
* Specify deifferent minification and magnification filters * Fixes * Update changelogs * Doctest fixes * Add deprecation notice for RetainedImage::with_texture_filter
872 lines
33 KiB
Rust
872 lines
33 KiB
Rust
#![allow(unsafe_code)]
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use std::num::NonZeroU64;
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use std::ops::Range;
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use std::{borrow::Cow, collections::HashMap, num::NonZeroU32};
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use egui::epaint::Vertex;
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use egui::NumExt;
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use egui::{epaint::Primitive, PaintCallbackInfo};
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use type_map::concurrent::TypeMap;
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use wgpu;
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use wgpu::util::DeviceExt as _;
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/// A callback function that can be used to compose an [`egui::PaintCallback`] for custom WGPU
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/// rendering.
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///
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/// The callback is composed of two functions: `prepare` and `paint`.
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///
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/// `prepare` is called every frame before `paint`, and can use the passed-in [`wgpu::Device`] and
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/// [`wgpu::Buffer`] to allocate or modify GPU resources such as buffers.
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/// Additionally, a [`wgpu::CommandEncoder`] is provided in order to allow creation of
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/// custom [`wgpu::RenderPass`]/[`wgpu::ComputePass`] or perform buffer/texture copies
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/// which may serve as preparation to the final `paint`.
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/// (This allows reusing the same [`wgpu::CommandEncoder`] for all callbacks and egui rendering itself)
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///
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/// `paint` is called after `prepare` and is given access to the [`wgpu::RenderPass`] so that it
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/// can issue draw commands into the same [`wgpu::RenderPass`] that is used for all other egui elements.
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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::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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///
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/// # Example
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///
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/// See the [`custom3d_wgpu`](https://github.com/emilk/egui/blob/master/crates/egui_demo_app/src/apps/custom3d_wgpu.rs) demo source for a detailed usage example.
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pub struct CallbackFn {
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prepare: Box<PrepareCallback>,
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paint: Box<PaintCallback>,
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}
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type PrepareCallback =
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dyn Fn(&wgpu::Device, &wgpu::Queue, &mut wgpu::CommandEncoder, &mut TypeMap) + Sync + Send;
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type PaintCallback =
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dyn for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap) + Sync + Send;
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impl Default for CallbackFn {
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fn default() -> Self {
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CallbackFn {
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prepare: Box::new(|_, _, _, _| ()),
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paint: Box::new(|_, _, _| ()),
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}
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}
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}
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impl CallbackFn {
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pub fn new() -> Self {
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Self::default()
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}
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/// Set the prepare callback
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pub fn prepare<F>(mut self, prepare: F) -> Self
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where
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F: Fn(&wgpu::Device, &wgpu::Queue, &mut wgpu::CommandEncoder, &mut TypeMap)
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+ Sync
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+ Send
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+ 'static,
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{
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self.prepare = Box::new(prepare) as _;
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self
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}
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/// Set the paint callback
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pub fn paint<F>(mut self, paint: F) -> Self
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where
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F: for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap)
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+ Sync
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+ Send
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+ 'static,
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{
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self.paint = Box::new(paint) as _;
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self
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}
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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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// Uniform buffers need to be at least 16 bytes in WebGL.
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// See https://github.com/gfx-rs/wgpu/issues/2072
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_padding: [u32; 2],
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}
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struct SlicedBuffer {
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buffer: wgpu::Buffer,
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slices: Vec<Range<wgpu::BufferAddress>>,
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capacity: wgpu::BufferAddress,
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}
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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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index_buffer: SlicedBuffer,
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vertex_buffer: SlicedBuffer,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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/// Map of egui texture IDs to textures and their associated bindgroups (texture view +
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/// sampler). The texture may be None if the TextureId is just a handle to a user-provided
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/// sampler.
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textures: HashMap<egui::TextureId, (Option<wgpu::Texture>, wgpu::BindGroup)>,
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next_user_texture_id: u64,
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samplers: HashMap<egui::TextureOptions, wgpu::Sampler>,
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/// Storage for use by [`egui::PaintCallback`]'s that need to store resources such as render
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/// pipelines that must have the lifetime of the renderpass.
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pub paint_callback_resources: TypeMap,
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}
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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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/// `output_color_format` should preferably be [`wgpu::TextureFormat::Rgba8Unorm`] or
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/// [`wgpu::TextureFormat::Bgra8Unorm`], i.e. in gamma-space.
