Merge pull request #2382 from iced-rs/wgpu/better-architecture

Improved architecture for `iced_wgpu` and `iced_tiny_skia`
This commit is contained in:
Héctor Ramón 2024-04-14 13:43:10 +02:00 committed by GitHub
commit 105b8bd5ad
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
67 changed files with 4991 additions and 4301 deletions

View file

@ -9,8 +9,8 @@ use pipeline::cube::{self, Cube};
use iced::mouse;
use iced::time::Duration;
use iced::widget::shader;
use iced::{Color, Rectangle, Size};
use iced::widget::shader::{self, Viewport};
use iced::{Color, Rectangle};
use glam::Vec3;
use rand::Rng;
@ -130,25 +130,29 @@ impl Primitive {
impl shader::Primitive for Primitive {
fn prepare(
&self,
format: wgpu::TextureFormat,
device: &wgpu::Device,
queue: &wgpu::Queue,
_bounds: Rectangle,
target_size: Size<u32>,
_scale_factor: f32,
format: wgpu::TextureFormat,
storage: &mut shader::Storage,
_bounds: &Rectangle,
viewport: &Viewport,
) {
if !storage.has::<Pipeline>() {
storage.store(Pipeline::new(device, queue, format, target_size));
storage.store(Pipeline::new(
device,
queue,
format,
viewport.physical_size(),
));
}
let pipeline = storage.get_mut::<Pipeline>().unwrap();
//upload data to GPU
// Upload data to GPU
pipeline.update(
device,
queue,
target_size,
viewport.physical_size(),
&self.uniforms,
self.cubes.len(),
&self.cubes,
@ -157,20 +161,19 @@ impl shader::Primitive for Primitive {
fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
storage: &shader::Storage,
target: &wgpu::TextureView,
_target_size: Size<u32>,
viewport: Rectangle<u32>,
encoder: &mut wgpu::CommandEncoder,
clip_bounds: &Rectangle<u32>,
) {
//at this point our pipeline should always be initialized
// At this point our pipeline should always be initialized
let pipeline = storage.get::<Pipeline>().unwrap();
//render primitive
// Render primitive
pipeline.render(
target,
encoder,
viewport,
*clip_bounds,
self.cubes.len() as u32,
self.show_depth_buffer,
);

View file

@ -6,7 +6,10 @@ mod rainbow {
use iced::advanced::renderer;
use iced::advanced::widget::{self, Widget};
use iced::mouse;
use iced::{Element, Length, Rectangle, Renderer, Size, Theme, Vector};
use iced::{
Element, Length, Rectangle, Renderer, Size, Theme, Transformation,
Vector,
};
#[derive(Debug, Clone, Copy, Default)]
pub struct Rainbow;
@ -79,7 +82,6 @@ mod rainbow {
let posn_l = [0.0, bounds.height / 2.0];
let mesh = Mesh::Solid {
size: bounds.size(),
buffers: mesh::Indexed {
vertices: vec![
SolidVertex2D {
@ -130,6 +132,8 @@ mod rainbow {
0, 8, 1, // L
],
},
transformation: Transformation::IDENTITY,
clip_bounds: Rectangle::INFINITE,
};
renderer.with_translation(

View file

@ -5,7 +5,7 @@ use controls::Controls;
use scene::Scene;
use iced_wgpu::graphics::Viewport;
use iced_wgpu::{wgpu, Backend, Renderer, Settings};
use iced_wgpu::{wgpu, Engine, Renderer};
use iced_winit::conversion;
use iced_winit::core::mouse;
use iced_winit::core::renderer;
@ -155,11 +155,9 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
// Initialize iced
let mut debug = Debug::new();
let mut renderer = Renderer::new(
Backend::new(&adapter, &device, &queue, Settings::default(), format),
Font::default(),
Pixels(16.0),
);
let mut engine = Engine::new(&adapter, &device, &queue, format, None);
let mut renderer =
Renderer::new(&engine, Font::default(), Pixels::from(16));
let mut state = program::State::new(
controls,
@ -228,19 +226,17 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
}
// And then iced on top
renderer.with_primitives(|backend, primitive| {
backend.present(
&device,
&queue,
&mut encoder,
None,
frame.texture.format(),
&view,
primitive,
&viewport,
&debug.overlay(),
);
});
renderer.present(
&mut engine,
&device,
&queue,
&mut encoder,
None,
frame.texture.format(),
&view,
&viewport,
&debug.overlay(),
);
// Then we submit the work
queue.submit(Some(encoder.finish()));