Fix desktop launch, app icons and keyboard parameter editing
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#![expect(clippy::missing_errors_doc)]
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#![expect(clippy::undocumented_unsafe_blocks)]
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#![expect(clippy::unwrap_used)] // TODO(emilk): avoid unwraps
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#![expect(unsafe_code)]
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use crate::{RenderState, SurfaceConfig, SurfaceErrorAction, WgpuConfiguration, renderer};
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use crate::{
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RendererOptions,
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capture::{CaptureReceiver, CaptureSender, CaptureState, capture_channel},
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};
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use core::num::NonZeroU32;
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use egui::{Context, Event, UserData, ViewportId, ViewportIdMap, ViewportIdSet};
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use std::sync::Arc;
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struct SurfaceState {
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surface: wgpu::Surface<'static>,
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alpha_mode: wgpu::CompositeAlphaMode,
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width: u32,
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height: u32,
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resizing: bool,
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needs_reconfigure: bool,
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needs_recreate: bool,
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}
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/// Everything you need to paint egui with [`wgpu`] on [`winit`].
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///
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/// Alternatively you can use [`crate::Renderer`] directly.
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///
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/// NOTE: all egui viewports share the same painter.
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pub struct Painter {
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context: Context,
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config: WgpuConfiguration,
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options: RendererOptions,
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support_transparent_backbuffer: bool,
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screen_capture_state: Option<CaptureState>,
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instance: wgpu::Instance,
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render_state: Option<RenderState>,
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// Per viewport/window:
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depth_texture_view: ViewportIdMap<wgpu::TextureView>,
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msaa_texture_view: ViewportIdMap<wgpu::TextureView>,
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surfaces: ViewportIdMap<SurfaceState>,
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capture_tx: CaptureSender,
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capture_rx: CaptureReceiver,
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}
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impl Painter {
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/// Manages [`wgpu`] state, including surface state, required to render egui.
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///
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/// Only the [`wgpu::Instance`] is initialized here. Device selection and the initialization
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/// of render + surface state is deferred until the painter is given its first window target
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/// via [`set_window()`](Self::set_window). (Ensuring that a device that's compatible with the
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/// native window is chosen)
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///
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/// Before calling [`paint_and_update_textures()`](Self::paint_and_update_textures) a
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/// [`wgpu::Surface`] must be initialized (and corresponding render state) by calling
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/// [`set_window()`](Self::set_window) once you have
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/// a [`winit::window::Window`] with a valid `.raw_window_handle()`
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/// associated.
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pub async fn new(
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context: Context,
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config: WgpuConfiguration,
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support_transparent_backbuffer: bool,
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options: RendererOptions,
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) -> Self {
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let (capture_tx, capture_rx) = capture_channel();
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let instance = config.wgpu_setup.new_instance().await;
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Self {
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context,
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config,
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options,
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support_transparent_backbuffer,
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screen_capture_state: None,
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instance,
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render_state: None,
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depth_texture_view: Default::default(),
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surfaces: Default::default(),
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msaa_texture_view: Default::default(),
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capture_tx,
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capture_rx,
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}
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}
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/// Get the [`RenderState`].
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///
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/// Will return [`None`] if the render state has not been initialized yet.
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pub fn render_state(&self) -> Option<RenderState> {
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self.render_state.clone()
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}
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fn configure_surface(
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surface_state: &SurfaceState,
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render_state: &RenderState,
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config: &SurfaceConfig,
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) {
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profiling::function_scope!();
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let SurfaceConfig {
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present_mode,
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desired_maximum_frame_latency,
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} = *config;
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// Transaction presentation can hold a drawable during AppKit live resize. Keep the
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// configured low-latency path normally, but use three Metal drawables while resizing.
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#[cfg(all(target_os = "macos", feature = "macos-window-resize-jitter-fix"))]
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let desired_maximum_frame_latency = if surface_state.resizing {
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Some(desired_maximum_frame_latency.unwrap_or(2).max(2))
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} else {
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desired_maximum_frame_latency
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};
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let width = surface_state.width;
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let height = surface_state.height;
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let mut surf_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: render_state.target_format,
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present_mode,
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alpha_mode: surface_state.alpha_mode,
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view_formats: vec![render_state.target_format],
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..surface_state
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.surface
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.get_default_config(&render_state.adapter, width, height)
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.expect("The surface isn't supported by this adapter")
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};
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if let Some(desired_maximum_frame_latency) = desired_maximum_frame_latency {
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surf_config.desired_maximum_frame_latency = desired_maximum_frame_latency;
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}
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surface_state
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.surface
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.configure(&render_state.device, &surf_config);
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}
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/// Drop the existing [`wgpu::Surface`] for `viewport_id` and create a fresh one for the
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/// given window via [`wgpu::Instance::create_surface`], then configure it.
