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Improved wgpu callbacks (#3253)

* Improved wgpu callbacks

* update documentation on egui_wgpu callbacks

* make shared callback resource map pub

* make it nicer to create epaint::PaintCallback from egui_wgpu callback

* constrain ClippedPrimitive lifetime to outlive wgpu::RenderPass

* Revert callback resources to TypeMap, put finish_prepare on callback trait

* doc string fixes
pull/3260/head
Andreas Reich 1 year ago
committed by GitHub
parent
commit
b896d641c5
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 2
      Cargo.toml
  2. 2
      crates/egui-wgpu/src/lib.rs
  3. 257
      crates/egui-wgpu/src/renderer.rs
  4. 88
      crates/egui_demo_app/src/apps/custom3d_wgpu.rs
  5. 6
      crates/epaint/src/shape.rs

2
Cargo.toml

@ -36,4 +36,4 @@ opt-level = 2
[workspace.dependencies]
thiserror = "1.0.37"
wgpu = { version = "0.17.0", features = ["fragile-send-sync-non-atomic-wasm"] }
wgpu = "0.17.0"

2
crates/egui-wgpu/src/lib.rs

@ -10,8 +10,8 @@ pub use wgpu;
/// Low-level painting of [`egui`](https://github.com/emilk/egui) on [`wgpu`].
pub mod renderer;
pub use renderer::CallbackFn;
pub use renderer::Renderer;
pub use renderer::{Callback, CallbackResources, CallbackTrait};
/// Module for painting [`egui`](https://github.com/emilk/egui) with [`wgpu`] on [`winit`].
#[cfg(feature = "winit")]

