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pub mod cached_blitter;
mod context;
mod resample;
pub mod shader_runtime;
pub mod texture_conversion;
use crate::resample::Resampler;
use crate::shader_runtime::ShaderRuntime;
use anyhow::Result;
use futures::lock::Mutex;
use glam::UVec2;
use graphene_application_io::{ApplicationIo, EditorApi};
use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
use wgpu::{Origin3d, TextureAspect};
pub use context::Context as WgpuContext;
pub use context::ContextBuilder as WgpuContextBuilder;
pub use rendering::RenderContext;
pub use wgpu::Backends as WgpuBackends;
pub use wgpu::Features as WgpuFeatures;
#[derive(dyn_any::DynAny)]
pub struct WgpuExecutor {
pub context: WgpuContext,
vello_renderer: Mutex<Renderer>,
resampler: Resampler,
pub shader_runtime: ShaderRuntime,
}
impl std::fmt::Debug for WgpuExecutor {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("WgpuExecutor").field("context", &self.context).finish()
}
}
impl<'a, T: ApplicationIo<Executor = WgpuExecutor>> From<&'a EditorApi<T>> for &'a WgpuExecutor {
fn from(editor_api: &'a EditorApi<T>) -> Self {
editor_api.application_io.as_ref().unwrap().gpu_executor().unwrap()
}
}
#[derive(Clone, Debug)]
pub struct TargetTexture {
texture: wgpu::Texture,
view: wgpu::TextureView,
size: UVec2,
}
impl TargetTexture {
/// Creates a new TargetTexture with the specified size.
pub fn new(device: &wgpu::Device, size: UVec2) -> Self {
let size = size.max(UVec2::ONE);
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: size.x,
height: size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC,
format: VELLO_SURFACE_FORMAT,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
Self { texture, view, size }
}
/// Ensures the texture has the specified size, creating a new one if needed.
/// This allows reusing the same texture across frames when the size hasn't changed.
pub fn ensure_size(&mut self, device: &wgpu::Device, size: UVec2) {
let size = size.max(UVec2::ONE);
if self.size == size {
return;
}
*self = Self::new(device, size);
}
/// Returns a reference to the texture view for rendering.
pub fn view(&self) -> &wgpu::TextureView {
&self.view
}
/// Returns a reference to the underlying texture.
pub fn texture(&self) -> &wgpu::Texture {
&self.texture
}
}
const VELLO_SURFACE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
impl WgpuExecutor {
pub async fn render_vello_scene_to_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext) -> Result<wgpu::Texture> {
let mut output = None;
self.render_vello_scene_to_target_texture(scene, size, context, &mut output).await?;
Ok(output.unwrap().texture)
}
pub async fn render_vello_scene_to_target_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, output: &mut Option<TargetTexture>) -> Result<()> {
// Initialize (lazily) if this is the first call
if output.is_none() {
*output = Some(TargetTexture::new(&self.context.device, size));
}
if let Some(target_texture) = output.as_mut() {
target_texture.ensure_size(&self.context.device, size);
let render_params = RenderParams {
base_color: vello::peniko::Color::from_rgba8(0, 0, 0, 0),
width: size.x,
height: size.y,
antialiasing_method: AaConfig::Msaa16,
};
{
let mut renderer = self.vello_renderer.lock().await;
for (image_brush, texture) in context.resource_overrides.iter() {
let texture_view = wgpu::TexelCopyTextureInfoBase {
texture: texture.clone(),
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
};
renderer.override_image(&image_brush.image, Some(texture_view));
}
renderer.render_to_texture(&self.context.device, &self.context.queue, scene, target_texture.view(), &render_params)?;
for (image_brush, _) in context.resource_overrides.iter() {
renderer.override_image(&image_brush.image, None);
}
}
}
Ok(())
}
pub fn resample_texture(&self, source: &wgpu::Texture, target_size: UVec2, transform: &glam::DAffine2) -> wgpu::Texture {
self.resampler.resample(&self.context, source, target_size, transform)
}
}
impl WgpuExecutor {
pub async fn new() -> Option<Self> {
Self::with_context(WgpuContext::new().await?)
}
pub fn with_context(context: WgpuContext) -> Option<Self> {
let vello_renderer = Renderer::new(
&context.device,
RendererOptions {
pipeline_cache: None,
use_cpu: false,
antialiasing_support: AaSupport::all(),
num_init_threads: std::num::NonZeroUsize::new(1),
},
)
.map_err(|e| anyhow::anyhow!("Failed to create Vello renderer: {:?}", e))
.ok()?;
let resampler = Resampler::new(&context.device);
Some(Self {
shader_runtime: ShaderRuntime::new(&context),
context,
resampler,
vello_renderer: vello_renderer.into(),
})
}
}