Desktop: Render overlays with vello (#2965)

* Render overlays with vello

* Fix nix flake comments

* Rendering refactor with better names and code location

* Remove unnecessary overlay renders

* Post rebase fix
This commit is contained in:
Timon
2025-08-02 14:27:24 +00:00
committed by GitHub
parent 037bcb6b26
commit 34a8b9b6f1
14 changed files with 728 additions and 401 deletions
@@ -25,6 +25,7 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
return out;
}
struct Constants {
viewport_scale: vec2<f32>,
viewport_offset: vec2<f32>,
@@ -33,19 +34,36 @@ struct Constants {
var<push_constant> constants: Constants;
@group(0) @binding(0)
var t_ui: texture_2d<f32>;
@group(0) @binding(1)
var t_viewport: texture_2d<f32>;
@group(0) @binding(1)
var t_overlays: texture_2d<f32>;
@group(0) @binding(2)
var t_ui: texture_2d<f32>;
@group(0) @binding(3)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ui_color: vec4<f32> = textureSample(t_ui, s_diffuse, in.tex_coords);
if (ui_color.a == 1.0) {
return ui_color;
let ui = textureSample(t_ui, s_diffuse, in.tex_coords);
if (ui.a >= 0.999) {
return ui;
}
let viewport_tex_coords = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
let viewport_color: vec4<f32> = textureSample(t_viewport, s_diffuse, viewport_tex_coords);
return ui_color * ui_color.a + viewport_color * (1.0 - ui_color.a);
let vp_cord = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
let ov = textureSample(t_overlays, s_diffuse, vp_cord);
let vp = textureSample(t_viewport, s_diffuse, vp_cord);
if (ov.a < 0.001) {
return blend(ui, vp);
}
let comp = blend(ov, vp);
return blend(ui, comp);
}
fn blend(fg: vec4<f32>, bg: vec4<f32>) -> vec4<f32> {
let a = fg.a + bg.a * (1.0 - fg.a);
let rgb = fg.rgb * fg.a + bg.rgb * bg.a * (1.0 - fg.a);
return vec4<f32>(rgb, a);
}
+53
View File
@@ -0,0 +1,53 @@
use thiserror::Error;
pub(crate) struct FrameBufferRef<'a> {
buffer: &'a [u8],
width: usize,
height: usize,
}
impl<'a> FrameBufferRef<'a> {
pub(crate) fn new(buffer: &'a [u8], width: usize, height: usize) -> Result<Self, FrameBufferError> {
let fb = Self { buffer, width, height };
fb.validate_size()?;
Ok(fb)
}
pub(crate) fn buffer(&self) -> &[u8] {
self.buffer
}
pub(crate) fn width(&self) -> usize {
self.width
}
pub(crate) fn height(&self) -> usize {
self.height
}
fn validate_size(&self) -> Result<(), FrameBufferError> {
if self.buffer.len() != self.width * self.height * 4 {
Err(FrameBufferError::InvalidSize {
buffer_size: self.buffer.len(),
expected_size: self.width * self.height * 4,
width: self.width,
height: self.height,
})
} else {
Ok(())
}
}
}
impl<'a> std::fmt::Debug for FrameBufferRef<'a> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("FrameBuffer")
.field("width", &self.width)
.field("height", &self.height)
.field("len", &self.buffer.len())
.finish()
}
}
#[derive(Error, Debug)]
pub(crate) enum FrameBufferError {
#[error("Invalid buffer size {buffer_size}, expected {expected_size} for width {width} multiplied with height {height} multiplied by 4 channels")]
InvalidSize { buffer_size: usize, expected_size: usize, width: usize, height: usize },
}
+322
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@@ -0,0 +1,322 @@
use graphene_std::Color;
use std::sync::Arc;
use wgpu_executor::WgpuExecutor;
use winit::window::Window;
pub(crate) use wgpu_executor::Context as WgpuContext;
#[derive(derivative::Derivative)]
#[derivative(Debug)]
pub(crate) struct GraphicsState {
surface: wgpu::Surface<'static>,
context: WgpuContext,
executor: WgpuExecutor,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
transparent_texture: wgpu::Texture,
sampler: wgpu::Sampler,
viewport_scale: [f32; 2],
viewport_offset: [f32; 2],
viewport_texture: Option<wgpu::Texture>,
overlays_texture: Option<wgpu::Texture>,
ui_texture: Option<wgpu::Texture>,
bind_group: Option<wgpu::BindGroup>,
#[derivative(Debug = "ignore")]
overlays_scene: Option<vello::Scene>,
}
impl GraphicsState {
pub(crate) fn new(window: Arc<Window>, context: WgpuContext) -> Self {
let size = window.inner_size();
let surface = context.instance.create_surface(window).unwrap();
let surface_caps = surface.get_capabilities(&context.adapter);
let surface_format = surface_caps.formats.iter().find(|f| f.is_srgb()).copied().unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&context.device, &config);
