438 lines
18 KiB
Rust
438 lines
18 KiB
Rust
use crate::task::RequestRedraw;
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use android_view::{
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View,
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jni::{JavaVM, objects::GlobalRef},
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ndk::native_window::NativeWindow,
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};
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use iris_core::{FrameParts, LinearRgba, Ui, UiRenderNode};
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use pollster::FutureExt;
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use std::time::Instant;
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use wgpu::{
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rwh::{DisplayHandle, HandleError, HasDisplayHandle, HasWindowHandle, WindowHandle},
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*,
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};
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pub const CLEAR_COLOR: LinearRgba = LinearRgba::BLACK;
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/// `NativeWindow` (from the surface android-view hands over in
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/// `surfaceChanged`) has a window handle but not a display one -- there is
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/// exactly one display on Android and `rwh` has a unit variant for it.
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/// Mirrors android-view's own demo (`demo/src/lib.rs`'s
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/// `AndroidWindowHandle`).
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struct AndroidWindowHandle {
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window: NativeWindow,
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}
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impl HasDisplayHandle for AndroidWindowHandle {
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fn display_handle(&self) -> Result<DisplayHandle<'_>, HandleError> {
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Ok(DisplayHandle::android())
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}
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}
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impl HasWindowHandle for AndroidWindowHandle {
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fn window_handle(&self) -> Result<WindowHandle<'_>, HandleError> {
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self.window.window_handle()
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}
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}
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/// The android-view surface, unlike winit's window, does not outlive a
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/// backgrounding of the activity: `surfaceDestroyed`/`surfaceCreated` (via
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/// `SurfaceHolder.Callback`) recreate it, so this holds everything that
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/// depends on that surface rather than being built once at startup --
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/// `AndroidUiState` holds it as `Option<AndroidRenderer>`, `None` exactly
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/// when there is no surface to draw into.
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pub struct AndroidRenderer {
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surface: Surface<'static>,
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device: Device,
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queue: Queue,
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config: SurfaceConfiguration,
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view_format: TextureFormat,
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encoder: CommandEncoder,
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pub ui: UiRenderNode,
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pub adapter_name: String,
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pub adapter_backend: Backend,
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pub adapter_driver: String,
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/// Every uncaptured wgpu error since this renderer was created -- see
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/// `iris_core::WgpuErrorLog`'s doc comment. Installed on `device` in
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/// `new()`, kept here so the Diagnostics page and the per-frame log in
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/// `update()` can both read it without a global.
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pub wgpu_errors: iris_core::WgpuErrorLog,
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frame_count: u64,
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/// Physical pixels per dp -- see `android::view::AndroidUiState::
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/// content_scale`'s field comment for what this feeds.
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content_scale: f32,
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}
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/// One frame's worth of the counters `render/mod.rs`'s doc comments on
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/// `FrameUpdateStats`/`take_image_bind_group_creates`/
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/// `take_atlas_pages_grown` describe -- assembled here because the three
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/// live on two different calling conventions (`FrameUpdateStats` from this
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/// exact `update()` call; the other two describe the *previous* frame,
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/// same as `bench_images`' existing use of them) and a diagnostic reader
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/// should not have to know that split.
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#[derive(Clone, Copy, Debug, Default)]
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pub struct FrameDiagnostics {
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pub masks_resized: bool,
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pub moves_resized: bool,
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pub paints_resized: bool,
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pub atlas_pages_grown_prev: u64,
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pub image_bind_group_creates_prev: u64,
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}
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impl AndroidRenderer {
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pub fn new(
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window: NativeWindow,
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width: u32,
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height: u32,
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content_scale: f32,
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) -> Result<Self, String> {
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// The choice is made *before any surface exists*, with an instance
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// that never touches the window, because **an Android window can be
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// connected to one graphics API only**. One instance carrying both
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// backends does not work: `create_surface` builds a raw surface per
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// backend, Vulkan's `vkCreateAndroidSurfaceKHR` claims the window
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// first, and the GLES surface made from the same window then fails
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// `configure` as lost -- measured here as "In Surface::configure /
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// Invalid surface" followed by an abort in
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// `Surface::get_current_texture_view`, "Surface is not configured
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// for presentation".
