//! The EffectCraft GPU compositor (Mercury GPU Acceleration's counterpart), on wgpu compute //! shaders: Metal, Vulkan, Direct3D 12 and WebGPU. //! //! The CPU [`Renderer`] stays the reference and keeps rendering layer *content* (sources, masks, //! CPU effects, layer styles) into its layer cache. [`Gpu`] composites: it uploads the cached //! layer buffers (once per buffer), applies the layer transforms with the CPU's sampling //! (nearest / bilinear / bicubic, minification pre-filter), motion-blur sub-samples, track //! mattes, Preserve Transparency, layer styles' passes, all 38 blend modes and the 8/16 bpc //! clamping and quantisation, and converts colour spaces. Classic 3D runs composite here too //! (`classic3d`: per-pixel fragment sort, lights, ray-cast shadows), and adjustment layers run //! their effect stacks on the GPU-resident comp. Wireframe-quality outlines are drawn here too. //! //! Advanced 3D comps rasterise on a render pipeline (`advanced3d.wgsl`: depth buffer, PBR, //! image-based light, shadow maps) and finish in compute kernels (`adv3d.wgsl`: supersampling //! resolve, motion-blur sub-samples, iris depth of field, encoding, compositing), see //! [`Accelerator::render_3d`] and `Renderer::prepare_adv_run`. Advanced 3D layers with blend //! modes, track mattes or Preserve Transparency still composite on the CPU (their scenes //! render here through [`Accelerator::render_3d`]). //! //! GPU effects ([`effectcraft_effects::GPU_EFFECTS`]) run as compute kernels with the CPU //! effect's exact steps (padding, box-blur radii, parameter conversions); chains of them are //! uploaded and read back once. Each family lives in its own module with its own WGSL file //! (`fx_color`, `fx_distort`, `fx_extra`, `fx_generate`, `fx_key`, `fx_noise`, `fx_stylize`, //! `fx_tone`, `fx_warp`); settings a kernel cannot match fall back to the CPU //! (`catalog::gpu_supported`, or `None` from the family's `apply`). //! //! Working textures come from a pool (`context::Pool`): a frame allocates several full-frame //! RGBA f32 images per layer, and creating and zeroing those cost more than compositing a small //! layer. A released texture is reused once every encoder that could still read it has been //! submitted. 8/16 bpc quantisation after each layer is fused into that layer's composite. //! [`Backend::Auto`](effectcraft_render::Backend) renders each comp on whichever compositor //! measured faster for it ([`effectcraft_render::AutoPick`], kept by [`Gpu`]): a light comp //! that the CPU composites in a millisecond stays there rather than paying for a full-frame //! readback. //! //! GPU particles (`particles`): the stepped particle effects hand their simulation to //! [`effectcraft_effects::psim::ParticleSim`], implemented here with one invocation per particle //! and GPU-resident checkpoints. //! //! Plug a [`Gpu`] into [`Renderer::accel`] (it implements [`Accelerator`]); renders then use it //! when [`RenderOpts::backend`](effectcraft_render::RenderOpts) asks for it. The viewer can //! skip readback entirely with [`Gpu::render_display`], which leaves an RGBA8 texture for //! egui-wgpu to draw. mod adv3d; mod bokeh; mod classic3d; mod context; mod effects; mod fx_color; mod fx_depth; mod fx_distort; mod fx_extra; mod fx_generate; mod fx_key; mod fx_lut; mod fx_noise; mod fx_sim; mod fx_stylize; mod fx_tone; mod fx_vr; mod fx_warp; mod ops; mod particles; mod walk; use std::sync::Arc; pub use context::{GpuContext, GpuImage, TransferStats}; use effectcraft_effects::Buf; use effectcraft_project::ItemId; use effectcraft_raster::Image; use effectcraft_render::{Accelerator, FxStep, Renderer}; use effectcraft_time::Tick; pub use wgpu; use crate::context::Enc; /// The GPU compositor (cheap to clone; one device shared by all clones). #[derive(Clone)] pub struct Gpu { ctx: Arc, /// Backend::Auto's per-comp CPU / GPU timings. auto: Arc, } /// A viewer frame left