egui/crates/eframe/src/native/glow_integration.rs

1420 lines
51 KiB
Rust

use std::{cell::RefCell, rc::Rc, sync::Arc, time::Instant};
use glutin::{
display::GetGlDisplay,
prelude::{GlDisplay, NotCurrentGlContextSurfaceAccessor, PossiblyCurrentGlContext},
surface::GlSurface,
};
use raw_window_handle::{HasRawDisplayHandle as _, HasRawWindowHandle as _};
use winit::{
event_loop::{EventLoop, EventLoopProxy, EventLoopWindowTarget},
window::{Window, WindowId},
};
use egui::{
epaint::ahash::HashMap, DeferredViewportUiCallback, ImmediateViewport, NumExt as _,
ViewportBuilder, ViewportClass, ViewportId, ViewportIdMap, ViewportIdPair, ViewportIdSet,
ViewportInfo, ViewportOutput,
};
#[cfg(feature = "accesskit")]
use egui_winit::accesskit_winit;
use egui_winit::{
apply_viewport_builder_to_new_window, create_winit_window_builder, process_viewport_commands,
EventResponse,
};
use crate::{
native::{epi_integration::EpiIntegration, winit_integration::create_egui_context},
App, AppCreator, CreationContext, NativeOptions, Result, Storage,
};
use super::{
winit_integration::{EventResult, UserEvent, WinitApp},
*,
};
// Note: that the current Glutin API design tightly couples the GL context with
// the Window which means it's not practically possible to just destroy the
// window and re-create a new window while continuing to use the same GL context.
//
// For now this means it's not possible to support Android as well as we can with
// wgpu because we're basically forced to destroy and recreate _everything_ when
// the application suspends and resumes.
//
// There is work in progress to improve the Glutin API so it has a separate Surface
// API that would allow us to just destroy a Window/Surface when suspending, see:
// https://github.com/rust-windowing/glutin/pull/1435
// ----------------------------------------------------------------------------
// Types:
pub struct GlowWinitApp {
repaint_proxy: Arc<egui::mutex::Mutex<EventLoopProxy<UserEvent>>>,
app_name: String,
native_options: NativeOptions,
running: Option<GlowWinitRunning>,
// Note that since this `AppCreator` is FnOnce we are currently unable to support
// re-initializing the `GlowWinitRunning` state on Android if the application
// suspends and resumes.
app_creator: Option<AppCreator>,
}
/// State that is initialized when the application is first starts running via
/// a Resumed event. On Android this ensures that any graphics state is only
/// initialized once the application has an associated `SurfaceView`.
struct GlowWinitRunning {
integration: EpiIntegration,
app: Box<dyn App>,
// These needs to be shared with the immediate viewport renderer, hence the Rc/Arc/RefCells:
glutin: Rc<RefCell<GlutinWindowContext>>,
painter: Rc<RefCell<egui_glow::Painter>>,
}
/// This struct will contain both persistent and temporary glutin state.
///
/// Platform Quirks:
/// * Microsoft Windows: requires that we create a window before opengl context.
/// * Android: window and surface should be destroyed when we receive a suspend event. recreate on resume event.
///
/// winit guarantees that we will get a Resumed event on startup on all platforms.
/// * Before Resumed event: `gl_config`, `gl_context` can be created at any time. on windows, a window must be created to get `gl_context`.
/// * Resumed: `gl_surface` will be created here. `window` will be re-created here for android.
/// * Suspended: on android, we drop window + surface. on other platforms, we don't get Suspended event.
///
/// The setup is divided between the `new` fn and `on_resume` fn. we can just assume that `on_resume` is a continuation of
/// `new` fn on all platforms. only on android, do we get multiple resumed events because app can be suspended.
struct GlutinWindowContext {
egui_ctx: egui::Context,
swap_interval: glutin::surface::SwapInterval,
gl_config: glutin::config::Config,
max_texture_side: Option<usize>,
current_gl_context: Option<glutin::context::PossiblyCurrentContext>,
not_current_gl_context: Option<glutin::context::NotCurrentContext>,
viewports: ViewportIdMap<Viewport>,
viewport_from_window: HashMap<WindowId, ViewportId>,
window_from_viewport: ViewportIdMap<WindowId>,
focused_viewport: Option<ViewportId>,
}
struct Viewport {
ids: ViewportIdPair,
class: ViewportClass,
builder: ViewportBuilder,
info: ViewportInfo,
screenshot_requested: bool,
/// The user-callback that shows the ui.
