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// Copyright 2022 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// Also licensed under MIT license, at your choice.
mod engine;
mod render;
mod scene;
mod shaders;
/// Styling and composition primitives.
pub use peniko;
/// 2D geometry, with a focus on curves.
pub use peniko::kurbo;
pub mod encoding;
pub mod glyph;
pub mod util;
use render::Render;
pub use scene::{Scene, SceneBuilder, SceneFragment};
pub use util::block_on_wgpu;
use engine::{Engine, ExternalResource, Recording};
use shaders::FullShaders;
use wgpu::{Device, Queue, SurfaceTexture, TextureFormat, TextureView};
/// Catch-all error type.
pub type Error = Box<dyn std::error::Error>;
/// Specialization of `Result` for our catch-all error type.
pub type Result<T> = std::result::Result<T, Error>;
/// Renders a scene into a texture or surface.
pub struct Renderer {
engine: Engine,
shaders: FullShaders,
blit: BlitPipeline,
target: Option<TargetTexture>,
}
impl Renderer {
/// Creates a new renderer for the specified device.
pub fn new(device: &Device) -> Result<Self> {
let mut engine = Engine::new();
let shaders = shaders::full_shaders(device, &mut engine)?;
let blit = BlitPipeline::new(device, TextureFormat::Bgra8Unorm);
Ok(Self {
engine,
shaders,
blit,
target: None,
})
}
/// Renders a scene to the target texture.
///
/// The texture is assumed to be of the specified dimensions and have been created with
/// the [wgpu::TextureFormat::Rgba8Unorm] format and the [wgpu::TextureUsages::STORAGE_BINDING]
/// flag set.
pub fn render_to_texture(
&mut self,
device: &Device,
queue: &Queue,
scene: &Scene,
texture: &TextureView,
width: u32,
height: u32,
) -> Result<()> {
let (recording, target) = render::render_full(scene, &self.shaders, width, height);
let external_resources = [ExternalResource::Image(
*target.as_image().unwrap(),
texture,
)];
self.engine
.run_recording(device, queue, &recording, &external_resources)?;
Ok(())
}
/// Renders a scene to the target surface.
///
/// This renders to an intermediate texture and then runs a render pass to blit to the
/// specified surface texture.
///
/// The surface is assumed to be of the specified dimensions and have been created with the
/// [wgpu::TextureFormat::Bgra8Unorm] format.
pub fn render_to_surface(
&mut self,
device: &Device,
queue: &Queue,
scene: &Scene,
surface: &SurfaceTexture,
width: u32,
height: u32,
) -> Result<()> {
let mut target = self
.target
.take()
.unwrap_or_else(|| TargetTexture::new(device, width, height));
// TODO: implement clever resizing semantics here to avoid thrashing the memory allocator
// during resize, specifically on metal.
if target.width != width || target.height != height {
target = TargetTexture::new(device, width, height);
}
self.render_to_texture(device, queue, scene, &target.view, width, height)?;
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let surface_view = surface
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.blit.bind_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&target.view),
}],
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::default()),
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.blit.pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
queue.submit(Some(encoder.finish()));
self.target = Some(target);
Ok(())
}
/// Reload the shaders. This should only be used during `vello` development
#[cfg(feature = "hot_reload")]
pub async fn reload_shaders(&mut self, device: &Device) -> Result<()> {
device.push_error_scope(wgpu::ErrorFilter::Validation);
let mut engine = Engine::new();
let shaders = shaders::full_shaders(device, &mut engine)?;
let error = device.pop_error_scope().await;
if let Some(error) = error {
return Err(error.into());
}
self.engine = engine;
self.shaders = shaders;
Ok(())
}
/// Renders a scene to the target texture.
