use std::sync::Arc; use raw_window_handle::{ DisplayHandle, HandleError, HasDisplayHandle, HasWindowHandle, RawDisplayHandle, RawWindowHandle, WebDisplayHandle, WebWindowHandle, WindowHandle, }; use wasm_bindgen::JsValue; use web_sys::HtmlCanvasElement; use egui_wgpu::{RenderState, SurfaceErrorAction}; use crate::WebOptions; use super::web_painter::WebPainter; struct EguiWebWindow(u32); #[allow(unsafe_code)] impl HasWindowHandle for EguiWebWindow { fn window_handle(&self) -> Result, HandleError> { // SAFETY: there is no lifetime here. unsafe { Ok(WindowHandle::borrow_raw(RawWindowHandle::Web( WebWindowHandle::new(self.0), ))) } } } #[allow(unsafe_code)] impl HasDisplayHandle for EguiWebWindow { fn display_handle(&self) -> Result, HandleError> { // SAFETY: there is no lifetime here. unsafe { Ok(DisplayHandle::borrow_raw(RawDisplayHandle::Web( WebDisplayHandle::new(), ))) } } } pub(crate) struct WebPainterWgpu { canvas: HtmlCanvasElement, surface: wgpu::Surface<'static>, surface_configuration: wgpu::SurfaceConfiguration, render_state: Option, on_surface_error: Arc SurfaceErrorAction>, depth_format: Option, depth_texture_view: Option, } impl WebPainterWgpu { #[allow(unused)] // only used if `wgpu` is the only active feature. pub fn render_state(&self) -> Option { self.render_state.clone() } pub fn generate_depth_texture_view( &self, render_state: &RenderState, width_in_pixels: u32, height_in_pixels: u32, ) -> Option { let device = &render_state.device; self.depth_format.map(|depth_format| { device .create_texture(&wgpu::TextureDescriptor { label: Some("egui_depth_texture"), size: wgpu::Extent3d { width: width_in_pixels, height: height_in_pixels, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: depth_format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[depth_format], }) .create_view(&wgpu::TextureViewDescriptor::default()) }) } #[allow(unused)] // only used if `wgpu` is the only active feature. pub async fn new( canvas: web_sys::HtmlCanvasElement, options: &WebOptions, ) -> Result { log::debug!("Creating wgpu painter"); let mut backends = options.wgpu_options.supported_backends; // Don't try WebGPU if we're not in a secure context. if backends.contains(wgpu::Backends::BROWSER_WEBGPU) { let is_secure_context = web_sys::window().map_or(false, |w| w.is_secure_context()); if !is_secure_context { log::info!( "WebGPU is only available in secure contexts, i.e. on HTTPS and on localhost." ); // Don't try WebGPU since we established now that it will fail. backends.remove(wgpu::Backends::BROWSER_WEBGPU); if backends.is_empty() { return Err("No available supported graphics backends.".to_owned()); } } } log::debug!("Creating wgpu instance with backends {:?}", backends); let mut instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends, ..Default::default() }); // It can happen that a browser advertises WebGPU support, but then fails to create a // suitable adapter. As of writing this happens for example on Linux with Chrome 121. // // Since WebGPU is handled in a special way in wgpu, we have to recreate the instance // if we instead want to try with WebGL. // // To make matters worse, once a canvas has been used with either WebGL or WebGPU, // we can't go back and change that without replacing the canvas (which is hard to do from here). // Therefore, we have to create the surface *after* requesting the adapter. // However, wgpu offers to pass in a surface on adapter creation to ensure it is actually compatible with the chosen backend. // This in turn isn't all that important on the web, but it still makes sense for the design of // `egui::RenderState`! // Therefore, we have to first check if it's possible to create a WebGPU adapter, // and if it is not, start over with a WebGL instance. // // Note that we also might needlessly try this here if wgpu already determined that there's no // WebGPU support in the first place. This is not a huge problem since it fails very fast, but // it would be nice to avoid this. See https://github.com/gfx-rs/wgpu/issues/5142 if backends.contains(wgpu::Backends::BROWSER_WEBGPU) { log::debug!("Attempting to create WebGPU adapter to check for support."); if let Some(adapter) = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: options.wgpu_options.power_preference, compatible_surface: None, force_fallback_adapter: false, }) .await { // WebGPU doesn't spec yet a destroy on the adapter, only on the device. //adapter.destroy(); log::debug!( "Successfully created WebGPU adapter, WebGPU confirmed to be supported!" ); } else { log::debug!("Failed to create WebGPU adapter."); if backends.contains(wgpu::Backends::GL) { log::debug!