/// None for immediate viewports.
viewport_ui_cb: Option<Arc<DeferredViewportUiCallback>>,
gl_surface: Option<glutin::surface::Surface<glutin::surface::WindowSurface>>,
window: Option<Rc<Window>>,
egui_winit: Option<egui_winit::State>,
}
// ----------------------------------------------------------------------------
impl GlowWinitApp {
pub fn new(
event_loop: &EventLoop<UserEvent>,
app_name: &str,
native_options: NativeOptions,
app_creator: AppCreator,
) -> Self {
crate::profile_function!();
Self {
repaint_proxy: Arc::new(egui::mutex::Mutex::new(event_loop.create_proxy())),
app_name: app_name.to_owned(),
native_options,
running: None,
app_creator: Some(app_creator),
}
}
#[allow(unsafe_code)]
fn create_glutin_windowed_context(
egui_ctx: &egui::Context,
event_loop: &EventLoopWindowTarget<UserEvent>,
storage: Option<&dyn Storage>,
native_options: &mut NativeOptions,
) -> Result<(GlutinWindowContext, egui_glow::Painter)> {
crate::profile_function!();
let window_settings = epi_integration::load_window_settings(storage);
let winit_window_builder = epi_integration::viewport_builder(
egui_ctx.zoom_factor(),
event_loop,
native_options,
window_settings,
);
let mut glutin_window_context = unsafe {
GlutinWindowContext::new(egui_ctx, winit_window_builder, native_options, event_loop)?
};
// Creates the window - must come before we create our glow context
glutin_window_context.on_resume(event_loop)?;
if let Some(viewport) = glutin_window_context.viewports.get(&ViewportId::ROOT) {
if let Some(window) = &viewport.window {
epi_integration::apply_window_settings(window, window_settings);
}
}
let gl = unsafe {
crate::profile_scope!("glow::Context::from_loader_function");
Rc::new(glow::Context::from_loader_function(|s| {
let s = std::ffi::CString::new(s)
.expect("failed to construct C string from string for gl proc address");
glutin_window_context.get_proc_address(&s)
}))
};
let painter = egui_glow::Painter::new(gl, "", native_options.shader_version)?;
Ok((glutin_window_context, painter))
}
fn init_run_state(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<&mut GlowWinitRunning> {
crate::profile_function!();
let storage = epi_integration::create_storage(
self.native_options
.viewport
.app_id
.as_ref()
.unwrap_or(&self.app_name),
);
let egui_ctx = create_egui_context(storage.as_deref());
let (mut glutin, painter) = Self::create_glutin_windowed_context(
&egui_ctx,
event_loop,
storage.as_deref(),
&mut self.native_options,
)?;
let gl = painter.gl().clone();
let max_texture_side = painter.max_texture_side();
glutin.max_texture_side = Some(max_texture_side);
for viewport in glutin.viewports.values_mut() {
if let Some(egui_winit) = viewport.egui_winit.as_mut() {
egui_winit.set_max_texture_side(max_texture_side);
}
}
let system_theme =
winit_integration::system_theme(&glutin.window(ViewportId::ROOT), &self.native_options);
let integration = EpiIntegration::new(
egui_ctx,
&glutin.window(ViewportId::ROOT),
system_theme,
&self.app_name,
&self.native_options,
storage,
Some(gl.clone()),
#[cfg(feature = "wgpu")]
None,
);
{
let event_loop_proxy = self.repaint_proxy.clone();
integration
.egui_ctx
.set_request_repaint_callback(move |info| {
log::trace!("request_repaint_callback: {info:?}");
let when = Instant::now() + info.delay;
let frame_nr = info.current_frame_nr;
event_loop_proxy
.lock()
.send_event(UserEvent::RequestRepaint {
viewport_id: info.viewport_id,
when,
frame_nr,
})
.ok();
});
}
#[cfg(feature = "accesskit")]
{
let event_loop_proxy = self.repaint_proxy.lock().clone();
let viewport = glutin.viewports.get_mut(&ViewportId::ROOT).unwrap();
if let Viewport {
window: Some(window),
egui_winit: Some(egui_winit),
..
} = viewport
{
integration.init_accesskit(egui_winit, window, event_loop_proxy);
}
}
let theme = system_theme.unwrap_or(self.native_options.default_theme);
integration.egui_ctx.set_visuals(theme.egui_visuals());
if self
.native_options
.viewport
.mouse_passthrough
.unwrap_or(false)
{
if let Err(err) = glutin.window(ViewportId::ROOT).set_cursor_hittest(false) {
log::warn!("set_cursor_hittest(false) failed: {err}");
}
}
let app_creator = std::mem::take(&mut self.app_creator)
.expect("Single-use AppCreator has unexpectedly already been taken");
let app = {
let window = glutin.window(ViewportId::ROOT);
let cc = CreationContext {
egui_ctx: integration.egui_ctx.clone(),
integration_info: integration.frame.info().clone(),
storage: integration.frame.storage(),
gl: Some(gl),
#[cfg(feature = "wgpu")]
wgpu_render_state: None,
raw_display_handle: window.raw_display_handle(),
raw_window_handle: window.raw_window_handle(),
};
crate::profile_scope!("app_creator");
app_creator(&cc)
};
let glutin = Rc::new(RefCell::new(glutin));
let painter = Rc::new(RefCell::new(painter));
{
// Create weak pointers so that we don't keep
// state alive for too long.
let glutin = Rc::downgrade(&glutin);
let painter = Rc::downgrade(&painter);
let beginning = integration.beginning;
let event_loop: *const EventLoopWindowTarget<UserEvent> = event_loop;
egui::Context::set_immediate_viewport_renderer(move |egui_ctx, immediate_viewport| {
if let (Some(glutin), Some(painter)) = (glutin.upgrade(), painter.upgrade()) {
// SAFETY: the event loop lives longer than
// the Rc:s we just upgraded above.