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pub fn new(
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device: &wgpu::Device,
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output_color_format: wgpu::TextureFormat,
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output_depth_format: Option<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"),
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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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_padding: Default::default(),
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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_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: NonZeroU64::new(std::mem::size_of::<UniformBuffer>() as _),
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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,
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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 depth_stencil = output_depth_format.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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});
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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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entry_point: "vs_main",
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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,
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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: if output_color_format.describe().srgb {
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tracing::warn!("Detected a linear (sRGBA aware) framebuffer {:?}. egui prefers Rgba8Unorm or Bgra8Unorm", output_color_format);
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"fs_main_linear_framebuffer"
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} else {
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"fs_main_gamma_framebuffer" // this is what we prefer
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},
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targets: &[Some(wgpu::ColorTargetState {
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format: output_color_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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const VERTEX_BUFFER_START_CAPACITY: wgpu::BufferAddress =
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(std::mem::size_of::<Vertex>() * 1024) as _;
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const INDEX_BUFFER_START_CAPACITY: wgpu::BufferAddress =
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(std::mem::size_of::<u32>() * 1024 * 3) as _;
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Self {
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pipeline,
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vertex_buffer: SlicedBuffer {
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buffer: create_vertex_buffer(device, VERTEX_BUFFER_START_CAPACITY),
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slices: Vec::with_capacity(64),
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capacity: VERTEX_BUFFER_START_CAPACITY,
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},
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index_buffer: SlicedBuffer {
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buffer: create_index_buffer(device, INDEX_BUFFER_START_CAPACITY),
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slices: Vec::with_capacity(64),
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capacity: INDEX_BUFFER_START_CAPACITY,
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},
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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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next_user_texture_id: 0,
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samplers: HashMap::new(),
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paint_callback_resources: TypeMap::default(),
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}
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}
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/// Executes the egui renderer onto an existing wgpu renderpass.
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pub fn render<'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 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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let mut index_buffer_slices = self.index_buffer.slices.iter();
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let mut vertex_buffer_slices = self.vertex_buffer.slices.iter();
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for egui::ClippedPrimitive {
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clip_rect,
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primitive,
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} in paint_jobs
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{
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if needs_reset {
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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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size_in_pixels[1] as f32,
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0.0,
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1.0,
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);
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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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{
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let rect = ScissorRect::new(clip_rect, pixels_per_point, size_in_pixels);
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if rect.width == 0 || rect.height == 0 {
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// Skip rendering zero-sized clip areas.
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if let Primitive::Mesh(_) = primitive {
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// If this is a mesh, we need to advance the index and vertex buffer iterators:
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index_buffer_slices.next().unwrap();
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vertex_buffer_slices.next().unwrap();
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}
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continue;
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}
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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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Primitive::Mesh(mesh) => {
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let index_buffer_slice = index_buffer_slices.next().unwrap();
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let vertex_buffer_slice = vertex_buffer_slices.next().unwrap();
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if let Some((_texture, bind_group)) = self.textures.get(&mesh.texture_id) {
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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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self.index_buffer.buffer.slice(index_buffer_slice.clone()),
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wgpu::IndexFormat::Uint32,
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);
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render_pass.set_vertex_buffer(
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0,
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self.vertex_buffer.buffer.slice(vertex_buffer_slice.clone()),
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);
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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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}
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Primitive::Callback(callback) => {
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let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
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c
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} else {
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// We already warned in the `prepare` callback
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continue;
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};
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if callback.rect.is_positive() {
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needs_reset = true;
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{
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// Set the viewport rect
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// Transform callback rect to physical pixels:
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let rect_min_x = pixels_per_point * callback.rect.min.x;
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let rect_min_y = pixels_per_point * callback.rect.min.y;
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let rect_max_x = pixels_per_point * callback.rect.max.x;
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let rect_max_y = pixels_per_point * callback.rect.max.y;
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let rect_min_x = rect_min_x.round();
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let rect_min_y = rect_min_y.round();
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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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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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rect_max_y - rect_min_y,
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0.0,
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1.0,
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);
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}
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(cbfn.paint)(
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PaintCallbackInfo {
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viewport: callback.rect,
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clip_rect: *clip_rect,
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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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render_pass,
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&self.paint_callback_resources,
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);
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}
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}
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}
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}
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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 `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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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(None).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,
|
|
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
|
|
// Use same label for all resources associated with this texture id (no point in retyping the type)
|
|
let label_str = format!("egui_texid_{:?}", id);
|
|
let label = Some(label_str.as_str());
|
|
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
|
label,
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: wgpu::TextureDimension::D2,
|
|
format: wgpu::TextureFormat::Rgba8UnormSrgb, // Minspec for wgpu WebGL emulation is WebGL2, so this should always be supported.
|
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
|
});
|
|
let sampler = self
|
|
.samplers
|
|
.entry(image_delta.options)
|
|
.or_insert_with(|| create_sampler(image_delta.options, device));
|
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
label,
|
|
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);
|
|
}
|
|
|
|
/// Get the WGPU texture and bind group associated to a texture that has been allocated by egui.
