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DOSSIER-STANDALONE/src-tauri/render2d/src/gpu.rs
T
karim 0a1aaedef8 render2d: 4x MSAA fuer glatte Linien (wie im Browser)
Beide Pipelines (Fill/Line) rendern mit sample_count=4 in eine lazily verwaltete
Multisample-Textur (ensure_msaa, Muster analog render3d::ensure_depth) und
resolven in die Surface-View. Kantige Haarlinien im nativen 2D-Viewport werden
dadurch knackscharf; Renderer-API unveraendert.
2026-07-02 19:44:14 +02:00

451 lines
18 KiB
Rust

// wgpu-Pipelines des nativen 2D-Renderers (nur mit Feature "render").
//
// Zwei Pipelines analog zum WebGL-Pfad:
// - Fuell-Pipeline: gefuellte Polygone, Ortho-Matrix-Uniform.
// - Linien-Pipeline: Quad-Expansion, Breite in echten Papier-mm (Shader).
//
// Der Renderer ist fenster-/surface-agnostisch: er bekommt ein `Device`, eine
// `Queue` und ein `TextureView` (die Surface oder eine Offscreen-Textur) und
// zeichnet dort hinein. Die Fenster-Anbindung (winit) liegt separat im Spike-Bin.
//
// Pro-Batch-Uniforms ueber DYNAMISCHE Offsets: alle Globals-Bloecke (je Fuell-/
// Linien-Batch einer) liegen hintereinander in EINEM Uniform-Puffer (auf die
// GPU-Mindest-Ausrichtung gepolstert). Vor dem Zeichnen wird der ganze Puffer
// EINMAL geschrieben; jeder Draw-Call bindet seinen Block per dynamischem Offset.
// Das umgeht die Regel "kein write_buffer auf gebundenen Puffer im offenen Pass".
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
use crate::ortho::{compute_ortho_matrix, mm_to_device_px, Mat4};
use crate::shaders::{FILL_WGSL, LINE_WGSL};
use crate::tessellate::{compile_scene, GpuGeometry};
use crate::types::{Scene, ViewBox};
/// MSAA-Faktor: 4x Multisampling fuer glatte Linien-/Fuellkanten (wie im Browser).
const SAMPLE_COUNT: u32 = 4;
/// Uniform-Block, 1:1 zum WGSL-`Globals`-Struct. std140-kompatibel ausgelegt
/// (16-Byte-Alignment der mat4/vec4, Skalare am Ende gepackt).
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct Globals {
view_proj: [f32; 16],
color: [f32; 4],
viewport_px: [f32; 2],
stroke_px: f32,
stroke_scale: f32,
}
impl Default for Globals {
fn default() -> Self {
Self {
view_proj: crate::ortho::identity(),
color: [0.0, 0.0, 0.0, 1.0],
viewport_px: [1.0, 1.0],
stroke_px: 0.0,
stroke_scale: 1.0,
}
}
}
/// Rundet `size` auf das naechste Vielfache von `align` (>=1) auf.
fn align_up(size: u64, align: u64) -> u64 {
if align <= 1 {
return size;
}
((size + align - 1) / align) * align
}
/// GPU-seitige Puffer + Batch-Metadaten einer tessellierten Szene.
struct SceneBuffers {
fill_vbo: Option<wgpu::Buffer>,
fill_ibo: Option<wgpu::Buffer>,
line_vbo: Option<wgpu::Buffer>,
line_ibo: Option<wgpu::Buffer>,
geo: GpuGeometry,
}
/// Der native 2D-Renderer: haelt beide Pipelines, den (dynamischen) Uniform-
/// Puffer und die aktuell hochgeladene Szene. Pan/Zoom aktualisiert nur die
/// Ortho-Matrix (kein Re-Tessellieren).
pub struct Renderer {
fill_pipeline: wgpu::RenderPipeline,
line_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
/// Ausgerichtete Groesse eines Globals-Blocks im dynamischen Uniform-Puffer.
uniform_stride: u64,
/// Aktuell allozierter Uniform-Puffer + zugehoerige Bind-Group (wachsen bei Bedarf).
uniform: Option<UniformArena>,
scene: Option<SceneBuffers>,
/// Farbformat der Ziel-Surface (auch Format der MSAA-Textur).
format: wgpu::TextureFormat,
/// Multisample-Farbtextur (4x), lazily an die Ziel-Groesse gebunden.
msaa_view: Option<wgpu::TextureView>,
/// Groesse, fuer die `msaa_view` angelegt wurde.
msaa_size: (u32, u32),
/// Loeschfarbe (Zeichenblatt), Default hell wie im WebGL-Pfad (#f0f0f0).