#[allow(unsafe_code)]
let event_loop = unsafe { event_loop.as_ref().unwrap() };
render_immediate_viewport(
event_loop,
egui_ctx,
&glutin,
&painter,
beginning,
immediate_viewport,
);
} else {
log::warn!("render_sync_callback called after window closed");
}
});
}
Ok(self.running.insert(GlowWinitRunning {
glutin,
painter,
integration,
app,
}))
}
}
impl WinitApp for GlowWinitApp {
fn frame_nr(&self, viewport_id: ViewportId) -> u64 {
self.running
.as_ref()
.map_or(0, |r| r.integration.egui_ctx.frame_nr_for(viewport_id))
}
fn is_focused(&self, window_id: WindowId) -> bool {
if let Some(running) = &self.running {
let glutin = running.glutin.borrow();
if let Some(window_id) = glutin.viewport_from_window.get(&window_id) {
return glutin.focused_viewport == Some(*window_id);
}
}
false
}
fn integration(&self) -> Option<&EpiIntegration> {
self.running.as_ref().map(|r| &r.integration)
}
fn window(&self, window_id: WindowId) -> Option<Rc<Window>> {
let running = self.running.as_ref()?;
let glutin = running.glutin.borrow();
let viewport_id = *glutin.viewport_from_window.get(&window_id)?;
if let Some(viewport) = glutin.viewports.get(&viewport_id) {
viewport.window.clone()
} else {
None
}
}
fn window_id_from_viewport_id(&self, id: ViewportId) -> Option<WindowId> {
self.running
.as_ref()
.and_then(|r| r.glutin.borrow().window_from_viewport.get(&id).copied())
}
fn save_and_destroy(&mut self) {
if let Some(mut running) = self.running.take() {
crate::profile_function!();
running.integration.save(
running.app.as_mut(),
Some(&running.glutin.borrow().window(ViewportId::ROOT)),
);
running.app.on_exit(Some(running.painter.borrow().gl()));
running.painter.borrow_mut().destroy();
}
}
fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult {
if let Some(running) = &mut self.running {
running.run_ui_and_paint(window_id)
} else {
EventResult::Wait
}
}
fn on_event(
&mut self,
event_loop: &EventLoopWindowTarget<UserEvent>,
event: &winit::event::Event<'_, UserEvent>,
) -> Result<EventResult> {
crate::profile_function!(winit_integration::short_event_description(event));
Ok(match event {
winit::event::Event::Resumed => {
let running = if let Some(running) = &mut self.running {
// not the first resume event. create whatever you need.
running.glutin.borrow_mut().on_resume(event_loop)?;
running
} else {
// first resume event.
// we can actually move this outside of event loop.
// and just run the on_resume fn of gl_window
self.init_run_state(event_loop)?
};
let window_id = running
.glutin
.borrow()
.window_from_viewport
.get(&ViewportId::ROOT)
.copied();
EventResult::RepaintNow(window_id.unwrap())
}
winit::event::Event::Suspended => {
if let Some(running) = &mut self.running {
running.glutin.borrow_mut().on_suspend()?;
}
EventResult::Wait
}
winit::event::Event::MainEventsCleared => {
if let Some(running) = &self.running {
if let Err(err) = running.glutin.borrow_mut().on_resume(event_loop) {
log::warn!("on_resume failed {err}");
}
}
EventResult::Wait
}
winit::event::Event::WindowEvent { event, window_id } => {
if let Some(running) = &mut self.running {
running.on_window_event(*window_id, event)
} else {
EventResult::Wait
}
}
#[cfg(feature = "accesskit")]
winit::event::Event::UserEvent(UserEvent::AccessKitActionRequest(
accesskit_winit::ActionRequestEvent { request, window_id },
)) => {
if let Some(running) = &self.running {
let mut glutin = running.glutin.borrow_mut();
if let Some(viewport_id) = glutin.viewport_from_window.get(window_id).copied() {
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
if let Some(egui_winit) = &mut viewport.egui_winit {
crate::profile_scope!("on_accesskit_action_request");
egui_winit.on_accesskit_action_request(request.clone());
}
}
}
// As a form of user input, accessibility actions should
// lead to a repaint.
EventResult::RepaintNext(*window_id)
} else {
EventResult::Wait
}
}
_ => EventResult::Wait,
})
}
}
impl GlowWinitRunning {
fn run_ui_and_paint(&mut self, window_id: WindowId) -> EventResult {
crate::profile_function!();
let Some(viewport_id) = self
.glutin
.borrow()
.viewport_from_window
.get(&window_id)
.copied()
else {
return EventResult::Wait;
};
#[cfg(feature = "puffin")]
puffin::GlobalProfiler::lock().new_frame();
{
let glutin = self.glutin.borrow();
let viewport = &glutin.viewports[&viewport_id];
let is_immediate = viewport.viewport_ui_cb.is_none();
if is_immediate && viewport_id != ViewportId::ROOT {
// This will only happen if this is an immediate viewport.