on the GPU: premultiplied RGBA8 (`wgpu::TextureFormat::Rgba8Unorm`), /// ready for `egui_wgpu::Renderer::register_native_texture`. #[derive(Clone, Debug)] pub struct DisplayFrame { pub texture: wgpu::Texture, pub width: u32, pub height: u32, } impl Gpu { /// On a device of its own (CLI, tests, benchmarks); `None` without a usable adapter. #[cfg(not(target_arch = "wasm32"))] pub fn headless() -> Option { GpuContext::headless().map(Gpu::from_context) } /// On an existing device (the desktop app shares egui-wgpu's). pub fn new(adapter: &wgpu::Adapter, device: wgpu::Device, queue: wgpu::Queue) -> Result { GpuContext::new(adapter, device, queue).map(Gpu::from_context) } pub fn from_context(ctx: GpuContext) -> Gpu { Gpu { ctx: Arc::new(ctx), auto: Default::default() } } pub fn context(&self) -> &GpuContext { &self.ctx } pub fn device(&self) -> &wgpu::Device { &self.ctx.device } /// Render a top-level comp frame and leave it on the GPU as a display texture (no /// readback unless a CPU fallback step needs one). `None` = render on the CPU. pub fn render_display(&self, r: &Renderer, comp: ItemId, t: Tick) -> Option { let mut e = Enc::new(&self.ctx); let img = walk::render(&mut e, r, comp, t)?; let texture = e.display(&img); e.submit(); Some(DisplayFrame { texture, width: img.width, height: img.height }) } /// Read a display frame back as premultiplied RGBA8 (Info panel sampling, eyedroppers). pub fn read_display(&self, f: &DisplayFrame) -> Option> { Enc::new(&self.ctx).read_texture(&f.texture, f.width, f.height, 4) } /// [`Gpu::read_display`] without blocking (the browser's main thread): `done` gets the bytes /// once the GPU has them. pub fn read_display_async(&self, f: &DisplayFrame, done: impl FnOnce(Option>) + wgpu::WasmNotSend + 'static) { Enc::new(&self.ctx).read_texture_async(&f.texture, f.width, f.height, 4, done); } /// Render a frame on the GPU and read it back (`None` = not handled). pub fn render(&self, r: &Renderer, comp: ItemId, t: Tick) -> Option { if !self.ctx.can_readback() { return None; } let mut e = Enc::new(&self.ctx); let img = walk::render(&mut e, r, comp, t)?; e.download(&img) } /// Wait for all submitted GPU work (benchmarks). pub fn wait(&self) { let _ = self.ctx.device.poll(wgpu::PollType::wait_indefinitely()); } } impl Accelerator for Gpu { fn name(&self) -> String { self.ctx.name.clone() } fn comp_frame(&self, r: &Renderer, comp: ItemId, t: Tick) -> Option { self.render(r, comp, t) } fn supports_effect(&self, id: &str) -> bool { self.ctx.can_readback() && effects::supports(id) } fn effects(&self, chain: &[FxStep], buf: &Buf, levels: Option) -> Option { effects::run_chain(&mut Enc::new(&self.ctx), chain, buf, levels) } fn raster_3d(&self, scene: &effectcraft_render::three_d::adv::Scene) -> Option { adv3d::render(&self.ctx, scene) } fn render_3d(&self, run: &effectcraft_render::three_d::adv::Prepared) -> Option { adv3d::render_prepared(&self.ctx, run) } fn particles(&self) -> Option<&dyn effectcraft_effects::psim::ParticleSim> { self.ctx.can_readback().then_some(self as &dyn effectcraft_effects::psim::ParticleSim) } fn auto_pick(&self) -> Option<&effectcraft_render::AutoPick> { Some(&self.auto) } } impl effectcraft_effects::psim::ParticleSim for Gpu { fn simulate(&self, req: &effectcraft_effects::psim::SimRequest) -> Option> { particles::simulate(&self.ctx, req) } } #[cfg(test)] mod tests; #[cfg(test)] mod tests_3d; #[cfg(test)] mod tests_adjust; #[cfg(test)] mod tests_adv3d; #[cfg(test)] mod tests_fx_color; #[cfg(test)] mod tests_fx_depth; #[cfg(test)] mod tests_fx_distort; #[cfg(test)] mod tests_fx_extra; #[cfg(test)] mod tests_fx_generate; #[cfg(test)] mod tests_fx_key; #[cfg(test)] mod tests_fx_lut; #[cfg(test)] mod tests_fx_noise; #[cfg(test)] mod tests_fx_sim; #[cfg(test)] mod tests_fx_stylize; #[cfg(test)] mod tests_fx_tone; #[cfg(test)] mod tests_fx_vr; #[cfg(test)] mod tests_fx_warp; #[cfg(test)] mod tests_particles;