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// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
use vello_common::glyph::{GlyphRenderer, GlyphRunBuilder};
use vello_common::kurbo::{Affine, BezPath, Rect, Stroke};
use vello_common::mask::Mask;
use vello_common::paint::PaintType;
use vello_common::peniko::{BlendMode, Fill, Font};
use vello_common::pixmap::Pixmap;
use vello_cpu::{RenderContext, RenderMode};
use vello_hybrid::Scene;
pub(crate) trait Renderer: Sized + GlyphRenderer {
fn new(width: u16, height: u16) -> Self;
fn fill_path(&mut self, path: &BezPath);
fn stroke_path(&mut self, path: &BezPath);
fn fill_rect(&mut self, rect: &Rect);
fn fill_blurred_rounded_rect(&mut self, rect: &Rect, radius: f32, std_dev: f32);
fn stroke_rect(&mut self, rect: &Rect);
fn glyph_run(&mut self, font: &Font) -> GlyphRunBuilder<'_, Self>;
fn push_layer(
&mut self,
clip_path: Option<&BezPath>,
blend_mode: Option<BlendMode>,
opacity: Option<f32>,
mask: Option<Mask>,
);
fn push_clip_layer(&mut self, path: &BezPath);
fn push_blend_layer(&mut self, blend_mode: BlendMode);
fn push_opacity_layer(&mut self, opacity: f32);
fn push_mask_layer(&mut self, mask: Mask);
fn pop_layer(&mut self);
fn set_stroke(&mut self, stroke: Stroke);
fn set_paint(&mut self, paint: impl Into<PaintType>);
fn set_paint_transform(&mut self, affine: Affine);
fn set_fill_rule(&mut self, fill_rule: Fill);
fn set_transform(&mut self, transform: Affine);
fn render_to_pixmap(&self, pixmap: &mut Pixmap, render_mode: RenderMode);
fn width(&self) -> u16;
fn height(&self) -> u16;
}
impl Renderer for RenderContext {
fn new(width: u16, height: u16) -> Self {
Self::new(width, height)
}
fn fill_path(&mut self, path: &BezPath) {
Self::fill_path(self, path);
}
fn stroke_path(&mut self, path: &BezPath) {
Self::stroke_path(self, path);
}
fn fill_rect(&mut self, rect: &Rect) {
Self::fill_rect(self, rect);
}
fn fill_blurred_rounded_rect(&mut self, rect: &Rect, radius: f32, std_dev: f32) {
Self::fill_blurred_rounded_rect(self, rect, radius, std_dev);
}
fn stroke_rect(&mut self, rect: &Rect) {
Self::stroke_rect(self, rect);
}
fn glyph_run(&mut self, font: &Font) -> GlyphRunBuilder<'_, Self> {
Self::glyph_run(self, font)
}
fn push_layer(
&mut self,
clip_path: Option<&BezPath>,
blend_mode: Option<BlendMode>,
opacity: Option<f32>,
mask: Option<Mask>,
) {
Self::push_layer(self, clip_path, blend_mode, opacity, mask);
}
fn push_clip_layer(&mut self, path: &BezPath) {
Self::push_clip_layer(self, path);
}
fn push_blend_layer(&mut self, blend_mode: BlendMode) {
Self::push_blend_layer(self, blend_mode);
}
fn push_opacity_layer(&mut self, opacity: f32) {
Self::push_opacity_layer(self, opacity);
}
fn push_mask_layer(&mut self, mask: Mask) {
Self::push_mask_layer(self, mask);
}
fn pop_layer(&mut self) {
Self::pop_layer(self);
}
fn set_stroke(&mut self, stroke: Stroke) {
Self::set_stroke(self, stroke);
}
fn set_paint(&mut self, paint: impl Into<PaintType>) {
Self::set_paint(self, paint);
}
fn set_paint_transform(&mut self, affine: Affine) {
Self::set_paint_transform(self, affine);
}
fn set_fill_rule(&mut self, fill_rule: Fill) {
Self::set_fill_rule(self, fill_rule);
}
fn set_transform(&mut self, transform: Affine) {
Self::set_transform(self, transform);
}
fn render_to_pixmap(&self, pixmap: &mut Pixmap, render_mode: RenderMode) {
Self::render_to_pixmap(self, pixmap, render_mode);
}
fn width(&self) -> u16 {
Self::width(self)
}
fn height(&self) -> u16 {
Self::height(self)
}
}
impl Renderer for Scene {
fn new(width: u16, height: u16) -> Self {
Self::new(width, height)
}
fn fill_path(&mut self, path: &BezPath) {
Self::fill_path(self, path);
}
fn stroke_path(&mut self, path: &BezPath) {
Self::stroke_path(self, path);
}
fn fill_rect(&mut self, rect: &Rect) {
Self::fill_rect(self, rect);
}
fn fill_blurred_rounded_rect(&mut self, _: &Rect, _: f32, _: f32) {
unimplemented!()
}
fn stroke_rect(&mut self, rect: &Rect) {
Self::stroke_rect(self, rect);
}
fn glyph_run(&mut self, font: &Font) -> GlyphRunBuilder<'_, Self> {
Self::glyph_run(self, font)
}
fn push_layer(
&mut self,
clip: Option<&BezPath>,
blend_mode: Option<BlendMode>,
opacity: Option<f32>,
mask: Option<Mask>,
) {
Self::push_layer(self, clip, blend_mode, opacity, mask);
}
fn push_clip_layer(&mut self, path: &BezPath) {