// That means that the viewport cannot be rendered by itself and needs his parent to be rendered.
if let Some(parent_viewport) = glutin.viewports.get(&viewport.ids.parent) {
if let Some(window) = parent_viewport.window.as_ref() {
return EventResult::RepaintNext(window.id());
}
}
return EventResult::Wait;
}
}
let (raw_input, viewport_ui_cb) = {
let mut glutin = self.glutin.borrow_mut();
let viewport = glutin.viewports.get_mut(&viewport_id).unwrap();
viewport.update_viewport_info();
let window = viewport.window.as_ref().unwrap();
let egui_winit = viewport.egui_winit.as_mut().unwrap();
let mut raw_input = egui_winit.take_egui_input(window);
let viewport_ui_cb = viewport.viewport_ui_cb.clone();
self.integration.pre_update();
raw_input.time = Some(self.integration.beginning.elapsed().as_secs_f64());
raw_input.viewports = glutin
.viewports
.iter()
.map(|(id, viewport)| (*id, viewport.info.clone()))
.collect();
(raw_input, viewport_ui_cb)
};
// ------------------------------------------------------------
// The update function, which could call immediate viewports,
// so make sure we don't hold any locks here required by the immediate viewports rendeer.
let full_output =
self.integration
.update(self.app.as_mut(), viewport_ui_cb.as_deref(), raw_input);
// ------------------------------------------------------------
let Self {
integration,
app,
glutin,
painter,
..
} = self;
let mut glutin = glutin.borrow_mut();
let mut painter = painter.borrow_mut();
let egui::FullOutput {
platform_output,
textures_delta,
shapes,
pixels_per_point,
viewport_output,
} = full_output;
let GlutinWindowContext {
viewports,
current_gl_context,
..
} = &mut *glutin;
let viewport = viewports.get_mut(&viewport_id).unwrap();
viewport.info.events.clear(); // they should have been processed
let window = viewport.window.as_ref().unwrap();
let gl_surface = viewport.gl_surface.as_ref().unwrap();
let egui_winit = viewport.egui_winit.as_mut().unwrap();
integration.post_update();
egui_winit.handle_platform_output(window, &integration.egui_ctx, platform_output);
let clipped_primitives = integration.egui_ctx.tessellate(shapes, pixels_per_point);
{
// TODO: only do this if we actually have multiple viewports
crate::profile_scope!("change_gl_context");
let not_current = {
crate::profile_scope!("make_not_current");
current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
};
crate::profile_scope!("make_current");
*current_gl_context = Some(not_current.make_current(gl_surface).unwrap());
}
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
painter.clear(
screen_size_in_pixels,
app.clear_color(&integration.egui_ctx.style().visuals),
);
painter.paint_and_update_textures(
screen_size_in_pixels,
pixels_per_point,
&clipped_primitives,
&textures_delta,
);
{
let screenshot_requested = std::mem::take(&mut viewport.screenshot_requested);
if screenshot_requested {
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
egui_winit
.egui_input_mut()
.events
.push(egui::Event::Screenshot {
viewport_id,
image: screenshot.into(),
});
}
integration.post_rendering(window);
}
{
crate::profile_scope!("swap_buffers");
if let Err(err) = gl_surface.swap_buffers(
current_gl_context
.as_ref()
.expect("failed to get current context to swap buffers"),
) {
log::error!("swap_buffers failed: {err}");
}
}
// give it time to settle:
#[cfg(feature = "__screenshot")]
if integration.egui_ctx.frame_nr() == 2 {
if let Ok(path) = std::env::var("EFRAME_SCREENSHOT_TO") {
save_screeshot_and_exit(&path, &painter, screen_size_in_pixels);
}
}
integration.maybe_autosave(app.as_mut(), Some(window));
if window.is_minimized() == Some(true) {
// On Mac, a minimized Window uses up all CPU:
// https://github.com/emilk/egui/issues/325
crate::profile_scope!("minimized_sleep");
std::thread::sleep(std::time::Duration::from_millis(10));
}
glutin.handle_viewport_output(&integration.egui_ctx, viewport_output);
if integration.should_close() {
EventResult::Exit
} else {
EventResult::Wait
}
}
fn on_window_event(
&mut self,
window_id: WindowId,
event: &winit::event::WindowEvent<'_>,
) -> EventResult {
crate::profile_function!(egui_winit::short_window_event_description(event));
let mut glutin = self.glutin.borrow_mut();
let viewport_id = glutin.viewport_from_window.get(&window_id).copied();
// On Windows, if a window is resized by the user, it should repaint synchronously, inside the
// event handler.
//
// If this is not done, the compositor will assume that the window does not want to redraw,
// and continue ahead.
//
// In eframe's case, that causes the window to rapidly flicker, as it struggles to deliver
// new frames to the compositor in time.
//
// The flickering is technically glutin or glow's fault, but we should be responding properly
// to resizes anyway, as doing so avoids dropping frames.
