Added support for custom shader widget for iced_wgpu backend.

This commit is contained in:
Bingus 2023-09-14 13:58:36 -07:00 committed by Héctor Ramón Jiménez
parent 817f728687
commit 781ef1f94c
No known key found for this signature in database
GPG key ID: 7CC46565708259A7
37 changed files with 2139 additions and 6 deletions

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@ -3,9 +3,7 @@ use crate::graphics::backend;
use crate::graphics::color;
use crate::graphics::{Transformation, Viewport};
use crate::primitive::{self, Primitive};
use crate::quad;
use crate::text;
use crate::triangle;
use crate::{custom, quad, text, triangle};
use crate::{Layer, Settings};
#[cfg(feature = "tracing")]
@ -25,6 +23,7 @@ pub struct Backend {
quad_pipeline: quad::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: triangle::Pipeline,
pipeline_storage: custom::Storage,
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline: image::Pipeline,
@ -50,6 +49,7 @@ impl Backend {
quad_pipeline,
text_pipeline,
triangle_pipeline,
pipeline_storage: custom::Storage::default(),
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline,
@ -66,6 +66,7 @@ impl Backend {
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
clear_color: Option<Color>,
format: wgpu::TextureFormat,
frame: &wgpu::TextureView,
primitives: &[Primitive],
viewport: &Viewport,
@ -88,6 +89,7 @@ impl Backend {
self.prepare(
device,
queue,
format,
encoder,
scale_factor,
target_size,
@ -117,6 +119,7 @@ impl Backend {
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
format: wgpu::TextureFormat,
_encoder: &mut wgpu::CommandEncoder,
scale_factor: f32,
target_size: Size<u32>,
@ -179,6 +182,20 @@ impl Backend {
target_size,
);
}
if !layer.shaders.is_empty() {
for shader in &layer.shaders {
shader.primitive.prepare(
format,
device,
queue,
target_size,
scale_factor,
transformation,
&mut self.pipeline_storage,
);
}
}
}
}
@ -302,6 +319,47 @@ impl Backend {
text_layer += 1;
}
// kill render pass to let custom shaders get mut access to encoder
let _ = ManuallyDrop::into_inner(render_pass);
if !layer.shaders.is_empty() {
for shader in &layer.shaders {
//This extra check is needed since each custom pipeline must set it's own
//scissor rect, which will panic if bounds.w/h < 1
let bounds = shader.bounds * scale_factor;
if bounds.width < 1.0 || bounds.height < 1.0 {
continue;
}
shader.primitive.render(
&self.pipeline_storage,
bounds.into(),
target,
target_size,
encoder,
);
}
}
// recreate and continue processing layers
render_pass = ManuallyDrop::new(encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::quad render pass"),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
},
)],
depth_stencil_attachment: None,
},
));
}
let _ = ManuallyDrop::into_inner(render_pass);