
* 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.
308 lines
11 KiB
Rust
308 lines
11 KiB
Rust
use std::sync::Arc;
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use egui::mutex::RwLock;
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use tracing::error;
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use wgpu::{Adapter, Instance, Surface, TextureFormat};
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use crate::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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#[derive(Clone)]
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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: TextureFormat,
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pub egui_rpass: Arc<RwLock<renderer::RenderPass>>,
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}
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struct SurfaceState {
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surface: Surface,
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width: u32,
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height: u32,
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}
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/// Everything you need to paint egui with [`wgpu`] on [`winit`].
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///
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/// Alternatively you can use [`crate::renderer`] directly.
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pub struct Painter<'a> {
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power_preference: wgpu::PowerPreference,
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device_descriptor: wgpu::DeviceDescriptor<'a>,
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present_mode: wgpu::PresentMode,
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msaa_samples: u32,
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instance: Instance,
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adapter: Option<Adapter>,
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render_state: Option<RenderState>,
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surface_state: Option<SurfaceState>,
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}
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impl<'a> Painter<'a> {
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/// Manages [`wgpu`] state, including surface state, required to render egui.
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///
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/// Only the [`wgpu::Instance`] is initialized here. Device selection and the initialization
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/// of render + surface state is deferred until the painter is given its first window target
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/// via [`set_window()`](Self::set_window). (Ensuring that a device that's compatible with the
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/// native window is chosen)
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///
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/// Before calling [`paint_and_update_textures()`](Self::paint_and_update_textures) a
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/// [`wgpu::Surface`] must be initialized (and corresponding render state) by calling
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/// [`set_window()`](Self::set_window) once you have
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/// a [`winit::window::Window`] with a valid `.raw_window_handle()`
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/// associated.
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pub fn new(
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backends: wgpu::Backends,
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power_preference: wgpu::PowerPreference,
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device_descriptor: wgpu::DeviceDescriptor<'a>,
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present_mode: wgpu::PresentMode,
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msaa_samples: u32,
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) -> Self {
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let instance = wgpu::Instance::new(backends);
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Self {
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power_preference,
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device_descriptor,
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present_mode,
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msaa_samples,
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instance,
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adapter: None,
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render_state: None,
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surface_state: None,
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}
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}
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/// Get the [`RenderState`].
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///
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/// Will return [`None`] if the render state has not been initialized yet.
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pub fn get_render_state(&self) -> Option<RenderState> {
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self.render_state.as_ref().cloned()
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}
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async fn init_render_state(
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&self,
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adapter: &Adapter,
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target_format: TextureFormat,
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) -> RenderState {
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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 = renderer::RenderPass::new(&device, target_format, self.msaa_samples);
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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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}
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}
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// We want to defer the initialization of our render state until we have a surface
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// so we can take its format into account.
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//
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// After we've initialized our render state once though we expect all future surfaces
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// will have the same format and so this render state will remain valid.
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fn ensure_render_state_for_surface(&mut self, surface: &Surface) {
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self.adapter.get_or_insert_with(|| {
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pollster::block_on(self.instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: self.power_preference,
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compatible_surface: Some(surface),
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force_fallback_adapter: false,
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}))
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.unwrap()
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});
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if self.render_state.is_none() {
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let adapter = self.adapter.as_ref().unwrap();
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let swapchain_format = surface.get_preferred_format(adapter).unwrap();
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let rs = pollster::block_on(self.init_render_state(adapter, swapchain_format));
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self.render_state = Some(rs);
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}
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}
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fn configure_surface(&mut self, width_in_pixels: u32, height_in_pixels: u32) {
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let render_state = self
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.render_state
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.as_ref()
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.expect("Render state should exist before surface configuration");
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let format = render_state.target_format;
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format,
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width: width_in_pixels,
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height: height_in_pixels,
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present_mode: self.present_mode,
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};
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let surface_state = self
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.surface_state
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.as_mut()
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.expect("Surface state should exist before surface configuration");
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surface_state
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.surface
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.configure(&render_state.device, &config);
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surface_state.width = width_in_pixels;
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surface_state.height = height_in_pixels;
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}
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/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`]
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///
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/// This creates a [`wgpu::Surface`] for the given Window (as well as initializing render
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/// state if needed) that is used for egui rendering.