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///
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/// Used to recover from [`wgpu::CurrentSurfaceTexture::Lost`], where reconfiguring the
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/// existing surface object cannot recover.
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fn recreate_surface(
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&mut self,
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viewport_id: ViewportId,
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window: &Arc<winit::window::Window>,
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) -> Result<(), crate::WgpuError> {
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profiling::function_scope!();
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let Some(old_state) = self.surfaces.remove(&viewport_id) else {
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return Ok(());
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};
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let surface = self.instance.create_surface(Arc::clone(window))?;
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self.install_surface(
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surface,
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viewport_id,
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old_state.width,
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old_state.height,
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old_state.resizing,
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);
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Ok(())
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}
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/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`]
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///
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/// This creates a [`wgpu::Surface`] for the given Window (as well as initializing render
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/// state if needed) that is used for egui rendering.
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///
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/// This must be called before trying to render via
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/// [`paint_and_update_textures`](Self::paint_and_update_textures)
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///
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/// # Portability
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///
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/// _In particular it's important to note that on Android a it's only possible to create
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/// a window surface between `Resumed` and `Paused` lifecycle events, and Winit will panic on
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/// attempts to query the raw window handle while paused._
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///
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/// On Android [`set_window`](Self::set_window) should be called with `Some(window)` for each
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/// `Resumed` event and `None` for each `Paused` event. Currently, on all other platforms
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/// [`set_window`](Self::set_window) may be called with `Some(window)` as soon as you have a
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/// valid [`winit::window::Window`].
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///
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/// # Errors
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/// If the provided wgpu configuration does not match an available device.
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pub async fn set_window(
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&mut self,
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viewport_id: ViewportId,
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window: Option<Arc<winit::window::Window>>,
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) -> Result<(), crate::WgpuError> {
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profiling::scope!("Painter::set_window"); // profile_function gives bad names for async functions
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if let Some(window) = window {
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let size = window.inner_size();
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if !self.surfaces.contains_key(&viewport_id) {
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let surface = self.instance.create_surface(window)?;
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self.add_surface(surface, viewport_id, size).await?;
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}
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} else {
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log::warn!("No window - clearing all surfaces");
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self.surfaces.clear();
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}
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Ok(())
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}
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/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`] without taking ownership of the window.
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///
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/// Like [`set_window`](Self::set_window) except:
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///
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/// # Safety
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/// The user is responsible for ensuring that the window is alive for as long as it is set.
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pub async unsafe fn set_window_unsafe(
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&mut self,
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viewport_id: ViewportId,
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window: Option<&winit::window::Window>,
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) -> Result<(), crate::WgpuError> {
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profiling::scope!("Painter::set_window_unsafe"); // profile_function gives bad names for async functions
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if let Some(window) = window {
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let size = window.inner_size();
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if !self.surfaces.contains_key(&viewport_id) {
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let surface = unsafe {
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self.instance
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.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::from_window(&window)?)?
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};
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self.add_surface(surface, viewport_id, size).await?;
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}
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} else {
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log::warn!("No window - clearing all surfaces");
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self.surfaces.clear();
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}
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Ok(())
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}
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async fn add_surface(
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&mut self,
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surface: wgpu::Surface<'static>,
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viewport_id: ViewportId,
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size: winit::dpi::PhysicalSize<u32>,
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) -> Result<(), crate::WgpuError> {
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if self.render_state.is_none() {
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let render_state =
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RenderState::create(&self.config, &self.instance, Some(&surface), self.options)
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.await?;
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// SolidCraft: attachment sample counts must match the backend-adjusted pipelines.
