egui/crates/egui-wgpu/src/winit.rs

586 lines
22 KiB
Rust

#![allow(clippy::missing_errors_doc)]
#![allow(clippy::undocumented_unsafe_blocks)]
use crate::capture::{CaptureReceiver, CaptureSender, CaptureState, capture_channel};
use crate::{RenderState, SurfaceErrorAction, WgpuConfiguration, renderer};
use egui::{Context, Event, UserData, ViewportId, ViewportIdMap, ViewportIdSet};
use std::{num::NonZeroU32, sync::Arc};
struct SurfaceState {
surface: wgpu::Surface<'static>,
alpha_mode: wgpu::CompositeAlphaMode,
width: u32,
height: u32,
}
/// Everything you need to paint egui with [`wgpu`] on [`winit`].
///
/// Alternatively you can use [`crate::Renderer`] directly.
///
/// NOTE: all egui viewports share the same painter.
pub struct Painter {
context: Context,
configuration: WgpuConfiguration,
msaa_samples: u32,
support_transparent_backbuffer: bool,
dithering: bool,
depth_format: Option<wgpu::TextureFormat>,
screen_capture_state: Option<CaptureState>,
instance: wgpu::Instance,
render_state: Option<RenderState>,
// Per viewport/window:
depth_texture_view: ViewportIdMap<wgpu::TextureView>,
msaa_texture_view: ViewportIdMap<wgpu::TextureView>,
surfaces: ViewportIdMap<SurfaceState>,
capture_tx: CaptureSender,
capture_rx: CaptureReceiver,
}
impl Painter {
/// Manages [`wgpu`] state, including surface state, required to render egui.
///
/// Only the [`wgpu::Instance`] is initialized here. Device selection and the initialization
/// of render + surface state is deferred until the painter is given its first window target
/// via [`set_window()`](Self::set_window). (Ensuring that a device that's compatible with the
/// native window is chosen)
///
/// Before calling [`paint_and_update_textures()`](Self::paint_and_update_textures) a
/// [`wgpu::Surface`] must be initialized (and corresponding render state) by calling
/// [`set_window()`](Self::set_window) once you have
/// a [`winit::window::Window`] with a valid `.raw_window_handle()`
/// associated.
pub async fn new(
context: Context,
configuration: WgpuConfiguration,
msaa_samples: u32,
depth_format: Option<wgpu::TextureFormat>,
support_transparent_backbuffer: bool,
dithering: bool,
) -> Self {
let (capture_tx, capture_rx) = capture_channel();
let instance = configuration.wgpu_setup.new_instance().await;
Self {
context,
configuration,
msaa_samples,
support_transparent_backbuffer,
dithering,
depth_format,
screen_capture_state: None,
instance,
render_state: None,
depth_texture_view: Default::default(),
surfaces: Default::default(),
msaa_texture_view: Default::default(),
capture_tx,
capture_rx,
}
}
/// Get the [`RenderState`].
///
/// Will return [`None`] if the render state has not been initialized yet.
pub fn render_state(&self) -> Option<RenderState> {
self.render_state.clone()
}
fn configure_surface(
surface_state: &SurfaceState,
render_state: &RenderState,
config: &WgpuConfiguration,
) {
profiling::function_scope!();
let width = surface_state.width;
let height = surface_state.height;
let mut surf_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: render_state.target_format,
present_mode: config.present_mode,
alpha_mode: surface_state.alpha_mode,
view_formats: vec![render_state.target_format],
..surface_state
.surface
.get_default_config(&render_state.adapter, width, height)
.expect("The surface isn't supported by this adapter")
};
if let Some(desired_maximum_frame_latency) = config.desired_maximum_frame_latency {
surf_config.desired_maximum_frame_latency = desired_maximum_frame_latency;
}
surface_state
.surface
.configure(&render_state.device, &surf_config);
}
/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`]
///
/// This creates a [`wgpu::Surface`] for the given Window (as well as initializing render
/// state if needed) that is used for egui rendering.
