mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 21:30:03 -04:00
Merge branch 'master' of https://github.com/emilk/egui into multiples_viewports
This commit is contained in:
@@ -10,8 +10,8 @@ pub use wgpu;
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/// Low-level painting of [`egui`](https://github.com/emilk/egui) on [`wgpu`].
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pub mod renderer;
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pub use renderer::CallbackFn;
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pub use renderer::Renderer;
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pub use renderer::{Callback, CallbackResources, CallbackTrait};
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/// Module for painting [`egui`](https://github.com/emilk/egui) with [`wgpu`] on [`winit`].
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#[cfg(feature = "winit")]
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@@ -1,107 +1,109 @@
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#![allow(unsafe_code)]
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use std::num::NonZeroU64;
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use std::ops::Range;
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use std::{borrow::Cow, collections::HashMap};
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use std::{borrow::Cow, num::NonZeroU64, ops::Range};
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use epaint::{ahash::HashMap, emath::NumExt, PaintCallbackInfo, Primitive, Vertex};
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use type_map::concurrent::TypeMap;
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use wgpu;
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use wgpu::util::DeviceExt as _;
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use epaint::{emath::NumExt, PaintCallbackInfo, Primitive, Vertex};
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// Only implements Send + Sync on wasm32 in order to allow storing wgpu resources on the type map.
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#[cfg(not(target_arch = "wasm32"))]
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pub type CallbackResources = type_map::concurrent::TypeMap;
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#[cfg(target_arch = "wasm32")]
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pub type CallbackResources = type_map::TypeMap;
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/// A callback function that can be used to compose an [`epaint::PaintCallback`] for custom WGPU
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/// rendering.
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///
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/// The callback is composed of two functions: `prepare` and `paint`:
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/// - `prepare` is called every frame before `paint`, and can use the passed-in
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/// [`wgpu::Device`] and [`wgpu::Buffer`] to allocate or modify GPU resources such as buffers.
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/// - `paint` is called after `prepare` and is given access to the [`wgpu::RenderPass`] so
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/// that it can issue draw commands into the same [`wgpu::RenderPass`] that is used for
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/// all other egui elements.
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///
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/// The final argument of both the `prepare` and `paint` callbacks is a the
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/// [`paint_callback_resources`][crate::renderer::Renderer::paint_callback_resources].
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/// `paint_callback_resources` has the same lifetime as the Egui render pass, so it can be used to
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/// store buffers, pipelines, and other information that needs to be accessed during the render
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/// pass.
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///
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/// # Example
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///
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/// 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.
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pub struct CallbackFn {
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prepare: Box<PrepareCallback>,
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paint: Box<PaintCallback>,
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}
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pub struct Callback(Box<dyn CallbackTrait>);
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type PrepareCallback = dyn Fn(
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&wgpu::Device,
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&wgpu::Queue,
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&mut wgpu::CommandEncoder,
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&mut TypeMap,
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) -> Vec<wgpu::CommandBuffer>
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+ Sync
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+ Send;
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type PaintCallback =
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dyn for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap) + Sync + Send;
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impl Default for CallbackFn {
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fn default() -> Self {
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CallbackFn {
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prepare: Box::new(|_, _, _, _| Vec::new()),
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paint: Box::new(|_, _, _| ()),
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impl Callback {
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/// Creates a new [`epaint::PaintCallback`] from a callback trait instance.
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pub fn new_paint_callback(
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rect: epaint::emath::Rect,
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callback: impl CallbackTrait + 'static,
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) -> epaint::PaintCallback {
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epaint::PaintCallback {
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rect,
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callback: std::sync::Arc::new(Self(Box::new(callback))),
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}
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}
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}
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impl CallbackFn {
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pub fn new() -> Self {
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Self::default()
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/// A callback trait that can be used to compose an [`epaint::PaintCallback`] via [`Callback`]
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/// for custom WGPU rendering.
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///
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/// Callbacks in [`Renderer`] are done in three steps:
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/// * [`CallbackTrait::prepare`]: called for all registered callbacks before the main egui render pass.
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/// * [`CallbackTrait::finish_prepare`]: called for all registered callbacks after all callbacks finished calling prepare.
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/// * [`CallbackTrait::paint`]: called for all registered callbacks during the main egui render pass.
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///
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/// Each callback has access to an instance of [`CallbackResources`] that is stored in the [`Renderer`].
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/// This can be used to store wgpu resources that need to be accessed during the [`CallbackTrait::paint`] step.
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///
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/// The callbacks implementing [`CallbackTrait`] itself must always be Send + Sync, but resources stored in
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/// [`Renderer::callback_resources`] are not required to implement Send + Sync when building for wasm.
