Browse Source

egui-wgpu renderer renaming (#2021)

- `RenderPass` -> `Renderer`
- `RenderPass::execute` -> `Renderer::render`
- `RenderPass::execute_with_renderpass` -> `Renderer::render_onto_renderpass`
- reexport `Renderer` in `lib.rs`
ahash-compilte-time-rng
Luis Wirth 2 years ago
committed by GitHub
parent
commit
4b6826575e
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 4
      crates/egui-wgpu/CHANGELOG.md
  2. 1
      crates/egui-wgpu/src/lib.rs
  3. 71
      crates/egui-wgpu/src/renderer.rs
  4. 28
      crates/egui-wgpu/src/winit.rs
  5. 14
      crates/egui_demo_app/src/apps/custom3d_wgpu.rs

4
crates/egui-wgpu/CHANGELOG.md

@ -3,6 +3,10 @@ All notable changes to the `egui-wgpu` integration will be noted in this file.
## Unreleased
* Rename `RenderPass` to `Renderer`
* Rename `RenderPass::execute` to `RenderPass::render`
* Rename `RenderPass::execute_with_renderpass` to `Renderer::render_onto_renderpass`
* Reexport `Renderer`
## 0.19.0 - 2022-08-20

1
crates/egui-wgpu/src/lib.rs

@ -11,6 +11,7 @@ pub use wgpu;
/// Low-level painting of [`egui`] on [`wgpu`].
pub mod renderer;
pub use renderer::CallbackFn;
pub use renderer::Renderer;
/// Module for painting [`egui`] with [`wgpu`] on [`winit`].
#[cfg(feature = "winit")]