257
crates/egui-wgpu/src/renderer.rs

@ -1,107 +1,109 @@
#![allow(unsafe_code)]
use std::num::NonZeroU64;
use std::ops::Range;
use std::{borrow::Cow, collections::HashMap};
use std::{borrow::Cow, num::NonZeroU64, ops::Range};
use epaint::{ahash::HashMap, emath::NumExt, PaintCallbackInfo, Primitive, Vertex};
use type_map::concurrent::TypeMap;
use wgpu;
use wgpu::util::DeviceExt as _;
use epaint::{emath::NumExt, PaintCallbackInfo, Primitive, Vertex};
// Only implements Send + Sync on wasm32 in order to allow storing wgpu resources on the type map.
#[cfg(not(target_arch = "wasm32"))]
pub type CallbackResources = type_map::concurrent::TypeMap;
#[cfg(target_arch = "wasm32")]
pub type CallbackResources = type_map::TypeMap;
pub struct Callback(Box<dyn CallbackTrait>);
impl Callback {
/// Creates a new [`epaint::PaintCallback`] from a callback trait instance.
pub fn new_paint_callback(
rect: epaint::emath::Rect,
callback: impl CallbackTrait + 'static,
) -> epaint::PaintCallback {
epaint::PaintCallback {
rect,
callback: std::sync::Arc::new(Self(Box::new(callback))),
}
}
}
/// A callback function that can be used to compose an [`epaint::PaintCallback`] for custom WGPU
/// rendering.
/// A callback trait that can be used to compose an [`epaint::PaintCallback`] via [`Callback`]
/// for custom WGPU rendering.
///
/// Callbacks in [`Renderer`] are done in three steps:
/// * [`CallbackTrait::prepare`]: called for all registered callbacks before the main egui render pass.
/// * [`CallbackTrait::finish_prepare`]: called for all registered callbacks after all callbacks finished calling prepare.
/// * [`CallbackTrait::paint`]: called for all registered callbacks during the main egui render pass.
///
/// Each callback has access to an instance of [`CallbackResources`] that is stored in the [`Renderer`].
/// This can be used to store wgpu resources that need to be accessed during the [`CallbackTrait::paint`] step.
///
/// The callbacks implementing [`CallbackTrait`] itself must always be Send + Sync, but resources stored in
/// [`Renderer::callback_resources`] are not required to implement Send + Sync when building for wasm.
/// (this is because wgpu stores references to the JS heap in most of its resources which can not be shared with other threads).
///
///
/// # Command submission
///
/// ## Command Encoder
///
/// The passed-in `CommandEncoder` is egui's and can be used directly to register
/// wgpu commands for simple use cases.
/// This allows reusing the same [`wgpu::CommandEncoder`] for all callbacks and egui
/// rendering itself.
///
/// ## Command Buffers
///
/// The callback is composed of two functions: `prepare` and `paint`:
/// - `prepare` is called every frame before `paint`, and can use the passed-in
/// [`wgpu::Device`] and [`wgpu::Buffer`] to allocate or modify GPU resources such as buffers.
/// - `paint` is called after `prepare` and is given access to the [`wgpu::RenderPass`] so
/// that it can issue draw commands into the same [`wgpu::RenderPass`] that is used for
/// all other egui elements.
/// For more complicated use cases, one can also return a list of arbitrary
/// `CommandBuffer`s and have complete control over how they get created and fed.
/// In particular, this gives an opportunity to parallelize command registration and
/// prevents a faulty callback from poisoning the main wgpu pipeline.
///
/// The final argument of both the `prepare` and `paint` callbacks is a the
/// [`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.
/// When using eframe, the main egui command buffer, as well as all user-defined
/// command buffers returned by this function, are guaranteed to all be submitted
/// at once in a single call.
///
/// Command Buffers returned by [`CallbackTrait::finish_prepare`] will always be issued *after*
/// those returned by [`CallbackTrait::prepare`].
/// Order within command buffers returned by [`CallbackTrait::prepare`] is dependent
/// on the order the respective [`epaint::Shape::Callback`]s were submitted in.
///
/// # Example
///
/// See the [`custom3d_wgpu`](https://github.com/emilk/egui/blob/master/crates/egui_demo_app/src/apps/custom3d_wgpu.rs) demo source for a detailed usage example.
pub struct CallbackFn {
prepare: Box<PrepareCallback>,
paint: Box<PaintCallback>,
}
type PrepareCallback = dyn Fn(
&wgpu::Device,
&wgpu::Queue,
&mut wgpu::CommandEncoder,
&mut TypeMap,
) -> Vec<wgpu::CommandBuffer>
+ Sync
+ Send;
type PaintCallback =
dyn for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap) + Sync + Send;
impl Default for CallbackFn {
fn default() -> Self {
CallbackFn {
prepare: Box::new(|_, _, _, _| Vec::new()),
paint: Box::new(|_, _, _| ()),
}
pub trait CallbackTrait: Send + Sync {
fn prepare(
&self,
_device: &wgpu::Device,
_queue: &wgpu::Queue,
_egui_encoder: &mut wgpu::CommandEncoder,
_callback_resources: &mut CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
Vec::new()
}
}
impl CallbackFn {
pub fn new() -> Self {
Self::default()
/// Called after all [`CallbackTrait::prepare`] calls are done.
fn finish_prepare(
&self,
_device: &wgpu::Device,
_queue: &wgpu::Queue,
_egui_encoder: &mut wgpu::CommandEncoder,
_callback_resources: &mut CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
Vec::new()
}
/// Set the prepare callback.
///
/// The passed-in `CommandEncoder` is egui's and can be used directly to register
/// wgpu commands for simple use cases.
/// This allows reusing the same [`wgpu::CommandEncoder`] for all callbacks and egui
/// rendering itself.
///
/// For more complicated use cases, one can also return a list of arbitrary
