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//! A tiny library providing a GPU-powered pixel buffer. //! //! [`Pixels`] represents a 2D pixel buffer with an explicit image resolution, making it ideal for //! prototyping simple pixel-based games, animations, and emulators. The pixel buffer is rendered //! entirely on the GPU, allowing developers to easily incorporate special effects with shaders and //! a customizable pipeline. //! //! The GPU interface is offered by [`wgpu`](https://crates.io/crates/wgpu), and is re-exported for //! your convenience. Use a windowing framework or context manager of your choice; //! [`winit`](https://crates.io/crates/winit) is a good place to start. //! //! # Environment variables //! //! * `PIXELS_HIGH_PERF`: Switch the default adapter to high performance. //! * `PIXELS_LOW_POWER`: Switch the default adapter to low power. //! //! These variables change the default adapter to request either high performance or low power. //! (I.e. discrete or integrated GPUs.) The value is not checked, only the existence //! of the variable is relevant. //! //! The order of precedence for choosing a power preference is: //! //! 1. Application's specific adapter request through [`PixelsBuilder::request_adapter_options`] //! 2. `PIXELS_HIGH_PERF` //! 3. `PIXELS_LOW_POWER` //! 4. `wgpu` default power preference (usually low power) #![deny(clippy::all)] #![forbid(unsafe_code)] use std::env; pub use crate::macros::*; pub use crate::renderers::ScalingRenderer; use thiserror::Error; pub use wgpu; mod macros; mod renderers; /// A logical texture for a window surface. #[derive(Debug)] pub struct SurfaceTexture { surface: wgpu::Surface, width: u32, height: u32, } /// Represents a 2D pixel buffer with an explicit image resolution. /// /// See [`PixelsBuilder`] for building a customized pixel buffer. #[derive(Debug)] pub struct Pixels { // WGPU state device: wgpu::Device, queue: wgpu::Queue, swap_chain: wgpu::SwapChain, surface_texture: SurfaceTexture, present_mode: wgpu::PresentMode, // A default renderer to scale the input texture to the screen size scaling_renderer: ScalingRenderer, // Texture state for the texel upload texture: wgpu::Texture, texture_extent: wgpu::Extent3d, texture_format_size: u32, pixels: Vec<u8>, // The inverse of the scaling matrix used by the renderer // Used to convert physical coordinates back to pixel coordinates (for the mouse) scaling_matrix_inverse: ultraviolet::Mat4, } /// A builder to help create customized pixel buffers. pub struct PixelsBuilder<'req> { request_adapter_options: Option<wgpu::RequestAdapterOptions<'req>>, device_descriptor: wgpu::DeviceDescriptor, backend: wgpu::BackendBit, width: u32, height: u32, pixel_aspect_ratio: f64, present_mode: wgpu::PresentMode, surface_texture: SurfaceTexture, texture_format: wgpu::TextureFormat, } /// All the ways in which creating a pixel buffer can fail. #[derive(Error, Debug)] pub enum Error { /// No suitable [`wgpu::Adapter`] found #[error("No suitable `wgpu::Adapter` found")] AdapterNotFound, /// Equivalent to [`wgpu::TimeOut`] #[error("The GPU timed out when attempting to acquire the next texture or if a previous output is still alive.")] Timeout, } impl SurfaceTexture { /// Create a logical texture for a window surface. /// /// It is recommended (but not required) that the `width` and `height` are equivalent to the /// physical dimensions of the `surface`. E.g. scaled by the HiDPI factor. /// /// # Examples /// /// ```no_run /// use pixels::{wgpu::Surface, SurfaceTexture}; /// use winit::event_loop::EventLoop; /// use winit::window::Window; /// /// let event_loop = EventLoop::new(); /// let window = Window::new(&event_loop).unwrap(); /// let surface = Surface::create(&window); /// let size = window.inner_size(); /// /// let width = size.width; /// let height = size.height; /// /// let surface_texture = SurfaceTexture::new(width, height, surface); /// # Ok::<(), pixels::Error>(()) /// ``` /// /// # Panics /// /// Panics when `width` or `height` are 0. pub fn new(width: u32, height: u32, surface: wgpu::Surface) -> SurfaceTexture { assert!