71
crates/egui-wgpu/src/renderer.rs

@ -19,7 +19,7 @@ use wgpu::util::DeviceExt as _;
/// can issue draw commands.
///
/// The final argument of both the `prepare` and `paint` callbacks is a the
/// [`paint_callback_resources`][crate::renderer::RenderPass::paint_callback_resources].
/// [`paint_callback_resources`][crate::renderer::Renderer::paint_callback_resources].
/// `paint_callback_resources` has the same lifetime as the Egui render pass, so it can be used to
/// store buffers, pipelines, and other information that needs to be accessed during the render
/// pass.
@ -118,9 +118,9 @@ struct SizedBuffer {
size: usize,
}
/// Render pass to render a egui based GUI.
pub struct RenderPass {
render_pipeline: wgpu::RenderPipeline,
/// Renderer for a egui based GUI.
pub struct Renderer {
pipeline: wgpu::RenderPipeline,
depth_texture: Option<(wgpu::Texture, wgpu::TextureView)>,
index_buffers: Vec<SizedBuffer>,
vertex_buffers: Vec<SizedBuffer>,
@ -137,8 +137,8 @@ pub struct RenderPass {
pub paint_callback_resources: TypeMap,
}
impl RenderPass {
/// Creates a new render pass to render a egui UI.
impl Renderer {
/// Creates a renderer for a egui UI.
///
/// If the format passed is not a *Srgb format, the shader will automatically convert to `sRGB` colors in the shader.
pub fn new(
@ -231,7 +231,7 @@ impl RenderPass {
bias: wgpu::DepthBiasState::default(),
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("egui_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
@ -290,7 +290,7 @@ impl RenderPass {
});
Self {
render_pipeline,
pipeline,
vertex_buffers: Vec::with_capacity(64),
index_buffers: Vec::with_capacity(64),
uniform_buffer,
@ -323,8 +323,8 @@ impl RenderPass {
self.depth_texture = Some((texture, view));
}
/// Executes the egui render pass.
pub fn execute(
/// Executes the renderer on its own render pass.
pub fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
color_attachment: &wgpu::TextureView,
@ -349,7 +349,7 @@ impl RenderPass {
}
});
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_attachment,
resolve_target: None,
@ -359,26 +359,23 @@ impl RenderPass {
},
})],
depth_stencil_attachment,
label: Some("egui main render pass"),
label: Some("egui_render_pass"),
});
rpass.push_debug_group("egui_pass");
self.execute_with_renderpass(&mut rpass, paint_jobs, screen_descriptor);
rpass.pop_debug_group();
self.render_onto_renderpass(&mut render_pass, paint_jobs, screen_descriptor);
}
/// Executes the egui render pass onto an existing wgpu renderpass.
pub fn execute_with_renderpass<'rpass>(
&'rpass self,
rpass: &mut wgpu::RenderPass<'rpass>,
/// Executes the egui renderer onto an existing wgpu renderpass.
pub fn render_onto_renderpass<'rp>(
&'rp self,
render_pass: &mut wgpu::RenderPass<'rp>,
paint_jobs: &[egui::epaint::ClippedPrimitive],
screen_descriptor: &ScreenDescriptor,
) {
let pixels_per_point = screen_descriptor.pixels_per_point;
let size_in_pixels = screen_descriptor.size_in_pixels;
// Whether or not we need to reset the renderpass state because a paint callback has just
// Whether or not we need to reset the render pass because a paint callback has just
// run.
let mut needs_reset = true;
@ -391,7 +388,7 @@ impl RenderPass {
} in paint_jobs
{
if needs_reset {
rpass.set_viewport(
render_pass.set_viewport(
0.0,
0.0,
size_in_pixels[0] as f32,
@ -399,8 +396,8 @@ impl RenderPass {
0.0,
1.0,
);
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.uniform_bind_group, &[]);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
needs_reset = false;
}
@ -417,7 +414,7 @@ impl RenderPass {
continue;
}
rpass.set_scissor_rect(rect.x, rect.y, rect.width, rect.height);
render_pass.set_scissor_rect(rect.x, rect.y, rect.width, rect.height);
}
match primitive {
@ -426,13 +423,13 @@ impl RenderPass {
let vertex_buffer = vertex_buffers.next().unwrap();
if let Some((_texture, bind_group)) = self.textures.get(&mesh.texture_id) {
rpass.set_bind_group(1, bind_group, &[]);
rpass.set_index_buffer(
render_pass.set_bind_group(1, bind_group, &[]);
render_pass.set_index_buffer(
index_buffer.buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
rpass.set_vertex_buffer(0, vertex_buffer.buffer.slice(..));
rpass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
render_pass.set_vertex_buffer(0, vertex_buffer.buffer.slice(..));
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
} else {
tracing::warn!("Missing texture: {:?}", mesh.texture_id);
}
@ -461,7 +458,7 @@ impl RenderPass {
let rect_max_x = rect_max_x.round();
let rect_max_y = rect_max_y.round();
rpass.set_viewport(
render_pass.set_viewport(
rect_min_x,
rect_min_y,
rect_max_x - rect_min_x,
@ -478,7 +475,7 @@ impl RenderPass {
pixels_per_point,
screen_size_px: size_in_pixels,
},
rpass,
render_pass,
&self.paint_callback_resources,
);
}
@ -486,10 +483,10 @@ impl RenderPass {
}
}
rpass.set_scissor_rect(0, 0, size_in_pixels[0], size_in_pixels[1]);
render_pass.set_scissor_rect(0, 0, size_in_pixels[0], size_in_pixels[1]);
}
/// Should be called before `execute()`.
/// Should be called before `render()`.
pub fn update_texture(
&mut self,
device: &wgpu::Device,
@ -768,8 +765,8 @@ impl RenderPass {
*user_texture_binding = bind_group;
}
/// Uploads the uniform, vertex and index data used by the render pass.
/// Should be called before `execute()`.
/// Uploads the uniform, vertex and index data used by the renderer.
/// Should be called before `render()`.
pub fn update_buffers(
&mut self,
device: &wgpu::Device,
@ -922,7 +919,7 @@ impl ScissorRect {
}
#[test]
fn render_pass_impl_send_sync() {
fn renderer_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<RenderPass>();
assert_send_sync::<Renderer>();
}