pub clear_color: wgpu::Color,
/// Papier-Massstab-Nenner (1:N) fuer echte mm-Strichbreiten.
pub paper_scale_n: f32,
}
/// Ein Uniform-Puffer, der `capacity` Globals-Bloecke fasst, plus Bind-Group.
struct UniformArena {
buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
capacity: u64,
}
impl Renderer {
/// Erzeugt Pipelines + Layout fuer ein gegebenes Farbformat (Surface).
pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
let fill_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("fill.wgsl"),
source: wgpu::ShaderSource::Wgsl(FILL_WGSL.into()),
});
let line_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("line.wgsl"),
source: wgpu::ShaderSource::Wgsl(LINE_WGSL.into()),
});
// Ein Uniform-Block (Globals), fuer beide Pipelines geteilt, mit dynamischem
// Offset (jeder Batch bekommt seinen eigenen Block-Slice).
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("globals.layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<Globals>() as u64
),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("2d.layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
// Alpha-Blending (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) wie im WebGL-Pfad.
let blend = Some(wgpu::BlendState::ALPHA_BLENDING);
let color_target = wgpu::ColorTargetState {
format: color_format,
blend,
write_mask: wgpu::ColorWrites::ALL,
};
// Fuell-Pipeline: ein vec2-Attribut (Bildschirm-Position).
let fill_vertex_layout = wgpu::VertexBufferLayout {
array_stride: 2 * 4,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x2],
};
let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("fill.pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &fill_module,
entry_point: "vs_main",
buffers: &[fill_vertex_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &fill_module,
entry_point: "fs_main",
targets: &[Some(color_target.clone())],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
// Ohr-Clipping liefert stets CCW; wir lassen Culling aus (robuster).
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: SAMPLE_COUNT,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
// Linien-Pipeline: [pos vec2, bisector vec2, side f32, miter f32], stride 6*4.
let line_vertex_layout = wgpu::VertexBufferLayout {
array_stride: 6 * 4,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2, 2 => Float32, 3 => Float32],
};
let line_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("line.pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &line_module,
entry_point: "vs_main",
buffers: &[line_vertex_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &line_module,
entry_point: "fs_main",
targets: &[Some(color_target)],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: SAMPLE_COUNT,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
// Block-Stride = Globals auf die Dynamic-Offset-Ausrichtung des Geraets gepolstert.
let min_align = device.limits().min_uniform_buffer_offset_alignment as u64;
let uniform_stride = align_up(std::mem::size_of::<Globals>() as u64, min_align.max(1));
Self {
fill_pipeline,
line_pipeline,
bind_group_layout,
uniform_stride,
uniform: None,
scene: None,
format: color_format,
msaa_view: None,
msaa_size: (0, 0),
// #f0f0f0 (== --sheet). 0.941 entspricht dem WebGL-clearColor.
clear_color: wgpu::Color {
r: 0.941,
g: 0.941,
b: 0.941,
a: 1.0,
},
paper_scale_n: 100.0,
}
}
/// Tessellliert eine Szene und laedt die Puffer hoch (einmal je Szene).
pub fn upload_scene(&mut self, device: &wgpu::Device, scene: &Scene) {
let geo = compile_scene(scene);
let mk_vbo = |data: &[f32], label: &str| -> Option<wgpu::Buffer> {
if data.is_empty() {
return None;
}
Some(device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(data),
usage: wgpu::BufferUsages::VERTEX,
}))
};
let mk_ibo = |data: &[u32], label: &str| -> Option<wgpu::Buffer> {
if data.is_empty() {
return None;
}
Some(device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(data),
usage: wgpu::BufferUsages::INDEX,
}))
};
self.scene = Some(SceneBuffers {
fill_vbo: mk_vbo(&geo.fill_pos, "fill.vbo"),
fill_ibo: mk_ibo(&geo.fill_idx, "fill.ibo"),
line_vbo: mk_vbo(&geo.line_verts, "line.vbo"),
line_ibo: mk_ibo(&geo.line_idx, "line.ibo"),
geo,
});
}
/// Stellt sicher, dass der dynamische Uniform-Puffer mindestens `count`
/// Bloecke fasst; realloziert (Puffer + Bind-Group) bei Bedarf.
fn ensure_uniform_capacity(&mut self, device: &wgpu::Device, count: u64) {
let need = count.max(1);
if let Some(u) = &self.uniform {
if u.capacity >= need {
return;
}
}
let size = self.uniform_stride * need;
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("globals.buffer"),
size,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("globals.bind"),
layout: &self.bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &buffer,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Globals>() as u64),
}),
}],
});
self.uniform = Some(UniformArena {
buffer,
bind_group,
capacity: need,
});
}
/// Stellt sicher, dass eine 4x-MSAA-Farbtextur passend zur Ziel-Groesse
/// existiert; realloziert nur bei Groessenaenderung (analog ensure_depth in 3D).
