feat: migrate GPU renderer from WebGL to wgpu/WASM

This commit is contained in:
Maze Winther
2026-04-01 13:57:32 +02:00
parent b048b739bd
commit e579ae1202
44 changed files with 2745 additions and 1333 deletions
+256
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@@ -0,0 +1,256 @@
#![cfg(target_arch = "wasm32")]
use std::cell::RefCell;
use gpu::{EffectPass, GpuContext, UniformValue, wgpu};
use js_sys::{Object, Reflect};
use serde::Deserialize;
use wasm_bindgen::{JsCast, JsValue, prelude::wasm_bindgen};
thread_local! {
static GPU_CONTEXT: RefCell<Option<GpuContext>> = const { RefCell::new(None) };
}
struct ApplyEffectPassesOptions {
source: wgpu::web_sys::OffscreenCanvas,
width: u32,
height: u32,
passes: Vec<EffectPassInput>,
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct EffectPassInput {
shader: String,
uniforms: Vec<EffectUniformInput>,
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct EffectUniformInput {
name: String,
value: Vec<f32>,
}
struct ApplyMaskFeatherOptions {
mask: wgpu::web_sys::OffscreenCanvas,
width: u32,
height: u32,
feather: f32,
}
#[wasm_bindgen(js_name = initializeGpu)]
pub async fn initialize_gpu() -> Result<(), JsValue> {
if GPU_CONTEXT.with(|context| context.borrow().is_some()) {
return Ok(());
}
let context = GpuContext::new()
.await
.map_err(|error| JsValue::from_str(&error.to_string()))?;
GPU_CONTEXT.with(|gpu_context| {
gpu_context.replace(Some(context));
});
Ok(())
}
#[wasm_bindgen(js_name = applyEffectPasses)]
pub fn apply_effect_passes(
options: JsValue,
) -> Result<wgpu::web_sys::OffscreenCanvas, JsValue> {
let ApplyEffectPassesOptions {
source,
width,
height,
passes,
} = parse_apply_effect_passes_options(options)?;
with_gpu_context(|context| {
let source_texture = import_canvas_texture(context, &source, width, height)?;
let effect_passes = map_effect_passes(passes);
let result_texture = context
.apply_effects(gpu::ApplyEffectsOptions {
source: &source_texture,
width,
height,
passes: &effect_passes,
})
.map_err(|error| JsValue::from_str(&error.to_string()))?;
let output_canvas = wgpu::web_sys::OffscreenCanvas::new(width, height)?;
let surface = context
.instance()
.create_surface(wgpu::SurfaceTarget::OffscreenCanvas(output_canvas.clone()))
.map_err(|error| JsValue::from_str(&error.to_string()))?;
context
.render_texture_to_surface(&result_texture, &surface, width, height)
.map_err(|error| JsValue::from_str(&error.to_string()))?;
Ok(output_canvas)
})
}
#[wasm_bindgen(js_name = applyMaskFeather)]
pub fn apply_mask_feather(
options: JsValue,
) -> Result<wgpu::web_sys::OffscreenCanvas, JsValue> {
let ApplyMaskFeatherOptions {
mask,
width,
height,
feather,
} = parse_apply_mask_feather_options(options)?;
with_gpu_context(|context| {
let mask_texture = import_canvas_texture(context, &mask, width, height)?;
let result_texture = context.apply_mask_feather(gpu::ApplyMaskFeatherOptions {
mask: &mask_texture,
width,
height,
feather,
});
let output_canvas = wgpu::web_sys::OffscreenCanvas::new(width, height)?;
let surface = context
.instance()
.create_surface(wgpu::SurfaceTarget::OffscreenCanvas(output_canvas.clone()))
.map_err(|error| JsValue::from_str(&error.to_string()))?;
context
.render_texture_to_surface(&result_texture, &surface, width, height)
.map_err(|error| JsValue::from_str(&error.to_string()))?;
Ok(output_canvas)
})
}
fn with_gpu_context<T>(
action: impl FnOnce(&GpuContext) -> Result<T, JsValue>,
) -> Result<T, JsValue> {
GPU_CONTEXT.with(|context| {
let borrow = context.borrow();
let Some(gpu_context) = borrow.as_ref() else {