28
crates/egui-wgpu/src/winit.rs

@ -4,7 +4,7 @@ use egui::mutex::RwLock;
use tracing::error;
use wgpu::{Adapter, Instance, Surface};
use crate::renderer;
use crate::{renderer, Renderer};
/// Access to the render state for egui, which can be useful in combination with
/// [`egui::PaintCallback`]s for custom rendering using WGPU.
@ -13,7 +13,7 @@ pub struct RenderState {
pub device: Arc<wgpu::Device>,
pub queue: Arc<wgpu::Queue>,
pub target_format: wgpu::TextureFormat,
pub egui_rpass: Arc<RwLock<renderer::RenderPass>>,
pub renderer: Arc<RwLock<Renderer>>,
}
struct SurfaceState {
@ -90,14 +90,13 @@ impl<'a> Painter<'a> {
let (device, queue) =
pollster::block_on(adapter.request_device(&self.device_descriptor, None)).unwrap();
let rpass =
renderer::RenderPass::new(&device, target_format, self.msaa_samples, self.depth_bits);
let renderer = Renderer::new(&device, target_format, self.msaa_samples, self.depth_bits);
RenderState {
device: Arc::new(device),
queue: Arc::new(queue),
target_format,
egui_rpass: Arc::new(RwLock::new(rpass)),
renderer: Arc::new(RwLock::new(renderer)),
}
}
@ -151,7 +150,7 @@ impl<'a> Painter<'a> {
surface_state.height = height_in_pixels;
if self.depth_bits > 0 {
render_state.egui_rpass.write().update_depth_texture(
render_state.renderer.write().update_depth_texture(
&render_state.device,
width_in_pixels,
height_in_pixels,
@ -272,12 +271,17 @@ impl<'a> Painter<'a> {
};
{
let mut rpass = render_state.egui_rpass.write();
let mut renderer = render_state.renderer.write();
for (id, image_delta) in &textures_delta.set {
rpass.update_texture(&render_state.device, &render_state.queue, *id, image_delta);
renderer.update_texture(
&render_state.device,
&render_state.queue,
*id,
image_delta,
);
}
rpass.update_buffers(
renderer.update_buffers(
&render_state.device,
&render_state.queue,
clipped_primitives,
@ -286,7 +290,7 @@ impl<'a> Painter<'a> {
}
// Record all render passes.
render_state.egui_rpass.read().execute(
render_state.renderer.read().render(
&mut encoder,
&output_view,
clipped_primitives,
@ -300,9 +304,9 @@ impl<'a> Painter<'a> {
);
{
let mut rpass = render_state.egui_rpass.write();
let mut renderer = render_state.renderer.write();
for id in &textures_delta.free {
rpass.free_texture(id);
renderer.free_texture(id);
}
}

14
crates/egui_demo_app/src/apps/custom3d_wgpu.rs

@ -82,7 +82,7 @@ impl Custom3d {
// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
// `paint_callback_resources` type map, which is stored alongside the render pass.
wgpu_render_state
.egui_rpass
.renderer
.write()
.paint_callback_resources
.insert(TriangleRenderResources {
@ -142,9 +142,9 @@ impl Custom3d {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.prepare(device, queue, angle);
})
.paint(move |_info, rpass, paint_callback_resources| {
.paint(move |_info, render_pass, paint_callback_resources| {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.paint(rpass);
resources.paint(render_pass);
});
let callback = egui::PaintCallback {
@ -168,10 +168,10 @@ impl TriangleRenderResources {
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[angle]));
}
fn paint<'rpass>(&'rpass self, rpass: &mut wgpu::RenderPass<'rpass>) {
fn paint<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>) {
// Draw our triangle!
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3, 0..1);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}

Loading…
Cancel
Save