//
// See: https://github.com/emilk/egui/issues/903
let mut repaint_asap = false;
match event {
winit::event::WindowEvent::Focused(new_focused) => {
glutin.focused_viewport = new_focused.then(|| viewport_id).flatten();
}
winit::event::WindowEvent::Resized(physical_size) => {
// Resize with 0 width and height is used by winit to signal a minimize event on Windows.
// See: https://github.com/rust-windowing/winit/issues/208
// This solves an issue where the app would panic when minimizing on Windows.
if 0 < physical_size.width && 0 < physical_size.height {
if let Some(viewport_id) = viewport_id {
repaint_asap = true;
glutin.resize(viewport_id, *physical_size);
}
}
}
winit::event::WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
if let Some(viewport_id) = viewport_id {
repaint_asap = true;
glutin.resize(viewport_id, **new_inner_size);
}
}
winit::event::WindowEvent::CloseRequested => {
if viewport_id == Some(ViewportId::ROOT) && self.integration.should_close() {
log::debug!(
"Received WindowEvent::CloseRequested for main viewport - shutting down."
);
return EventResult::Exit;
}
log::debug!("Received WindowEvent::CloseRequested for viewport {viewport_id:?}");
if let Some(viewport_id) = viewport_id {
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
// Tell viewport it should close:
viewport.info.events.push(egui::ViewportEvent::Close);
// We may need to repaint both us and our parent to close the window,
// and perhaps twice (once to notice the close-event, once again to enforce it).
// `request_repaint_of` does a double-repaint though:
self.integration.egui_ctx.request_repaint_of(viewport_id);
self.integration
.egui_ctx
.request_repaint_of(viewport.ids.parent);
}
}
}
_ => {}
}
if self.integration.should_close() {
return EventResult::Exit;
}
let mut event_response = EventResponse {
consumed: false,
repaint: false,
};
if let Some(viewport_id) = viewport_id {
if let Some(viewport) = glutin.viewports.get_mut(&viewport_id) {
event_response = self
.integration
.on_window_event(event, viewport.egui_winit.as_mut().unwrap());
}
}
if event_response.repaint {
if repaint_asap {
EventResult::RepaintNow(window_id)
} else {
EventResult::RepaintNext(window_id)
}
} else {
EventResult::Wait
}
}
}
impl GlutinWindowContext {
#[allow(unsafe_code)]
unsafe fn new(
egui_ctx: &egui::Context,
viewport_builder: ViewportBuilder,
native_options: &NativeOptions,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<Self> {
crate::profile_function!();
// There is a lot of complexity with opengl creation,
// so prefer extensive logging to get all the help we can to debug issues.
use glutin::prelude::*;
// convert native options to glutin options
let hardware_acceleration = match native_options.hardware_acceleration {
crate::HardwareAcceleration::Required => Some(true),
crate::HardwareAcceleration::Preferred => None,
crate::HardwareAcceleration::Off => Some(false),
};
let swap_interval = if native_options.vsync {
glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap())
} else {
glutin::surface::SwapInterval::DontWait
};
/* opengl setup flow goes like this:
1. we create a configuration for opengl "Display" / "Config" creation
2. choose between special extensions like glx or egl or wgl and use them to create config/display
3. opengl context configuration
4. opengl context creation
*/
// start building config for gl display
let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(hardware_acceleration)
.with_depth_size(native_options.depth_buffer)
.with_stencil_size(native_options.stencil_buffer)
.with_transparency(native_options.viewport.transparent.unwrap_or(false));
// we don't know if multi sampling option is set. so, check if its more than 0.
let config_template_builder = if native_options.multisampling > 0 {
config_template_builder.with_multisampling(
native_options
.multisampling
.try_into()
.expect("failed to fit multisamples option of native_options into u8"),
)
} else {
config_template_builder
};
log::debug!("trying to create glutin Display with config: {config_template_builder:?}");
// Create GL display. This may probably create a window too on most platforms. Definitely on `MS windows`. Never on Android.
let display_builder = glutin_winit::DisplayBuilder::new()
// we might want to expose this option to users in the future. maybe using an env var or using native_options.
.with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
.with_window_builder(Some(create_winit_window_builder(
egui_ctx,
event_loop,
viewport_builder.clone(),
)));
let (window, gl_config) = {
crate::profile_scope!("DisplayBuilder::build");
display_builder
.build(
event_loop,
config_template_builder.clone(),
|mut config_iterator| {
let config = config_iterator.next().expect(
"failed to find a matching configuration for creating glutin config",
);
log::debug!(
"using the first config from config picker closure. config: {config:?}"
);
config
},
)
.map_err(|e| crate::Error::NoGlutinConfigs(config_template_builder.build(), e))?
