Graphite/node-graph/wgpu-executor/src/lib.rs

179 lines
5.6 KiB
Rust

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<Renderer>,
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()
}
}
pub type WgpuSurface = Arc<SurfaceHandle<Surface>>;
pub type WgpuWindow = Arc<SurfaceHandle<WindowHandle>>;
pub struct Surface {
pub inner: wgpu::Surface<'static>,
pub target_texture: Mutex<Option<TargetTexture>>,
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<dyn winit::window::Window>;
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<wgpu::Texture> {
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<TargetTexture>) -> 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<SurfaceHandle<Surface>> {
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<Window>) -> Result<SurfaceHandle<Surface>> {
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<SurfaceHandle<Surface>> {
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> {
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()?;
Some(Self {
shader_runtime: ShaderRuntime::new(&context),
context,
vello_renderer: vello_renderer.into(),
})
}
}
pub type WindowHandle = Arc<SurfaceHandle<Window>>;