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