///
/// This must be called before trying to render via
/// [`paint_and_update_textures`](Self::paint_and_update_textures)
///
/// # Portability
///
/// _In particular it's important to note that on Android a it's only possible to create
/// a window surface between `Resumed` and `Paused` lifecycle events, and Winit will panic on
/// attempts to query the raw window handle while paused._
///
/// On Android [`set_window`](Self::set_window) should be called with `Some(window)` for each
/// `Resumed` event and `None` for each `Paused` event. Currently, on all other platforms
/// [`set_window`](Self::set_window) may be called with `Some(window)` as soon as you have a
/// valid [`winit::window::Window`].
///
/// # Errors
/// If the provided wgpu configuration does not match an available device.
pub async fn set_window(
&mut self,
viewport_id: ViewportId,
window: Option<Arc<winit::window::Window>>,
) -> Result<(), crate::WgpuError> {
profiling::scope!("Painter::set_window"); // profile_function gives bad names for async functions
if let Some(window) = window {
let size = window.inner_size();
if !self.surfaces.contains_key(&viewport_id) {
let surface = self.instance.create_surface(window)?;
self.add_surface(surface, viewport_id, size).await?;
}
} else {
log::warn!("No window - clearing all surfaces");
self.surfaces.clear();
}
Ok(())
}
/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`] without taking ownership of the window.
///
/// Like [`set_window`](Self::set_window) except:
///
/// # Safety
/// The user is responsible for ensuring that the window is alive for as long as it is set.
pub async unsafe fn set_window_unsafe(
&mut self,
viewport_id: ViewportId,
window: Option<&winit::window::Window>,
) -> Result<(), crate::WgpuError> {
profiling::scope!("Painter::set_window_unsafe"); // profile_function gives bad names for async functions
if let Some(window) = window {
let size = window.inner_size();
if !self.surfaces.contains_key(&viewport_id) {
let surface = unsafe {
self.instance
.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::from_window(&window)?)?
};
self.add_surface(surface, viewport_id, size).await?;
}
} else {
log::warn!("No window - clearing all surfaces");
self.surfaces.clear();
}
Ok(())
}
async fn add_surface(
&mut self,
surface: wgpu::Surface<'static>,
viewport_id: ViewportId,
size: winit::dpi::PhysicalSize<u32>,
) -> Result<(), crate::WgpuError> {
let render_state = if let Some(render_state) = &self.render_state {
render_state
} else {
let render_state = RenderState::create(
&self.configuration,
&self.instance,
Some(&surface),
self.depth_format,
self.msaa_samples,
self.dithering,
)
.await?;
self.render_state.get_or_insert(render_state)
};
let alpha_mode = if self.support_transparent_backbuffer {
let supported_alpha_modes = surface.get_capabilities(&render_state.adapter).alpha_modes;
// Prefer pre multiplied over post multiplied!
if supported_alpha_modes.contains(&wgpu::CompositeAlphaMode::PreMultiplied) {
wgpu::CompositeAlphaMode::PreMultiplied
} else if supported_alpha_modes.contains(&wgpu::CompositeAlphaMode::PostMultiplied) {
wgpu::CompositeAlphaMode::PostMultiplied
} else {
log::warn!(
"Transparent window was requested, but the active wgpu surface does not support a `CompositeAlphaMode` with transparency."
);
wgpu::CompositeAlphaMode::Auto
}
} else {
wgpu::CompositeAlphaMode::Auto
};
self.surfaces.insert(
viewport_id,
SurfaceState {
surface,
width: size.width,
height: size.height,
alpha_mode,
},
);
let Some(width) = NonZeroU32::new(size.width) else {
log::debug!("The window width was zero; skipping generate textures");
return Ok(());
};
let Some(height) = NonZeroU32::new(size.height) else {
log::debug!("The window height was zero; skipping generate textures");
return Ok(());
};
self.resize_and_generate_depth_texture_view_and_msaa_view(viewport_id, width, height);
Ok(())
}
/// Returns the maximum texture dimension supported if known
///
/// This API will only return a known dimension after `set_window()` has been called
/// at least once, since the underlying device and render state are initialized lazily
/// once we have a window (that may determine the choice of adapter/device).