let transparent_texture = context.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Transparent Texture"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
// Create shader module
let shader = context.device.create_shader_module(wgpu::include_wgsl!("composite_shader.wgsl"));
// Create sampler
let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let texture_bind_group_layout = context.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let render_pipeline_layout = context.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[wgpu::PushConstantRange {
stages: wgpu::ShaderStages::FRAGMENT,
range: 0..size_of::<Constants>() as u32,
}],
});
let render_pipeline = context.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let wgpu_executor = WgpuExecutor::with_context(context.clone()).expect("Failed to create WgpuExecutor");
Self {
surface,
context,
executor: wgpu_executor,
config,
render_pipeline,
transparent_texture,
sampler,
viewport_scale: [1.0, 1.0],
viewport_offset: [0.0, 0.0],
viewport_texture: None,
overlays_texture: None,
ui_texture: None,
bind_group: None,
overlays_scene: None,
}
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.context.device, &self.config);
}
}
pub(crate) fn bind_viewport_texture(&mut self, viewport_texture: wgpu::Texture) {
self.viewport_texture = Some(viewport_texture);
self.update_bindgroup();
}
pub(crate) fn bind_overlays_texture(&mut self, overlays_texture: wgpu::Texture) {
self.overlays_texture = Some(overlays_texture);
self.update_bindgroup();
}
pub(crate) fn bind_ui_texture(&mut self, bind_ui_texture: wgpu::Texture) {
self.ui_texture = Some(bind_ui_texture);
self.update_bindgroup();
}
pub(crate) fn set_viewport_scale(&mut self, scale: [f32; 2]) {
self.viewport_scale = scale;
}
pub(crate) fn set_viewport_offset(&mut self, offset: [f32; 2]) {
self.viewport_offset = offset;
}
pub(crate) fn set_overlays_scene(&mut self, scene: vello::Scene) {
self.overlays_scene = Some(scene);
}
fn render_overlays(&mut self, scene: vello::Scene) {
let Some(viewport_texture) = self.viewport_texture.as_ref() else {
tracing::warn!("No viewport texture bound, cannot render overlays");
return;
};
let size = glam::UVec2::new(viewport_texture.width(), viewport_texture.height());
let texture = futures::executor::block_on(self.executor.render_vello_scene_to_texture(&scene, size, &Default::default(), Color::TRANSPARENT));
let Ok(texture) = texture else {
tracing::error!("Error rendering overlays");
return;
};
self.bind_overlays_texture(texture);
}
pub(crate) fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
if let Some(scene) = self.overlays_scene.take() {
self.render_overlays(scene);
}
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder") });
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.01, g: 0.01, b: 0.01, a: 1.0 }),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_push_constants(
wgpu::ShaderStages::FRAGMENT,
0,
bytemuck::bytes_of(&Constants {
viewport_scale: self.viewport_scale,
viewport_offset: self.viewport_offset,
}),
);
if let Some(bind_group) = &self.bind_group {
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.draw(0..6, 0..1); // Draw 3 vertices for fullscreen triangle
} else {
tracing::warn!("No bind group available - showing clear color only");
}
}
self.context.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
fn update_bindgroup(&mut self) {
let viewport_texture_view = self.viewport_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
let overlays_texture_view = self.overlays_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
let ui_texture_view = self.ui_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = self.context.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.render_pipeline.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&viewport_texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&overlays_texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&ui_texture_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
label: Some("texture_bind_group"),
});
self.bind_group = Some(bind_group);
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Constants {
viewport_scale: [f32; 2],
viewport_offset: [f32; 2],
}