Merge branch 'master' into feature/text-selection

This commit is contained in:
Héctor Ramón Jiménez 2020-03-24 19:08:21 +01:00
commit e77fa175aa
90 changed files with 3623 additions and 538 deletions

View file

@ -15,12 +15,13 @@ canvas = ["lyon"]
iced_native = { version = "0.1.0", path = "../native" }
iced_style = { version = "0.1.0-alpha", path = "../style" }
wgpu = "0.4"
wgpu_glyph = "0.7"
glyph_brush = "0.6"
wgpu_glyph = { version = "0.7", git = "https://github.com/hecrj/wgpu_glyph", branch = "fix/font-load-panic" }
raw-window-handle = "0.3"
glam = "0.8"
font-kit = "0.4"
log = "0.4"
guillotiere = "0.4"
[dependencies.image]
version = "0.22"

View file

@ -1,15 +1,23 @@
mod atlas;
#[cfg(feature = "image")]
mod raster;
#[cfg(feature = "svg")]
mod vector;
use crate::Transformation;
use iced_native::{image, svg, Rectangle};
use atlas::Atlas;
use iced_native::Rectangle;
use std::cell::RefCell;
use std::mem;
#[cfg(any(feature = "image", feature = "svg"))]
use std::cell::RefCell;
#[cfg(feature = "image")]
use iced_native::image;
#[cfg(feature = "svg")]
use iced_native::svg;
#[derive(Debug)]
pub struct Pipeline {
@ -24,11 +32,14 @@ pub struct Pipeline {
indices: wgpu::Buffer,
instances: wgpu::Buffer,
constants: wgpu::BindGroup,
texture: wgpu::BindGroup,
texture_version: usize,
texture_layout: wgpu::BindGroupLayout,
texture_atlas: Atlas,
}
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
@ -135,7 +146,7 @@ impl Pipeline {
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
@ -174,6 +185,21 @@ impl Pipeline {
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
shader_location: 3,
format: wgpu::VertexFormat::Float2,
offset: 4 * 4,
},
wgpu::VertexAttributeDescriptor {
shader_location: 4,
format: wgpu::VertexFormat::Float2,
offset: 4 * 6,
},
wgpu::VertexAttributeDescriptor {
shader_location: 5,
format: wgpu::VertexFormat::Uint,
offset: 4 * 8,
},
],
},
],
@ -191,13 +217,26 @@ impl Pipeline {
.fill_from_slice(&QUAD_INDICES);
let instances = device.create_buffer(&wgpu::BufferDescriptor {
size: mem::size_of::<Instance>() as u64,
size: mem::size_of::<Instance>() as u64 * Instance::MAX as u64,
usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
});
let texture_atlas = Atlas::new(device);
let texture = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&texture_atlas.view(),
),
}],
});
Pipeline {
#[cfg(feature = "image")]
raster_cache: RefCell::new(raster::Cache::new()),
#[cfg(feature = "svg")]
vector_cache: RefCell::new(vector::Cache::new()),
@ -207,7 +246,10 @@ impl Pipeline {
indices,
instances,
constants: constant_bind_group,
texture,
texture_version: texture_atlas.layer_count(),
texture_layout,
texture_atlas,
}
}
@ -231,12 +273,72 @@ impl Pipeline {
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
instances: &[Image],
images: &[Image],
transformation: Transformation,
bounds: Rectangle<u32>,
target: &wgpu::TextureView,
_scale: f32,
) {
let instances: &mut Vec<Instance> = &mut Vec::new();
#[cfg(feature = "image")]
let mut raster_cache = self.raster_cache.borrow_mut();
#[cfg(feature = "svg")]
let mut vector_cache = self.vector_cache.borrow_mut();
for image in images {
match &image.handle {
#[cfg(feature = "image")]
Handle::Raster(handle) => {
if let Some(atlas_entry) = raster_cache.upload(
handle,
device,
encoder,
&mut self.texture_atlas,
) {
add_instances(image, atlas_entry, instances);
}
}
#[cfg(feature = "svg")]
Handle::Vector(handle) => {
if let Some(atlas_entry) = vector_cache.upload(
handle,
image.size,
_scale,
device,
encoder,
&mut self.texture_atlas,
) {
add_instances(image, atlas_entry, instances);
}
}
}
}
if instances.is_empty() {
return;
}
