Reuse a RenderPass as much as possible in iced_wgpu
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b8c1809ea1
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730d6a0756
8 changed files with 197 additions and 171 deletions
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@ -5,8 +5,7 @@ use crate::{Settings, Transformation};
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use iced_graphics::backend;
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use iced_graphics::layer::Layer;
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use iced_graphics::{Primitive, Viewport};
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use iced_native::{Font, Size};
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use iced_graphics::{Color, Font, Primitive, Size, Viewport};
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#[cfg(feature = "tracing")]
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use tracing::info_span;
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@ -71,6 +70,7 @@ impl Backend {
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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encoder: &mut wgpu::CommandEncoder,
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clear_color: Option<Color>,
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frame: &wgpu::TextureView,
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primitives: &[Primitive],
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viewport: &Viewport,
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@ -87,18 +87,25 @@ impl Backend {
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let mut layers = Layer::generate(primitives, viewport);
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layers.push(Layer::overlay(overlay_text, viewport));
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for layer in layers {
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self.flush(
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device,
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queue,
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scale_factor,
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transformation,
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&layer,
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encoder,
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frame,
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target_size,
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);
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}
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self.prepare(
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device,
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queue,
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encoder,
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scale_factor,
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transformation,
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target_size,
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&layers,
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);
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self.render(
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device,
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encoder,
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frame,
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clear_color,
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scale_factor,
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target_size,
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&layers,
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);
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self.quad_pipeline.end_frame();
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self.text_pipeline.end_frame();
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@ -108,90 +115,153 @@ impl Backend {
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self.image_pipeline.end_frame(device, queue, encoder);
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}
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fn flush(
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fn prepare(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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_encoder: &mut wgpu::CommandEncoder,
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scale_factor: f32,
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transformation: Transformation,
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layer: &Layer<'_>,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_size: Size<u32>,
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layers: &[Layer<'_>],
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) {
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let bounds = (layer.bounds * scale_factor).snap();
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for layer in layers {
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let bounds = (layer.bounds * scale_factor).snap();
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if bounds.width < 1 || bounds.height < 1 {
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return;
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}
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if bounds.width < 1 || bounds.height < 1 {
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return;
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}
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if !layer.quads.is_empty() {
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self.quad_pipeline.prepare(
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device,
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queue,
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&layer.quads,
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transformation,
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scale_factor,
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);
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if !layer.quads.is_empty() {
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self.quad_pipeline.prepare(
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device,
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queue,
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&layer.quads,
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transformation,
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scale_factor,
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);
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}
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::quad render pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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},
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)],
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depth_stencil_attachment: None,
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});
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self.quad_pipeline.render(bounds, &mut render_pass);
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}
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if !layer.meshes.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.triangle_pipeline.prepare(
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device,
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queue,
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&layer.meshes,
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scaled,
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);
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self.triangle_pipeline.render(
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device,
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encoder,
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target,
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target_size,
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&layer.meshes,
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scale_factor,
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);
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}
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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if !layer.meshes.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.image_pipeline.prepare(
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self.triangle_pipeline.prepare(
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device,
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queue,
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encoder,
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&layer.images,
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&layer.meshes,
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scaled,
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);
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}
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.image_pipeline.prepare(
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device,
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queue,
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_encoder,
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&layer.images,
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scaled,
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scale_factor,
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);
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}
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}
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if !layer.text.is_empty() {
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self.text_pipeline.prepare(
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device,
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queue,
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&layer.text,
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layer.bounds,
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scale_factor,
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target_size,
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);
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}
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}
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}
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fn render(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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clear_color: Option<Color>,
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scale_factor: f32,
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target_size: Size<u32>,
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layers: &[Layer<'_>],
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) {
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use std::mem::ManuallyDrop;
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let mut quad_layer = 0;
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let mut triangle_layer = 0;
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#[cfg(any(feature = "image", feature = "svg"))]
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let mut image_layer = 0;
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let mut text_layer = 0;
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let mut render_pass = ManuallyDrop::new(encoder.begin_render_pass(
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&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::quad render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: match clear_color {
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Some(background_color) => wgpu::LoadOp::Clear({
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let [r, g, b, a] =
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background_color.into_linear();
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wgpu::Color {
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r: f64::from(r),
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g: f64::from(g),
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b: f64::from(b),
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a: f64::from(a),
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}
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}),
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None => wgpu::LoadOp::Load,
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},
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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},
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));
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for layer in layers {
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let bounds = (layer.bounds * scale_factor).snap();
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if bounds.width < 1 || bounds.height < 1 {
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return;
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}
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if !layer.quads.is_empty() {
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self.quad_pipeline
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.render(quad_layer, bounds, &mut render_pass);
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quad_layer += 1;
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}
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if !layer.meshes.is_empty() {
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let _ = ManuallyDrop::into_inner(render_pass);
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self.triangle_pipeline.render(
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device,
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encoder,
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target,
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triangle_layer,
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target_size,
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&layer.meshes,
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scale_factor,
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);
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::image render pass"),
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triangle_layer += 1;
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render_pass = ManuallyDrop::new(encoder.begin_render_pass(
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&wgpu::RenderPassDescriptor {
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label: Some("iced_wgpu::quad render pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: target,
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@ -203,24 +273,31 @@ impl Backend {
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},
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)],
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depth_stencil_attachment: None,
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});
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},
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));
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}
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self.image_pipeline.render(bounds, &mut render_pass);
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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self.image_pipeline.render(
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image_layer,
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bounds,
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&mut render_pass,
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);
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image_layer += 1;
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}
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}
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if !layer.text.is_empty() {
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self.text_pipeline.render(text_layer, &mut render_pass);
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text_layer += 1;
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}
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}
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if !layer.text.is_empty() {
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self.text_pipeline.prepare(
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device,
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queue,
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&layer.text,
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layer.bounds,
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scale_factor,
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target_size,
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);
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self.text_pipeline.render(encoder, target);
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}
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let _ = ManuallyDrop::into_inner(render_pass);
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}
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}
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