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let mut backends = if cfg!(feature = "force-gles") {
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Backends::GL
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} else {
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Backends::PRIMARY
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};
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// No display handle: an Android surface is built from the
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// `NativeWindow` below, and there is no platform connection to hand
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// wgpu here the way there is on Wayland.
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let mut instance = Instance::new(InstanceDescriptor {
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backends,
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..InstanceDescriptor::new_without_display_handle()
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});
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// A build already pinned to GLES has nowhere to fall back to.
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if backends != Backends::GL && instance.enumerate_adapters(backends).block_on().is_empty() {
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log::warn!(
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"iris renderer: no {backends:?} adapter on this device, falling back to GLES"
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);
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backends = Backends::GL;
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instance = Instance::new(InstanceDescriptor {
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backends,
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..InstanceDescriptor::new_without_display_handle()
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});
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}
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// SAFETY: the `NativeWindow` outlives the surface built from it --
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// android-view drops the old renderer (and this surface with it)
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// before handing over a new window, in `surface_changed` below.
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let surface = instance
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.create_surface(SurfaceTarget::from(AndroidWindowHandle { window }))
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.map_err(|error| format!("Could not create the android surface: {error}"))?;
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// Every step from here to a live device reports rather than
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// panics, for the one reason: on the phone these builds run on
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// there is no `adb`, so an abort's message reaches a tombstone
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// nobody can read and the launcher simply restarts the app --
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// which is what a crash loop with no explanation is. The caller
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// (`android::view::IrisViewPeer::surface_changed`) puts this
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// string on screen and in the app's own log ring instead.
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let adapter = instance
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.request_adapter(&RequestAdapterOptions {
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power_preference: PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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..Default::default()
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})
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.block_on()
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.map_err(|error| format!("No usable GPU adapter for backends {backends:?}: {error}"))?;
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_limits: iris_core::device_limits(),
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..Default::default()
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})
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.block_on()
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.map_err(|error| {
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format!(
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"The adapter {} ({:?}) refused a device: {error}",
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adapter.get_info().name,
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adapter.get_info().backend,
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)
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})?;
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let wgpu_errors = iris_core::WgpuErrorLog::default();
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let wgpu_errors_for_handler = wgpu_errors.clone();
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device.on_uncaptured_error(std::sync::Arc::new(move |error| {
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log::error!("iris wgpu uncaptured error: {error}");
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wgpu_errors_for_handler.record(error);
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}));
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let info = adapter.get_info();
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let adapter_name = info.name.clone();
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let adapter_backend = info.backend;
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// Either half can be empty -- the emulator's GLES adapter reports
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// no `driver` and a long `driver_info`, so joining unconditionally
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// left a leading space in every log line it appears in.
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let adapter_driver = [info.driver.as_str(), info.driver_info.as_str()]
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.into_iter()
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.filter(|part| !part.is_empty())
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.collect::<Vec<_>>()
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.join(" ");
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// Say which adapter won, in the same words `desktop::render` uses,
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// and at startup rather than only on the Diagnostics page: the
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// backend alone (logged by `view.rs` when a renderer is built) does
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// not separate the cases that matter. In this checkout's emulator
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// `Gl` is the host's real GPU through virgl, and `Gl` under
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// `EMU_GPU=software` is SwiftShader on the CPU; on a phone `Vulkan`
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// is the device's own driver. A frame time or a screenshot with no
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// record of which of those produced it cannot be read, and the
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// fallback above is silent by design.
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log::info!(
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"iris renderer: {adapter_name} ({adapter_backend:?}, {adapter_driver}) on \
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{backends:?}"
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);
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let surface_caps = surface.get_capabilities(&adapter);
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let formats = iris_core::srgb_surface_format(&surface_caps)?;
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log::info!(
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"iris renderer: surface={:?}, view={:?}, color_space=Srgb",
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formats.surface,
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formats.view,
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);
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let config = SurfaceConfiguration {
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usage: TextureUsages::RENDER_ATTACHMENT,
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format: formats.surface,
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// wgpu 30's new field; `Auto` is what every earlier version did.
