Add tool for visualizing crate hierarchy (#3315)

* Add tool for visualizing crate hierarchy

* Update crate structure

* Restructure crate viz and integrate crate into workspace

* Remove transitive dependency edges

* Move png / svg creation into the rust binary
This commit is contained in:
Dennis Kobert
2025-11-28 16:34:45 +01:00
committed by GitHub
parent 221c2e9b47
commit 406f3d93f3
13 changed files with 447 additions and 6 deletions

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use std::sync::Arc;
use wgpu::{Adapter, Backends, Device, Features, Instance, Queue};
#[derive(Debug, Clone)]
pub struct Context {
pub device: Arc<Device>,
pub queue: Arc<Queue>,
pub instance: Arc<Instance>,
pub adapter: Arc<Adapter>,
}
impl Context {
pub async fn new() -> Option<Self> {
ContextBuilder::new().build().await
}
}
#[derive(Default)]
pub struct ContextBuilder {
backends: Backends,
features: Features,
}
impl ContextBuilder {
pub fn new() -> Self {
Self {
backends: Backends::all(),
features: Features::empty(),
}
}
pub fn with_backends(mut self, backends: Backends) -> Self {
self.backends = backends;
self
}
pub fn with_features(mut self, features: Features) -> Self {
self.features = features;
self
}
}
#[cfg(not(target_family = "wasm"))]
impl ContextBuilder {
pub async fn build(self) -> Option<Context> {
self.build_with_adapter_selection_inner(None::<fn(&[Adapter]) -> Option<usize>>).await
}
pub async fn build_with_adapter_selection<S>(self, select: S) -> Option<Context>
where
S: Fn(&[Adapter]) -> Option<usize>,
{
self.build_with_adapter_selection_inner(Some(select)).await
}
pub async fn available_adapters_fmt(&self) -> impl std::fmt::Display {
let instance = self.build_instance();
fmt::AvailableAdaptersFormatter(instance.enumerate_adapters(self.backends))
}
}
#[cfg(target_family = "wasm")]
impl ContextBuilder {
pub async fn build(self) -> Option<Context> {
let instance = self.build_instance();
let adapter = self.request_adapter(&instance).await?;
let (device, queue) = self.request_device(&adapter).await?;
Some(Context {
device: Arc::new(device),
queue: Arc::new(queue),
adapter: Arc::new(adapter),
instance: Arc::new(instance),
})
}
}
impl ContextBuilder {
fn build_instance(&self) -> Instance {
Instance::new(&wgpu::InstanceDescriptor {
backends: self.backends,
..Default::default()
})
}
async fn request_adapter(&self, instance: &Instance) -> Option<Adapter> {
let request_adapter_options = wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: None,
force_fallback_adapter: false,
};
instance.request_adapter(&request_adapter_options).await.ok()
}
async fn request_device(&self, adapter: &Adapter) -> Option<(Device, Queue)> {
let device_descriptor = wgpu::DeviceDescriptor {
label: None,
required_features: self.features,
required_limits: adapter.limits(),
memory_hints: Default::default(),
trace: wgpu::Trace::Off,
experimental_features: Default::default(),
};
adapter.request_device(&device_descriptor).await.ok()
}
}
#[cfg(not(target_family = "wasm"))]
impl ContextBuilder {
async fn build_with_adapter_selection_inner<S>(self, select: Option<S>) -> Option<Context>
where
S: Fn(&[Adapter]) -> Option<usize>,
{
let instance = self.build_instance();
let selected_adapter = if let Some(select) = select {
self.select_adapter(&instance, select)
} else if cfg!(target_os = "windows") {
self.select_adapter(&instance, |adapters: &[Adapter]| adapters.iter().position(|a| a.get_info().backend == wgpu::Backend::Dx12))
} else {
None
};
let adapter = if let Some(adapter) = selected_adapter { adapter } else { self.request_adapter(&instance).await? };
let (device, queue) = self.request_device(&adapter).await?;
Some(Context {
device: Arc::new(device),
queue: Arc::new(queue),
adapter: Arc::new(adapter),
instance: Arc::new(instance),
})
}
fn select_adapter<S>(&self, instance: &Instance, select: S) -> Option<Adapter>
where
S: Fn(&[Adapter]) -> Option<usize>,
{