|
|
///
|
|
/// This could be used by custom paint hooks to render images that have been added through with
|
|
/// [`egui_extras::RetainedImage`](https://docs.rs/egui_extras/latest/egui_extras/image/struct.RetainedImage.html)
|
|
/// or [`egui::Context::load_texture`].
|
|
pub fn texture(
|
|
&self,
|
|
id: &egui::TextureId,
|
|
) -> Option<&(Option<wgpu::Texture>, wgpu::BindGroup)> {
|
|
self.textures.get(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_{}", self.next_user_texture_id).as_str()),
|
|
mag_filter: texture_filter,
|
|
min_filter: texture_filter,
|
|
..Default::default()
|
|
},
|
|
)
|
|
}
|
|
|
|
/// Registers a `wgpu::Texture` with an existing `egui::TextureId`.
|
|
///
|
|
/// This enables applications to reuse `TextureId`s.
|
|
pub fn update_egui_texture_from_wgpu_texture(
|
|
&mut self,
|
|
device: &wgpu::Device,
|
|
texture: &wgpu::TextureView,
|
|
texture_filter: wgpu::FilterMode,
|
|
id: egui::TextureId,
|
|
) {
|
|
self.update_egui_texture_from_wgpu_texture_with_sampler_options(
|
|
device,
|
|
texture,
|
|
wgpu::SamplerDescriptor {
|
|
label: Some(format!("egui_user_image_{}", self.next_user_texture_id).as_str()),
|
|
mag_filter: texture_filter,
|
|
min_filter: texture_filter,
|
|
..Default::default()
|
|
},
|
|
id,
|
|
);
|
|
}
|
|
|
|
/// 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_{}", 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
|
|
}
|
|
|
|
/// Registers a `wgpu::Texture` with an existing `egui::TextureId` while also accepting custom
|
|
/// `wgpu::SamplerDescriptor` options.
|
|
///
|
|
/// This allows applications to reuse `TextureId`s created with custom sampler options.
|
|
#[allow(clippy::needless_pass_by_value)] // false positive
|
|
pub fn update_egui_texture_from_wgpu_texture_with_sampler_options(
|
|
&mut self,
|
|
device: &wgpu::Device,
|
|
texture: &wgpu::TextureView,
|
|
sampler_descriptor: wgpu::SamplerDescriptor<'_>,
|
|
id: egui::TextureId,
|
|
) {
|
|
let (_user_texture, user_texture_binding) = self
|
|
.textures
|
|
.get_mut(&id)
|
|
.expect("Tried to update a texture that has not been allocated yet.");
|
|
|
|
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_{}", 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),
|
|
},
|
|
],
|
|
});
|
|
|
|
*user_texture_binding = bind_group;
|
|
}
|
|
|
|
/// Uploads the uniform, vertex and index data used by the renderer.
|
|
/// Should be called before `render()`.
|
|
pub fn update_buffers(
|
|
&mut self,
|
|
device: &wgpu::Device,
|
|
queue: &wgpu::Queue,
|
|
encoder: &mut wgpu::CommandEncoder,
|
|
paint_jobs: &[egui::epaint::ClippedPrimitive],
|
|
screen_descriptor: &ScreenDescriptor,
|
|
) {
|
|
let screen_size_in_points = screen_descriptor.screen_size_in_points();
|
|
|
|
// Update uniform buffer
|
|
queue.write_buffer(
|
|
&self.uniform_buffer,
|
|
0,
|
|
bytemuck::cast_slice(&[UniformBuffer {
|
|
screen_size_in_points,
|
|
_padding: Default::default(),
|
|
}]),
|
|
);
|
|
|
|
// Determine how many vertices & indices need to be rendered.
|
|
let (vertex_count, index_count) =
|
|
paint_jobs.iter().fold((0, 0), |acc, clipped_primitive| {
|
|
match &clipped_primitive.primitive {
|
|
Primitive::Mesh(mesh) => {
|
|
(acc.0 + mesh.vertices.len(), acc.1 + mesh.indices.len())
|
|
}
|
|
Primitive::Callback(_) => acc,
|
|
}
|
|
});
|
|
// Resize index buffer if needed.
|
|
{
|
|
self.index_buffer.slices.clear();
|
|
let required_size = (std::mem::size_of::<u32>() * index_count) as u64;
|
|
if self.index_buffer.capacity < required_size {
|
|
self.index_buffer.capacity =
|
|
(self.index_buffer.capacity * 2).at_least(required_size);
|
|
self.index_buffer.buffer = create_index_buffer(device, self.index_buffer.capacity);
|
|
}
|
|
}
|
|
// Resize vertex buffer if needed.