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self.options.msaa_samples = render_state.msaa_samples;
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self.render_state = Some(render_state);
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}
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self.install_surface(surface, viewport_id, size.width, size.height, false);
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Ok(())
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}
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/// Inserts a freshly created surface into [`Self::surfaces`] and configures it.
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///
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/// Render state must already be initialised before calling this.
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// NOTE: The same assumption is already required by `resize_and_generate_depth_texture_view_and_msaa_view`.
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fn install_surface(
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&mut self,
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surface: wgpu::Surface<'static>,
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viewport_id: ViewportId,
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width: u32,
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height: u32,
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resizing: bool,
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) {
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let alpha_mode = {
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// Panic: We use the same failure mode as `resize_and_generate_depth_texture_view_and_msaa_view`
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let render_state = self
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.render_state
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.as_ref()
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.expect("install_surface called before render_state initialization");
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if self.support_transparent_backbuffer {
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let supported_alpha_modes =
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surface.get_capabilities(&render_state.adapter).alpha_modes;
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// Prefer pre multiplied over post multiplied!
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if supported_alpha_modes.contains(&wgpu::CompositeAlphaMode::PreMultiplied) {
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wgpu::CompositeAlphaMode::PreMultiplied
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} else if supported_alpha_modes.contains(&wgpu::CompositeAlphaMode::PostMultiplied)
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{
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wgpu::CompositeAlphaMode::PostMultiplied
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} else {
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log::warn!(
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"Transparent window was requested, but the active wgpu surface does not support a `CompositeAlphaMode` with transparency."
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);
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wgpu::CompositeAlphaMode::Auto
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}
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} else {
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wgpu::CompositeAlphaMode::Auto
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}
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};
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self.surfaces.insert(
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viewport_id,
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SurfaceState {
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surface,
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width,
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height,
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alpha_mode,
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resizing,
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needs_reconfigure: false,
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needs_recreate: false,
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},
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);
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let Some(width) = NonZeroU32::new(width) else {
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log::debug!("The window width was zero; skipping generate textures");
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return;
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};
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let Some(height) = NonZeroU32::new(height) else {
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log::debug!("The window height was zero; skipping generate textures");
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return;
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};
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self.resize_and_generate_depth_texture_view_and_msaa_view(viewport_id, width, height);
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}
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/// Returns the maximum texture dimension supported if known
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///
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/// This API will only return a known dimension after `set_window()` has been called
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/// at least once, since the underlying device and render state are initialized lazily
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/// once we have a window (that may determine the choice of adapter/device).
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pub fn max_texture_side(&self) -> Option<usize> {
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self.render_state
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.as_ref()
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.map(|rs| rs.device.limits().max_texture_dimension_2d as usize)
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}
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fn resize_and_generate_depth_texture_view_and_msaa_view(
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&mut self,
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viewport_id: ViewportId,
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width_in_pixels: NonZeroU32,
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height_in_pixels: NonZeroU32,
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) {
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profiling::function_scope!();
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let width = width_in_pixels.get();
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let height = height_in_pixels.get();
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let render_state = self.render_state.as_ref().unwrap();
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let surface_state = self.surfaces.get_mut(&viewport_id).unwrap();
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surface_state.width = width;
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surface_state.height = height;
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Self::configure_surface(surface_state, render_state, &self.config.surface);
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if let Some(depth_format) = self.options.depth_stencil_format {
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self.depth_texture_view.insert(
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viewport_id,
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render_state
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.device
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.create_texture(&wgpu::TextureDescriptor {
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label: Some("egui_depth_texture"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: self.options.msaa_samples.max(1),
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dimension: wgpu::TextureDimension::D2,
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format: depth_format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[depth_format],
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})
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.create_view(&wgpu::TextureViewDescriptor::default()),
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);
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}
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if let Some(render_state) = (self.options.msaa_samples > 1)
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.then_some(self.render_state.as_ref())
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.flatten()
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{
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let texture_format = render_state.target_format;
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self.msaa_texture_view.insert(
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viewport_id,
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render_state
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.device
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.create_texture(&wgpu::TextureDescriptor {
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label: Some("egui_msaa_texture"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
|
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mip_level_count: 1,
|
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sample_count: self.options.msaa_samples.max(1),
|
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dimension: wgpu::TextureDimension::D2,
|
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format: texture_format,
|
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[texture_format],
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})
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.create_view(&wgpu::TextureViewDescriptor::default()),
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);
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||||
}
|
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}
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/// Handles changes of the resizing state.
