egui-wgpu renderer renaming (#2021)
- `RenderPass` -> `Renderer` - `RenderPass::execute` -> `Renderer::render` - `RenderPass::execute_with_renderpass` -> `Renderer::render_onto_renderpass` - reexport `Renderer` in `lib.rs`
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5 changed files with 62 additions and 56 deletions
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@ -3,6 +3,10 @@ All notable changes to the `egui-wgpu` integration will be noted in this file.
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## Unreleased
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* Rename `RenderPass` to `Renderer`
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* Rename `RenderPass::execute` to `RenderPass::render`
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* Rename `RenderPass::execute_with_renderpass` to `Renderer::render_onto_renderpass`
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* Reexport `Renderer`
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## 0.19.0 - 2022-08-20
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@ -11,6 +11,7 @@ pub use wgpu;
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/// Low-level painting of [`egui`] on [`wgpu`].
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pub mod renderer;
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pub use renderer::CallbackFn;
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pub use renderer::Renderer;
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/// Module for painting [`egui`] with [`wgpu`] on [`winit`].
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#[cfg(feature = "winit")]
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@ -19,7 +19,7 @@ use wgpu::util::DeviceExt as _;
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/// can issue draw commands.
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///
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/// The final argument of both the `prepare` and `paint` callbacks is a the
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/// [`paint_callback_resources`][crate::renderer::RenderPass::paint_callback_resources].
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/// [`paint_callback_resources`][crate::renderer::Renderer::paint_callback_resources].
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/// `paint_callback_resources` has the same lifetime as the Egui render pass, so it can be used to
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/// store buffers, pipelines, and other information that needs to be accessed during the render
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/// pass.
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@ -118,9 +118,9 @@ struct SizedBuffer {
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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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/// Renderer for a egui based GUI.
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pub struct Renderer {
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pipeline: wgpu::RenderPipeline,
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depth_texture: Option<(wgpu::Texture, wgpu::TextureView)>,
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index_buffers: Vec<SizedBuffer>,
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vertex_buffers: Vec<SizedBuffer>,
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@ -137,8 +137,8 @@ pub struct RenderPass {
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pub paint_callback_resources: TypeMap,
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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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impl Renderer {
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/// Creates a renderer for 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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@ -231,7 +231,7 @@ impl RenderPass {
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bias: wgpu::DepthBiasState::default(),
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let 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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@ -290,7 +290,7 @@ impl RenderPass {
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});
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Self {
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render_pipeline,
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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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@ -323,8 +323,8 @@ impl RenderPass {
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self.depth_texture = Some((texture, view));
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}
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/// Executes the egui render pass.
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pub fn execute(
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/// Executes the renderer on its own render pass.
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pub fn render(
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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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@ -349,7 +349,7 @@ impl RenderPass {
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}
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});
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: color_attachment,
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resolve_target: None,
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@ -359,26 +359,23 @@ impl RenderPass {
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},
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})],
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depth_stencil_attachment,
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label: Some("egui main render pass"),
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label: Some("egui_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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self.render_onto_renderpass(&mut render_pass, paint_jobs, screen_descriptor);
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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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/// Executes the egui renderer onto an existing wgpu renderpass.
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pub fn render_onto_renderpass<'rp>(
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&'rp self,
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render_pass: &mut wgpu::RenderPass<'rp>,
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paint_jobs: &[egui::epaint::ClippedPrimitive],
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screen_descriptor: &ScreenDescriptor,
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) {
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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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// Whether or not we need to reset the renderpass state because a paint callback has just
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// Whether or not we need to reset the render pass because a paint callback has just
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// run.
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let mut needs_reset = true;
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@ -391,7 +388,7 @@ impl RenderPass {
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} in paint_jobs
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{
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if needs_reset {
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rpass.set_viewport(
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render_pass.set_viewport(
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0.0,
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0.0,
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size_in_pixels[0] as f32,
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@ -399,8 +396,8 @@ impl RenderPass {
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0.0,
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1.0,
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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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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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needs_reset = false;
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}
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@ -417,7 +414,7 @@ impl RenderPass {
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continue;
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}
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rpass.set_scissor_rect(rect.x, rect.y, rect.width, rect.height);
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render_pass.set_scissor_rect(rect.x, rect.y, rect.width, rect.height);
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}
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match primitive {
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@ -426,13 +423,13 @@ impl RenderPass {
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let vertex_buffer = vertex_buffers.next().unwrap();
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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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render_pass.set_bind_group(1, bind_group, &[]);
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render_pass.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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render_pass.set_vertex_buffer(0, vertex_buffer.buffer.slice(..));
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render_pass.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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@ -461,7 +458,7 @@ impl RenderPass {
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let rect_max_x = rect_max_x.round();
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let rect_max_y = rect_max_y.round();
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rpass.set_viewport(
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render_pass.set_viewport(
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rect_min_x,
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rect_min_y,
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rect_max_x - rect_min_x,
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@ -478,7 +475,7 @@ impl RenderPass {
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pixels_per_point,
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screen_size_px: size_in_pixels,
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},
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rpass,
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render_pass,
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&self.paint_callback_resources,
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);
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}
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@ -486,10 +483,10 @@ impl RenderPass {
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}
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}
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rpass.set_scissor_rect(0, 0, size_in_pixels[0], size_in_pixels[1]);
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render_pass.set_scissor_rect(0, 0, size_in_pixels[0], size_in_pixels[1]);
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}
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/// Should be called before `execute()`.