};
if let Some(window) = &window {
apply_viewport_builder_to_new_window(window, &viewport_builder);
}
let gl_display = gl_config.display();
log::debug!(
"successfully created GL Display with version: {} and supported features: {:?}",
gl_display.version_string(),
gl_display.supported_features()
);
let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle());
log::debug!("creating gl context using raw window handle: {raw_window_handle:?}");
// create gl context. if core context cannot be created, try gl es context as fallback.
let context_attributes =
glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
.with_context_api(glutin::context::ContextApi::Gles(None))
.build(raw_window_handle);
let gl_context_result = unsafe {
crate::profile_scope!("create_context");
gl_config
.display()
.create_context(&gl_config, &context_attributes)
};
let gl_context = match gl_context_result {
Ok(it) => it,
Err(err) => {
log::warn!("Failed to create context using default context attributes {context_attributes:?} due to error: {err}");
log::debug!(
"Retrying with fallback context attributes: {fallback_context_attributes:?}"
);
unsafe {
gl_config
.display()
.create_context(&gl_config, &fallback_context_attributes)?
}
}
};
let not_current_gl_context = Some(gl_context);
let mut viewport_from_window = HashMap::default();
let mut window_from_viewport = ViewportIdMap::default();
let mut info = ViewportInfo::default();
if let Some(window) = &window {
viewport_from_window.insert(window.id(), ViewportId::ROOT);
window_from_viewport.insert(ViewportId::ROOT, window.id());
info.minimized = window.is_minimized();
info.maximized = Some(window.is_maximized());
}
let mut viewports = ViewportIdMap::default();
viewports.insert(
ViewportId::ROOT,
Viewport {
ids: ViewportIdPair::ROOT,
class: ViewportClass::Root,
builder: viewport_builder,
info,
screenshot_requested: false,
viewport_ui_cb: None,
gl_surface: None,
window: window.map(Rc::new),
egui_winit: None,
},
);
// the fun part with opengl gl is that we never know whether there is an error. the context creation might have failed, but
// it could keep working until we try to make surface current or swap buffers or something else. future glutin improvements might
// help us start from scratch again if we fail context creation and go back to preferEgl or try with different config etc..
// https://github.com/emilk/egui/pull/2541#issuecomment-1370767582
let mut slf = GlutinWindowContext {
egui_ctx: egui_ctx.clone(),
swap_interval,
gl_config,
current_gl_context: None,
not_current_gl_context,
viewports,
viewport_from_window,
max_texture_side: None,
window_from_viewport,
focused_viewport: Some(ViewportId::ROOT),
};
slf.on_resume(event_loop)?;
Ok(slf)
}
/// This will be run after `new`. on android, it might be called multiple times over the course of the app's lifetime.
/// roughly,
/// 1. check if window already exists. otherwise, create one now.
/// 2. create attributes for surface creation.
/// 3. create surface.
/// 4. make surface and context current.
///
/// we presently assume that we will
fn on_resume(&mut self, event_loop: &EventLoopWindowTarget<UserEvent>) -> Result<()> {
crate::profile_function!();
let viewports: Vec<ViewportId> = self
.viewports
.iter()
.filter(|(_, viewport)| viewport.gl_surface.is_none())
.map(|(id, _)| *id)
.collect();
for viewport_id in viewports {
self.init_viewport(viewport_id, event_loop)?;
}
Ok(())
}
#[allow(unsafe_code)]
pub(crate) fn init_viewport(
&mut self,
viewport_id: ViewportId,
event_loop: &EventLoopWindowTarget<UserEvent>,
) -> Result<()> {
crate::profile_function!();
let viewport = self
.viewports
.get_mut(&viewport_id)
.expect("viewport doesn't exist");
let window = if let Some(window) = &mut viewport.window {
window
} else {
log::trace!("Window doesn't exist yet. Creating one now with finalize_window");
let window = glutin_winit::finalize_window(
event_loop,
create_winit_window_builder(&self.egui_ctx, event_loop, viewport.builder.clone()),
&self.gl_config,
)?;
apply_viewport_builder_to_new_window(&window, &viewport.builder);
viewport.info.minimized = window.is_minimized();
viewport.info.maximized = Some(window.is_maximized());
viewport.window.insert(Rc::new(window))
};
{
// surface attributes
let (width_px, height_px): (u32, u32) = window.inner_size().into();
let width_px = std::num::NonZeroU32::new(width_px.at_least(1)).unwrap();
let height_px = std::num::NonZeroU32::new(height_px.at_least(1)).unwrap();
let surface_attributes =
glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new()
.build(window.raw_window_handle(), width_px, height_px);
log::trace!("creating surface with attributes: {surface_attributes:?}");
let gl_surface = unsafe {
self.gl_config
.display()
.create_window_surface(&self.gl_config, &surface_attributes)?
};
log::trace!("surface created successfully: {gl_surface:?}. making context current");
let not_current_gl_context =
if let Some(not_current_context) = self.not_current_gl_context.take() {
not_current_context
} else {
self.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
};
let current_gl_context = not_current_gl_context.make_current(&gl_surface)?;
// try setting swap interval. but its not absolutely necessary, so don't panic on failure.
log::trace!("made context current. setting swap interval for surface");
if let Err(err) = gl_surface.set_swap_interval(&current_gl_context, self.swap_interval)
{
log::warn!("Failed to set swap interval due to error: {err}");
}
// we will reach this point only once in most platforms except android.