("Recreating wgpu instance with WebGL backend only."); backends = wgpu::Backends::GL; instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends, ..Default::default() }); } else { return Err( "Failed to create WebGPU adapter and WebGL was not enabled.".to_owned() ); } } } let surface = instance .create_surface(wgpu::SurfaceTarget::Canvas(canvas.clone())) .map_err(|err| format!("failed to create wgpu surface: {err}"))?; let depth_format = egui_wgpu::depth_format_from_bits(options.depth_buffer, 0); let render_state = RenderState::create( &options.wgpu_options, &instance, &surface, depth_format, 1, options.dithering, ) .await .map_err(|err| err.to_string())?; let surface_configuration = wgpu::SurfaceConfiguration { format: render_state.target_format, present_mode: options.wgpu_options.present_mode, view_formats: vec![render_state.target_format], ..surface .get_default_config(&render_state.adapter, 0, 0) // Width/height is set later. .ok_or("The surface isn't supported by this adapter")? }; log::debug!("wgpu painter initialized."); Ok(Self { canvas, render_state: Some(render_state), surface, surface_configuration, depth_format, depth_texture_view: None, on_surface_error: options.wgpu_options.on_surface_error.clone(), }) } } impl WebPainter for WebPainterWgpu { fn canvas(&self) -> &HtmlCanvasElement { &self.canvas } fn max_texture_side(&self) -> usize { self.render_state.as_ref().map_or(0, |state| { state.device.limits().max_texture_dimension_2d as _ }) } fn paint_and_update_textures( &mut self, clear_color: [f32; 4], clipped_primitives: &[egui::ClippedPrimitive], pixels_per_point: f32, textures_delta: &egui::TexturesDelta, ) -> Result<(), JsValue> { let size_in_pixels = [self.canvas.width(), self.canvas.height()]; let Some(render_state) = &self.render_state else { return Err(JsValue::from_str( "Can't paint, wgpu renderer was already disposed", )); }; let mut encoder = render_state .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("egui_webpainter_paint_and_update_textures"), }); // Upload all resources for the GPU. let screen_descriptor = egui_wgpu::ScreenDescriptor { size_in_pixels, pixels_per_point, }; let user_cmd_bufs = { let mut renderer = render_state.renderer.write(); for (id, image_delta) in &textures_delta.set { renderer.update_texture( &render_state.device, &render_state.queue, *id, image_delta, ); } renderer.update_buffers( &render_state.device, &render_state.queue, &mut encoder, clipped_primitives, &screen_descriptor, ) }; // Resize surface if needed let is_zero_sized_surface = size_in_pixels[0] == 0 || size_in_pixels[1] == 0; let frame = if is_zero_sized_surface { None } else { if size_in_pixels[0] != self.surface_configuration.width || size_in_pixels[1] != self.surface_configuration.height { self.surface_configuration.width = size_in_pixels[0]; self.surface_configuration.height = size_in_pixels[1]; self.surface .configure(&render_state.device, &self.surface_configuration); self.depth_texture_view = self.generate_depth_texture_view( render_state, size_in_pixels[0], size_in_pixels[1], ); } let frame = match self.surface.get_current_texture() { Ok(frame) => frame, Err(err) => match (*self.on_surface_error)(err) { SurfaceErrorAction::RecreateSurface => { self.surface .configure(&render_state.device, &self.surface_configuration); return Ok(()); } SurfaceErrorAction::SkipFrame => { return Ok(()); } }, }; { let renderer = render_state.renderer.read(); let frame_view = frame .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &frame_view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: clear_color[0] as f64, g: clear_color[1] as f64, b: clear_color[2] as f64, a: clear_color[3] as f64, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: self.depth_texture_view.as_ref().map(|view| { wgpu::RenderPassDepthStencilAttachment { view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), // It is very unlikely that the depth buffer is needed after egui finished rendering // so no need to store it. (this can improve performance on tiling GPUs like mobile chips or Apple Silicon) store: wgpu::StoreOp::Discard, }), stencil_ops: None, } }), label: Some("egui_render"), occlusion_query_set: None, timestamp_writes: None, }); renderer.render(&mut render_pass, clipped_primitives, &screen_descriptor); } Some(frame) }; { let mut renderer = render_state.renderer.write(); for id in &textures_delta.free { renderer.free_texture(id); } } // Submit the commands: both the main buffer and user-defined ones. render_state .queue .submit(user_cmd_bufs.into_iter().chain([encoder.finish()])); if let Some(frame) = frame { frame.present(); } Ok(()) } fn destroy(&mut self) { self.render_state = None; } }