mod context; pub mod shader_runtime; pub mod texture_conversion; use crate::shader_runtime::ShaderRuntime; use anyhow::Result; use core_types::Color; use dyn_any::StaticType; use futures::lock::Mutex; use glam::UVec2; use graphene_application_io::{ApplicationIo, EditorApi, SurfaceHandle, SurfaceId}; pub use rendering::RenderContext; use std::sync::Arc; use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene}; use wgpu::util::TextureBlitter; use wgpu::{Origin3d, TextureAspect}; pub use context::Context as WgpuContext; pub use context::ContextBuilder as WgpuContextBuilder; 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, 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> From<&'a EditorApi> for &'a WgpuExecutor { fn from(editor_api: &'a EditorApi) -> Self { editor_api.application_io.as_ref().unwrap().gpu_executor().unwrap() } } pub type WgpuSurface = Arc>; pub type WgpuWindow = Arc>; pub struct Surface { pub inner: wgpu::Surface<'static>, pub target_texture: Mutex>, pub blitter: TextureBlitter, } pub struct TargetTexture { texture: wgpu::Texture, view: wgpu::TextureView, size: UVec2, } #[cfg(target_family = "wasm")] pub type Window = web_sys::HtmlCanvasElement; #[cfg(not(target_family = "wasm"))] pub type Window = Arc; unsafe impl StaticType for Surface { type Static = Surface; } 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, background: Color) -> Result { let mut output = None; self.render_vello_scene_to_target_texture(scene, size, context, background, &mut output).await?; Ok(output.unwrap().texture) } async fn render_vello_scene_to_target_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, background: Color, output: &mut Option) -> Result<()> { let size = size.max(UVec2::ONE); let target_texture = if let Some(target_texture) = output && target_texture.size == size { target_texture } else { let texture = self.context.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()); *output = Some(TargetTexture { texture, view, size }); output.as_mut().unwrap() }; let [r, g, b, a] = background.to_rgba8_srgb(); let render_params = RenderParams { base_color: vello::peniko::Color::from_rgba8(r, g, b, a), 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(()) } #[cfg(target_family = "wasm")] pub fn create_surface(&self, canvas: graphene_application_io::WasmSurfaceHandle) -> Result> { let surface = self.context.instance.create_surface(wgpu::SurfaceTarget::Canvas(canvas.surface))?; self.create_surface_inner(surface, canvas.window_id) } #[cfg(not(target_family = "wasm"))] pub fn create_surface(&self, window: SurfaceHandle) -> Result> { let surface = self.context.instance.create_surface(wgpu::SurfaceTarget::Window(Box::new(window.surface)))?; self.create_surface_inner(surface, window.window_id) } pub fn create_surface_inner(&self, surface: wgpu::Surface<'static>, window_id: SurfaceId) -> Result> { let blitter = TextureBlitter::new(&self.context.device, VELLO_SURFACE_FORMAT); Ok(SurfaceHandle { window_id, surface: Surface { inner: surface, target_texture: Mutex::new(None), blitter, }, }) } } impl WgpuExecutor { pub async fn new() -> Option { Self::with_context(WgpuContext::new().await?) } pub fn with_context(context: WgpuContext) -> Option { 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()?; Some(Self { shader_runtime: ShaderRuntime::new(&context), context, vello_renderer: vello_renderer.into(), }) } } pub type WindowHandle = Arc>;