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/// (this is because wgpu stores references to the JS heap in most of its resources which can not be shared with other threads).
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///
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///
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/// # Command submission
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///
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/// ## Command Encoder
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///
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/// The passed-in `CommandEncoder` is egui's and can be used directly to register
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/// wgpu commands for simple use cases.
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/// This allows reusing the same [`wgpu::CommandEncoder`] for all callbacks and egui
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/// rendering itself.
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///
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/// ## Command Buffers
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///
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/// For more complicated use cases, one can also return a list of arbitrary
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/// `CommandBuffer`s and have complete control over how they get created and fed.
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/// In particular, this gives an opportunity to parallelize command registration and
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/// prevents a faulty callback from poisoning the main wgpu pipeline.
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///
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/// When using eframe, the main egui command buffer, as well as all user-defined
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/// command buffers returned by this function, are guaranteed to all be submitted
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/// at once in a single call.
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///
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/// Command Buffers returned by [`CallbackTrait::finish_prepare`] will always be issued *after*
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/// those returned by [`CallbackTrait::prepare`].
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/// Order within command buffers returned by [`CallbackTrait::prepare`] is dependent
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/// on the order the respective [`epaint::Shape::Callback`]s were submitted in.
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///
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/// # Example
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///
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/// 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.
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pub trait CallbackTrait: Send + Sync {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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_queue: &wgpu::Queue,
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_egui_encoder: &mut wgpu::CommandEncoder,
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_callback_resources: &mut CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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Vec::new()
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}
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/// Set the prepare callback.
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///
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/// The passed-in `CommandEncoder` is egui's and can be used directly to register
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/// wgpu commands for simple use cases.
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/// This allows reusing the same [`wgpu::CommandEncoder`] for all callbacks and egui
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/// rendering itself.
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///
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/// For more complicated use cases, one can also return a list of arbitrary
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/// `CommandBuffer`s and have complete control over how they get created and fed.
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/// In particular, this gives an opportunity to parallelize command registration and
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/// prevents a faulty callback from poisoning the main wgpu pipeline.
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///
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/// When using eframe, the main egui command buffer, as well as all user-defined
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/// command buffers returned by this function, are guaranteed to all be submitted
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/// at once in a single call.
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pub fn prepare<F>(mut self, prepare: F) -> Self
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where
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F: Fn(
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&wgpu::Device,
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&wgpu::Queue,
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&mut wgpu::CommandEncoder,
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&mut TypeMap,
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) -> Vec<wgpu::CommandBuffer>
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+ Sync
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+ Send
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+ 'static,
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{
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self.prepare = Box::new(prepare) as _;
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self
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/// Called after all [`CallbackTrait::prepare`] calls are done.
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fn finish_prepare(
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&self,
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_device: &wgpu::Device,
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_queue: &wgpu::Queue,
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_egui_encoder: &mut wgpu::CommandEncoder,
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_callback_resources: &mut CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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Vec::new()
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}
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/// Set the paint callback
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pub fn paint<F>(mut self, paint: F) -> Self
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where
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F: for<'a, 'b> Fn(PaintCallbackInfo, &'a mut wgpu::RenderPass<'b>, &'b TypeMap)
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+ Sync
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+ Send
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+ 'static,
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{
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self.paint = Box::new(paint) as _;
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self
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}
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/// Called after all [`CallbackTrait::finish_prepare`] calls are done.
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///
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/// It is given access to the [`wgpu::RenderPass`] so that it can issue draw commands
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/// into the same [`wgpu::RenderPass`] that is used for all other egui elements.
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fn paint<'a>(
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&'a self,
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info: PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass<'a>,
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callback_resources: &'a CallbackResources,
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);
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}
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/// Information about the screen used for rendering.
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@@ -164,9 +166,10 @@ 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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/// Storage for use by [`epaint::PaintCallback`]'s that need to store resources such as render
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/// pipelines that must have the lifetime of the renderpass.
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pub paint_callback_resources: TypeMap,
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/// Storage for resources shared with all invocations of [`CallbackTrait`]'s methods.
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///
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/// See also [`CallbackTrait`].