pub fn max_texture_side(&self) -> Option<usize> {
self.render_state
.as_ref()
.map(|rs| rs.device.limits().max_texture_dimension_2d as usize)
}
fn resize_and_generate_depth_texture_view_and_msaa_view(
&mut self,
viewport_id: ViewportId,
width_in_pixels: NonZeroU32,
height_in_pixels: NonZeroU32,
) {
profiling::function_scope!();
let width = width_in_pixels.get();
let height = height_in_pixels.get();
let render_state = self.render_state.as_ref().unwrap();
let surface_state = self.surfaces.get_mut(&viewport_id).unwrap();
surface_state.width = width;
surface_state.height = height;
Self::configure_surface(surface_state, render_state, &self.configuration);
if let Some(depth_format) = self.depth_format {
self.depth_texture_view.insert(
viewport_id,
render_state
.device
.create_texture(&wgpu::TextureDescriptor {
label: Some("egui_depth_texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: self.msaa_samples,
dimension: wgpu::TextureDimension::D2,
format: depth_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[depth_format],
})
.create_view(&wgpu::TextureViewDescriptor::default()),
);
}
if let Some(render_state) = (self.msaa_samples > 1)
.then_some(self.render_state.as_ref())
.flatten()
{
let texture_format = render_state.target_format;
self.msaa_texture_view.insert(
viewport_id,
render_state
.device
.create_texture(&wgpu::TextureDescriptor {
label: Some("egui_msaa_texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: self.msaa_samples,
dimension: wgpu::TextureDimension::D2,
format: texture_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[texture_format],
})
.create_view(&wgpu::TextureViewDescriptor::default()),
);
}
}
pub fn on_window_resized(
&mut self,
viewport_id: ViewportId,
width_in_pixels: NonZeroU32,
height_in_pixels: NonZeroU32,
) {
profiling::function_scope!();
if self.surfaces.contains_key(&viewport_id) {
self.resize_and_generate_depth_texture_view_and_msaa_view(
viewport_id,
width_in_pixels,
height_in_pixels,
);
} else {
log::warn!(
"Ignoring window resize notification with no surface created via Painter::set_window()"
);
}
}
/// Returns two things:
///
/// The approximate number of seconds spent on vsync-waiting (if any),
/// and the captures captured screenshot if it was requested.
///
/// If `capture_data` isn't empty, a screenshot will be captured.
pub fn paint_and_update_textures(
&mut self,
viewport_id: ViewportId,
pixels_per_point: f32,
clear_color: [f32; 4],
clipped_primitives: &[epaint::ClippedPrimitive],
textures_delta: &epaint::textures::TexturesDelta,
capture_data: Vec<UserData>,
) -> f32 {
profiling::function_scope!();
let capture = !capture_data.is_empty();
let mut vsync_sec = 0.0;
let Some(render_state) = self.render_state.as_mut() else {
return vsync_sec;
};
let Some(surface_state) = self.surfaces.get(&viewport_id) else {
return vsync_sec;
};
let mut encoder =
render_state
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
});
// Upload all resources for the GPU.
let screen_descriptor = renderer::ScreenDescriptor {
size_in_pixels: [surface_state.width, surface_state.height],
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,
)
};
let output_frame = {
profiling::scope!("get_current_texture");
// This is what vsync-waiting happens on my Mac.
