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This implements web support for taking screenshots in an eframe app (and adds a nice demo). It also updates the native screenshot implementation to work with the wgpu gl backend. The wgpu implementation is quite different than the native one because we can't block to wait for the screenshot result, so instead I use a channel to pass the result to a future frame asynchronously. * Closes <https://github.com/emilk/egui/issues/5425> * [x] I have followed the instructions in the PR template https://github.com/user-attachments/assets/67cad40b-0384-431d-96a3-075cc3cb98fb
258 lines
9.6 KiB
Rust
258 lines
9.6 KiB
Rust
use egui::{UserData, ViewportId};
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use epaint::ColorImage;
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use std::sync::{mpsc, Arc};
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use wgpu::{BindGroupLayout, MultisampleState, StoreOp};
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/// A texture and a buffer for reading the rendered frame back to the cpu.
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/// The texture is required since [`wgpu::TextureUsages::COPY_SRC`] is not an allowed
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/// flag for the surface texture on all platforms. This means that anytime we want to
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/// capture the frame, we first render it to this texture, and then we can copy it to
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/// both the surface texture (via a render pass) and the buffer (via a texture to buffer copy),
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/// from where we can pull it back
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/// to the cpu.
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pub struct CaptureState {
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padding: BufferPadding,
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pub texture: wgpu::Texture,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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}
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pub type CaptureReceiver = mpsc::Receiver<(ViewportId, Vec<UserData>, ColorImage)>;
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pub type CaptureSender = mpsc::Sender<(ViewportId, Vec<UserData>, ColorImage)>;
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pub use mpsc::channel as capture_channel;
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impl CaptureState {
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pub fn new(device: &wgpu::Device, surface_texture: &wgpu::Texture) -> Self {
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let shader = device.create_shader_module(wgpu::include_wgsl!("texture_copy.wgsl"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("texture_copy"),
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layout: None,
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(surface_texture.format().into())],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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let bind_group_layout = pipeline.get_bind_group_layout(0);
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let (texture, padding, bind_group) =
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Self::create_texture(device, surface_texture, &bind_group_layout);
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Self {
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padding,
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texture,
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pipeline,
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bind_group,
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}
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}
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fn create_texture(
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device: &wgpu::Device,
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surface_texture: &wgpu::Texture,
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layout: &BindGroupLayout,
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) -> (wgpu::Texture, BufferPadding, wgpu::BindGroup) {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("egui_screen_capture_texture"),
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size: surface_texture.size(),
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mip_level_count: surface_texture.mip_level_count(),
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sample_count: surface_texture.sample_count(),
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dimension: surface_texture.dimension(),
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format: surface_texture.format(),
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::COPY_SRC,
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view_formats: &[],
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});
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let padding = BufferPadding::new(surface_texture.width());
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let view = texture.create_view(&Default::default());
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&view),
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}],
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label: None,
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});
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(texture, padding, bind_group)
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}
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/// Updates the [`CaptureState`] if the size of the surface texture has changed
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pub fn update(&mut self, device: &wgpu::Device, texture: &wgpu::Texture) {
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if self.texture.size() != texture.size() {
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let (new_texture, padding, bind_group) =
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Self::create_texture(device, texture, &self.pipeline.get_bind_group_layout(0));
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self.texture = new_texture;
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self.padding = padding;
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self.bind_group = bind_group;
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}
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}
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/// Handles copying from the [`CaptureState`] texture to the surface texture and the buffer.
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/// Pass the returned buffer to [`CaptureState::read_screen_rgba`] to read the data back to the cpu.
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pub fn copy_textures(
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&mut self,
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device: &wgpu::Device,
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output_frame: &wgpu::SurfaceTexture,
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encoder: &mut wgpu::CommandEncoder,
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) -> wgpu::Buffer {
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debug_assert_eq!(
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self.texture.size(),
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output_frame.texture.size(),
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"Texture sizes must match, `CaptureState::update` was probably not called"
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);
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// It would be more efficient to reuse the Buffer, e.g. via some kind of ring buffer, but
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// for most screenshot use cases this should be fine. When taking many screenshots (e.g. for a video)
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// it might make sense to revisit this and implement a more efficient solution.