let mut adapters = instance.enumerate_adapters(self.backends);
let selected_index = select(&adapters)?;
if selected_index >= adapters.len() {
return None;
}
Some(adapters.remove(selected_index))
}
}
#[cfg(not(target_family = "wasm"))]
mod fmt {
use super::*;
pub(super) struct AvailableAdaptersFormatter(pub(super) Vec<Adapter>);
impl std::fmt::Display for AvailableAdaptersFormatter {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
for (i, adapter) in self.0.iter().enumerate() {
let info = adapter.get_info();
writeln!(
f,
"[{}] {:?} {:?} (Name: {}, Driver: {}, Device: {})",
i, info.backend, info.device_type, info.name, info.driver, info.device,
)?;
}
Ok(())
}
}
}

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mod context;
pub mod shader_runtime;
pub mod texture_conversion;
use crate::shader_runtime::ShaderRuntime;
use anyhow::Result;
use core_types::Color;
use dyn_any::StaticType;
use futures::lock::Mutex;
use glam::UVec2;
use graphene_application_io::{ApplicationIo, EditorApi, SurfaceHandle, SurfaceId};
pub use rendering::RenderContext;
use std::sync::Arc;
use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
use wgpu::util::TextureBlitter;
use wgpu::{Origin3d, TextureAspect};
pub use context::Context as WgpuContext;
pub use context::ContextBuilder as WgpuContextBuilder;
pub use wgpu::Backends as WgpuBackends;
pub use wgpu::Features as WgpuFeatures;
#[derive(dyn_any::DynAny)]
pub struct WgpuExecutor {
pub context: WgpuContext,
vello_renderer: Mutex<Renderer>,
pub shader_runtime: ShaderRuntime,
}
impl std::fmt::Debug for WgpuExecutor {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("WgpuExecutor").field("context", &self.context).finish()
}
}
impl<'a, T: ApplicationIo<Executor = WgpuExecutor>> From<&'a EditorApi<T>> for &'a WgpuExecutor {
fn from(editor_api: &'a EditorApi<T>) -> Self {
editor_api.application_io.as_ref().unwrap().gpu_executor().unwrap()
}
}
pub type WgpuSurface = Arc<SurfaceHandle<Surface>>;
pub type WgpuWindow = Arc<SurfaceHandle<WindowHandle>>;
pub struct Surface {
pub inner: wgpu::Surface<'static>,
pub target_texture: Mutex<Option<TargetTexture>>,
pub blitter: TextureBlitter,
}
pub struct TargetTexture {
texture: wgpu::Texture,
view: wgpu::TextureView,
size: UVec2,
}
#[cfg(target_family = "wasm")]
pub type Window = web_sys::HtmlCanvasElement;
#[cfg(not(target_family = "wasm"))]
pub type Window = Arc<dyn winit::window::Window>;
unsafe impl StaticType for Surface {
type Static = Surface;
}
const VELLO_SURFACE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
impl WgpuExecutor {
pub async fn render_vello_scene_to_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, background: Color) -> Result<wgpu::Texture> {
let mut output = None;
self.render_vello_scene_to_target_texture(scene, size, context, background, &mut output).await?;
Ok(output.unwrap().texture)
}
async fn render_vello_scene_to_target_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, background: Color, output: &mut Option<TargetTexture>) -> Result<()> {
let size = size.max(UVec2::ONE);
let target_texture = if let Some(target_texture) = output
&& target_texture.size == size
{
target_texture
} else {
let texture = self.context.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: size.x,
height: size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC,
format: VELLO_SURFACE_FORMAT,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
*output = Some(TargetTexture { texture, view, size });
output.as_mut().unwrap()
};
let [r, g, b, a] = background.to_rgba8_srgb();
let render_params = RenderParams {
base_color: vello::peniko::Color::from_rgba8(r, g, b, a),
width: size.x,
height: size.y,
antialiasing_method: AaConfig::Msaa16,
};
{
let mut renderer = self.vello_renderer.lock().await;
for (image_brush, texture) in context.resource_overrides.iter() {
let texture_view = wgpu::TexelCopyTextureInfoBase {
texture: texture.clone(),
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
