Rerasterize SVGs when resized and refactor a bit
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27717bc70c
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8 changed files with 543 additions and 273 deletions
187
wgpu/src/image/vector.rs
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187
wgpu/src/image/vector.rs
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@ -0,0 +1,187 @@
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use iced_native::svg;
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use std::{
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collections::{HashMap, HashSet},
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rc::Rc,
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};
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pub struct Svg {
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tree: resvg::usvg::Tree,
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}
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impl Svg {
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pub fn viewport_dimensions(&self) -> (u32, u32) {
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let size = self.tree.svg_node().size;
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(size.width() as u32, size.height() as u32)
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}
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}
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impl std::fmt::Debug for Svg {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "Svg")
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}
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}
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#[derive(Debug)]
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pub struct Cache {
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svgs: HashMap<u64, Svg>,
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rasterized: HashMap<(u64, u32, u32), Rc<wgpu::BindGroup>>,
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svg_hits: HashSet<u64>,
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rasterized_hits: HashSet<(u64, u32, u32)>,
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}
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impl Cache {
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pub fn new() -> Self {
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Self {
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svgs: HashMap::new(),
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rasterized: HashMap::new(),
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svg_hits: HashSet::new(),
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rasterized_hits: HashSet::new(),
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}
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}
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pub fn load(&mut self, handle: &svg::Handle) -> Option<&Svg> {
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if self.svgs.contains_key(&handle.id()) {
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return self.svgs.get(&handle.id());
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}
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let opt = resvg::Options::default();
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match resvg::usvg::Tree::from_file(handle.path(), &opt.usvg) {
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Ok(tree) => {
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let _ = self.svgs.insert(handle.id(), Svg { tree });
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}
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Err(_) => {}
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};
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self.svgs.get(&handle.id())
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}
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pub fn upload(
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&mut self,
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handle: &svg::Handle,
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[width, height]: [f32; 2],
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scale: f32,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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texture_layout: &wgpu::BindGroupLayout,
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) -> Option<Rc<wgpu::BindGroup>> {
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let id = handle.id();
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let (width, height) = (
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(scale * width).round() as u32,
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(scale * height).round() as u32,
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);
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// TODO: Optimize!
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// We currently rerasterize the SVG when its size changes. This is slow
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// as heck. A GPU rasterizer like `pathfinder` may perform better.
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// It would be cool to be able to smooth resize the `tiger` example.
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if let Some(bind_group) = self.rasterized.get(&(id, width, height)) {
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let _ = self.svg_hits.insert(id);
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let _ = self.rasterized_hits.insert((id, width, height));
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return Some(bind_group.clone());
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}
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match self.load(handle) {
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Some(svg) => {
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let extent = wgpu::Extent3d {
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width,
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height,
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depth: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: extent,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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usage: wgpu::TextureUsage::COPY_DST
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| wgpu::TextureUsage::SAMPLED,
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});
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let temp_buf = {
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let screen_size =
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resvg::ScreenSize::new(width, height).unwrap();
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let mut canvas = resvg::raqote::DrawTarget::new(
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width as i32,
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height as i32,
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);
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resvg::backend_raqote::render_to_canvas(
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&svg.tree,
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&resvg::Options::default(),
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screen_size,
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&mut canvas,
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);
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let slice = canvas.get_data();
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device
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.create_buffer_mapped(
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slice.len(),
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wgpu::BufferUsage::COPY_SRC,
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)
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.fill_from_slice(slice)
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};
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &temp_buf,
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offset: 0,
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row_pitch: 4 * width as u32,
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image_height: height as u32,
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},
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wgpu::TextureCopyView {
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texture: &texture,
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array_layer: 0,
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mip_level: 0,
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origin: wgpu::Origin3d {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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},
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},
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extent,
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);
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let bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: texture_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(
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&texture.create_default_view(),
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),
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}],
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});
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let bind_group = Rc::new(bind_group);
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let _ = self
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.rasterized
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.insert((id, width, height), bind_group.clone());
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let _ = self.svg_hits.insert(id);
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let _ = self.rasterized_hits.insert((id, width, height));
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Some(bind_group)
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}
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None => None,
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}
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}
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pub fn trim(&mut self) {
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let svg_hits = &self.svg_hits;
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let rasterized_hits = &self.rasterized_hits;
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self.svgs.retain(|k, _| svg_hits.contains(k));
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self.rasterized.retain(|k, _| rasterized_hits.contains(k));
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self.svg_hits.clear();
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self.rasterized_hits.clear();
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}
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}
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