Render artwork at correct resolution when using vello on wasm (#3416)

* Work on fixing rendering for wasm+vello

* Render vello canvas in wasm at the correct resolution

* Cleanup unused surface rendering code

* Remove vector to raster conversion

* Remove desktop changes

* Revert window.rs changes

* Don't round logical coordinates

* Fix desktop compilation + don't round logical coordinates for svg rendering

* Further cleanup

* Compute logical size from acutal physical sizes
This commit is contained in:
Dennis Kobert
2025-11-24 15:23:27 +01:00
committed by GitHub
parent 6e66c79392
commit a932eaedcf
13 changed files with 197 additions and 216 deletions

View File

@@ -4,7 +4,7 @@ pub mod texture_conversion;
use crate::shader_runtime::ShaderRuntime;
use anyhow::Result;
use core_types::{Color, Ctx};
use core_types::Color;
use dyn_any::StaticType;
use futures::lock::Mutex;
use glam::UVec2;
@@ -13,7 +13,7 @@ pub use rendering::RenderContext;
use std::sync::Arc;
use vello::{AaConfig, AaSupport, RenderParams, Renderer, RendererOptions, Scene};
use wgpu::util::TextureBlitter;
use wgpu::{Origin3d, SurfaceConfiguration, TextureAspect};
use wgpu::{Origin3d, TextureAspect};
pub use context::Context as WgpuContext;
pub use context::ContextBuilder as WgpuContextBuilder;
@@ -66,41 +66,6 @@ unsafe impl StaticType for Surface {
const VELLO_SURFACE_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
impl WgpuExecutor {
pub async fn render_vello_scene(&self, scene: &Scene, surface: &WgpuSurface, size: UVec2, context: &RenderContext, background: Color) -> Result<()> {
let mut guard = surface.surface.target_texture.lock().await;
let surface_inner = &surface.surface.inner;
let surface_caps = surface_inner.get_capabilities(&self.context.adapter);
surface_inner.configure(
&self.context.device,
&SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::STORAGE_BINDING,
format: VELLO_SURFACE_FORMAT,
width: size.x,
height: size.y,
present_mode: surface_caps.present_modes[0],
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
self.render_vello_scene_to_target_texture(scene, size, context, background, &mut guard).await?;
let surface_texture = surface_inner.get_current_texture()?;
let mut encoder = self.context.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Surface Blit") });
surface.surface.blitter.copy(
&self.context.device,
&mut encoder,
&guard.as_ref().unwrap().view,
&surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default()),
);
self.context.queue.submit([encoder.finish()]);
surface_texture.present();
Ok(())
}
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?;
@@ -211,10 +176,3 @@ impl WgpuExecutor {
}
pub type WindowHandle = Arc<SurfaceHandle<Window>>;
#[node_macro::node(skip_impl)]
fn create_gpu_surface<'a: 'n, Io: ApplicationIo<Executor = WgpuExecutor, Surface = Window> + 'a + Send + Sync>(_: impl Ctx + 'a, editor_api: &'a EditorApi<Io>) -> Option<WgpuSurface> {
let canvas = editor_api.application_io.as_ref()?.window()?;
let executor = editor_api.application_io.as_ref()?.gpu_executor()?;
Some(Arc::new(executor.create_surface(canvas).ok()?))
}