use std::sync::Arc; use winit::window::Window; use graphite_desktop_wrapper::{Color, WgpuContext, WgpuExecutor}; #[derive(derivative::Derivative)] #[derivative(Debug)] pub(crate) struct GraphicsState { surface: wgpu::Surface<'static>, context: WgpuContext, executor: WgpuExecutor, config: wgpu::SurfaceConfiguration, render_pipeline: wgpu::RenderPipeline, transparent_texture: wgpu::Texture, sampler: wgpu::Sampler, viewport_scale: [f32; 2], viewport_offset: [f32; 2], viewport_texture: Option, overlays_texture: Option, ui_texture: Option, bind_group: Option, #[derivative(Debug = "ignore")] overlays_scene: Option, } impl GraphicsState { pub(crate) fn new(window: Arc, context: WgpuContext) -> Self { let size = window.inner_size(); let surface = context.instance.create_surface(window).unwrap(); let surface_caps = surface.get_capabilities(&context.adapter); let surface_format = surface_caps.formats.iter().find(|f| f.is_srgb()).copied().unwrap_or(surface_caps.formats[0]); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: size.width, height: size.height, present_mode: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], desired_maximum_frame_latency: 2, }; surface.configure(&context.device, &config); let transparent_texture = context.device.create_texture(&wgpu::TextureDescriptor { label: Some("Transparent Texture"), size: wgpu::Extent3d { width: 1, height: 1, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Bgra8UnormSrgb, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); // Create shader module let shader = context.device.create_shader_module(wgpu::include_wgsl!("composite_shader.wgsl")); // Create sampler let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor { address_mode_u: wgpu::AddressMode::ClampToEdge, address_mode_v: wgpu::AddressMode::ClampToEdge, address_mode_w: wgpu::AddressMode::ClampToEdge, mag_filter: wgpu::FilterMode::Linear, min_filter: wgpu::FilterMode::Nearest, mipmap_filter: wgpu::FilterMode::Nearest, ..Default::default() }); let texture_bind_group_layout = context.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: true }, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: true }, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 2, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: true }, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 3, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, ], label: Some("texture_bind_group_layout"), }); let render_pipeline_layout = context.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&texture_bind_group_layout], push_constant_ranges: &[wgpu::PushConstantRange { stages: wgpu::ShaderStages::FRAGMENT, range: 0..size_of::() as u32, }], }); let render_pipeline = context.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&render_pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format: config.format, blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: Default::default(), }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, cull_mode: Some(wgpu::Face::Back), polygon_mode: wgpu::PolygonMode::Fill, unclipped_depth: false, conservative: false, }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, cache: None, }); let wgpu_executor = WgpuExecutor::with_context(context.clone()).expect("Failed to create WgpuExecutor"); Self { surface, context, executor: wgpu_executor, config, render_pipeline, transparent_texture, sampler, viewport_scale: [1.0, 1.0], viewport_offset: [0.0, 0.0], viewport_texture: None, overlays_texture: None, ui_texture: None, bind_group: None, overlays_scene: None, } } pub(crate) fn resize(&mut self, width: u32, height: u32) { if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) { self.config.width = width; self.config.height = height; self.surface.configure(&self.context.device, &self.config); } } pub(crate) fn bind_viewport_texture(&mut self, viewport_texture: wgpu::Texture) { self.viewport_texture = Some(viewport_texture); self.update_bindgroup(); } pub(crate) fn bind_overlays_texture(&mut self, overlays_texture: wgpu::Texture) { self.overlays_texture = Some(overlays_texture); self.update_bindgroup(); } pub(crate) fn bind_ui_texture(&mut self, bind_ui_texture: wgpu::Texture) { self.ui_texture = Some(bind_ui_texture); self.update_bindgroup(); } pub(crate) fn set_viewport_scale(&mut self, scale: [f32; 2]) { self.viewport_scale = scale; } pub(crate) fn set_viewport_offset(&mut self, offset: [f32; 2]) { self.viewport_offset = offset; } pub(crate) fn set_overlays_scene(&mut self, scene: vello::Scene) { self.overlays_scene = Some(scene); } fn render_overlays(&mut self, scene: vello::Scene) { let Some(viewport_texture) = self.viewport_texture.as_ref() else { tracing::warn!("No viewport texture bound, cannot render overlays"); return; }; let size = glam::UVec2::new(viewport_texture.width(), viewport_texture.height()); let texture = futures::executor::block_on(self.executor.render_vello_scene_to_texture(&scene, size, &Default::default(), Color::TRANSPARENT)); let Ok(texture) = texture else { tracing::error!("Error rendering overlays"); return; }; self.bind_overlays_texture(texture); } pub(crate) fn render(&mut self, window: &Window) -> Result<(), wgpu::SurfaceError> { if let Some(scene) = self.overlays_scene.take() { self.render_overlays(scene); } let output = self.surface.get_current_texture()?; let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") }); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.01, g: 0.01, b: 0.01, a: 1.0 }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_push_constants( wgpu::ShaderStages::FRAGMENT, 0, bytemuck::bytes_of(&Constants { viewport_scale: self.viewport_scale, viewport_offset: self.viewport_offset, }), ); if let Some(bind_group) = &self.bind_group { render_pass.set_bind_group(0, bind_group, &[]); render_pass.draw(0..6, 0..1); // Draw 3 vertices for fullscreen triangle } else { tracing::warn!("No bind group available - showing clear color only"); } } self.context.queue.submit(std::iter::once(encoder.finish())); window.pre_present_notify(); output.present(); Ok(()) } fn update_bindgroup(&mut self) { let viewport_texture_view = self.viewport_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default()); let overlays_texture_view = self.overlays_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default()); let ui_texture_view = self.ui_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default()); let bind_group = self.context.device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &self.render_pipeline.get_bind_group_layout(0), entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&viewport_texture_view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&overlays_texture_view), }, wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(&ui_texture_view), }, wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&self.sampler), }, ], label: Some("texture_bind_group"), }); self.bind_group = Some(bind_group); } } #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct Constants { viewport_scale: [f32; 2], viewport_offset: [f32; 2], }