return Err(JsValue::from_str(
"GPU context not initialized. Call initializeGpu() first.",
));
};
action(gpu_context)
})
}
fn import_canvas_texture(
context: &GpuContext,
canvas: &wgpu::web_sys::OffscreenCanvas,
width: u32,
height: u32,
) -> Result<wgpu::Texture, JsValue> {
let texture = context.create_render_texture(width, height, "gpu-bridge-input-texture");
context.queue().copy_external_image_to_texture(
&wgpu::CopyExternalImageSourceInfo {
source: wgpu::ExternalImageSource::OffscreenCanvas(canvas.clone()),
origin: wgpu::Origin2d::ZERO,
flip_y: true,
},
wgpu::CopyExternalImageDestInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
color_space: wgpu::PredefinedColorSpace::Srgb,
premultiplied_alpha: false,
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
Ok(texture)
}
fn map_effect_passes(effect_passes: Vec<EffectPassInput>) -> Vec<EffectPass> {
effect_passes
.into_iter()
.map(|pass| EffectPass {
shader: pass.shader,
uniforms: pass
.uniforms
.into_iter()
.map(|uniform| {
let value = if uniform.value.len() == 1 {
UniformValue::Number(uniform.value[0])
} else {
UniformValue::Vector(uniform.value)
};
(uniform.name, value)
})
.collect(),
})
.collect()
}
fn parse_apply_effect_passes_options(value: JsValue) -> Result<ApplyEffectPassesOptions, JsValue> {
let object: Object = value
.dyn_into()
.map_err(|_| JsValue::from_str("applyEffectPasses expects an options object"))?;
Ok(ApplyEffectPassesOptions {
source: read_offscreen_canvas_property(&object, "source")?,
width: read_u32_property(&object, "width")?,
height: read_u32_property(&object, "height")?,
passes: read_serde_property(&object, "passes")?,
})
}
fn parse_apply_mask_feather_options(value: JsValue) -> Result<ApplyMaskFeatherOptions, JsValue> {
let object: Object = value
.dyn_into()
.map_err(|_| JsValue::from_str("applyMaskFeather expects an options object"))?;
Ok(ApplyMaskFeatherOptions {
mask: read_offscreen_canvas_property(&object, "mask")?,
width: read_u32_property(&object, "width")?,
height: read_u32_property(&object, "height")?,
feather: read_f32_property(&object, "feather")?,
})
}
fn read_property(object: &Object, name: &str) -> Result<JsValue, JsValue> {
Reflect::get(object, &JsValue::from_str(name))
.map_err(|_| JsValue::from_str(&format!("Missing property '{name}'")))
}
fn read_offscreen_canvas_property(
object: &Object,
name: &str,
) -> Result<wgpu::web_sys::OffscreenCanvas, JsValue> {
read_property(object, name)?
.dyn_into::<wgpu::web_sys::OffscreenCanvas>()
.map_err(|_| JsValue::from_str(&format!("Property '{name}' must be an OffscreenCanvas")))
}
fn read_u32_property(object: &Object, name: &str) -> Result<u32, JsValue> {
let value = read_property(object, name)?;
let Some(number) = value.as_f64() else {
return Err(JsValue::from_str(&format!(
"Property '{name}' must be a number"
)));
};
Ok(number as u32)
}
fn read_f32_property(object: &Object, name: &str) -> Result<f32, JsValue> {
let value = read_property(object, name)?;
let Some(number) = value.as_f64() else {
return Err(JsValue::from_str(&format!(
"Property '{name}' must be a number"
)));
};
Ok(number as f32)
}
fn read_serde_property<T>(object: &Object, name: &str) -> Result<T, JsValue>
where
T: for<'de> Deserialize<'de>,
{
let value = read_property(object, name)?;
serde_wasm_bindgen::from_value(value)
.map_err(|error| JsValue::from_str(&format!("Invalid property '{name}': {error}")))
}
+5
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@@ -1 +1,6 @@
#[cfg(target_arch = "wasm32")]
mod gpu_bridge;
#[cfg(target_arch = "wasm32")]
pub use gpu_bridge::*;
pub use time::*;