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https://github.com/GraphiteEditor/Graphite.git
synced 2026-09-16 23:08:05 +08:00
Desktop: Fix missing resize events causing all-gray window on Mac after launch (#3445)
* okayish solution should be improved at some point but for now it works well enough. * do leftover renames * better solution * less weird resize frames * move surface reconfiguration * fix recent desktop mac breakages * better looking resize on mac * fix background color * Fix blank screen on window initialization * cleanup --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -23,6 +23,8 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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struct Constants {
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viewport_scale: vec2<f32>,
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viewport_offset: vec2<f32>,
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ui_scale: vec2<f32>,
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background_color: vec4<f32>,
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};
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var<push_constant> constants: Constants;
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@@ -38,19 +40,29 @@ var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let ui_linear = srgb_to_linear(textureSample(t_ui, s_diffuse, in.tex_coords));
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let ui_coordinate = in.tex_coords * constants.ui_scale;
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if (ui_coordinate.x < 0.0 || ui_coordinate.x > 1.0 ||
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ui_coordinate.y < 0.0 || ui_coordinate.y > 1.0) {
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return srgb_to_linear(constants.background_color);
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}
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let ui_linear = srgb_to_linear(textureSample(t_ui, s_diffuse, ui_coordinate));
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if (ui_linear.a >= 0.999) {
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return ui_linear;
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}
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// UI texture is premultiplied, we need to unpremultiply before blending
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let ui_srgb = linear_to_srgb(unpremultiply(ui_linear));
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let viewport_coordinate = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
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if (viewport_coordinate.x < 0.0 || viewport_coordinate.x > 1.0 ||
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viewport_coordinate.y < 0.0 || viewport_coordinate.y > 1.0) {
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return srgb_to_linear(constants.background_color);
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}
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let overlay_srgb = textureSample(t_overlays, s_diffuse, viewport_coordinate);
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let viewport_srgb = textureSample(t_viewport, s_diffuse, viewport_coordinate);
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// UI texture is premultiplied, we need to unpremultiply before blending
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let ui_srgb = linear_to_srgb(unpremultiply(ui_linear));
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if (overlay_srgb.a < 0.001) {
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if (ui_srgb.a < 0.001) {
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return srgb_to_linear(viewport_srgb);
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@@ -4,7 +4,7 @@ use crate::wrapper::{Color, WgpuContext, WgpuExecutor};
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#[derive(derivative::Derivative)]
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#[derivative(Debug)]
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pub(crate) struct GraphicsState {
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pub(crate) struct RenderState {
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surface: wgpu::Surface<'static>,
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context: WgpuContext,
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executor: WgpuExecutor,
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@@ -12,6 +12,8 @@ pub(crate) struct GraphicsState {
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render_pipeline: wgpu::RenderPipeline,
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transparent_texture: wgpu::Texture,
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sampler: wgpu::Sampler,
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desired_width: u32,
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desired_height: u32,
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viewport_scale: [f32; 2],
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viewport_offset: [f32; 2],
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viewport_texture: Option<wgpu::Texture>,
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@@ -22,7 +24,7 @@ pub(crate) struct GraphicsState {
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overlays_scene: Option<vello::Scene>,
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}
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impl GraphicsState {
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impl RenderState {
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pub(crate) fn new(window: &Window, context: WgpuContext) -> Self {
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let size = window.surface_size();
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let surface = window.create_surface(context.instance.clone());
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@@ -171,6 +173,8 @@ impl GraphicsState {
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render_pipeline,
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transparent_texture,
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sampler,
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desired_width: size.width,
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desired_height: size.height,
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viewport_scale: [1.0, 1.0],
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viewport_offset: [0.0, 0.0],
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viewport_texture: None,
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@@ -182,6 +186,13 @@ impl GraphicsState {
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}
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pub(crate) fn resize(&mut self, width: u32, height: u32) {
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if width == self.desired_width && height == self.desired_height {
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return;
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}
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self.desired_width = width;
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self.desired_height = height;
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if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) {
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self.config.width = width;
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self.config.height = height;
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@@ -230,24 +241,33 @@ impl GraphicsState {
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self.bind_overlays_texture(texture);
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}
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pub(crate) fn render(&mut self, window: &Window) -> Result<(), wgpu::SurfaceError> {
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pub(crate) fn render(&mut self, window: &Window) -> Result<(), RenderError> {
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let ui_scale = if let Some(ui_texture) = &self.ui_texture
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&& (self.desired_width != ui_texture.width() || self.desired_height != ui_texture.height())
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{
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Some([self.desired_width as f32 / ui_texture.width() as f32, self.desired_height as f32 / ui_texture.height() as f32])
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} else {
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None
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};
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if let Some(scene) = self.overlays_scene.take() {
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self.render_overlays(scene);
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}
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let output = self.surface.get_current_texture()?;
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let output = self.surface.get_current_texture().map_err(RenderError::SurfaceError)?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") });
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("Graphite Composition Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.01, g: 0.01, b: 0.01, a: 1.0 }),
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load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.01, g: 0.01, b: 0.01, a: 1. }),
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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@@ -264,11 +284,14 @@ impl GraphicsState {
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bytemuck::bytes_of(&Constants {
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viewport_scale: self.viewport_scale,
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viewport_offset: self.viewport_offset,
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ui_scale: ui_scale.unwrap_or([1., 1.]),
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_pad: [0., 0.],
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background_color: [0x22 as f32 / 0xff as f32, 0x22 as f32 / 0xff as f32, 0x22 as f32 / 0xff as f32, 1.], // #222222
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}),
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);
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if let Some(bind_group) = &self.bind_group {
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render_pass.set_bind_group(0, bind_group, &[]);
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render_pass.draw(0..6, 0..1); // Draw 3 vertices for fullscreen triangle
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render_pass.draw(0..3, 0..1); // Draw 3 vertices for fullscreen triangle
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} else {
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tracing::warn!("No bind group available - showing clear color only");
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}
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@@ -277,6 +300,10 @@ impl GraphicsState {
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window.pre_present_notify();
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output.present();
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if ui_scale.is_some() {
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return Err(RenderError::OutdatedUITextureError);
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}
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Ok(())
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}
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@@ -312,9 +339,17 @@ impl GraphicsState {
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}
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}
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pub(crate) enum RenderError {
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OutdatedUITextureError,
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SurfaceError(wgpu::SurfaceError),
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Constants {
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viewport_scale: [f32; 2],
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viewport_offset: [f32; 2],
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ui_scale: [f32; 2],
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_pad: [f32; 2],
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background_color: [f32; 4],
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}
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