gpu: the viewport's pipelines move to a crate of their own (fieldcraft-gpu)

ui-egui keeps only the egui_wgpu paint callback; the shaders, batching and
pipelines are fieldcraft-gpu's view module, so an offscreen picture can draw
with the window's pipelines.

Refs #422

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
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jyvikoandClaude Opus 5.5 authored and Irakli Kourtis committed 2026-10-15 20:19:00 -04:00
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//! Offscreen pictures with the viewport's pipelines ([`crate::view`]): the scene, the setup's
//! symbols and the overlay drawn with the window's MSAA and depth test into a texture, copied back
//! and laid over the viewport's background gradient. Every GPU call sits inside error scopes,
//! so a device error (out of memory, validation) returns as an error, never a panic.
use std::sync::Arc;
use fieldcraft_render::{Camera, Rgb, Scene};
use crate::select::{self, Policy, Tier};
use crate::view::{Frame, GpuScene, GpuTarget, Layer, Pipelines};
use crate::{GpuError, Result};
/// Largest picture side and pixel count drawn (the CPU rasterizer's limits).
pub const MAX_SIDE: u32 = fieldcraft_render::MAX_DIM as u32;
pub const MAX_PIXELS: u64 = fieldcraft_render::MAX_PIXELS as u64;
/// The viewport's MSAA sample count, when the device offers it.
pub const SAMPLES: u32 = 4;
const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
const DEPTH: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
/// The background when a scene gives none (the CPU rasterizer's).
const BACKGROUND: (Rgb, Rgb) = (Rgb(236, 240, 245), Rgb(205, 212, 222));
/// A device ready to draw pictures.
pub struct Capturer {
device: wgpu::Device,
queue: wgpu::Queue,
pipelines: Pipelines,
target: GpuTarget,
/// The adapter's name and tier, for reports.
pub adapter: String,
pub tier: Tier,
}
/// The error a popped error scope caught: a native device answers once it has been polled.
fn popped(f: impl std::future::Future<Output = Option<wgpu::Error>>) -> Option<wgpu::Error> {
let mut f = std::pin::pin!(f);
match f.as_mut().poll(&mut std::task::Context::from_waker(std::task::Waker::noop())) {
std::task::Poll::Ready(e) => e,
std::task::Poll::Pending => None,
}
}
impl Capturer {
/// The capturer `policy` picks ([`select::adapter`]); `Ok(None)` for the CPU rasterizer.
pub fn open(policy: Policy) -> Result<Option<Capturer>> {
match select::adapter(policy)? {
Some((adapter, tier)) => Capturer::new(&adapter, tier).map(Some),
None => Ok(None),
}
}
/// A device on `adapter` with the viewport's pipelines.
pub fn new(adapter: &wgpu::Adapter, tier: Tier) -> Result<Capturer> {
let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
label: Some("fieldcraft capture"),
required_limits: wgpu::Limits::downlevel_defaults().using_resolution(adapter.limits()),
..Default::default()
}))
.map_err(|e| GpuError::Device(e.to_string()))?;
// Errors outside a scope are logged, replacing wgpu's default handler, which panics.
device.on_uncaptured_error(Arc::new(|e: wgpu::Error| log::error!("graphics device error: {e}")));
let samples = if adapter.get_texture_format_features(FORMAT).flags.sample_count_supported(SAMPLES)
&& adapter.get_texture_format_features(DEPTH).flags.sample_count_supported(SAMPLES)
{
SAMPLES
} else {
1
};
let target = GpuTarget { format: FORMAT, depth: Some(DEPTH), samples };
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let pipelines = Pipelines::new(&device, target);
if let Some(e) = popped(scope.pop()) {
return Err(GpuError::Device(e.to_string()));
}
let info = adapter.get_info();
Ok(Capturer { device, queue, pipelines, target, adapter: format!("{} ({:?})", info.name, info.backend), tier })
}
/// The MSAA sample count pictures are drawn with.
pub fn samples(&self) -> u32 {
self.target.samples
}
/// RGBA pixels (`w × h`, rows top to bottom) of `scene` with `layers` (the symbols, then
/// the overlay) seen by `cam`, over the scene's background. Widths are taken as pixels.