|
|
{
|
|
self.vertex_buffer.slices.clear();
|
|
let required_size = (std::mem::size_of::<Vertex>() * vertex_count) as u64;
|
|
if self.vertex_buffer.capacity < required_size {
|
|
self.vertex_buffer.capacity =
|
|
(self.vertex_buffer.capacity * 2).at_least(required_size);
|
|
self.vertex_buffer.buffer =
|
|
create_vertex_buffer(device, self.vertex_buffer.capacity);
|
|
}
|
|
}
|
|
|
|
// Upload index & vertex data and call user callbacks
|
|
for egui::ClippedPrimitive { primitive, .. } in paint_jobs.iter() {
|
|
match primitive {
|
|
Primitive::Mesh(mesh) => {
|
|
{
|
|
let index_offset = self.index_buffer.slices.last().unwrap_or(&(0..0)).end;
|
|
let data = bytemuck::cast_slice(&mesh.indices);
|
|
queue.write_buffer(&self.index_buffer.buffer, index_offset, data);
|
|
self.index_buffer
|
|
.slices
|
|
.push(index_offset..(data.len() as wgpu::BufferAddress + index_offset));
|
|
}
|
|
{
|
|
let vertex_offset = self.vertex_buffer.slices.last().unwrap_or(&(0..0)).end;
|
|
let data = bytemuck::cast_slice(&mesh.vertices);
|
|
queue.write_buffer(&self.vertex_buffer.buffer, vertex_offset, data);
|
|
self.vertex_buffer.slices.push(
|
|
vertex_offset..(data.len() as wgpu::BufferAddress + vertex_offset),
|
|
);
|
|
}
|
|
}
|
|
Primitive::Callback(callback) => {
|
|
let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
|
|
c
|
|
} else {
|
|
tracing::warn!("Unknown paint callback: expected `egui_wgpu::CallbackFn`");
|
|
continue;
|
|
};
|
|
|
|
(cbfn.prepare)(device, queue, encoder, &mut self.paint_callback_resources);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn create_sampler(options: egui::TextureOptions, device: &wgpu::Device) -> wgpu::Sampler {
|
|
let mag_filter = match options.magnification {
|
|
egui::TextureFilter::Nearest => wgpu::FilterMode::Nearest,
|
|
egui::TextureFilter::Linear => wgpu::FilterMode::Linear,
|
|
};
|
|
let min_filter = match options.minification {
|
|
egui::TextureFilter::Nearest => wgpu::FilterMode::Nearest,
|
|
egui::TextureFilter::Linear => wgpu::FilterMode::Linear,
|
|
};
|
|
device.create_sampler(&wgpu::SamplerDescriptor {
|
|
label: Some(&format!(
|
|
"egui sampler (mag: {:?}, min {:?})",
|
|
mag_filter, min_filter
|
|
)),
|
|
mag_filter,
|
|
min_filter,
|
|
..Default::default()
|
|
})
|
|
}
|
|
|
|
fn create_vertex_buffer(device: &wgpu::Device, size: u64) -> wgpu::Buffer {
|
|
device.create_buffer(&wgpu::BufferDescriptor {
|
|
label: Some("egui_vertex_buffer"),
|
|
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
|
size,
|
|
mapped_at_creation: false,
|
|
})
|
|
}
|
|
|
|
fn create_index_buffer(device: &wgpu::Device, size: u64) -> wgpu::Buffer {
|
|
device.create_buffer(&wgpu::BufferDescriptor {
|
|
label: Some("egui_index_buffer"),
|
|
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
|
|
size,
|
|
mapped_at_creation: false,
|
|
})
|
|
}
|
|
|
|
/// A Rect in physical pixel space, used for setting cliipping rectangles.
|
|
struct ScissorRect {
|
|
x: u32,
|
|
y: u32,
|
|
width: u32,
|
|
height: u32,
|
|
}
|
|
|
|
impl ScissorRect {
|
|
fn new(clip_rect: &egui::Rect, pixels_per_point: f32, target_size: [u32; 2]) -> Self {
|
|
// 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;
|
|
|
|
// Round to integer:
|
|
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;
|
|
|
|
// Clamp:
|
|
let clip_min_x = clip_min_x.clamp(0, target_size[0]);
|
|
let clip_min_y = clip_min_y.clamp(0, target_size[1]);
|
|
let clip_max_x = clip_max_x.clamp(clip_min_x, target_size[0]);
|
|
let clip_max_y = clip_max_y.clamp(clip_min_y, target_size[1]);
|
|
|
|
Self {
|
|
x: clip_min_x,
|
|
y: clip_min_y,
|
|
width: clip_max_x - clip_min_x,
|
|
height: clip_max_y - clip_min_y,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn renderer_impl_send_sync() {
|
|
fn assert_send_sync<T: Send + Sync>() {}
|
|
assert_send_sync::<Renderer>();
|
|
}
|