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https://github.com/emilk/egui.git
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Create egui_wgpu::RendererOptions (#7601)
This commit is contained in:
@@ -3,6 +3,7 @@
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use std::{borrow::Cow, num::NonZeroU64, ops::Range};
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use ahash::HashMap;
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use bytemuck::Zeroable as _;
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use epaint::{PaintCallbackInfo, Primitive, Vertex, emath::NumExt as _};
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use wgpu::util::DeviceExt as _;
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@@ -175,6 +176,57 @@ pub struct Texture {
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pub options: Option<epaint::textures::TextureOptions>,
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}
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/// Ways to configure [`Renderer`] during creation.
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#[derive(Clone, Copy, Debug)]
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pub struct RendererOptions {
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/// Set the level of the multisampling anti-aliasing (MSAA).
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///
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/// Must be a power-of-two. Higher = more smooth 3D.
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///
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/// A value of `0` or `1` turns it off (default).
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///
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/// `egui` already performs anti-aliasing via "feathering"
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/// (controlled by [`egui::epaint::TessellationOptions`]),
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/// but if you are embedding 3D in egui you may want to turn on multisampling.
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pub msaa_samples: u32,
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/// What format to use for the depth and stencil buffers,
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/// e.g. [`wgpu::TextureFormat::Depth32FloatStencil8`].
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///
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/// egui doesn't need depth/stencil, so the default value is `None` (no depth or stancil buffers).
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pub depth_stencil_format: Option<wgpu::TextureFormat>,
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/// Controls whether to apply dithering to minimize banding artifacts.
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///
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/// Dithering assumes an sRGB output and thus will apply noise to any input value that lies between
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/// two 8bit values after applying the sRGB OETF function, i.e. if it's not a whole 8bit value in "gamma space".
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/// This means that only inputs from texture interpolation and vertex colors should be affected in practice.
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///
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/// Defaults to true.
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pub dithering: bool,
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}
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impl RendererOptions {
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/// Set options that produce the most predicatable output.
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///
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/// Useful for image snapshot tests.
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pub const PREDICTABLE: Self = Self {
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msaa_samples: 1,
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depth_stencil_format: None,
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dithering: false,
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};
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}
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impl Default for RendererOptions {
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fn default() -> Self {
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Self {
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msaa_samples: 0,
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depth_stencil_format: None,
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dithering: true,
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}
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}
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}
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/// Renderer for a egui based GUI.
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pub struct Renderer {
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pipeline: wgpu::RenderPipeline,
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@@ -194,7 +246,7 @@ pub struct Renderer {
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next_user_texture_id: u64,
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samplers: HashMap<epaint::textures::TextureOptions, wgpu::Sampler>,
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dithering: bool,
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options: RendererOptions,
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/// Storage for resources shared with all invocations of [`CallbackTrait`]'s methods.
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///
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@@ -210,9 +262,7 @@ impl Renderer {
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pub fn new(
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device: &wgpu::Device,
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output_color_format: wgpu::TextureFormat,
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output_depth_format: Option<wgpu::TextureFormat>,
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msaa_samples: u32,
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dithering: bool,
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options: RendererOptions,
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) -> Self {
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profiling::function_scope!();
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@@ -229,7 +279,7 @@ impl Renderer {
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label: Some("egui_uniform_buffer"),
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contents: bytemuck::cast_slice(&[UniformBuffer {
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screen_size_in_points: [0.0, 0.0],
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dithering: u32::from(dithering),
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dithering: u32::from(options.dithering),
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_padding: Default::default(),
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}]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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@@ -299,13 +349,15 @@ impl Renderer {
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push_constant_ranges: &[],
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});
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let depth_stencil = output_depth_format.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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});
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let depth_stencil = options
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.depth_stencil_format
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.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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});
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let pipeline = {
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profiling::scope!("create_render_pipeline");
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@@ -337,7 +389,7 @@ impl Renderer {
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depth_stencil,
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multisample: wgpu::MultisampleState {
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alpha_to_coverage_enabled: false,
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count: msaa_samples,
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count: options.msaa_samples.max(1),
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mask: !0,
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},
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@@ -392,17 +444,13 @@ impl Renderer {
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},
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uniform_buffer,
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// Buffers on wgpu are zero initialized, so this is indeed its current state!
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previous_uniform_buffer_content: UniformBuffer {
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screen_size_in_points: [0.0, 0.0],
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dithering: 0,
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_padding: 0,
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},
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previous_uniform_buffer_content: UniformBuffer::zeroed(),
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uniform_bind_group,
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texture_bind_group_layout,
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textures: HashMap::default(),
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next_user_texture_id: 0,
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samplers: HashMap::default(),
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dithering,
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options,
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callback_resources: CallbackResources::default(),
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}
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}
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@@ -846,7 +894,7 @@ impl Renderer {
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let uniform_buffer_content = UniformBuffer {
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screen_size_in_points,
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dithering: u32::from(self.dithering),
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dithering: u32::from(self.options.dithering),
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_padding: Default::default(),
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};
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if uniform_buffer_content != self.previous_uniform_buffer_content {
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