1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-30 05:10:03 -04:00

egui_winit/wgpu: enable Android support (#1634)

* egui-winit: don't assume window available at init

On Android in particular we can only initialize render state once we
have a native window, after a 'Resumed' lifecycle event. It's still
practical to be able to initialize an egui_winit::State early on
so this adds setters for the max_texture_side and pixels_per_point
that can be called once we have a valid Window and have initialized
a graphics context.

On Wayland, where we need to access the Display for clipboard handling
we now get the Display from the event loop instead of a window.

* egui-wgpu: lazily initialize render + surface state

Enable the renderer and surface state initialization to be deferred
until we know that any winit window we created has a valid native window
and enable the surface state to be updated in case the native window
changes.

In particular these changes help with running on Android where winit
windows will only have a valid native window associated with them
between Resumed and Paused lifecycle events, and so surface creation
(and render state initialization) needs to wait until the first
Resumed event, and the surface needs to be dropped/recreated based on
Paused/Resumed events.
This commit is contained in:
Robert Bragg
2022-05-22 19:24:41 +01:00
committed by GitHub
parent fff2008255
commit a5076d4cc4
14 changed files with 300 additions and 109 deletions

View File

@@ -1,72 +1,203 @@
use tracing::error;
use wgpu::{Adapter, Instance, Surface, TextureFormat};
use crate::renderer;
struct RenderState {
device: wgpu::Device,
queue: wgpu::Queue,
target_format: TextureFormat,
egui_rpass: renderer::RenderPass,
}
struct SurfaceState {
surface: Surface,
width: u32,
height: u32,
}
/// Everything you need to paint egui with [`wgpu`] on [`winit`].
///
/// Alternatively you can use [`crate::renderer`] directly.
pub struct Painter {
device: wgpu::Device,
queue: wgpu::Queue,
surface_config: wgpu::SurfaceConfiguration,
surface: wgpu::Surface,
egui_rpass: renderer::RenderPass,
pub struct Painter<'a> {
power_preference: wgpu::PowerPreference,
device_descriptor: wgpu::DeviceDescriptor<'a>,
present_mode: wgpu::PresentMode,
msaa_samples: u32,
instance: Instance,
adapter: Option<Adapter>,
render_state: Option<RenderState>,
surface_state: Option<SurfaceState>,
}
impl Painter {
/// Creates a [`wgpu`] surface for the given window, and things required to render egui onto it.
impl<'a> Painter<'a> {
/// Manages [`wgpu`] state, including surface state, required to render egui.
///
/// # Safety
/// The given `window` must outlive the returned [`Painter`].
pub unsafe fn new(window: &winit::window::Window, msaa_samples: u32) -> Self {
let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY | wgpu::Backends::GL);
let surface = instance.create_surface(&window);
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) = pollster::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
label: None,
},
None,
))
.unwrap();
let size = window.inner_size();
let surface_format = surface.get_preferred_format(&adapter).unwrap();
let surface_config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width as u32,
height: size.height as u32,
present_mode: wgpu::PresentMode::Fifo, // TODO(emilk): make vsync configurable
};
surface.configure(&device, &surface_config);
let egui_rpass = renderer::RenderPass::new(&device, surface_format, msaa_samples);
/// Only the [`wgpu::Instance`] is initialized here. Device selection and the initialization
/// of render + surface state is deferred until the painter is given its first window target
/// via [`set_window()`](Self::set_window). (Ensuring that a device that's compatible with the
/// native window is chosen)
///
/// Before calling [`paint_and_update_textures()`](Self::paint_and_update_textures) a
/// [`wgpu::Surface`] must be initialized (and corresponding render state) by calling
/// [`set_window()`](Self::set_window) once you have
/// a [`winit::window::Window`] with a valid `.raw_window_handle()`
/// associated.
pub fn new(
backends: wgpu::Backends,
power_preference: wgpu::PowerPreference,
device_descriptor: wgpu::DeviceDescriptor<'a>,
present_mode: wgpu::PresentMode,
msaa_samples: u32,
) -> Self {
let instance = wgpu::Instance::new(backends);
Self {
power_preference,
device_descriptor,
present_mode,
msaa_samples,
instance,
adapter: None,
render_state: None,
surface_state: None,
}
}
async fn init_render_state(
&self,
adapter: &Adapter,
target_format: TextureFormat,
) -> RenderState {
let (device, queue) =
pollster::block_on(adapter.request_device(&self.device_descriptor, None)).unwrap();
let egui_rpass = renderer::RenderPass::new(&device, target_format, self.msaa_samples);
RenderState {
device,
queue,
surface_config,
surface,
target_format,
egui_rpass,
}
}
pub fn max_texture_side(&self) -> usize {
self.device.limits().max_texture_dimension_2d as usize
// We want to defer the initialization of our render state until we have a surface
// so we can take its format into account.
//
// After we've initialized our render state once though we expect all future surfaces
// will have the same format and so this render state will remain valid.
fn ensure_render_state_for_surface(&mut self, surface: &Surface) {
self.adapter.get_or_insert_with(|| {
pollster::block_on(self.instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: self.power_preference,