// create window/surface/make context current once and just use them forever.
viewport.egui_winit.get_or_insert_with(|| {
egui_winit::State::new(
viewport_id,
event_loop,
Some(window.scale_factor() as f32),
self.max_texture_side,
)
});
viewport.gl_surface = Some(gl_surface);
self.current_gl_context = Some(current_gl_context);
self.viewport_from_window
.insert(window.id(), viewport.ids.this);
self.window_from_viewport
.insert(viewport.ids.this, window.id());
}
Ok(())
}
/// only applies for android. but we basically drop surface + window and make context not current
fn on_suspend(&mut self) -> Result<()> {
log::debug!("received suspend event. dropping window and surface");
for viewport in self.viewports.values_mut() {
viewport.gl_surface = None;
viewport.window = None;
}
if let Some(current) = self.current_gl_context.take() {
log::debug!("context is current, so making it non-current");
self.not_current_gl_context = Some(current.make_not_current()?);
} else {
log::debug!("context is already not current??? could be duplicate suspend event");
}
Ok(())
}
fn viewport(&self, viewport_id: ViewportId) -> &Viewport {
self.viewports
.get(&viewport_id)
.expect("viewport doesn't exist")
}
fn window(&self, viewport_id: ViewportId) -> Rc<Window> {
self.viewport(viewport_id)
.window
.clone()
.expect("winit window doesn't exist")
}
fn resize(&mut self, viewport_id: ViewportId, physical_size: winit::dpi::PhysicalSize<u32>) {
let width_px = std::num::NonZeroU32::new(physical_size.width.at_least(1)).unwrap();
let height_px = std::num::NonZeroU32::new(physical_size.height.at_least(1)).unwrap();
if let Some(viewport) = self.viewports.get(&viewport_id) {
if let Some(gl_surface) = &viewport.gl_surface {
self.current_gl_context = Some(
self.current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(gl_surface)
.unwrap(),
);
gl_surface.resize(
self.current_gl_context
.as_ref()
.expect("failed to get current context to resize surface"),
width_px,
height_px,
);
}
}
}
fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
self.gl_config.display().get_proc_address(addr)
}
fn handle_viewport_output(
&mut self,
egui_ctx: &egui::Context,
viewport_output: ViewportIdMap<ViewportOutput>,
) {
crate::profile_function!();
let active_viewports_ids: ViewportIdSet = viewport_output.keys().copied().collect();
for (
viewport_id,
ViewportOutput {
parent,
class,
builder,
viewport_ui_cb,
commands,
repaint_delay: _, // ignored - we listened to the repaint callback instead
},
) in viewport_output
{
let ids = ViewportIdPair::from_self_and_parent(viewport_id, parent);
let viewport = initialize_or_update_viewport(
egui_ctx,
&mut self.viewports,
ids,
class,
builder,
viewport_ui_cb,
self.focused_viewport,
);
if let Some(window) = &viewport.window {
let is_viewport_focused = self.focused_viewport == Some(viewport_id);
egui_winit::process_viewport_commands(
egui_ctx,
&mut viewport.info,
commands,
window,
is_viewport_focused,
&mut viewport.screenshot_requested,
);
}
}
// GC old viewports
self.viewports
.retain(|id, _| active_viewports_ids.contains(id));
self.viewport_from_window
.retain(|_, id| active_viewports_ids.contains(id));
self.window_from_viewport
.retain(|id, _| active_viewports_ids.contains(id));
}
}
impl Viewport {
/// Update the stored `ViewportInfo`.
fn update_viewport_info(&mut self) {
let Some(window) = &self.window else {
return;
};
let Some(egui_winit) = &self.egui_winit else {
return;
};
egui_winit.update_viewport_info(&mut self.info, window);
}
}
fn initialize_or_update_viewport<'vp>(
egu_ctx: &'_ egui::Context,
viewports: &'vp mut ViewportIdMap<Viewport>,
ids: ViewportIdPair,
class: ViewportClass,
mut builder: ViewportBuilder,
viewport_ui_cb: Option<Arc<dyn Fn(&egui::Context) + Send + Sync>>,
focused_viewport: Option<ViewportId>,
) -> &'vp mut Viewport {
crate::profile_function!();
if builder.icon.is_none() {
// Inherit icon from parent
builder.icon = viewports
.get_mut(&ids.parent)
.and_then(|vp| vp.builder.icon.clone());
}
match viewports.entry(ids.this) {
std::collections::hash_map::Entry::Vacant(entry) => {
// New viewport:
log::debug!("Creating new viewport {:?} ({:?})", ids.this, builder.title);
entry.insert(Viewport {
ids,
class,
builder,
info: Default::default(),
screenshot_requested: false,
viewport_ui_cb,
window: None,
egui_winit: None,
gl_surface: None,
})
}
std::collections::hash_map::Entry::Occupied(mut entry) => {
// Patch an existing viewport:
let viewport = entry.get_mut();
viewport.ids.parent = ids.parent;
viewport.class = class;
viewport.viewport_ui_cb = viewport_ui_cb;
let (delta_commands, recreate) = viewport.builder.patch(builder);
if recreate {
log::debug!(
"Recreating window for viewport {:?} ({:?})",
ids.this,
viewport.builder.title
);
viewport.window = None;
viewport.egui_winit = None;
} else if let Some(window) = &viewport.window {
let is_viewport_focused = focused_viewport == Some(ids.this);
process_viewport_commands(
egu_ctx,
&mut viewport.info,
delta_commands,
window,
is_viewport_focused,
&mut viewport.screenshot_requested,
);
}
entry.into_mut()
}
}
}
/// This is called (via a callback) by user code to render immediate viewports,
/// i.e. viewport that are directly nested inside a parent viewport.