};
renderer.override_image(&image_brush.image, Some(texture_view));
}
renderer.render_to_texture(&self.context.device, &self.context.queue, scene, &target_texture.view, &render_params)?;
for (image_brush, _) in context.resource_overrides.iter() {
renderer.override_image(&image_brush.image, None);
}
}
Ok(())
}
#[cfg(target_family = "wasm")]
pub fn create_surface(&self, canvas: graphene_application_io::WasmSurfaceHandle) -> Result<SurfaceHandle<Surface>> {
let surface = self.context.instance.create_surface(wgpu::SurfaceTarget::Canvas(canvas.surface))?;
self.create_surface_inner(surface, canvas.window_id)
}
#[cfg(not(target_family = "wasm"))]
pub fn create_surface(&self, window: SurfaceHandle<Window>) -> Result<SurfaceHandle<Surface>> {
let surface = self.context.instance.create_surface(wgpu::SurfaceTarget::Window(Box::new(window.surface)))?;
self.create_surface_inner(surface, window.window_id)
}
pub fn create_surface_inner(&self, surface: wgpu::Surface<'static>, window_id: SurfaceId) -> Result<SurfaceHandle<Surface>> {
let blitter = TextureBlitter::new(&self.context.device, VELLO_SURFACE_FORMAT);
Ok(SurfaceHandle {
window_id,
surface: Surface {
inner: surface,
target_texture: Mutex::new(None),
blitter,
},
})
}
}
impl WgpuExecutor {
pub async fn new() -> Option<Self> {
Self::with_context(WgpuContext::new().await?)
}
pub fn with_context(context: WgpuContext) -> Option<Self> {
let vello_renderer = Renderer::new(
&context.device,
RendererOptions {
pipeline_cache: None,
use_cpu: false,
antialiasing_support: AaSupport::all(),
num_init_threads: std::num::NonZeroUsize::new(1),
},
)
.map_err(|e| anyhow::anyhow!("Failed to create Vello renderer: {:?}", e))
.ok()?;
Some(Self {
shader_runtime: ShaderRuntime::new(&context),
context,
vello_renderer: vello_renderer.into(),
})
}
}
pub type WindowHandle = Arc<SurfaceHandle<Window>>;

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use crate::WgpuContext;
use crate::shader_runtime::per_pixel_adjust_runtime::PerPixelAdjustShaderRuntime;
pub mod per_pixel_adjust_runtime;
pub const FULLSCREEN_VERTEX_SHADER_NAME: &str = "fullscreen_vertexfullscreen_vertex";
pub struct ShaderRuntime {
context: WgpuContext,
per_pixel_adjust: PerPixelAdjustShaderRuntime,
}
impl ShaderRuntime {
pub fn new(context: &WgpuContext) -> Self {
Self {
context: context.clone(),
per_pixel_adjust: PerPixelAdjustShaderRuntime::new(),
}
}
}

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use crate::WgpuContext;
use crate::shader_runtime::{FULLSCREEN_VERTEX_SHADER_NAME, ShaderRuntime};
use core_types::shaders::buffer_struct::BufferStruct;
use core_types::table::{Table, TableRow};
use futures::lock::Mutex;
use raster_types::{GPU, Raster};
use std::borrow::Cow;
use std::collections::HashMap;
use wgpu::util::{BufferInitDescriptor, DeviceExt};
use wgpu::{
BindGroupDescriptor, BindGroupEntry, BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType, Buffer, BufferBinding, BufferBindingType, BufferUsages, ColorTargetState, Face,
FragmentState, FrontFace, LoadOp, Operations, PipelineLayoutDescriptor, PolygonMode, PrimitiveState, PrimitiveTopology, RenderPassColorAttachment, RenderPassDescriptor, RenderPipelineDescriptor,
ShaderModuleDescriptor, ShaderSource, ShaderStages, StoreOp, TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureViewDescriptor, TextureViewDimension, VertexState,
};
pub struct PerPixelAdjustShaderRuntime {
// TODO: PerPixelAdjustGraphicsPipeline already contains the key as `name`
pipeline_cache: Mutex<HashMap<String, PerPixelAdjustGraphicsPipeline>>,
}
impl Default for PerPixelAdjustShaderRuntime {
fn default() -> Self {
Self::new()
}
}
impl PerPixelAdjustShaderRuntime {
pub fn new() -> Self {
Self {
pipeline_cache: Mutex::new(HashMap::new()),
}
}
}
impl ShaderRuntime {
pub async fn run_per_pixel_adjust<T: BufferStruct>(&self, shaders: &Shaders<'_>, textures: Table<Raster<GPU>>, args: Option<&T>) -> Table<Raster<GPU>> {