compatible_surface: Some(surface),
force_fallback_adapter: false,
}))
.unwrap()
});
if self.render_state.is_none() {
let adapter = self.adapter.as_ref().unwrap();
let swapchain_format = surface.get_preferred_format(adapter).unwrap();
let rs = pollster::block_on(self.init_render_state(adapter, swapchain_format));
self.render_state = Some(rs);
}
}
fn configure_surface(&mut self, width_in_pixels: u32, height_in_pixels: u32) {
let render_state = self
.render_state
.as_ref()
.expect("Render state should exist before surface configuration");
let format = render_state.target_format;
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: width_in_pixels,
height: height_in_pixels,
present_mode: self.present_mode,
};
let surface_state = self
.surface_state
.as_mut()
.expect("Surface state should exist before surface configuration");
surface_state
.surface
.configure(&render_state.device, &config);
surface_state.width = width_in_pixels;
surface_state.height = height_in_pixels;
}
/// Updates (or clears) the [`winit::window::Window`] associated with the [`Painter`]
///
/// This creates a [`wgpu::Surface`] for the given Window (as well as initializing render
/// state if needed) that is used for egui rendering.
///
/// This must be called before trying to render via
/// [`paint_and_update_textures`](Self::paint_and_update_textures)
///
/// # Portability
///
/// _In particular it's important to note that on Android a it's only possible to create
/// a window surface between `Resumed` and `Paused` lifecycle events, and Winit will panic on
/// attempts to query the raw window handle while paused._
///
/// On Android [`set_window`](Self::set_window) should be called with `Some(window)` for each
/// `Resumed` event and `None` for each `Paused` event. Currently, on all other platforms
/// [`set_window`](Self::set_window) may be called with `Some(window)` as soon as you have a
/// valid [`winit::window::Window`].
///
/// # Safety
///
/// The raw Window handle associated with the given `window` must be a valid object to create a
/// surface upon and must remain valid for the lifetime of the created surface. (The surface may
/// be cleared by passing `None`).
pub unsafe fn set_window(&mut self, window: Option<&winit::window::Window>) {
match window {
Some(window) => {
let surface = self.instance.create_surface(&window);
self.ensure_render_state_for_surface(&surface);
let size = window.inner_size();
let width = size.width as u32;
let height = size.height as u32;
self.surface_state = Some(SurfaceState {
surface,
width,
height,
});
self.configure_surface(width, height);
}
None => {
self.surface_state = None;
}
}
}
/// Returns the maximum texture dimension supported if known
///
/// This API will only return a known dimension after `set_window()` has been called
/// at least once, since the underlying device and render state are initialized lazily
/// once we have a window (that may determine the choice of adapter/device).
pub fn max_texture_side(&self) -> Option<usize> {
self.render_state
.as_ref()
.map(|rs| rs.device.limits().max_texture_dimension_2d as usize)
}
pub fn on_window_resized(&mut self, width_in_pixels: u32, height_in_pixels: u32) {
self.surface_config.width = width_in_pixels;
self.surface_config.height = height_in_pixels;
self.surface.configure(&self.device, &self.surface_config);
if self.surface_state.is_some() {
self.configure_surface(width_in_pixels, height_in_pixels);
} else {
error!("Ignoring window resize notification with no surface created via Painter::set_window()");
}
}
pub fn paint_and_update_textures(
@@ -76,7 +207,16 @@ impl Painter {
clipped_primitives: &[egui::ClippedPrimitive],
textures_delta: &egui::TexturesDelta,
) {
let output_frame = match self.surface.get_current_texture() {
let render_state = match self.render_state.as_mut() {
Some(rs) => rs,
None => return,
};
let surface_state = match self.surface_state.as_ref() {
Some(rs) => rs,
None => return,
};
let output_frame = match surface_state.surface.get_current_texture() {
Ok(frame) => frame,
Err(wgpu::SurfaceError::Outdated) => {
// This error occurs when the app is minimized on Windows.
@@ -93,35 +233,40 @@ impl Painter {
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
});
let mut encoder =
render_state
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
});
// Upload all resources for the GPU.
let screen_descriptor = renderer::ScreenDescriptor {
size_in_pixels: [self.surface_config.width, self.surface_config.height],
size_in_pixels: [surface_state.width, surface_state.height],
pixels_per_point,
};
for (id, image_delta) in &textures_delta.set {
self.egui_rpass
.update_texture(&self.device, &self.queue, *id, image_delta);
render_state.egui_rpass.update_texture(
&render_state.device,
&render_state.queue,
*id,
image_delta,
);
}
for id in &textures_delta.free {
self.egui_rpass.free_texture(id);
render_state.egui_rpass.free_texture(id);
}
self.egui_rpass.update_buffers(
&self.device,
&self.queue,
render_state.egui_rpass.update_buffers(
&render_state.device,
&render_state.queue,
clipped_primitives,
&screen_descriptor,
);
// Record all render passes.
self.egui_rpass.execute(
render_state.egui_rpass.execute(
&mut encoder,
&output_view,
clipped_primitives,
@@ -135,7 +280,7 @@ impl Painter {
);
// Submit the commands.
self.queue.submit(std::iter::once(encoder.finish()));
render_state.queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();