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///
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/// Should be called prior to the first [`Painter::on_window_resized`] call and after the last in
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/// the chain. Used to apply platform-specific logic, e.g. OSX Metal window resize jitter fix.
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pub fn on_window_resize_state_change(&mut self, viewport_id: ViewportId, resizing: bool) {
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profiling::function_scope!();
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||||
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||||
let Some(state) = self.surfaces.get_mut(&viewport_id) else {
|
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return;
|
||||
};
|
||||
if state.resizing == resizing {
|
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if resizing {
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log::debug!(
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"Painter::on_window_resize_state_change() redundant call while resizing"
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);
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||||
} else {
|
||||
log::debug!(
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||||
"Painter::on_window_resize_state_change() redundant call after resizing"
|
||||
);
|
||||
}
|
||||
return;
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||||
}
|
||||
|
||||
// Set before reconfiguring so macOS live resize uses the temporary latency bump above.
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||||
state.resizing = resizing;
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||||
|
||||
// Resizing is a bit tricky on macOS.
|
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// It requires enabling ["present_with_transaction"](https://developer.apple.com/documentation/quartzcore/cametallayer/presentswithtransaction)
|
||||
// flag to avoid jittering during the resize. Even though resize jittering on macOS
|
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// is common across rendering backends, the solution for wgpu/metal is known.
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//
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||||
// See https://github.com/emilk/egui/issues/903
|
||||
#[cfg(all(target_os = "macos", feature = "macos-window-resize-jitter-fix"))]
|
||||
{
|
||||
// SAFETY: `as_hal::<Metal>()` returns `None` unless this surface is backed by wgpu's
|
||||
// Metal backend.
|
||||
unsafe {
|
||||
if let (Some(render_state), Some(hal_surface)) = (
|
||||
self.render_state.as_ref(),
|
||||
state.surface.as_hal::<wgpu::hal::api::Metal>(),
|
||||
) {
|
||||
hal_surface
|
||||
.render_layer()
|
||||
.lock()
|
||||
.setPresentsWithTransaction(resizing);
|
||||
|
||||
Self::configure_surface(state, render_state, &self.config.surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
#[expect(clippy::too_many_arguments)]
|
||||
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: &mut epaint::textures::TexturesDelta,
|
||||
capture_data: Vec<UserData>,
|
||||
window: &Arc<winit::window::Window>,
|
||||
) -> f32 {
|
||||
profiling::function_scope!();
|
||||
|
||||
/// Guard to ensure that commands are always submitted to the renderer queue
|
||||
/// so that calls to [`write_buffer()`](https://docs.rs/wgpu/latest/wgpu/struct.Queue.html#method.write_buffer)
|
||||
/// are completed even if we take a codepath which doesn't submit commands and avoids
|
||||
/// internal buffers growing indefinitely.
|
||||
///
|
||||
/// This may happen, for example, if no output frame is resolved.
|
||||
/// See <https://github.com/emilk/egui/pull/7928> for full context.
|
||||
struct RendererQueueGuard<'q> {
|
||||
queue: &'q wgpu::Queue,
|
||||
commands_submitted: bool,
|
||||
}
|
||||
|
||||
impl Drop for RendererQueueGuard<'_> {
|
||||
fn drop(&mut self) {
|
||||
// Only submit an empty command buffer array if no commands were
|
||||
// explicitly submitted.
|
||||
if !self.commands_submitted {
|
||||
self.queue.submit([]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let capture = !capture_data.is_empty();
|
||||
let mut vsync_sec = 0.0;
|
||||
|
||||
// If the previous frame produced `CurrentSurfaceTexture::Lost`, the action match
|
||||
// below set `needs_recreate`. Recreate the surface now, before re-borrowing
|
||||
// `self.render_state` / `self.surfaces` for the rest of the paint.
|
||||
if self
|
||||
.surfaces
|
||||
.get(&viewport_id)
|
||||
.is_some_and(|s| s.needs_recreate)
|
||||
&& let Err(err) = self.recreate_surface(viewport_id, window)
|
||||
{
|
||||
log::error!("Failed to recreate surface for {viewport_id:?}: {err}");
|
||||
return vsync_sec;
|
||||
}
|
||||
|
||||
// Apply any runtime changes requested via `RenderState::surface_config`.