let mut cache = self.per_pixel_adjust.pipeline_cache.lock().await;
let pipeline = cache
.entry(shaders.fragment_shader_name.to_owned())
.or_insert_with(|| PerPixelAdjustGraphicsPipeline::new(&self.context, shaders));
let arg_buffer = args.map(|args| {
let device = &self.context.device;
device.create_buffer_init(&BufferInitDescriptor {
label: Some(&format!("{} arg buffer", pipeline.name.as_str())),
usage: BufferUsages::STORAGE,
contents: bytemuck::bytes_of(&T::write(*args)),
})
});
pipeline.dispatch(&self.context, textures, arg_buffer)
}
}
pub struct Shaders<'a> {
pub wgsl_shader: &'a str,
pub fragment_shader_name: &'a str,
pub has_uniform: bool,
}
pub struct PerPixelAdjustGraphicsPipeline {
name: String,
has_uniform: bool,
pipeline: wgpu::RenderPipeline,
}
impl PerPixelAdjustGraphicsPipeline {
pub fn new(context: &WgpuContext, info: &Shaders) -> Self {
let device = &context.device;
let name = info.fragment_shader_name.to_owned();
let fragment_name = &name;
let fragment_name = &fragment_name[(fragment_name.find("::").unwrap() + 2)..];
// TODO workaround to naga removing `:`
let fragment_name = fragment_name.replace(":", "");
let shader_module = device.create_shader_module(ShaderModuleDescriptor {
label: Some(&format!("PerPixelAdjust {name} wgsl shader")),
source: ShaderSource::Wgsl(Cow::Borrowed(info.wgsl_shader)),
});
let entries: &[_] = if info.has_uniform {
&[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
]
} else {
&[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
}]
};
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some(&format!("PerPixelAdjust {name} PipelineLayout")),
bind_group_layouts: &[&device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some(&format!("PerPixelAdjust {name} BindGroupLayout 0")),
entries,
})],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some(&format!("PerPixelAdjust {name} Pipeline")),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &shader_module,
entry_point: Some(FULLSCREEN_VERTEX_SHADER_NAME),
compilation_options: Default::default(),
buffers: &[],
},
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: Default::default(),
fragment: Some(FragmentState {
module: &shader_module,
entry_point: Some(&fragment_name),
compilation_options: Default::default(),
targets: &[Some(ColorTargetState {
format: TextureFormat::Rgba8UnormSrgb,
blend: None,
write_mask: Default::default(),
})],
}),
multiview: None,
cache: None,
});
Self {
pipeline,
name,
has_uniform: info.has_uniform,
}
}
pub fn dispatch(&self, context: &WgpuContext, textures: Table<Raster<GPU>>, arg_buffer: Option<Buffer>) -> Table<Raster<GPU>> {
assert_eq!(self.has_uniform, arg_buffer.is_some());
let device = &context.device;
let name = self.name.as_str();
let mut cmd = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some(&format!("{name} cmd encoder")),
});
let out = textures
.iter()
.map(|instance| {
let tex_in = &instance.element.texture;
let view_in = tex_in.create_view(&TextureViewDescriptor::default());
let format = tex_in.format();
let entries: &[_] = if let Some(arg_buffer) = arg_buffer.as_ref() {
&[
BindGroupEntry {
binding: 0,
resource: BindingResource::Buffer(BufferBinding {
buffer: arg_buffer,
offset: 0,
size: None,
}),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(&view_in),
},
]
} else {
&[BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&view_in),
}]
};
let bind_group = device.create_bind_group(&BindGroupDescriptor {
label: Some(&format!("{name} bind group")),
// `get_bind_group_layout` allocates unnecessary memory, we could create it manually to not do that
layout: &self.pipeline.get_bind_group_layout(0),
entries,
});
let tex_out = device.create_texture(&TextureDescriptor {
label: Some(&format!("{name} texture out")),
size: tex_in.size(),
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[format],
});
let view_out = tex_out.create_view(&TextureViewDescriptor::default());