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color_space: SurfaceColorSpace::Srgb,
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width,
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height,
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present_mode: PresentMode::AutoVsync,
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alpha_mode: surface_caps.alpha_modes[0],
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desired_maximum_frame_latency: 2,
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view_formats: (formats.view != formats.surface)
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.then_some(formats.view)
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.into_iter()
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.collect(),
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};
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surface.configure(&device, &config);
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let encoder = Self::create_encoder(&device);
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let window_size = iris_core::util::Vec2::new(width as f32, height as f32);
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let ui = match UiRenderNode::new(&device, &queue, formats.view, window_size) {
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Ok(ui) => ui,
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Err(wgpu_error) => return Err(Self::diagnostic(&adapter, &wgpu_error)),
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};
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Ok(Self {
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surface,
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device,
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queue,
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config,
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view_format: formats.view,
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encoder,
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ui,
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adapter_name,
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adapter_backend,
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adapter_driver,
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wgpu_errors,
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frame_count: 0,
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content_scale,
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})
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}
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/// The adapter identity plus every limit and downlevel flag
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/// `create_bind_group_layout` validates a storage buffer or texture
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/// binding against, followed by wgpu's own error text -- everything a
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/// person reading this off a screenshot needs to tell "this adapter
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/// lacks X" from "this is a bug in the layout." Named explicitly rather
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/// than `{limits:?}`/`{flags:?}` wholesale, because `Limits` alone is
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/// dozens of fields nobody asked for -- these are exactly the ones
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/// `UiRenderNode::new`'s layouts (`rsc_layout`, `masks_layout`,
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/// `primitive_layout`) can fail against, per `CreateBindGroupLayoutError`
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/// (`wgpu-core::binding_model`) and its downlevel-flag checks
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/// (`wgpu-core::device::resource`, `VERTEX_STORAGE` in particular --
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/// the one storage buffer here, `move_offsets`, that is visible to the
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/// vertex stage).
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fn diagnostic(adapter: &Adapter, wgpu_error: &str) -> String {
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let info = adapter.get_info();
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let limits = adapter.limits();
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let downlevel = adapter.get_downlevel_capabilities();
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format!(
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"iris could not start rendering. Copy this text and send it to Iris.\n\n\
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adapter: {name} ({backend:?}), driver: {driver} {driver_info}\n\
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limits: max_storage_buffers_per_shader_stage={max_storage_buffers} \
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max_sampled_textures_per_shader_stage={max_sampled_textures} \
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max_bind_groups={max_bind_groups} \
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max_bindings_per_bind_group={max_bindings} \
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max_storage_buffer_binding_size={max_storage_binding} \
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min_storage_buffer_offset_alignment={min_storage_align}\n\
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downlevel flags: {flags:?}\n\n\
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{wgpu_error}",
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name = info.name,
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backend = info.backend,
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driver = info.driver,
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driver_info = info.driver_info,
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max_storage_buffers = limits.max_storage_buffers_per_shader_stage,
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max_sampled_textures = limits.max_sampled_textures_per_shader_stage,
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max_bind_groups = limits.max_bind_groups,
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max_bindings = limits.max_bindings_per_bind_group,
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max_storage_binding = limits.max_storage_buffer_binding_size,
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min_storage_align = limits.min_storage_buffer_offset_alignment,
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flags = downlevel.flags,
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)
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}
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pub fn diagnostics_report(
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&self,
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font: &iris_core::FontDiagnostics,
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frame_report: &str,
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) -> String {
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let errors = self.wgpu_errors.snapshot();
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let errors_text = if errors.is_empty() {
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"none".to_string()
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} else {
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errors.join("\n ")
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};
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format!(
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"iris diagnostics. Copy this text and send it to Iris.\n\n\
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adapter: {name} ({backend:?}), driver: {driver}\n\
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surface: {surface:?}, view: {view:?}, color_space: Srgb\n\
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content_scale: {content_scale}\n\
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paint format: linear vec4<f32>\n\
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atlas/image format: Rgba8UnormSrgb, views live: {views}\n\
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fonts: {families_found} families found, default={default_family:?} \
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mono={default_mono_family:?}\n\
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fonts resolved: regular={regular:?} bold={bold:?} italic={italic:?} \
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mono={mono:?}\n\
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icon font: {icons:?}\n\
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wgpu errors since surface creation:\n {errors_text}\n\n\
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{frame_report}",
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name = self.adapter_name,
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backend = self.adapter_backend,
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driver = self.adapter_driver,
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surface = self.config.format,
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view = self.view_format,
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content_scale = self.content_scale,
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views = self.ui.view_count(),