|
||||
// We diff against the already-applied values in `self.config.surface`
|
||||
// and, if anything differs, mark every surface as needing reconfiguration so
|
||||
// the existing `needs_reconfigure` pathway below picks them up.
|
||||
if let Some(render_state) = self.render_state.as_ref()
|
||||
&& render_state.surface_config != self.config.surface
|
||||
{
|
||||
self.config.surface = render_state.surface_config;
|
||||
#[expect(clippy::iter_over_hash_type)]
|
||||
for surface in self.surfaces.values_mut() {
|
||||
surface.needs_reconfigure = true;
|
||||
}
|
||||
}
|
||||
|
||||
let Some(render_state) = self.render_state.as_mut() else {
|
||||
return vsync_sec;
|
||||
};
|
||||
|
||||
let mut render_queue_guard = RendererQueueGuard {
|
||||
queue: &render_state.queue,
|
||||
commands_submitted: false,
|
||||
};
|
||||
|
||||
let Some(surface_state) = self.surfaces.get_mut(&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();
|
||||
#[expect(clippy::iter_over_hash_type)] // Order doesn't matter here
|
||||
for (id, image_deltas) in textures_delta.set.drain() {
|
||||
for image_delta in image_deltas {
|
||||
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,
|
||||
)
|
||||
};
|
||||
|
||||
if surface_state.needs_reconfigure {
|
||||
Self::configure_surface(surface_state, render_state, &self.config.surface);
|
||||
surface_state.needs_reconfigure = false;
|
||||
}
|
||||
|
||||
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 {
|
||||
wgpu::CurrentSurfaceTexture::Success(frame) => frame,
|
||||
wgpu::CurrentSurfaceTexture::Suboptimal(frame) => {
|
||||
surface_state.needs_reconfigure = true;
|
||||
frame
|
||||
}
|
||||
other => {
|
||||
match (*self.config.on_surface_status)(&other) {
|
||||
SurfaceErrorAction::Reconfigure => {
|
||||
Self::configure_surface(surface_state, render_state, &self.config.surface);
|
||||
self.context.request_repaint_of(viewport_id);
|
||||
}
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
// Because of ownership, I could not find an easy way to do a full recovery here,
|
||||
// as that would involve dropping the old surface and creating a new one.
|
||||
// For now, we defer the recreation to the beginning of the next frame (which
|
||||
// we ensure to arrive via `request_repaint_of`). A cleaner solution would be
|
||||
// to untangle the ownership of `RenderState`.
|
||||
surface_state.needs_recreate = true;
|
||||
self.context.request_repaint_of(viewport_id);
|
||||
}
|
||||
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.options.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: self
|
||||
.options
|
||||
.depth_stencil_format
|
||||
.is_some_and(|depth_stencil_format| {
|
||||
depth_stencil_format.has_depth_aspect()
|
||||
})
|
||||
.then_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: self
|
||||
.options
|
||||
.depth_stencil_format
|
||||
.is_some_and(|depth_stencil_format| {
|
||||
depth_stencil_format.has_stencil_aspect()
|
||||
})
|
||||
.then_some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(0),
|
||||
store: wgpu::StoreOp::Discard,
|
||||
}),
|
||||
}
|
||||
}),
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
multiview_mask: 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(core::iter::chain(user_cmd_bufs, [encoded]));
|
||||
vsync_sec += start.elapsed().as_secs_f32();
|
||||
};
|
||||
|
||||
// Ensure that the queue guard does not do unnecessary work when dropped
|
||||
render_queue_guard.commands_submitted = true;
|
||||
|
||||
// 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();
|
||||
#[expect(clippy::iter_over_hash_type)] // Order doesn't matter here
|
||||
for id in textures_delta.free.drain() {
|
||||
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,
|
||||
);
|
||||
}
|
||||
|
||||
window.pre_present_notify();
|
||||
|
||||
{
|
||||
profiling::scope!("present");
|
||||
// wgpu doesn't document where vsync can happen. Maybe here?
|
||||
let start = web_time::Instant::now();
|
||||
render_state.queue.present(output_frame);
|
||||
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: Arc::clone(&screenshot),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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?
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user