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///
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/// This must be called before trying to render via
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/// [`paint_and_update_textures`](Self::paint_and_update_textures)
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///
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/// # Portability
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///
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/// _In particular it's important to note that on Android a it's only possible to create
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/// a window surface between `Resumed` and `Paused` lifecycle events, and Winit will panic on
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/// attempts to query the raw window handle while paused._
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///
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/// On Android [`set_window`](Self::set_window) should be called with `Some(window)` for each
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/// `Resumed` event and `None` for each `Paused` event. Currently, on all other platforms
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/// [`set_window`](Self::set_window) may be called with `Some(window)` as soon as you have a
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/// valid [`winit::window::Window`].
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///
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/// # Safety
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///
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/// The raw Window handle associated with the given `window` must be a valid object to create a
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/// surface upon and must remain valid for the lifetime of the created surface. (The surface may
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/// be cleared by passing `None`).
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pub unsafe fn set_window(&mut self, window: Option<&winit::window::Window>) {
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match window {
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Some(window) => {
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let surface = self.instance.create_surface(&window);
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self.ensure_render_state_for_surface(&surface);
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let size = window.inner_size();
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let width = size.width as u32;
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let height = size.height as u32;
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self.surface_state = Some(SurfaceState {
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surface,
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width,
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height,
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});
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self.configure_surface(width, height);
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}
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None => {
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self.surface_state = None;
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}
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}
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}
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/// Returns the maximum texture dimension supported if known
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///
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/// This API will only return a known dimension after `set_window()` has been called
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/// at least once, since the underlying device and render state are initialized lazily
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/// once we have a window (that may determine the choice of adapter/device).
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pub fn max_texture_side(&self) -> Option<usize> {
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self.render_state
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.as_ref()
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.map(|rs| rs.device.limits().max_texture_dimension_2d as usize)
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}
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pub fn on_window_resized(&mut self, width_in_pixels: u32, height_in_pixels: u32) {
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if self.surface_state.is_some() {
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self.configure_surface(width_in_pixels, height_in_pixels);
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} else {
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error!("Ignoring window resize notification with no surface created via Painter::set_window()");
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}
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}
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pub fn paint_and_update_textures(
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&mut self,
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pixels_per_point: f32,
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clear_color: egui::Rgba,
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clipped_primitives: &[egui::ClippedPrimitive],
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textures_delta: &egui::TexturesDelta,
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) {
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let render_state = match self.render_state.as_mut() {
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Some(rs) => rs,
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None => return,
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};
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let surface_state = match self.surface_state.as_ref() {
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Some(rs) => rs,
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None => return,
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};
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let output_frame = match surface_state.surface.get_current_texture() {
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Ok(frame) => frame,
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Err(wgpu::SurfaceError::Outdated) => {
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// This error occurs when the app is minimized on Windows.
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// Silently return here to prevent spamming the console with:
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// "The underlying surface has changed, and therefore the swap chain must be updated"
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return;
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}
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Err(e) => {
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tracing::warn!("Dropped frame with error: {e}");
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return;
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}
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};
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let output_view = output_frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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render_state
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("encoder"),
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});
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// Upload all resources for the GPU.
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let screen_descriptor = renderer::ScreenDescriptor {
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size_in_pixels: [surface_state.width, surface_state.height],
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pixels_per_point,
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};
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{
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let mut rpass = render_state.egui_rpass.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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}
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rpass.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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&screen_descriptor,
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);
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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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&mut encoder,
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&output_view,
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clipped_primitives,
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&screen_descriptor,
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Some(wgpu::Color {
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r: clear_color.r() as f64,
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g: clear_color.g() as f64,
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b: clear_color.b() as f64,
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a: clear_color.a() as f64,
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}),
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);
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{
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let mut rpass = render_state.egui_rpass.write();
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for id in &textures_delta.free {
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rpass.free_texture(id);
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}
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}
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// Submit the commands.
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render_state.queue.submit(std::iter::once(encoder.finish()));
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// Redraw egui
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output_frame.present();
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}
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#[allow(clippy::unused_self)]
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pub fn destroy(&mut self) {
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// TODO(emilk): something here?
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}
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}
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