///
/// The texture is assumed to be of the specified dimensions and have been created with
/// the [wgpu::TextureFormat::Rgba8Unorm] format and the [wgpu::TextureUsages::STORAGE_BINDING]
/// flag set.
pub async fn render_to_texture_async(
&mut self,
device: &Device,
queue: &Queue,
scene: &Scene,
texture: &TextureView,
width: u32,
height: u32,
) -> Result<()> {
let mut render = Render::new();
let encoding = scene.data();
let recording = render.render_encoding_coarse(encoding, &self.shaders, width, height, true);
let target = render.out_image();
let bump_buf = render.bump_buf();
self.engine.run_recording(device, queue, &recording, &[])?;
if let Some(bump_buf) = self.engine.get_download(bump_buf) {
let buf_slice = bump_buf.slice(..);
let (sender, receiver) = futures_intrusive::channel::shared::oneshot_channel();
buf_slice.map_async(wgpu::MapMode::Read, move |v| sender.send(v).unwrap());
if let Some(recv_result) = receiver.receive().await {
recv_result?;
} else {
return Err("channel was closed".into());
}
let mapped = buf_slice.get_mapped_range();
println!("{:?}", bytemuck::cast_slice::<_, u32>(&mapped));
}
// TODO: apply logic to determine whether we need to rerun coarse, and also
// allocate the blend stack as needed.
self.engine.free_download(bump_buf);
// Maybe clear to reuse allocation?
let mut recording = Recording::default();
render.record_fine(&self.shaders, &mut recording);
let external_resources = [ExternalResource::Image(target, texture)];
self.engine
.run_recording(device, queue, &recording, &external_resources)?;
Ok(())
}
pub async fn render_to_surface_async(
&mut self,
device: &Device,
queue: &Queue,
scene: &Scene,
surface: &SurfaceTexture,
width: u32,
height: u32,
) -> Result<()> {
let mut target = self
.target
.take()
.unwrap_or_else(|| TargetTexture::new(device, width, height));
// TODO: implement clever resizing semantics here to avoid thrashing the memory allocator
// during resize, specifically on metal.
if target.width != width || target.height != height {
target = TargetTexture::new(device, width, height);
}
self.render_to_texture_async(device, queue, scene, &target.view, width, height)
.await?;
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let surface_view = surface
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.blit.bind_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&target.view),
}],
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::default()),
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.blit.pipeline);
render_pass.set_bind_group(0, &bind_group, &[]);
render_pass.draw(0..6, 0..1);
}
queue.submit(Some(encoder.finish()));
self.target = Some(target);
Ok(())
}
}
struct TargetTexture {
view: TextureView,
width: u32,
height: u32,
}
impl TargetTexture {
pub fn new(device: &Device, width: u32, height: u32) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
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,
format: wgpu::TextureFormat::Rgba8Unorm,
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
Self {
view,
width,
height,
}
}
}
struct BlitPipeline {
bind_layout: wgpu::BindGroupLayout,
pipeline: wgpu::RenderPipeline,
}
impl BlitPipeline {
fn new(device: &Device, format: TextureFormat) -> Self {
const SHADERS: &str = r#"
@vertex
fn vs_main(@builtin(vertex_index) ix: u32) -> @builtin(position) vec4<f32> {
// Generate a full screen quad in NDCs
var vertex = vec2(-1.0, 1.0);
switch ix {
case 1u: {
vertex = vec2(-1.0, -1.0);
}
case 2u, 4u: {
vertex = vec2(1.0, -1.0);
}
case 5u: {
vertex = vec2(1.0, 1.0);
}
default: {}
}
return vec4(vertex, 0.0, 1.0);
}
@group(0) @binding(0)
var fine_output: texture_2d<f32>;
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let rgba_sep = textureLoad(fine_output, vec2<i32>(pos.xy), 0);
return vec4(rgba_sep.rgb * rgba_sep.a, rgba_sep.a);
}
"#;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("blit shaders"),
source: wgpu::ShaderSource::Wgsl(SHADERS.into()),
});
let bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
visibility: wgpu::ShaderStages::FRAGMENT,
binding: 0,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
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,
});
Self {
bind_layout,
pipeline,
}
}
}