the application to reference the texture inside an image ui element.
/// This effectively enables off-screen rendering inside the egui UI. Texture must have
/// the texture format `TextureFormat::Rgba8UnormSrgb` and
/// Texture usage `TextureUsage::SAMPLED`.
pub fn register_native_texture(
&mut self,
device: &wgpu::Device,
texture: &wgpu::TextureView,
texture_filter: wgpu::FilterMode,
) -> egui::TextureId {
self.register_native_texture_with_sampler_options(
device,
texture,
wgpu::SamplerDescriptor {
label: Some(
format!(
"egui_user_image_{}_texture_sampler",
self.next_user_texture_id
)
.as_str(),
),
mag_filter: texture_filter,
min_filter: texture_filter,
..Default::default()
},
)
}
/// Registers a `wgpu::Texture` with a `egui::TextureId` while also accepting custom
/// `wgpu::SamplerDescriptor` options.
///
/// This allows applications to specify individual minification/magnification filters as well as
/// custom mipmap and tiling options.
///
/// The `Texture` must have the format `TextureFormat::Rgba8UnormSrgb` and usage
/// `TextureUsage::SAMPLED`. Any compare function supplied in the `SamplerDescriptor` will be
/// ignored.
#[allow(clippy::needless_pass_by_value)] // false positive
pub fn register_native_texture_with_sampler_options(
&mut self,
device: &wgpu::Device,
texture: &wgpu::TextureView,
sampler_descriptor: wgpu::SamplerDescriptor<'_>,
) -> egui::TextureId {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
compare: None,
..sampler_descriptor
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(
format!(
"egui_user_image_{}_texture_bind_group",
self.next_user_texture_id
)
.as_str(),
),
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(texture),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
let id = egui::TextureId::User(self.next_user_texture_id);
self.textures.insert(id, (None, bind_group));
self.next_user_texture_id += 1;
id
}
/// Uploads the uniform, vertex and index data used by the render pass.
/// Should be called before `execute()`.
pub fn update_buffers(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
paint_jobs: &[egui::epaint::ClippedPrimitive],
screen_descriptor: &ScreenDescriptor,
) {
let screen_size_in_points = screen_descriptor.screen_size_in_points();
self.update_buffer(
device,
queue,
&BufferType::Uniform,
0,
bytemuck::cast_slice(&[UniformBuffer {
screen_size_in_points,
}]),
);
for (i, egui::ClippedPrimitive { primitive, .. }) in paint_jobs.iter().enumerate() {
match primitive {
Primitive::Mesh(mesh) => {
let data: &[u8] = bytemuck::cast_slice(&mesh.indices);
if i < self.index_buffers.len() {
self.update_buffer(device, queue, &BufferType::Index, i, data);
} else {
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("egui_index_buffer"),
contents: data,
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
});
self.index_buffers.push(SizedBuffer {
buffer,
size: data.len(),
});
}
let data: &[u8] = bytemuck::cast_slice(&mesh.vertices);
if i < self.vertex_buffers.len() {
self.update_buffer(device, queue, &BufferType::Vertex, i, data);
} else {
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("egui_vertex_buffer"),
contents: data,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
self.vertex_buffers.push(SizedBuffer {
buffer,
size: data.len(),
});
}
}
Primitive::Callback(_) => {
tracing::warn!("Painting callbacks not supported by egui-wgpu (yet)");
}
}
}
}
/// Updates the buffers used by egui. Will properly re-size the buffers if needed.
fn update_buffer(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
buffer_type: &BufferType,
index: usize,
data: &[u8],
) {
let (buffer, storage, label) = match buffer_type {
BufferType::Index => (
&mut self.index_buffers[index],
wgpu::BufferUsages::INDEX,
"egui_index_buffer",
),
BufferType::Vertex => (
&mut self.vertex_buffers[index],
wgpu::BufferUsages::VERTEX,
"egui_vertex_buffer",
),
BufferType::Uniform => (
&mut self.uniform_buffer,
wgpu::BufferUsages::UNIFORM,
"egui_uniform_buffer",
),
};
if data.len() > buffer.size {
buffer.size = data.len();
buffer.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(data),
usage: storage | wgpu::BufferUsages::COPY_DST,
});
} else {
queue.write_buffer(&buffer.buffer, 0, data);
}
}
}