let start = web_time::Instant::now();
let output_frame = surface_state.surface.get_current_texture();
vsync_sec += start.elapsed().as_secs_f32();
output_frame
};
let output_frame = match output_frame {
Ok(frame) => frame,
Err(err) => match (*self.configuration.on_surface_error)(err) {
SurfaceErrorAction::RecreateSurface => {
Self::configure_surface(surface_state, render_state, &self.configuration);
return vsync_sec;
}
SurfaceErrorAction::SkipFrame => {
return vsync_sec;
}
},
};
let mut capture_buffer = None;
{
let renderer = render_state.renderer.read();
let target_texture = if capture {
let capture_state = self.screen_capture_state.get_or_insert_with(|| {
CaptureState::new(&render_state.device, &output_frame.texture)
});
capture_state.update(&render_state.device, &output_frame.texture);
&capture_state.texture
} else {
&output_frame.texture
};
let target_view = target_texture.create_view(&wgpu::TextureViewDescriptor::default());
let (view, resolve_target) = (self.msaa_samples > 1)
.then_some(self.msaa_texture_view.get(&viewport_id))
.flatten()
.map_or((&target_view, None), |texture_view| {
(texture_view, Some(&target_view))
});
let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("egui_render"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target,
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_slice: None,
})],
depth_stencil_attachment: self.depth_texture_view.get(&viewport_id).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,
}
}),
timestamp_writes: None,
occlusion_query_set: None,
});
// Forgetting the pass' lifetime means that we are no longer compile-time protected from
// runtime errors caused by accessing the parent encoder before the render pass is dropped.
// Since we don't pass it on to the renderer, we should be perfectly safe against this mistake here!
renderer.render(
&mut render_pass.forget_lifetime(),
clipped_primitives,
&screen_descriptor,
);
if capture && let Some(capture_state) = &mut self.screen_capture_state {
capture_buffer = Some(capture_state.copy_textures(
&render_state.device,
&output_frame,
&mut encoder,
));
}
}
let encoded = {
profiling::scope!("CommandEncoder::finish");
encoder.finish()
};
// Submit the commands: both the main buffer and user-defined ones.
{
profiling::scope!("Queue::submit");
// wgpu doesn't document where vsync can happen. Maybe here?
let start = web_time::Instant::now();
render_state
.queue
.submit(user_cmd_bufs.into_iter().chain([encoded]));
vsync_sec += start.elapsed().as_secs_f32();
};
// Free textures marked for destruction **after** queue submit since they might still be used in the current frame.
// Calling `wgpu::Texture::destroy` on a texture that is still in use would invalidate the command buffer(s) it is used in.
// However, once we called `wgpu::Queue::submit`, it is up for wgpu to determine how long the underlying gpu resource has to live.
{
let mut renderer = render_state.renderer.write();
for id in &textures_delta.free {
renderer.free_texture(id);
}
}
if let Some(capture_buffer) = capture_buffer
&& let Some(screen_capture_state) = &mut self.screen_capture_state
{
screen_capture_state.read_screen_rgba(
self.context.clone(),
capture_buffer,
capture_data,
self.capture_tx.clone(),
viewport_id,
);
}
{
profiling::scope!("present");
// wgpu doesn't document where vsync can happen. Maybe here?
let start = web_time::Instant::now();
output_frame.present();
vsync_sec += start.elapsed().as_secs_f32();
}
vsync_sec
}
/// Call this at the beginning of each frame to receive the requested screenshots.
pub fn handle_screenshots(&self, events: &mut Vec<Event>) {
for (viewport_id, user_data, screenshot) in self.capture_rx.try_iter() {
let screenshot = Arc::new(screenshot);
for data in user_data {
events.push(Event::Screenshot {
viewport_id,
user_data: data,
image: screenshot.clone(),
});
}
}
}
pub fn gc_viewports(&mut self, active_viewports: &ViewportIdSet) {
self.surfaces.retain(|id, _| active_viewports.contains(id));
self.depth_texture_view
.retain(|id, _| active_viewports.contains(id));
self.msaa_texture_view
.retain(|id, _| active_viewports.contains(id));
}
#[expect(clippy::needless_pass_by_ref_mut, clippy::unused_self)]
pub fn destroy(&mut self) {
// TODO(emilk): something here?
}
}