fn render_immediate_viewport(
event_loop: &EventLoopWindowTarget<UserEvent>,
egui_ctx: &egui::Context,
glutin: &RefCell<GlutinWindowContext>,
painter: &RefCell<egui_glow::Painter>,
beginning: Instant,
immediate_viewport: ImmediateViewport<'_>,
) {
crate::profile_function!();
let ImmediateViewport {
ids,
builder,
viewport_ui_cb,
} = immediate_viewport;
{
let mut glutin = glutin.borrow_mut();
let viewport = initialize_or_update_viewport(
egui_ctx,
&mut glutin.viewports,
ids,
ViewportClass::Immediate,
builder,
None,
None,
);
if viewport.gl_surface.is_none() {
glutin
.init_viewport(ids.this, event_loop)
.expect("Failed to initialize window in egui::Context::show_viewport_immediate");
}
}
let input = {
let mut glutin = glutin.borrow_mut();
let Some(viewport) = glutin.viewports.get_mut(&ids.this) else {
return;
};
viewport.update_viewport_info();
let Some(winit_state) = &mut viewport.egui_winit else {
return;
};
let Some(window) = &viewport.window else {
return;
};
let mut raw_input = winit_state.take_egui_input(window);
raw_input.viewports = glutin
.viewports
.iter()
.map(|(id, viewport)| (*id, viewport.info.clone()))
.collect();
raw_input.time = Some(beginning.elapsed().as_secs_f64());
raw_input
};
// ---------------------------------------------------
// Call the user ui-code, which could re-entrantly call this function again!
// No locks may be hold while calling this function.
let egui::FullOutput {
platform_output,
textures_delta,
shapes,
pixels_per_point,
viewport_output,
} = egui_ctx.run(input, |ctx| {
viewport_ui_cb(ctx);
});
// ---------------------------------------------------
let mut glutin = glutin.borrow_mut();
let GlutinWindowContext {
current_gl_context,
viewports,
..
} = &mut *glutin;
let Some(viewport) = viewports.get_mut(&ids.this) else {
return;
};
viewport.info.events.clear(); // they should have been processed
let Some(winit_state) = &mut viewport.egui_winit else {
return;
};
let (Some(window), Some(gl_surface)) = (&viewport.window, &viewport.gl_surface) else {
return;
};
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
let clipped_primitives = egui_ctx.tessellate(shapes, pixels_per_point);
let mut painter = painter.borrow_mut();
*current_gl_context = Some(
current_gl_context
.take()
.unwrap()
.make_not_current()
.unwrap()
.make_current(gl_surface)
.unwrap(),
);
let current_gl_context = current_gl_context.as_ref().unwrap();
if !gl_surface.is_current(current_gl_context) {
log::error!("egui::show_viewport_immediate: viewport {:?} ({:?}) is not created in main thread, try to use wgpu!", viewport.ids.this, viewport.builder.title);
}
let gl = &painter.gl().clone();
egui_glow::painter::clear(gl, screen_size_in_pixels, [0.0, 0.0, 0.0, 0.0]);
painter.paint_and_update_textures(
screen_size_in_pixels,
pixels_per_point,
&clipped_primitives,
&textures_delta,
);
{
crate::profile_scope!("swap_buffers");
if let Err(err) = gl_surface.swap_buffers(current_gl_context) {
log::error!("swap_buffers failed: {err}");
}
}
winit_state.handle_platform_output(window, egui_ctx, platform_output);
glutin.handle_viewport_output(egui_ctx, viewport_output);
}
#[cfg(feature = "__screenshot")]
fn save_screeshot_and_exit(
path: &str,
painter: &egui_glow::Painter,
screen_size_in_pixels: [u32; 2],
) {
assert!(
path.ends_with(".png"),
"Expected EFRAME_SCREENSHOT_TO to end with '.png', got {path:?}"
);
let screenshot = painter.read_screen_rgba(screen_size_in_pixels);
image::save_buffer(
path,
screenshot.as_raw(),
screenshot.width() as u32,
screenshot.height() as u32,
image::ColorType::Rgba8,
)
.unwrap_or_else(|err| {
panic!("Failed to save screenshot to {path:?}: {err}");
});
eprintln!("Screenshot saved to {path:?}.");
#[allow(clippy::exit)]
std::process::exit(0);
}