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families_found = font.families_found,
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default_family = font.default_family,
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default_mono_family = font.default_mono_family,
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regular = font.regular_resolved,
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bold = font.bold_resolved,
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italic = font.italic_resolved,
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mono = font.mono_resolved,
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icons = font.icon_family,
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)
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}
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fn create_encoder(device: &Device) -> CommandEncoder {
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device.create_command_encoder(&CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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})
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}
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pub fn update(&mut self, ui: &mut Ui) -> FrameDiagnostics {
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let atlas_pages_grown_prev = self.ui.take_atlas_pages_grown();
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let image_bind_group_creates_prev = self.ui.take_image_bind_group_creates();
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let stats = self.ui.update(&self.device, &self.queue, ui);
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self.frame_count += 1;
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FrameDiagnostics {
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masks_resized: stats.masks_resized,
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moves_resized: stats.moves_resized,
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paints_resized: stats.paints_resized,
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atlas_pages_grown_prev,
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image_bind_group_creates_prev,
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}
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}
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pub fn frame_count(&self) -> u64 {
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self.frame_count
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}
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pub fn draw(&mut self) -> FrameParts {
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let acquire_start = Instant::now();
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let output = match self.surface.get_current_texture() {
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CurrentSurfaceTexture::Success(texture)
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| CurrentSurfaceTexture::Suboptimal(texture) => texture,
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// wgpu 30 turned this Result into an enum; every arm here was an
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// `Err` the previous `.unwrap()` panicked on, except `Occluded`,
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// which is new.
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other => panic!("no surface texture to draw into: {other:?}"),
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};
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let acquire = acquire_start.elapsed();
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let view = output.texture.create_view(&TextureViewDescriptor {
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format: Some(self.view_format),
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..Default::default()
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});
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let mut encoder = std::mem::replace(&mut self.encoder, Self::create_encoder(&self.device));
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{
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let render_pass = &mut encoder.begin_render_pass(&RenderPassDescriptor {
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(CLEAR_COLOR.to_wgpu()),
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store: StoreOp::Store,
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},
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depth_slice: None,
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})],
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..Default::default()
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});
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self.ui.draw(render_pass);
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}
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let submit_start = Instant::now();
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self.queue.submit(std::iter::once(encoder.finish()));
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self.queue.present(output);
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FrameParts::waits(acquire, submit_start.elapsed())
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}
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/// Physical pixels -- the unit layout and hit-testing use, matching
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/// the window uniform's own units. See
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/// `android::view::AndroidUiState::content_scale`'s field comment.
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pub fn size(&self) -> iris_core::util::Vec2 {
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iris_core::util::Vec2::new(self.config.width as f32, self.config.height as f32)
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}
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/// Reconfigures the surface and rewrites the window uniform for a new
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/// physical size -- deliberately the *only* two things this does.
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/// `device`, `ui`'s atlas, buffers and bind groups are untouched, so a
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/// call here (as opposed to a fresh `AndroidRenderer::new`) never
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/// invalidates a glyph the CPU-side cache already placed in the atlas.
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/// See `android::view::IrisViewPeer::surface_changed`'s doc comment for
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/// why that distinction matters -- it is what keeps text on screen
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/// across an IME resize.
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pub fn resize(&mut self, width: u32, height: u32) {
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self.config.width = width;
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self.config.height = height;
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self.surface.configure(&self.device, &self.config);
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let size = iris_core::util::Vec2::new(width as f32, height as f32);
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self.ui.resize(size, &self.queue);
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}
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}
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/// `Tasks`' redraw handle on Android: a background task finishes on the
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/// tokio thread `Tasks::init` spawned, which is not attached to the JVM, so
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/// asking for a frame means attaching first. The global ref is what
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/// survives past the JNI call that handed the `View` to us.
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pub struct AndroidRedrawHandle {
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vm: JavaVM,
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view: GlobalRef,
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}
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impl AndroidRedrawHandle {
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pub fn new(vm: JavaVM, view: GlobalRef) -> Self {
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Self { vm, view }
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}
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}
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impl RequestRedraw for AndroidRedrawHandle {
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fn request_redraw(&self) {
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let Ok(mut env) = self.vm.attach_current_thread() else {
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return;
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};
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let local = env.new_local_ref(&self.view).unwrap();
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View(local).post_delayed(&mut env, 0);
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}
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}
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