egui/crates/eframe/src/web/web_painter_wgpu.rs

301 lines
10 KiB
Rust

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::{renderer::ScreenDescriptor, 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<WindowHandle<'_>, 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<DisplayHandle<'_>, HandleError> {
// SAFETY: there is no lifetime here.
unsafe {
Ok(DisplayHandle::borrow_raw(RawDisplayHandle::Web(
WebDisplayHandle::new(),
)))
}
}
}
pub(crate) struct WebPainterWgpu {
canvas: HtmlCanvasElement,
canvas_id: String,
surface: wgpu::Surface<'static>,
surface_configuration: wgpu::SurfaceConfiguration,
render_state: Option<RenderState>,
on_surface_error: Arc<dyn Fn(wgpu::SurfaceError) -> SurfaceErrorAction>,
depth_format: Option<wgpu::TextureFormat>,
depth_texture_view: Option<wgpu::TextureView>,
}
impl WebPainterWgpu {
#[allow(unused)] // only used if `wgpu` is the only active feature.
pub fn render_state(&self) -> Option<RenderState> {
self.render_state.clone()
}
pub fn generate_depth_texture_view(
&self,
render_state: &RenderState,
width_in_pixels: u32,
height_in_pixels: u32,
) -> Option<wgpu::TextureView> {
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_id: &str, options: &WebOptions) -> Result<Self, String> {
log::debug!("Creating wgpu painter");
{
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"
);
}
}
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: options.wgpu_options.supported_backends,
..Default::default()
});
let canvas = super::canvas_element_or_die(canvas_id);
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)
.await
.map_err(|err| err.to_string())?;
let (width, height) = (0, 0);
let surface_configuration = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: render_state.target_format,
present_mode: options.wgpu_options.present_mode,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![render_state.target_format],
..surface
.get_default_config(&render_state.adapter, width, height)
.ok_or("The surface isn't supported by this adapter")?
};
log::debug!("wgpu painter initialized.");
Ok(Self {
canvas,
canvas_id: canvas_id.to_owned(),
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_id(&self) -> &str {
&self.canvas_id
}
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 = 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;
}
}