pub fn rgba(&self, scene: &Scene, layers: &[&Scene], cam: &Camera, w: u32, h: u32) -> Result<Vec<u8>> {
let max = self.device.limits().max_texture_dimension_2d.min(MAX_SIDE);
if w == 0 || h == 0 || w > max || h > max || u64::from(w) * u64::from(h) > MAX_PIXELS {
return Err(GpuError::Size(format!("picture size {w} x {h} is out of range (1..={max} per side, at most {MAX_PIXELS} pixels)")));
}
let oom = self.device.push_error_scope(wgpu::ErrorFilter::OutOfMemory);
let validation = self.device.push_error_scope(wgpu::ErrorFilter::Validation);
let drawn = self.draw(scene, layers, cam, w, h);
let caught = popped(validation.pop()).or_else(|| popped(oom.pop()));
if let Some(e) = caught {
return Err(GpuError::Failed(e.to_string()));
}
let pixels = drawn?;
Ok(over_background(&pixels, w as usize, h as usize, scene.background.unwrap_or(BACKGROUND)))
}
fn draw(&self, scene: &Scene, layers: &[&Scene], cam: &Camera, w: u32, h: u32) -> Result<Vec<u8>> {
let (d, q) = (&self.device, &self.queue);
let mut uploaded = [Layer::default(), Layer::default(), Layer::default()];
for (layer, s) in uploaded.iter_mut().zip(std::iter::once(scene).chain(layers.iter().copied())) {
layer.upload(d, q, &GpuScene::from_scene(s, 1.0));
}
self.pipelines.write_frame(q, &Frame::of(cam, w as f32, h as f32, scene.radius));
let size = wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 };
let texture = |label: &str, format: wgpu::TextureFormat, samples: u32, usage: wgpu::TextureUsages| {
d.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: samples,
dimension: wgpu::TextureDimension::D2,
format,
usage,
view_formats: &[],
})
};
let samples = self.target.samples;
let out = texture("fc_capture", FORMAT, 1, wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC);
let out_view = out.create_view(&Default::default());
let msaa = (samples > 1).then(|| texture("fc_capture_msaa", FORMAT, samples, wgpu::TextureUsages::RENDER_ATTACHMENT));
let msaa_view = msaa.as_ref().map(|t| t.create_view(&Default::default()));
let depth = texture("fc_capture_depth", DEPTH, samples, wgpu::TextureUsages::RENDER_ATTACHMENT);
let depth_view = depth.create_view(&Default::default());
let (view, resolve) = match &msaa_view {
Some(m) => (m, Some(&out_view)),
None => (&out_view, None),
};
let row = padded_row(w);
let buffer = d.create_buffer(&wgpu::BufferDescriptor {
label: Some("fc_capture_read"),
size: u64::from(row) * u64::from(h),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let mut encoder = d.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("fc_capture") });
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("fc_capture"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
depth_slice: None,
resolve_target: resolve,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: wgpu::StoreOp::Discard }),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
let [s, y, o] = &uploaded;
self.pipelines.paint(&mut pass, s, y, o);
}
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo { texture: &out, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All },
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(row), rows_per_image: Some(h) },
},
size,
);
q.submit([encoder.finish()]);
let slice = buffer.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |r| {
let _ = tx.send(r);
});
d.poll(wgpu::PollType::wait_indefinitely()).map_err(|e| GpuError::Failed(e.to_string()))?;
rx.recv().map_err(|e| GpuError::Failed(e.to_string()))?.map_err(|e| GpuError::Failed(e.to_string()))?;
let mapped = slice.get_mapped_range().map_err(|e| GpuError::Failed(e.to_string()))?;
let pixels = unpad(&mapped, w as usize, h as usize, row as usize);
drop(mapped);
buffer.unmap();
pixels.ok_or_else(|| GpuError::Failed("the picture read back has the wrong size".into()))
}
}
/// Bytes per row of a `w` pixel RGBA copy, padded to wgpu's 256-byte alignment.
pub fn padded_row(w: u32) -> u32 {
let a = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
(w * 4).div_ceil(a) * a
}
/// The `w × h` RGBA pixels of rows `row` bytes apart; `None` when `bytes` is too short.
fn unpad(bytes: &[u8], w: usize, h: usize, row: usize) -> Option<Vec<u8>> {
let mut out = Vec::new();
out.try_reserve_exact(w.checked_mul(h)?.checked_mul(4)?).ok()?;
for y in 0..h {
out.extend_from_slice(bytes.get(y * row..y * row + w * 4)?);
}
Some(out)
}
/// Premultiplied pixels over the vertical gradient `bg` (top, bottom), as the viewport draws
/// its background behind the model. Opaque pixels are unchanged.