let mut rp = cmd.begin_render_pass(&RenderPassDescriptor {
label: Some(&format!("{name} render pipeline")),
color_attachments: &[Some(RenderPassColorAttachment {
view: &view_out,
resolve_target: None,
ops: Operations {
// should be dont_care but wgpu doesn't expose that
load: LoadOp::Clear(wgpu::Color::BLACK),
store: StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rp.set_pipeline(&self.pipeline);
rp.set_bind_group(0, Some(&bind_group), &[]);
rp.draw(0..3, 0..1);
TableRow {
element: Raster::new(GPU { texture: tex_out }),
transform: *instance.transform,
alpha_blending: *instance.alpha_blending,
source_node_id: *instance.source_node_id,
}
})
.collect::<Table<_>>();
context.queue.submit([cmd.finish()]);
out
}
}

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use crate::WgpuExecutor;
use core_types::Color;
use core_types::Ctx;
use core_types::color::SRGBA8;
use core_types::ops::Convert;
use core_types::table::{Table, TableRow};
use core_types::transform::Footprint;
use raster_types::Image;
use raster_types::{CPU, GPU, Raster};
use wgpu::util::{DeviceExt, TextureDataOrder};
use wgpu::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages};
/// Uploads CPU image data to a GPU texture
///
/// Creates a new WGPU texture with RGBA8UnormSrgb format and uploads the provided
/// image data. The texture is configured for binding, copying, and source operations.
fn upload_to_texture(device: &std::sync::Arc<wgpu::Device>, queue: &std::sync::Arc<wgpu::Queue>, image: &Raster<CPU>) -> wgpu::Texture {
let rgba8_data: Vec<SRGBA8> = image.data.iter().map(|x| (*x).into()).collect();
device.create_texture_with_data(
queue,
&TextureDescriptor {
label: Some("upload_texture node texture"),
size: Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::COPY_SRC,
view_formats: &[],
},
TextureDataOrder::LayerMajor,
bytemuck::cast_slice(rgba8_data.as_slice()),
)
}
/// Converts a Raster<GPU> texture to Raster<CPU> by downloading the underlying texture data.
///
/// Assumptions:
/// - 2D texture, mip level 0
/// - 4 bytes-per-pixel RGBA8
/// - Texture has COPY_SRC usage
struct RasterGpuToRasterCpuConverter {
buffer: wgpu::Buffer,
width: u32,
height: u32,
unpadded_bytes_per_row: u32,
padded_bytes_per_row: u32,
}
impl RasterGpuToRasterCpuConverter {
fn new(device: &std::sync::Arc<wgpu::Device>, encoder: &mut wgpu::CommandEncoder, data_gpu: Raster<GPU>) -> Self {
let texture = data_gpu.data();
let width = texture.width();
let height = texture.height();
let bytes_per_pixel = 4; // RGBA8
let unpadded_bytes_per_row = width * bytes_per_pixel;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded_bytes_per_row = unpadded_bytes_per_row.div_ceil(align) * align;
let buffer_size = padded_bytes_per_row as u64 * height as u64;
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("texture_download_buffer"),
size: buffer_size,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_bytes_per_row),
rows_per_image: Some(height),
},
},
Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
Self {
buffer,
width,
height,
unpadded_bytes_per_row,
padded_bytes_per_row,
}
}
async fn convert(self) -> Result<Raster<CPU>, wgpu::BufferAsyncError> {
let buffer_slice = self.buffer.slice(..);
let (sender, receiver) = futures::channel::oneshot::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
let _ = sender.send(result);
});
receiver.await.expect("Failed to receive map result")?;
let view = buffer_slice.get_mapped_range();
let row_stride = self.padded_bytes_per_row as usize;
let row_bytes = self.unpadded_bytes_per_row as usize;
let mut cpu_data: Vec<Color> = Vec::with_capacity((self.width * self.height) as usize);
for row in 0..self.height as usize {
let start = row * row_stride;
let row_slice = &view[start..start + row_bytes];
for px in row_slice.chunks_exact(4) {
cpu_data.push(Color::from_rgba8_srgb(px[0], px[1], px[2], px[3]));
}
}
drop(view);
self.buffer.unmap();