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pub callback_resources: CallbackResources,
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}
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impl Renderer {
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@@ -346,10 +349,10 @@ impl Renderer {
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},
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uniform_bind_group,
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texture_bind_group_layout,
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textures: HashMap::new(),
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textures: HashMap::default(),
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next_user_texture_id: 0,
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samplers: HashMap::new(),
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paint_callback_resources: TypeMap::default(),
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samplers: HashMap::default(),
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callback_resources: CallbackResources::default(),
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}
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}
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@@ -357,7 +360,7 @@ impl Renderer {
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pub fn render<'rp>(
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&'rp self,
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render_pass: &mut wgpu::RenderPass<'rp>,
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paint_jobs: &[epaint::ClippedPrimitive],
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paint_jobs: &'rp [epaint::ClippedPrimitive],
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screen_descriptor: &ScreenDescriptor,
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) {
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crate::profile_function!();
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@@ -432,7 +435,7 @@ impl Renderer {
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}
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}
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Primitive::Callback(callback) => {
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let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
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let cbfn = if let Some(c) = callback.callback.downcast_ref::<Callback>() {
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c
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} else {
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// We already warned in the `prepare` callback
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@@ -467,7 +470,7 @@ impl Renderer {
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);
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}
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(cbfn.paint)(
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cbfn.0.paint(
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PaintCallbackInfo {
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viewport: callback.rect,
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clip_rect: *clip_rect,
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@@ -475,7 +478,7 @@ impl Renderer {
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screen_size_px: size_in_pixels,
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},
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render_pass,
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&self.paint_callback_resources,
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&self.callback_resources,
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);
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}
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}
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@@ -751,7 +754,7 @@ impl Renderer {
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/// Uploads the uniform, vertex and index data used by the renderer.
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/// Should be called before `render()`.
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///
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/// Returns all user-defined command buffers gathered from prepare callbacks.
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/// Returns all user-defined command buffers gathered from [`CallbackTrait::prepare`] & [`CallbackTrait::finish_prepare`] callbacks.
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pub fn update_buffers(
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&mut self,
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device: &wgpu::Device,
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@@ -778,7 +781,8 @@ impl Renderer {
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self.previous_uniform_buffer_content = uniform_buffer_content;
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}
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// Determine how many vertices & indices need to be rendered.
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// Determine how many vertices & indices need to be rendered, and gather prepare callbacks
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let mut callbacks = Vec::new();
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let (vertex_count, index_count) = {
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crate::profile_scope!("count_vertices_indices");
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paint_jobs.iter().fold((0, 0), |acc, clipped_primitive| {
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@@ -786,7 +790,14 @@ impl Renderer {
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Primitive::Mesh(mesh) => {
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(acc.0 + mesh.vertices.len(), acc.1 + mesh.indices.len())
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}
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Primitive::Callback(_) => acc,
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Primitive::Callback(callback) => {
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if let Some(c) = callback.callback.downcast_ref::<Callback>() {
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callbacks.push(c.0.as_ref());
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} else {
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log::warn!("Unknown paint callback: expected `egui_wgpu::Callback`");
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};
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acc
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}
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}
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})
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};
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@@ -861,32 +872,31 @@ impl Renderer {
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}
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}
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let mut user_cmd_bufs = Vec::new();
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{
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crate::profile_scope!("user command buffers");
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let mut user_cmd_bufs = Vec::new(); // collect user command buffers
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for epaint::ClippedPrimitive { primitive, .. } in paint_jobs.iter() {
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match primitive {
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Primitive::Mesh(_) => {}
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Primitive::Callback(callback) => {
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let cbfn = if let Some(c) = callback.callback.downcast_ref::<CallbackFn>() {
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c
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} else {
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log::warn!("Unknown paint callback: expected `egui_wgpu::CallbackFn`");
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continue;
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};
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crate::profile_scope!("callback");
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user_cmd_bufs.extend((cbfn.prepare)(
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device,
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queue,
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encoder,
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&mut self.paint_callback_resources,
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));
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}
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}
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crate::profile_scope!("prepare callbacks");
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for callback in &callbacks {
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user_cmd_bufs.extend(callback.prepare(
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device,
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queue,
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encoder,
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&mut self.callback_resources,
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));
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}
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user_cmd_bufs
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}
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{
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crate::profile_scope!("finish prepare callbacks");
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for callback in &callbacks {
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user_cmd_bufs.extend(callback.finish_prepare(
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device,
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queue,
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encoder,
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&mut self.callback_resources,
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));
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}
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}
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user_cmd_bufs
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}
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}
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@@ -969,6 +979,9 @@ impl ScissorRect {
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}
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}
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// Wgpu objects contain references to the JS heap on the web, therefore they are not Send/Sync.
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// It follows that egui_wgpu::Renderer can not be Send/Sync either when building with wasm.
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#[cfg(not(target_arch = "wasm32"))]
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#[test]
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fn renderer_impl_send_sync() {
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fn assert_send_sync<T: Send + Sync>() {}
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