fn over_background(px: &[u8], w: usize, h: usize, bg: (Rgb, Rgb)) -> Vec<u8> {
let f = |c: Rgb| [c.0, c.1, c.2].map(f64::from);
let (top, bottom) = (f(bg.0), f(bg.1));
let mut out = px.to_vec();
for (i, p) in out.chunks_exact_mut(4).enumerate() {
let t = (i / w.max(1)) as f64 / h.max(1) as f64;
let k = 1.0 - f64::from(p[3]) / 255.0;
for (c, (a, b)) in p.iter_mut().zip(top.iter().zip(&bottom)) {
let back = a + (b - a) * t;
*c = (f64::from(*c) + back * k).round().clamp(0.0, 255.0) as u8;
}
p[3] = 255;
}
out
}
#[cfg(test)]
mod tests {
use fieldcraft_render::{Aabb3, SceneLine, SceneTri, Vec3};
use super::*;
#[test]
fn rows_are_padded_and_unpadded() {
assert_eq!(padded_row(1), 256);
assert_eq!(padded_row(64), 256);
assert_eq!(padded_row(65), 512);
let bytes: Vec<u8> = (0..512u32).map(|i| i as u8).collect();
assert_eq!(unpad(&bytes, 2, 2, 256), Some(vec![0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 2, 3, 4, 5, 6, 7]));
assert_eq!(unpad(&bytes, 2, 3, 256), None);
}
#[test]
fn transparent_pixels_take_the_background() {
let bg = (Rgb(0, 0, 0), Rgb(200, 100, 0));
let px = [0, 0, 0, 0, 10, 20, 30, 255, 0, 0, 0, 0, 0, 0, 0, 0];
let out = over_background(&px, 2, 2, bg);
assert_eq!(&out[0..4], &[0, 0, 0, 255]);
assert_eq!(&out[4..8], &[10, 20, 30, 255]);
assert_eq!(&out[8..12], &[100, 50, 0, 255]);
}
/// A red triangle with a black edge, framed.
fn triangle() -> (Scene, Camera) {
let p = [Vec3::new(-1.0, 0.0, -1.0), Vec3::new(1.0, 0.0, -1.0), Vec3::new(0.0, 0.0, 1.0)];
let scene = Scene {
tris: vec![SceneTri { p, normal: Vec3::new(0.0, -1.0, 0.0), color: Rgb(220, 30, 30) }],
lines: vec![SceneLine { a: p[0], b: p[2], color: Rgb(0, 0, 0), width: 3.0 }],
background: Some((Rgb(255, 255, 255), Rgb(255, 255, 255))),
radius: 4.0,
..Default::default()
};
let mut cam = Camera::default();
cam.set_view(fieldcraft_render::StandardView::Front);
cam.fit_in(&Aabb3 { min: Vec3::new(-1.0, 0.0, -1.0), max: Vec3::new(1.0, 0.0, 1.0) }, 1.0, fieldcraft_render::FULL_VIEW);
(scene, cam)
}
/// A picture on whatever adapter the machine has: the right size, the triangle's red and
/// the edge's black on the white background. A machine with no adapter (a CI box without
/// a software GPU) is reported, not failed: `auto` then draws on the CPU.
#[test]
fn draws_offscreen_when_an_adapter_exists() {
let cap = match Capturer::open(Policy::Auto) {
Ok(Some(c)) => c,
Ok(None) => return eprintln!("no GPU adapter: skipped"),
Err(e) => return eprintln!("no GPU device ({e}): skipped"),
};
let (scene, cam) = triangle();
let px = cap.rgba(&scene, &[], &cam, 96, 64).unwrap();
assert_eq!(px.len(), 96 * 64 * 4);
let count = |f: &dyn Fn(&[u8]) -> bool| px.chunks(4).filter(|p| f(p)).count();
assert!(count(&|p| p[0] > 150 && p[1] < 80 && p[2] < 80) > 200, "red faces");
assert!(count(&|p| p[0] < 40 && p[1] < 40 && p[2] < 40) > 20, "black edge");
assert!(count(&|p| p == [255, 255, 255, 255]) > 1000, "background");
// Hostile sizes are refused before anything is allocated.
for (w, h) in [(0, 10), (10, 0), (MAX_SIDE + 1, 10), (u32::MAX, u32::MAX), (8192, 8192)] {
assert!(matches!(cap.rgba(&scene, &[], &cam, w, h), Err(GpuError::Size(_))), "{w} x {h}");
}
}
}