let cpu_image = Image {
data: cpu_data,
width: self.width,
height: self.height,
base64_string: None,
};
Ok(Raster::new_cpu(cpu_image))
}
}
/// Passthrough conversion for GPU tables - no conversion needed
impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Raster<GPU>> {
async fn convert(self, _: Footprint, _converter: &'i WgpuExecutor) -> Table<Raster<GPU>> {
self
}
}
/// Converts CPU raster table to GPU by uploading each image to a texture
impl<'i> Convert<Table<Raster<GPU>>, &'i WgpuExecutor> for Table<Raster<CPU>> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<GPU>> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let table = self
.iter()
.map(|row| {
let image = row.element;
let texture = upload_to_texture(device, queue, image);
TableRow {
element: Raster::new_gpu(texture),
transform: *row.transform,
alpha_blending: *row.alpha_blending,
source_node_id: *row.source_node_id,
}
})
.collect();
queue.submit([]);
table
}
}
/// Converts single CPU raster to GPU by uploading to texture
impl<'i> Convert<Raster<GPU>, &'i WgpuExecutor> for Raster<CPU> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<GPU> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let texture = upload_to_texture(device, queue, &self);
queue.submit([]);
Raster::new_gpu(texture)
}
}
/// Passthrough conversion for CPU tables - no conversion needed
impl<'i> Convert<Table<Raster<CPU>>, &'i WgpuExecutor> for Table<Raster<CPU>> {
async fn convert(self, _: Footprint, _converter: &'i WgpuExecutor) -> Table<Raster<CPU>> {
self
}
}
/// Converts GPU raster table to CPU by downloading texture data in one go
///
/// then asynchronously maps all buffers and processes the results.
impl<'i> Convert<Table<Raster<CPU>>, &'i WgpuExecutor> for Table<Raster<GPU>> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Table<Raster<CPU>> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("batch_texture_download_encoder"),
});
let mut converters = Vec::new();
let mut rows_meta = Vec::new();
for row in self {
let gpu_raster = row.element;
converters.push(RasterGpuToRasterCpuConverter::new(device, &mut encoder, gpu_raster));
rows_meta.push(TableRow {
element: (),
transform: row.transform,
alpha_blending: row.alpha_blending,
source_node_id: row.source_node_id,
});
}
queue.submit([encoder.finish()]);
let mut map_futures = Vec::new();
for converter in converters {
map_futures.push(converter.convert());
}
let map_results = futures::future::try_join_all(map_futures)
.await
.map_err(|_| "Failed to receive map result")
.expect("Buffer mapping communication failed");
map_results
.into_iter()
.zip(rows_meta.into_iter())
.map(|(element, row)| TableRow {
element,
transform: row.transform,
alpha_blending: row.alpha_blending,
source_node_id: row.source_node_id,
})
.collect()
}
}
/// Converts single GPU raster to CPU by downloading texture data
impl<'i> Convert<Raster<CPU>, &'i WgpuExecutor> for Raster<GPU> {
async fn convert(self, _: Footprint, executor: &'i WgpuExecutor) -> Raster<CPU> {
let device = &executor.context.device;
let queue = &executor.context.queue;
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("single_texture_download_encoder"),
});
let converter = RasterGpuToRasterCpuConverter::new(device, &mut encoder, self);
queue.submit([encoder.finish()]);
converter.convert().await.expect("Failed to download texture data")
}
}
/// Node for uploading textures from CPU to GPU. This Is now deprecated and
/// we should use the Convert node in the future.
///
/// Accepts either individual rasters or tables of rasters and converts them
/// to GPU format using the WgpuExecutor's device and queue.
#[node_macro::node(category(""))]
pub async fn upload_texture<'a: 'n, T: Convert<Table<Raster<GPU>>, &'a WgpuExecutor>>(
_: impl Ctx,
#[implementations(Table<Raster<CPU>>, Table<Raster<GPU>>)] input: T,
executor: &'a WgpuExecutor,
) -> Table<Raster<GPU>> {
input.convert(Footprint::DEFAULT, executor).await
}