(width > 0); assert!(height > 0); SurfaceTexture { surface, width, height, } } } impl Pixels { /// Create a pixel buffer instance with default options. /// /// # Examples /// /// ```no_run /// # use pixels::Pixels; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// let mut pixels = Pixels::new(320, 240, surface_texture)?; /// # Ok::<(), pixels::Error>(()) /// ``` /// /// # Errors /// /// Returns an error when a [`wgpu::Adapter`] cannot be found. /// /// # Panics /// /// Panics when `width` or `height` are 0. pub fn new(width: u32, height: u32, surface_texture: SurfaceTexture) -> Result<Pixels, Error> { PixelsBuilder::new(width, height, surface_texture).build() } /// Resize the surface upon which the pixel buffer is rendered. /// /// This does not resize the pixel buffer. The pixel buffer will be fit onto the surface as /// best as possible by scaling to the nearest integer, e.g. 2x, 3x, 4x, etc. /// /// Call this method in response to a resize event from your window manager. The size expected /// is in physical pixel units. pub fn resize(&mut self, width: u32, height: u32) { // Update SurfaceTexture dimensions self.surface_texture.width = width; self.surface_texture.height = height; // Update ScalingMatrix for mouse transformation self.scaling_matrix_inverse = renderers::ScalingMatrix::new( ( self.texture_extent.width as f32, self.texture_extent.height as f32, ), (width as f32, height as f32), ) .transform .inversed(); // Recreate the swap chain self.swap_chain = self.device.create_swap_chain( &self.surface_texture.surface, &wgpu::SwapChainDescriptor { usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, format: wgpu::TextureFormat::Bgra8UnormSrgb, width: self.surface_texture.width, height: self.surface_texture.height, present_mode: self.present_mode, }, ); // Update state for all render passes let mut encoder = self .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); self.scaling_renderer .resize(&mut self.device, &mut encoder, width, height); self.queue.submit(&[encoder.finish()]); } /// Draw this pixel buffer to the configured [`SurfaceTexture`]. /// /// # Errors /// /// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out. /// /// # Example /// /// ```no_run /// # use pixels::Pixels; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// let mut pixels = Pixels::new(320, 240, surface_texture)?; /// /// // Clear the pixel buffer /// let frame = pixels.get_frame(); /// for pixel in frame.chunks_exact_mut(4) { /// pixel[0] = 0x00; // R /// pixel[1] = 0x00; // G /// pixel[2] = 0x00; // B /// pixel[3] = 0xff; // A /// } /// /// // Draw it to the `SurfaceTexture` /// pixels.render(); /// # Ok::<(), pixels::Error>(()) /// ``` pub fn render(&mut self) -> Result<(), Error> { self.render_with(|encoder, render_target, scaling_renderer| { scaling_renderer.render(encoder, render_target); }) } /// Draw this pixel buffer to the configured [`SurfaceTexture`] using a custom user-provided /// render function. /// /// Provides access to a [`wgpu::CommandEncoder`], a [`wgpu::TextureView`] from the swapchain /// which you can use to render to the screen, and the default [`ScalingRenderer`]. /// /// # Errors /// /// Returns an error when [`wgpu::SwapChain::get_next_texture`] times out. /// /// # Example /// /// ```no_run /// # use pixels::Pixels; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// let mut pixels = Pixels::new(320, 240, surface_texture)?; /// /// // Clear the pixel buffer /// let frame = pixels.get_frame(); /// for pixel in frame.chunks_exact_mut(4) { /// pixel[0] = 0x00; // R /// pixel[1] = 0x00; // G /// pixel[2] = 0x00; // B /// pixel[3] = 0xff; // A /// } /// /// // Draw it to the `SurfaceTexture` /// pixels.render_with(|encoder, render_target, scaling_renderer| { /// scaling_renderer.render(encoder, render_target); /// // etc... /// }); /// # Ok::<(), pixels::Error>(()) /// ``` pub fn render_with<F>(&mut self, render_function: F) -> Result<(), Error> where F: FnOnce(&mut wgpu::CommandEncoder, &wgpu::TextureView, &ScalingRenderer), { // TODO: Center frame buffer in surface let frame = self .swap_chain .get_next_texture() .map_err(|_| Error::Timeout)?; let mut encoder = self .