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#[allow(clippy::arc_with_non_send_sync)]
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("egui_screen_capture_buffer"),
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size: (self.padding.padded_bytes_per_row * self.texture.height()) as u64,
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
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mapped_at_creation: false,
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});
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let padding = self.padding;
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let tex = &mut self.texture;
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let tex_extent = tex.size();
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encoder.copy_texture_to_buffer(
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tex.as_image_copy(),
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wgpu::ImageCopyBuffer {
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buffer: &buffer,
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layout: wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(padding.padded_bytes_per_row),
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rows_per_image: None,
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},
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},
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tex_extent,
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);
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("texture_copy"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &output_frame.texture.create_view(&Default::default()),
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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pass.draw(0..3, 0..1);
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buffer
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}
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/// Handles copying from the [`CaptureState`] texture to the surface texture and the cpu
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/// This function is non-blocking and will send the data to the given sender when it's ready.
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/// Pass in the buffer returned from [`CaptureState::copy_textures`].
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/// Make sure to call this after the encoder has been submitted.
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pub fn read_screen_rgba(
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&self,
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ctx: egui::Context,
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buffer: wgpu::Buffer,
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data: Vec<UserData>,
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tx: CaptureSender,
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viewport_id: ViewportId,
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) {
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#[allow(clippy::arc_with_non_send_sync)]
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let buffer = Arc::new(buffer);
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let buffer_clone = buffer.clone();
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let buffer_slice = buffer_clone.slice(..);
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let format = self.texture.format();
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let tex_extent = self.texture.size();
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let padding = self.padding;
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let to_rgba = match format {
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wgpu::TextureFormat::Rgba8Unorm => [0, 1, 2, 3],
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wgpu::TextureFormat::Bgra8Unorm => [2, 1, 0, 3],
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_ => {
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log::error!("Screen can't be captured unless the surface format is Rgba8Unorm or Bgra8Unorm. Current surface format is {:?}", format);
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return;
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}
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};
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buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
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if let Err(err) = result {
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log::error!("Failed to map buffer for reading: {:?}", err);
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return;
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}
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let buffer_slice = buffer.slice(..);
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let mut pixels = Vec::with_capacity((tex_extent.width * tex_extent.height) as usize);
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for padded_row in buffer_slice
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.get_mapped_range()
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.chunks(padding.padded_bytes_per_row as usize)
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{
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let row = &padded_row[..padding.unpadded_bytes_per_row as usize];
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for color in row.chunks(4) {
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pixels.push(epaint::Color32::from_rgba_premultiplied(
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color[to_rgba[0]],
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color[to_rgba[1]],
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color[to_rgba[2]],
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color[to_rgba[3]],
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));
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}
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}
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buffer.unmap();
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tx.send((
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viewport_id,
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data,
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ColorImage {
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size: [tex_extent.width as usize, tex_extent.height as usize],
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pixels,
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},
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))
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.ok();
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ctx.request_repaint();
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});
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}
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}
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#[derive(Copy, Clone)]
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struct BufferPadding {
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unpadded_bytes_per_row: u32,
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padded_bytes_per_row: u32,
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}
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impl BufferPadding {
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fn new(width: u32) -> Self {
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let bytes_per_pixel = std::mem::size_of::<u32>() as u32;
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let unpadded_bytes_per_row = width * bytes_per_pixel;
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let padded_bytes_per_row =
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wgpu::util::align_to(unpadded_bytes_per_row, wgpu::COPY_BYTES_PER_ROW_ALIGNMENT);
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Self {
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unpadded_bytes_per_row,
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padded_bytes_per_row,
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}
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}
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}
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