Self::push_clip_layer(self, path);
}
fn push_blend_layer(&mut self, _: BlendMode) {
unimplemented!()
}
fn push_opacity_layer(&mut self, _: f32) {
unimplemented!()
}
fn push_mask_layer(&mut self, _: Mask) {
unimplemented!()
}
fn pop_layer(&mut self) {
Self::pop_layer(self);
}
fn set_stroke(&mut self, stroke: Stroke) {
Self::set_stroke(self, stroke);
}
fn set_paint(&mut self, paint: impl Into<PaintType>) {
let paint_type: PaintType = paint.into();
match paint_type {
PaintType::Solid(s) => Self::set_paint(self, s.into()),
PaintType::Gradient(_) => {}
PaintType::Image(_) => {}
}
}
fn set_paint_transform(&mut self, _: Affine) {
unimplemented!();
}
fn set_fill_rule(&mut self, fill_rule: Fill) {
Self::set_fill_rule(self, fill_rule);
}
fn set_transform(&mut self, transform: Affine) {
Self::set_transform(self, transform);
}
// This method creates device resources every time it is called. This does not matter much for
// testing, but should not be used as a basis for implementing something real. This would be a
// very bad example for that.
fn render_to_pixmap(&self, pixmap: &mut Pixmap, _: RenderMode) {
// On some platforms using `cargo test` triggers segmentation faults in wgpu when the GPU
// tests are run in parallel (likely related to the number of device resources being
// requested simultaneously). This is "fixed" by putting a mutex around this method,
// ensuring only one set of device resources is alive at the same time. This slows down
// testing when `cargo test` is used.
//
// Testing with `cargo nextest` (as on CI) is not meaningfully slowed down. `nextest` runs
// each test in its own process (<https://nexte.st/docs/design/why-process-per-test/>),
// meaning there is no contention on this mutex.
let _guard = {
use std::sync::Mutex;
static M: Mutex<()> = Mutex::new(());
M.lock().unwrap()
};
let width = self.width();
let height = self.height();
// Copied from vello_hybrid/examples/`render_to_file.rs`.
// Initialize wgpu device and queue for GPU rendering
let instance = wgpu::Instance::default();
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: None,
}))
.expect("Failed to find an appropriate adapter");
let (device, queue) = pollster::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: Some("Device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
},
None,
))
.expect("Failed to create device");
// Create a render target texture
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Render Target"),
size: wgpu::Extent3d {
width: width.into(),
height: height.into(),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
// Create renderer and render the scene to the texture
let mut renderer = vello_hybrid::Renderer::new(
&device,
&vello_hybrid::RenderTargetConfig {
format: texture.format(),
width: width.into(),
height: height.into(),
},
);
let render_size = vello_hybrid::RenderSize {
width: width.into(),
height: height.into(),
};
// Copy texture to buffer
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Vello Render To Buffer"),
});
renderer
.render(
self,
&device,
&queue,
&mut encoder,
&render_size,
&texture_view,
)
.unwrap();
// Create a buffer to copy the texture data
let bytes_per_row = (u32::from(width) * 4).next_multiple_of(256);
let texture_copy_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Output Buffer"),
size: u64::from(bytes_per_row) * u64::from(height),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &texture_copy_buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(bytes_per_row),
rows_per_image: None,
},
},
wgpu::Extent3d {
width: width.into(),
height: height.into(),
depth_or_array_layers: 1,
},
);
queue.submit([encoder.finish()]);
// Map the buffer for reading
texture_copy_buffer
.slice(..)
.map_async(wgpu::MapMode::Read, move |result| {
if result.is_err() {
panic!("Failed to map texture for reading");
}
});
device.poll(wgpu::Maintain::Wait);
// Read back the pixel data
for (row, buf) in texture_copy_buffer
.slice(..)
.get_mapped_range()
.chunks_exact(bytes_per_row as usize)
.zip(
pixmap
.data_as_u8_slice_mut()
.chunks_exact_mut(width as usize * 4),
)
{
buf.copy_from_slice(&row[0..width as usize * 4]);
}
texture_copy_buffer.unmap();
}
fn width(&self) -> u16 {
Self::width(self)
}
fn height(&self) -> u16 {
Self::height(self)
}
}