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); // Update the pixel buffer texture view let mapped = self.device.create_buffer_mapped(&wgpu::BufferDescriptor { label: None, size: self.pixels.len() as u64, usage: wgpu::BufferUsage::COPY_SRC, }); mapped.data.copy_from_slice(&self.pixels); let buffer = mapped.finish(); encoder.copy_buffer_to_texture( wgpu::BufferCopyView { buffer: &buffer, offset: 0, bytes_per_row: self.texture_extent.width * self.texture_format_size, rows_per_image: self.texture_extent.height, }, wgpu::TextureCopyView { texture: &self.texture, mip_level: 0, array_layer: 0, origin: wgpu::Origin3d { x: 0, y: 0, z: 0 }, }, self.texture_extent, ); // Call the users render function. (render_function)(&mut encoder, &frame.view, &self.scaling_renderer); self.queue.submit(&[encoder.finish()]); Ok(()) } /// Get a mutable byte slice for the pixel buffer. The buffer is _not_ cleared for you; it will /// retain the previous frame's contents until you clear it yourself. pub fn get_frame(&mut self) -> &mut [u8] { &mut self.pixels } /// Calculate the pixel location from a physical location on the window, /// dealing with window resizing, scaling, and margins. Takes a physical /// position (x, y) within the window, and returns a pixel position (x, y). /// /// The location must be given in physical units (for example, winit's `PhysicalLocation`) /// /// If the given physical position is outside of the drawing area, this /// function returns an `Err` value with the pixel coordinates outside of /// the screen, using isize instead of usize. /// /// ```no_run /// # use pixels::Pixels; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// const WIDTH: u32 = 320; /// const HEIGHT: u32 = 240; /// /// let mut pixels = Pixels::new(WIDTH, HEIGHT, surface_texture)?; /// /// // A cursor position in physical units /// let cursor_position: (f32, f32) = winit::dpi::PhysicalPosition::new(0.0, 0.0).into(); /// /// // Convert it to a pixel location /// let pixel_position: (usize, usize) = pixels.window_pos_to_pixel(cursor_position) /// // Clamp the output to within the screen /// .unwrap_or_else(|pos| pixels.clamp_pixel_pos(pos)); /// # Ok::<(), pixels::Error>(()) /// ``` pub fn window_pos_to_pixel( &self, physical_position: (f32, f32), ) -> Result<(usize, usize), (isize, isize)> { let physical_width = self.surface_texture.width as f32; let physical_height = self.surface_texture.height as f32; let pixels_width = self.texture_extent.width as f32; let pixels_height = self.texture_extent.height as f32; let pos = ultraviolet::Vec4::new( (physical_position.0 / physical_width - 0.5) * pixels_width, (physical_position.1 / physical_height - 0.5) * pixels_height, 0.0, 1.0, ); let pos = self.scaling_matrix_inverse * pos; let pos = ( pos.x / pos.w + pixels_width / 2.0, -pos.y / pos.w + pixels_height / 2.0, ); let pixel_x = pos.0.floor() as isize; let pixel_y = pos.1.floor() as isize; if pixel_x < 0 || pixel_x >= self.texture_extent.width as isize || pixel_y < 0 || pixel_y >= self.texture_extent.height as isize { Err((pixel_x, pixel_y)) } else { Ok((pixel_x as usize, pixel_y as usize)) } } /// Clamp a pixel position to the pixel buffer size. /// /// This can be used to clamp the `Err` value returned by [`Pixels::window_pos_to_pixel`] /// to a position clamped within the drawing area. /// /// ```no_run /// # use pixels::Pixels; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// const WIDTH: u32 = 320; /// const HEIGHT: u32 = 240; /// /// let mut pixels = Pixels::new(WIDTH, HEIGHT, surface_texture)?; /// /// let pixel_pos = pixels.clamp_pixel_pos((-19, 20)); /// assert_eq!(pixel_pos, (0, 20)); /// /// let pixel_pos = pixels.clamp_pixel_pos((11, 3000)); /// assert_eq!