fn ensure_msaa(&mut self, device: &wgpu::Device, w: u32, h: u32) {
let (w, h) = (w.max(1), h.max(1));
if self.msaa_view.is_some() && self.msaa_size == (w, h) {
return;
}
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("msaa.color"),
size: wgpu::Extent3d {
width: w,
height: h,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: SAMPLE_COUNT,
dimension: wgpu::TextureDimension::D2,
format: self.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
self.msaa_view = Some(texture.create_view(&wgpu::TextureViewDescriptor::default()));
self.msaa_size = (w, h);
}
/// Zeichnet einen Frame in `view` (Surface- oder Offscreen-Textur).
/// Pan/Zoom kommt ueber `view_box`/`viewport`; nur die Ortho-Matrix aendert sich.
pub fn render(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
view: &wgpu::TextureView,
view_box: ViewBox,
viewport: (u32, u32),
) {
let (vw, vh) = (viewport.0 as f32, viewport.1 as f32);
let proj: Mat4 = compute_ortho_matrix(view_box, vw, vh);
let mm_px = mm_to_device_px(view_box, vw, vh, self.paper_scale_n);
// Alle Globals-Bloecke der Reihenfolge nach (erst Fuell-, dann Linien-Batches)
// sammeln, den Puffer einmal schreiben, danach nur noch dynamisch binden.
let mut blocks: Vec<Globals> = Vec::new();
if let Some(scene) = &self.scene {
for b in &scene.geo.fill_batches {
blocks.push(Globals {
view_proj: proj,
color: b.color,
viewport_px: [vw, vh],
stroke_px: 0.0,
stroke_scale: mm_px,
});
}
for b in &scene.geo.line_batches {
blocks.push(Globals {
view_proj: proj,
color: b.color,
viewport_px: [vw, vh],
stroke_px: b.stroke_mm,
stroke_scale: mm_px,
});
}
}
self.ensure_uniform_capacity(device, blocks.len() as u64);
// Alle Bloecke in den (auf uniform_stride gepolsterten) Puffer schreiben.
if let Some(u) = &self.uniform {
let stride = self.uniform_stride as usize;
let mut bytes = vec![0u8; stride * blocks.len().max(1)];
for (i, g) in blocks.iter().enumerate() {
let off = i * stride;
bytes[off..off + std::mem::size_of::<Globals>()]
.copy_from_slice(bytemuck::bytes_of(g));
}
if !blocks.is_empty() {
queue.write_buffer(&u.buffer, 0, &bytes);
}
}
// In die 4x-MSAA-Textur zeichnen und in die Surface aufloesen (Resolve):
// das glaettet alle Fuell-/Linienkanten, die Aufrufer bleiben unveraendert.
self.ensure_msaa(device, viewport.0, viewport.1);
let msaa_view = self.msaa_view.as_ref().unwrap();
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("2d.encoder"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("2d.pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa_view,
resolve_target: Some(view),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
if let (Some(scene), Some(u)) = (&self.scene, &self.uniform) {
let stride = self.uniform_stride as u32;
let mut block = 0u32; // Laufindex ueber Fuell- dann Linien-Batches
// 1) Fuellungen.
if let (Some(vbo), Some(ibo)) = (&scene.fill_vbo, &scene.fill_ibo) {
pass.set_pipeline(&self.fill_pipeline);
pass.set_vertex_buffer(0, vbo.slice(..));
pass.set_index_buffer(ibo.slice(..), wgpu::IndexFormat::Uint32);
for b in &scene.geo.fill_batches {
pass.set_bind_group(0, &u.bind_group, &[block * stride]);
let start = b.start_index;
pass.draw_indexed(start..start + b.index_count, 0, 0..1);
block += 1;
}
} else {
block += scene.geo.fill_batches.len() as u32;
}
// 2) Linien (Umrisse + freie Linien).
if let (Some(vbo), Some(ibo)) = (&scene.line_vbo, &scene.line_ibo) {
pass.set_pipeline(&self.line_pipeline);
pass.set_vertex_buffer(0, vbo.slice(..));
pass.set_index_buffer(ibo.slice(..), wgpu::IndexFormat::Uint32);
for b in &scene.geo.line_batches {
pass.set_bind_group(0, &u.bind_group, &[block * stride]);
let start = b.start_index;
pass.draw_indexed(start..start + b.index_count, 0, 0..1);
block += 1;
}
}
}
}
queue.submit(std::iter::once(encoder.finish()));
}
}