egui/egui-wgpu/src/renderer.rs
Zicklag 1d9524cc59
Re-implement PaintCallbacks With Support for WGPU (#1684)
* Re-implement PaintCallbacks With Support for WGPU

This makes breaking changes to the PaintCallback system, but makes it
flexible enough to support both the WGPU and glow backends with custom
rendering.

Also adds a WGPU equivalent to the glow demo for custom painting.
2022-05-28 17:52:36 +02:00

804 lines
29 KiB
Rust

#![allow(unsafe_code)]
use std::{borrow::Cow, collections::HashMap, num::NonZeroU32};
use egui::{epaint::Primitive, PaintCallbackInfo};
use type_map::TypeMap;
use wgpu;
use wgpu::util::DeviceExt as _;
/// A callback function that can be used to compose an [`egui::PaintCallback`] for custom WGPU
/// rendering.
///
/// The callback is composed of two functions: `prepare` and `paint`.
///
/// `prepare` is called every frame before `paint`, and can use the passed-in [`wgpu::Device`] and
/// [`wgpu::Buffer`] to allocate or modify GPU resources such as buffers.
///
/// `paint` is called after `prepare` and is given access to the the [`wgpu::RenderPass`] so that it
/// can issue draw commands.
///
/// The final argument of both the `prepare` and `paint` callbacks is a the
/// [`paint_callback_resources`][crate::renderer::RenderPass::paint_callback_resources].
/// `paint_callback_resources` has the same lifetime as the Egui render pass, so it can be used to
/// store buffers, pipelines, and other information that needs to be accessed during the render
/// pass.
///
/// # Example
///
/// See the [custom3d_wgpu] demo source for a detailed usage example.
///
/// [custom3d_wgpu]:
/// https://github.com/emilk/egui/blob/master/egui_demo_app/src/apps/custom3d_wgpu.rs
pub struct CallbackFn {
prepare: Box<PrepareCallback>,
paint: Box<PaintCallback>,
}
type PrepareCallback = dyn Fn(&wgpu::Device, &wgpu::Queue, &mut TypeMap) + Sync + Send;
type PaintCallback =
dyn for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap) + Sync + Send;
impl Default for CallbackFn {
fn default() -> Self {
CallbackFn {
prepare: Box::new(|_, _, _| ()),
paint: Box::new(|_, _, _| ()),
}
}
}
impl CallbackFn {
pub fn new() -> Self {
Self::default()
}
/// Set the prepare callback
pub fn prepare<F>(mut self, prepare: F) -> Self
where
F: Fn(&wgpu::Device, &wgpu::Queue, &mut TypeMap) + Sync + Send + 'static,
{
self.prepare = Box::new(prepare) as _;
self
}
/// Set the paint callback
pub fn paint<F>(mut self, paint: F) -> Self
where
F: for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap)
+ Sync
+ Send
+ 'static,
{
self.paint = Box::new(paint) as _;
self
}
}
/// 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,
/// Storage for use by [`egui::PaintCallback`]'s that need to store resources such as render
/// pipelines that must have the lifetime of the renderpass.
pub paint_callback_resources: type_map::TypeMap,
}
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,
paint_callback_resources: TypeMap::default(),
}
}
/// 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,
) {
let pixels_per_point = screen_descriptor.pixels_per_point;
let size_in_pixels = screen_descriptor.size_in_pixels;
// Whether or not we need to reset the renderpass state because a paint callback has just
// run.
let mut needs_reset = true;
for (
(
egui::ClippedPrimitive {
clip_rect,
primitive,
},
vertex_buffer,
),
index_buffer,
) in paint_jobs
.iter()
.zip(&self.vertex_buffers)
.zip(&self.index_buffers)
{
if needs_reset {
rpass.set_viewport(
0.0,
0.0,
size_in_pixels[0] as f32,
size_in_pixels[1] as f32,
0.0,
1.0,
);
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.uniform_bind_group, &[]);
needs_reset = false;
}
let PixelRect {
x,
y,
width,
height,
} = calculate_pixel_rect(clip_rect, pixels_per_point, size_in_pixels);
// 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(callback) => {
let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
c
} else {
// We already warned in the `prepare` callback
continue;
};
if callback.rect.is_positive() {
needs_reset = true;
// Set the viewport rect
let PixelRect {
x,
y,
width,
height,
} = calculate_pixel_rect(&callback.rect, pixels_per_point, size_in_pixels);
rpass.set_viewport(
x as f32,
y as f32,
width as f32,
height as f32,
0.0,
1.0,
);
// Set the scissor rect
let PixelRect {
x,
y,
width,
height,
} = calculate_pixel_rect(clip_rect, pixels_per_point, size_in_pixels);
// Skip rendering with zero-sized clip areas.
if width == 0 || height == 0 {
continue;
}
rpass.set_scissor_rect(x, y, width, height);
(cbfn.paint)(
PaintCallbackInfo {
viewport: callback.rect,
clip_rect: *clip_rect,
pixels_per_point,
screen_size_px: size_in_pixels,
},
rpass,
&self.paint_callback_resources,
);
}
}
}
}
}
/// 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));
};
}
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(callback) => {
let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
c
} else {
tracing::warn!("Unknown paint callback: expected `egui_gpu::CallbackFn`");
continue;
};
(cbfn.prepare)(device, queue, &mut self.paint_callback_resources);
}
}
}
}
/// 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);
}
}
}
/// A Rect in physical pixel space, used for setting viewport and cliipping rectangles.
struct PixelRect {
x: u32,
y: u32,
width: u32,
height: u32,
}
/// Convert the Egui clip rect to a physical pixel rect we can use for the GPU viewport/scissor
fn calculate_pixel_rect(
clip_rect: &egui::Rect,
pixels_per_point: f32,
target_size: [u32; 2],
) -> PixelRect {
// 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, target_size[0] as f32);
let clip_min_y = clip_min_y.clamp(0.0, target_size[1] as f32);
let clip_max_x = clip_max_x.clamp(clip_min_x, target_size[0] as f32);
let clip_max_y = clip_max_y.clamp(clip_min_y, target_size[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(target_size[0]);
let y = clip_min_y.min(target_size[1]);
let width = width.min(target_size[0] - x);
let height = height.min(target_size[1] - y);
PixelRect {
x,
y,
width,
height,
}
}