/// `CommandBuffer`s and have complete control over how they get created and fed.
/// In particular, this gives an opportunity to parallelize command registration and
/// prevents a faulty callback from poisoning the main wgpu pipeline.
/// Called after all [`CallbackTrait::finish_prepare`] calls are done.
///
/// When using eframe, the main egui command buffer, as well as all user-defined
/// command buffers returned by this function, are guaranteed to all be submitted
/// at once in a single call.
pub fn prepare<F>(mut self, prepare: F) -> Self
where
F: Fn(
&wgpu::Device,
&wgpu::Queue,
&mut wgpu::CommandEncoder,
&mut TypeMap,
) -> Vec<wgpu::CommandBuffer>
+ Sync
+ Send
+ 'static,
{
self.prepare = Box::new(prepare) as _;
self
}
/// Set the paint callback
pub fn paint<F>(mut self, paint: F) -> Self
where
F: for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap)
+ Sync
+ Send
+ 'static,
{
self.paint = Box::new(paint) as _;
self
}
/// It is given access to the [`wgpu::RenderPass`] so that it can issue draw commands
/// into the same [`wgpu::RenderPass`] that is used for all other egui elements.
fn paint<'a>(
&'a self,
info: PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'a>,
callback_resources: &'a CallbackResources,
);
}
/// Information about the screen used for rendering.
@ -164,9 +166,10 @@ pub struct Renderer {
next_user_texture_id: u64,
samplers: HashMap<epaint::textures::TextureOptions, wgpu::Sampler>,
/// Storage for use by [`epaint::PaintCallback`]'s that need to store resources such as render
/// pipelines that must have the lifetime of the renderpass.
pub paint_callback_resources: TypeMap,
/// Storage for resources shared with all invocations of [`CallbackTrait`]'s methods.
///
/// See also [`CallbackTrait`].
pub callback_resources: CallbackResources,
}
impl Renderer {
@ -346,10 +349,10 @@ impl Renderer {
},
uniform_bind_group,
texture_bind_group_layout,
textures: HashMap::new(),
textures: HashMap::default(),
next_user_texture_id: 0,
samplers: HashMap::new(),
paint_callback_resources: TypeMap::default(),
samplers: HashMap::default(),
callback_resources: CallbackResources::default(),
}
}
@ -357,7 +360,7 @@ impl Renderer {
pub fn render<'rp>(
&'rp self,
render_pass: &mut wgpu::RenderPass<'rp>,
paint_jobs: &[epaint::ClippedPrimitive],
paint_jobs: &'rp [epaint::ClippedPrimitive],
screen_descriptor: &ScreenDescriptor,
) {
crate::profile_function!();
@ -432,7 +435,7 @@ impl Renderer {
}
}
Primitive::Callback(callback) => {
let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
let cbfn = if let Some(c) = callback.callback.downcast_ref::<Callback>() {
c
} else {
// We already warned in the `prepare` callback
@ -467,7 +470,7 @@ impl Renderer {
);
}
(cbfn.paint)(
cbfn.0.paint(
PaintCallbackInfo {
viewport: callback.rect,
clip_rect: *clip_rect,
@ -475,7 +478,7 @@ impl Renderer {
screen_size_px: size_in_pixels,
},
render_pass,
&self.paint_callback_resources,
&self.callback_resources,
);
}
}
@ -751,7 +754,7 @@ impl Renderer {
/// Uploads the uniform, vertex and index data used by the renderer.
/// Should be called before `render()`.
///
/// Returns all user-defined command buffers gathered from prepare callbacks.
/// Returns all user-defined command buffers gathered from [`CallbackTrait::prepare`] & [`CallbackTrait::finish_prepare`] callbacks.
pub fn update_buffers(
&mut self,
device: &wgpu::Device,
@ -778,7 +781,8 @@ impl Renderer {
self.previous_uniform_buffer_content = uniform_buffer_content;
}
// Determine how many vertices & indices need to be rendered.
// Determine how many vertices & indices need to be rendered, and gather prepare callbacks
let mut callbacks = Vec::new();
let (vertex_count, index_count) = {
crate::profile_scope!("count_vertices_indices");
paint_jobs.iter().fold((0, 0), |acc, clipped_primitive| {
@ -786,7 +790,14 @@ impl Renderer {
Primitive::Mesh(mesh) => {
(acc.0 + mesh.vertices.len(), acc.1 + mesh.indices.len())
}
Primitive::Callback(_) => acc,
Primitive::Callback(callback) => {
if let Some(c) = callback.callback.downcast_ref::<Callback>() {
callbacks.push(c.0.as_ref());
} else {
log::warn!("Unknown paint callback: expected `egui_wgpu::Callback`");
};
acc
}
}
})
};
@ -861,32 +872,31 @@ impl Renderer {
}
}
let mut user_cmd_bufs = Vec::new();
{
crate::profile_scope!("user command buffers");
let mut user_cmd_bufs = Vec::new(); // collect user command buffers
for epaint::ClippedPrimitive { primitive, .. } in paint_jobs.iter() {
match primitive {
Primitive::Mesh(_) => {}
Primitive::Callback(callback) => {
let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
c
} else {
log::warn!("Unknown paint callback: expected `egui_wgpu::CallbackFn`");
continue;
};
crate::profile_scope!("callback");
user_cmd_bufs.extend((cbfn.prepare)(
device,
queue,
encoder,
&mut self.paint_callback_resources,
));
}
}
crate::profile_scope!("prepare callbacks");
for callback in &callbacks {
user_cmd_bufs.extend(callback.prepare(
device,
queue,
encoder,
&mut self.callback_resources,
));
}
user_cmd_bufs
}
{
crate::profile_scope!("finish prepare callbacks");
for callback in &callbacks {
user_cmd_bufs.extend(callback.finish_prepare(
device,
queue,
encoder,
&mut self.callback_resources,
));
}
}
user_cmd_bufs
}
}
@ -969,6 +979,9 @@ impl ScissorRect {
}
}
// Wgpu objects contain references to the JS heap on the web, therefore they are not Send/Sync.
// It follows that egui_wgpu::Renderer can not be Send/Sync either when building with wasm.
#[cfg(not(target_arch = "wasm32"))]
#[test]
fn renderer_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}

