egui/crates/egui_kittest/src/wgpu.rs

227 lines
7.6 KiB
Rust

use std::sync::Arc;
use std::{iter::once, time::Duration};
use egui::TexturesDelta;
use egui_wgpu::{RenderState, ScreenDescriptor, WgpuSetup, wgpu};
use image::RgbaImage;
use crate::texture_to_image::texture_to_image;
/// Timeout for waiting on the GPU to finish rendering.
///
/// Windows will reset native drivers after 2 seconds of being stuck (known was TDR - timeout detection & recovery).
/// However, software rasterizers like lavapipe may not do that and take longer if there's a lot of work in flight.
/// In the end, what we really want to protect here against is undetected errors that lead to device loss
/// and therefore infinite waits it happens occasionally on MacOS/Metal as of writing.
pub(crate) const WAIT_TIMEOUT: Duration = Duration::from_secs(10);
/// Default wgpu setup used for the wgpu renderer.
pub fn default_wgpu_setup() -> egui_wgpu::WgpuSetup {
let mut setup = egui_wgpu::WgpuSetupCreateNew::default();
// WebGPU not supported yet since we rely on blocking screenshots.
setup
.instance_descriptor
.backends
.remove(wgpu::Backends::BROWSER_WEBGPU);
// Prefer software rasterizers.
setup.native_adapter_selector = Some(Arc::new(|adapters, _surface| {
let mut adapters = adapters.iter().collect::<Vec<_>>();
// Adapters are already sorted by preferred backend by wgpu, but let's be explicit.
adapters.sort_by_key(|a| match a.get_info().backend {
wgpu::Backend::Metal => 0,
wgpu::Backend::Vulkan => 1,
wgpu::Backend::Dx12 => 2,
wgpu::Backend::Gl => 4,
wgpu::Backend::BrowserWebGpu => 6,
wgpu::Backend::Noop => 7,
});
// Prefer CPU adapters, otherwise if we can't, prefer discrete GPU over integrated GPU.
adapters.sort_by_key(|a| match a.get_info().device_type {
wgpu::DeviceType::Cpu => 0, // CPU is the best for our purposes!
wgpu::DeviceType::DiscreteGpu => 1,
wgpu::DeviceType::Other
| wgpu::DeviceType::IntegratedGpu
| wgpu::DeviceType::VirtualGpu => 2,
});
adapters
.first()
.map(|a| (*a).clone())
.ok_or("No adapter found".to_owned())
}));
egui_wgpu::WgpuSetup::CreateNew(setup)
}
pub fn create_render_state(setup: WgpuSetup) -> egui_wgpu::RenderState {
let instance = pollster::block_on(setup.new_instance());
pollster::block_on(egui_wgpu::RenderState::create(
&egui_wgpu::WgpuConfiguration {
wgpu_setup: setup,
..Default::default()
},
&instance,
None,
egui_wgpu::RendererOptions::PREDICTABLE,
))
.expect("Failed to create render state")
}
/// Utility to render snapshots from a [`crate::Harness`] using [`egui_wgpu`].
pub struct WgpuTestRenderer {
render_state: RenderState,
}
impl Default for WgpuTestRenderer {
fn default() -> Self {
Self::new()
}
}
impl WgpuTestRenderer {
/// Create a new [`WgpuTestRenderer`] with the default setup.
pub fn new() -> Self {
Self {
render_state: create_render_state(default_wgpu_setup()),
}
}
/// Create a new [`WgpuTestRenderer`] with the given setup.
pub fn from_setup(setup: WgpuSetup) -> Self {
Self {
render_state: create_render_state(setup),
}
}
/// Create a new [`WgpuTestRenderer`] from an existing [`RenderState`].
///
/// # Panics
/// Panics if the [`RenderState`] has been used before.
pub fn from_render_state(render_state: RenderState) -> Self {
assert!(
render_state
.renderer
.read()
.texture(&egui::epaint::TextureId::Managed(0))
.is_none(),
"The RenderState passed in has been used before, pass in a fresh RenderState instead."
);
Self { render_state }
}
}
impl crate::TestRenderer for WgpuTestRenderer {
#[cfg(feature = "eframe")]
fn setup_eframe(&self, cc: &mut eframe::CreationContext<'_>, frame: &mut eframe::Frame) {
cc.wgpu_render_state = Some(self.render_state.clone());
frame.wgpu_render_state = Some(self.render_state.clone());
}
fn handle_delta(&mut self, delta: &TexturesDelta) {
let mut renderer = self.render_state.renderer.write();
for (id, image) in &delta.set {
renderer.update_texture(
&self.render_state.device,
&self.render_state.queue,
*id,
image,
);
}
}
/// Render the [`crate::Harness`] and return the resulting image.
fn render(
&mut self,
ctx: &egui::Context,
output: &egui::FullOutput,
) -> Result<RgbaImage, String> {
let mut renderer = self.render_state.renderer.write();
let mut encoder =
self.render_state
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Egui Command Encoder"),
});
let size = ctx.content_rect().size() * ctx.pixels_per_point();
let screen = ScreenDescriptor {
pixels_per_point: ctx.pixels_per_point(),
size_in_pixels: [size.x.round() as u32, size.y.round() as u32],
};
let tessellated = ctx.tessellate(output.shapes.clone(), ctx.pixels_per_point());
let user_buffers = renderer.update_buffers(
&self.render_state.device,
&self.render_state.queue,
&mut encoder,
&tessellated,
&screen,
);
let texture = self
.render_state
.device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Egui Texture"),
size: wgpu::Extent3d {
width: screen.size_in_pixels[0],
height: screen.size_in_pixels[1],
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.render_state.target_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
{
let mut pass = encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Egui Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
})
.forget_lifetime();
renderer.render(&mut pass, &tessellated, &screen);
}
self.render_state
.queue
.submit(user_buffers.into_iter().chain(once(encoder.finish())));
self.render_state
.device
.poll(wgpu::PollType::Wait {
submission_index: None,
timeout: Some(WAIT_TIMEOUT),
})
.map_err(|err| format!("PollError: {err}"))?;
Ok(texture_to_image(
&self.render_state.device,
&self.render_state.queue,
&texture,
))
}
}