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/// Should be called before `render()`.
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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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@ -768,8 +765,8 @@ impl RenderPass {
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*user_texture_binding = bind_group;
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}
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/// Uploads the uniform, vertex and index data used by the render pass.
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/// Should be called before `execute()`.
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/// Uploads the uniform, vertex and index data used by the renderer.
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/// Should be called before `render()`.
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pub fn update_buffers(
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&mut self,
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device: &wgpu::Device,
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@ -922,7 +919,7 @@ impl ScissorRect {
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}
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#[test]
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fn render_pass_impl_send_sync() {
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fn renderer_impl_send_sync() {
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fn assert_send_sync<T: Send + Sync>() {}
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assert_send_sync::<RenderPass>();
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assert_send_sync::<Renderer>();
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}
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@ -4,7 +4,7 @@ use egui::mutex::RwLock;
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use tracing::error;
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use wgpu::{Adapter, Instance, Surface};
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use crate::renderer;
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use crate::{renderer, Renderer};
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/// Access to the render state for egui, which can be useful in combination with
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/// [`egui::PaintCallback`]s for custom rendering using WGPU.
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@ -13,7 +13,7 @@ pub struct RenderState {
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pub device: Arc<wgpu::Device>,
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pub queue: Arc<wgpu::Queue>,
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pub target_format: wgpu::TextureFormat,
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pub egui_rpass: Arc<RwLock<renderer::RenderPass>>,
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pub renderer: Arc<RwLock<Renderer>>,
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}
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struct SurfaceState {
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@ -90,14 +90,13 @@ impl<'a> Painter<'a> {
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let (device, queue) =
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pollster::block_on(adapter.request_device(&self.device_descriptor, None)).unwrap();
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let rpass =
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renderer::RenderPass::new(&device, target_format, self.msaa_samples, self.depth_bits);
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let renderer = Renderer::new(&device, target_format, self.msaa_samples, self.depth_bits);
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RenderState {
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device: Arc::new(device),
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queue: Arc::new(queue),
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target_format,
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egui_rpass: Arc::new(RwLock::new(rpass)),
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renderer: Arc::new(RwLock::new(renderer)),
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}
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}
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surface_state.height = height_in_pixels;
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if self.depth_bits > 0 {
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render_state.egui_rpass.write().update_depth_texture(
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render_state.renderer.write().update_depth_texture(
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&render_state.device,
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width_in_pixels,
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height_in_pixels,
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};
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{
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let mut rpass = render_state.egui_rpass.write();
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let mut renderer = render_state.renderer.write();
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for (id, image_delta) in &textures_delta.set {
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rpass.update_texture(&render_state.device, &render_state.queue, *id, image_delta);
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renderer.update_texture(
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&render_state.device,
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&render_state.queue,
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*id,
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image_delta,
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);
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}
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rpass.update_buffers(
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renderer.update_buffers(
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&render_state.device,
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&render_state.queue,
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clipped_primitives,
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}
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// Record all render passes.
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render_state.egui_rpass.read().execute(
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render_state.renderer.read().render(
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&mut encoder,
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&output_view,
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clipped_primitives,
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@ -300,9 +304,9 @@ impl<'a> Painter<'a> {
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);
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{
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let mut rpass = render_state.egui_rpass.write();
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let mut renderer = render_state.renderer.write();
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for id in &textures_delta.free {
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rpass.free_texture(id);
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renderer.free_texture(id);
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}
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}
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@ -82,7 +82,7 @@ impl Custom3d {
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// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
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// `paint_callback_resources` type map, which is stored alongside the render pass.
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wgpu_render_state
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.egui_rpass
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.renderer
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.write()
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.paint_callback_resources
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.insert(TriangleRenderResources {
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let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
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resources.prepare(device, queue, angle);
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})
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.paint(move |_info, rpass, paint_callback_resources| {
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.paint(move |_info, render_pass, paint_callback_resources| {
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let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
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resources.paint(rpass);
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resources.paint(render_pass);
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});
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let callback = egui::PaintCallback {
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@ -168,10 +168,10 @@ impl TriangleRenderResources {
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[angle]));
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}
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fn paint<'rpass>(&'rpass self, rpass: &mut wgpu::RenderPass<'rpass>) {
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fn paint<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>) {
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// Draw our triangle!
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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..3, 0..1);
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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}
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