88
crates/egui_demo_app/src/apps/custom3d_wgpu.rs

@ -1,4 +1,4 @@
use std::{num::NonZeroU64, sync::Arc};
use std::num::NonZeroU64;
use eframe::{
egui_wgpu::wgpu::util::DeviceExt,
@ -84,7 +84,7 @@ impl Custom3d {
wgpu_render_state
.renderer
.write()
.paint_callback_resources
.callback_resources
.insert(TriangleRenderResources {
pipeline,
bind_group,
@ -119,46 +119,64 @@ impl eframe::App for Custom3d {
}
}
// Callbacks in egui_wgpu have 3 stages:
// * prepare (per callback impl)
// * finish_prepare (once)
// * paint (per callback impl)
//
// The prepare callback is called every frame before paint and is given access to the wgpu
// Device and Queue, which can be used, for instance, to update buffers and uniforms before
// rendering.
// If [`egui_wgpu::Renderer`] has [`egui_wgpu::FinishPrepareCallback`] registered,
// it will be called after all `prepare` callbacks have been called.
// You can use this to update any shared resources that need to be updated once per frame
// after all callbacks have been processed.
//
// On both prepare methods you can use the main `CommandEncoder` that is passed-in,
// return an arbitrary number of user-defined `CommandBuffer`s, or both.
// The main command buffer, as well as all user-defined ones, will be submitted together
// to the GPU in a single call.
//
// The paint callback is called after finish prepare and is given access to egui's main render pass,
// which can be used to issue draw commands.
struct CustomTriangleCallback {
angle: f32,
}
impl egui_wgpu::CallbackTrait for CustomTriangleCallback {
fn prepare(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
_egui_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let resources: &TriangleRenderResources = resources.get().unwrap();
resources.prepare(device, queue, self.angle);
Vec::new()
}
fn paint<'a>(
&self,
_info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'a>,
resources: &'a egui_wgpu::CallbackResources,
) {
let resources: &TriangleRenderResources = resources.get().unwrap();
resources.paint(render_pass);
}
}
impl Custom3d {
fn custom_painting(&mut self, ui: &mut egui::Ui) {
let (rect, response) =
ui.allocate_exact_size(egui::Vec2::splat(300.0), egui::Sense::drag());
self.angle += response.drag_delta().x * 0.01;
// Clone locals so we can move them into the paint callback:
let angle = self.angle;
// The callback function for WGPU is in two stages: prepare, and paint.
//
// The prepare callback is called every frame before paint and is given access to the wgpu
// Device and Queue, which can be used, for instance, to update buffers and uniforms before
// rendering.
//
// You can use the main `CommandEncoder` that is passed-in, return an arbitrary number
// of user-defined `CommandBuffer`s, or both.
// The main command buffer, as well as all user-defined ones, will be submitted together
// to the GPU in a single call.
//
// The paint callback is called after prepare and is given access to the render pass, which
// can be used to issue draw commands.
let cb = egui_wgpu::CallbackFn::new()
.prepare(move |device, queue, _encoder, paint_callback_resources| {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.prepare(device, queue, angle);
Vec::new()
})
.paint(move |_info, render_pass, paint_callback_resources| {
let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
resources.paint(render_pass);
});
let callback = egui::PaintCallback {
ui.painter().add(egui_wgpu::Callback::new_paint_callback(
rect,
callback: Arc::new(cb),
};
ui.painter().add(callback);
CustomTriangleCallback { angle: self.angle },
));
}
}

6
crates/epaint/src/shape.rs

@ -852,7 +852,7 @@ pub struct PaintCallback {
///
/// The concrete value of `callback` depends on the rendering backend used. For instance, the
/// `glow` backend requires that callback be an `egui_glow::CallbackFn` while the `wgpu`
/// backend requires a `egui_wgpu::CallbackFn`.
/// backend requires a `egui_wgpu::Callback`.
///
/// If the type cannot be downcast to the type expected by the current backend the callback
/// will not be drawn.
@ -862,7 +862,9 @@ pub struct PaintCallback {
///
/// The rendering backend is also responsible for restoring any state, such as the bound shader
/// program, vertex array, etc.
pub callback: Arc<dyn Any + Sync + Send>,
///
/// Shape has to be clone, therefore this has to be an `Arc` instead of a `Box`.
pub callback: Arc<dyn Any + Send + Sync>,
}
impl std::fmt::Debug for PaintCallback {

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