(pixel_pos, (11, 239)); /// # Ok::<(), pixels::Error>(()) /// ``` pub fn clamp_pixel_pos(&self, pos: (isize, isize)) -> (usize, usize) { ( pos.0.max(0).min(self.texture_extent.width as isize - 1) as usize, pos.1.max(0).min(self.texture_extent.height as isize - 1) as usize, ) } /// Provides access to the internal [`wgpu::Device`]. pub fn device(&self) -> &wgpu::Device { &self.device } /// Provides access to the internal [`wgpu::Queue`]. pub fn queue(&self) -> &wgpu::Queue { &self.queue } /// Provides access to the internal source [`wgpu::Texture`]. /// /// This is the pre-scaled texture copied from the pixel buffer. pub fn texture(&self) -> &wgpu::Texture { &self.texture } } impl<'req> PixelsBuilder<'req> { /// Create a builder that can be finalized into a [`Pixels`] pixel buffer. /// /// # Examples /// /// ```no_run /// # use pixels::PixelsBuilder; /// # let surface = wgpu::Surface::create(&pixels_mocks::RWH); /// # let surface_texture = pixels::SurfaceTexture::new(1024, 768, surface); /// let mut pixels = PixelsBuilder::new(256, 240, surface_texture) /// .request_adapter_options(wgpu::RequestAdapterOptions { /// power_preference: wgpu::PowerPreference::HighPerformance, /// compatible_surface: None, /// }) /// .enable_vsync(false) /// .build()?; /// # Ok::<(), pixels::Error>(()) /// ``` /// /// # Panics /// /// Panics when `width` or `height` are 0. pub fn new(width: u32, height: u32, surface_texture: SurfaceTexture) -> PixelsBuilder<'req> { assert!(width > 0); assert!(height > 0); PixelsBuilder { request_adapter_options: None, device_descriptor: wgpu::DeviceDescriptor::default(), backend: wgpu::BackendBit::PRIMARY, width, height, pixel_aspect_ratio: 1.0, present_mode: wgpu::PresentMode::Fifo, surface_texture, texture_format: wgpu::TextureFormat::Rgba8UnormSrgb, } } /// Add options for requesting a [`wgpu::Adapter`]. pub const fn request_adapter_options( mut self, request_adapter_options: wgpu::RequestAdapterOptions<'req>, ) -> PixelsBuilder { self.request_adapter_options = Some(request_adapter_options); self } /// Add options for requesting a [`wgpu::Device`]. pub const fn device_descriptor( mut self, device_descriptor: wgpu::DeviceDescriptor, ) -> PixelsBuilder<'req> { self.device_descriptor = device_descriptor; self } /// Set which backends wgpu will attempt to use. /// /// The default value of this is [`wgpu::BackendBit::PRIMARY`], which enables /// the well supported backends for wgpu. pub const fn wgpu_backend(mut self, backend: wgpu::BackendBit) -> PixelsBuilder<'req> { self.backend = backend; self } /// Set the pixel aspect ratio to simulate non-square pixels. /// /// This setting enables a render pass that horizontally scales the pixel buffer by the given /// factor. /// /// E.g. set this to `8.0 / 7.0` for an 8:7 pixel aspect ratio. /// /// # Panics /// /// The aspect ratio must be > 0. /// /// # Warning /// /// This documentation is hidden because support for pixel aspect ratio is incomplete. #[doc(hidden)] pub fn pixel_aspect_ratio(mut self, pixel_aspect_ratio: f64) -> PixelsBuilder<'req> { assert!(pixel_aspect_ratio > 0.0); self.pixel_aspect_ratio = pixel_aspect_ratio; self } /// Enable or disable Vsync. /// /// Vsync is enabled by default. /// /// The `wgpu` present mode will be set to `Fifo` when Vsync is enabled, or `Immediate` when /// Vsync is disabled. To set the present mode to `Mailbox` or another value, use the /// [`PixelsBuilder::present_mode`] method. pub fn enable_vsync(mut self, enable_vsync: bool) -> PixelsBuilder<'req> { self.present_mode = if enable_vsync { wgpu::PresentMode::Fifo } else { wgpu::PresentMode::Immediate }; self } /// Set the `wgpu` present mode. /// /// This differs from [`PixelsBuilder::enable_vsync`] by allowing the present mode to be set to /// any value. pub fn present_mode(mut self, present_mode: wgpu::PresentMode) -> PixelsBuilder<'req> { self.present_mode = present_mode; self } /// Set the texture format. /// /// The default value is [`wgpu::TextureFormat::Rgba8UnormSrgb`], which is 4 unsigned bytes in /// `RGBA` order using the SRGB color space. This is typically what you want when you are /// working with color values from popular image editing tools or web apps. pub const fn texture_format( mut self, texture_format: wgpu::TextureFormat, ) -> PixelsBuilder<'req> { self.texture_format = texture_format; self } /// Create a pixel buffer from the options builder. /// /// # Errors /// /// Returns an error when a [`wgpu::Adapter`] cannot be found. pub fn build(self) -> Result<Pixels, Error> { // TODO: Use `options.pixel_aspect_ratio` to stretch the scaled texture let compatible_surface = Some(&self.surface_texture.surface); let adapter = pollster::block_on(wgpu::Adapter::request( &self.request_adapter_options.map_or_else( || wgpu::RequestAdapterOptions { compatible_surface, power_preference: get_default_power_preference(), }, |rao| wgpu::RequestAdapterOptions { compatible_surface: rao.compatible_surface.or(compatible_surface), power_preference: rao.power_preference, }, ), self.backend, )) .ok_or(Error::AdapterNotFound)?; let (mut device, queue) = pollster::block_on(adapter.request_device(&self.device_descriptor)); // The rest of this is technically a fixed-function pipeline... For now! // Create a texture let width = self.width; let height = self.height; let texture_extent = wgpu::Extent3d { width, height, depth: 1, }; let texture = device.create_texture(&wgpu::TextureDescriptor { label: None, size: texture_extent, array_layer_count: 1, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: self.texture_format, usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST, }); let texture_view = texture.create_default_view(); let texture_format_size = get_texture_format_size(self.texture_format); // Create the pixel buffer let capacity = (width * height * texture_format_size) as usize; let mut pixels = Vec::with_capacity(capacity); pixels.resize_with(capacity, Default::default); let present_mode = self.present_mode; // Create swap chain let surface_texture = self.surface_texture; let swap_chain = device.create_swap_chain( &surface_texture.surface, &wgpu::SwapChainDescriptor { usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, format: wgpu::TextureFormat::Bgra8UnormSrgb, width: surface_texture.width, height: surface_texture.height, present_mode, }, ); let scaling_matrix_inverse = renderers::ScalingMatrix::new( (width as f32, height as f32), (surface_texture.width as f32, surface_texture.height as f32), ) .transform .inversed(); let scaling_renderer = ScalingRenderer::new(&mut device, &texture_view, &texture_extent); Ok(Pixels { device, queue, swap_chain, surface_texture, present_mode, scaling_renderer, texture, texture_extent, texture_format_size, pixels, scaling_matrix_inverse, }) } } fn get_texture_format_size(texture_format: wgpu::TextureFormat) -> u32 { match texture_format { // 8-bit formats wgpu::TextureFormat::R8Unorm | wgpu::TextureFormat::R8Snorm | wgpu::TextureFormat::R8Uint | wgpu::TextureFormat::R8Sint => 1, // 16-bit formats wgpu::TextureFormat::R16Uint | wgpu::TextureFormat::R16Sint | wgpu::TextureFormat::R16Float | wgpu::TextureFormat::Rg8Unorm | wgpu::TextureFormat::Rg8Snorm | wgpu::TextureFormat::Rg8Uint | wgpu::TextureFormat::Rg8Sint => 2, // 32-bit formats wgpu::TextureFormat::R32Uint | wgpu::TextureFormat::R32Sint | wgpu::TextureFormat::R32Float | wgpu::TextureFormat::Rg16Uint | wgpu::TextureFormat::Rg16Sint | wgpu::TextureFormat::Rg16Float | wgpu::TextureFormat::Rgba8Unorm | wgpu::TextureFormat::Rgba8UnormSrgb | wgpu::TextureFormat::Rgba8Snorm | wgpu::TextureFormat::Rgba8Uint | wgpu::TextureFormat::Rgba8Sint | wgpu::TextureFormat::Bgra8Unorm | wgpu::TextureFormat::Bgra8UnormSrgb | wgpu::TextureFormat::Rgb10a2Unorm | wgpu::TextureFormat::Rg11b10Float | wgpu::TextureFormat::Depth32Float | wgpu::TextureFormat::Depth24Plus | wgpu::TextureFormat::Depth24PlusStencil8 => 4, // 64-bit formats wgpu::TextureFormat::Rg32Uint | wgpu::TextureFormat::Rg32Sint | wgpu::TextureFormat::Rg32Float | wgpu::TextureFormat::Rgba16Uint | wgpu::TextureFormat::Rgba16Sint | wgpu::TextureFormat::Rgba16Float => 8, // 128-bit formats wgpu::TextureFormat::Rgba32Uint | wgpu::TextureFormat::Rgba32Sint | wgpu::TextureFormat::Rgba32Float => 16, } } fn get_default_power_preference() -> wgpu::PowerPreference { env::var("PIXELS_HIGH_PERF").map_or_else( |_| { env::var("PIXELS_LOW_POWER").map_or(wgpu::PowerPreference::Default, |_| { wgpu::PowerPreference::LowPower }) }, |_| wgpu::PowerPreference::HighPerformance, ) }