let texture_version = self.texture_atlas.layer_count();
if self.texture_version != texture_version {
log::info!("Atlas has grown. Recreating bind group...");
self.texture =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&self.texture_atlas.view(),
),
}],
});
self.texture_version = texture_version;
}
let uniforms_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[Uniforms {
@ -251,123 +353,90 @@ impl Pipeline {
std::mem::size_of::<Uniforms>() as u64,
);
// TODO: Batch draw calls using a texture atlas
// Guillotière[1] by @nical can help us a lot here.
//
// [1]: https://github.com/nical/guillotiere
for image in instances {
let uploaded_texture = match &image.handle {
Handle::Raster(_handle) => {
#[cfg(feature = "image")]
{
let mut cache = self.raster_cache.borrow_mut();
let memory = cache.load(&_handle);
let instances_buffer = device
.create_buffer_mapped(instances.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&instances);
memory.upload(device, encoder, &self.texture_layout)
}
let mut i = 0;
let total = instances.len();
#[cfg(not(feature = "image"))]
None
}
Handle::Vector(_handle) => {
#[cfg(feature = "svg")]
{
let mut cache = self.vector_cache.borrow_mut();
while i < total {
let end = (i + Instance::MAX).min(total);
let amount = end - i;
cache.upload(
_handle,
image.scale,
_scale,
device,
encoder,
&self.texture_layout,
)
}
encoder.copy_buffer_to_buffer(
&instances_buffer,
(i * std::mem::size_of::<Instance>()) as u64,
&self.instances,
0,
(amount * std::mem::size_of::<Instance>()) as u64,
);
#[cfg(not(feature = "svg"))]
None
}
};
if let Some(texture) = uploaded_texture {
let instance_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[Instance {
_position: image.position,
_scale: image.scale,
}]);
encoder.copy_buffer_to_buffer(
&instance_buffer,
0,
&self.instances,
0,
mem::size_of::<Instance>() as u64,
);
{
let mut render_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
let mut render_pass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
);
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &texture, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&self.instances, 0)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &self.texture, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&self.instances, 0)],
);
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0,
0..1 as u32,
);
}
}
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0,
0..amount as u32,
);
i += Instance::MAX;
}
}
pub fn trim_cache(&mut self) {
#[cfg(feature = "image")]
self.raster_cache.borrow_mut().trim();
self.raster_cache.borrow_mut().trim(&mut self.texture_atlas);
#[cfg(feature = "svg")]
self.vector_cache.borrow_mut().trim();
self.vector_cache.borrow_mut().trim(&mut self.texture_atlas);
}
}
pub struct Image {
pub handle: Handle,
pub position: [f32; 2],
pub scale: [f32; 2],
pub size: [f32; 2],
}
pub enum Handle {
#[cfg(feature = "image")]
Raster(image::Handle),
#[cfg(feature = "svg")]
Vector(svg::Handle),
}
@ -395,10 +464,17 @@ const QUAD_VERTS: [Vertex; 4] = [
];
#[repr(C)]
#[derive(Clone, Copy)]
#[derive(Debug, Clone, Copy)]
struct Instance {
_position: [f32; 2],
_scale: [f32; 2],
_size: [f32; 2],
_position_in_atlas: [f32; 2],
_size_in_atlas: [f32; 2],
_layer: u32,
}
impl Instance {
pub const MAX: usize = 1_000;
}
#[repr(C)]
@ -406,3 +482,67 @@ struct Instance {
struct Uniforms {
transform: [f32; 16],
}
fn add_instances(
image: &Image,
entry: &atlas::Entry,
instances: &mut Vec<Instance>,
) {
match entry {
atlas::Entry::Contiguous(allocation) => {
add_instance(image.position, image.size, allocation, instances);
}
atlas::Entry::Fragmented { fragments, size } => {
let scaling_x = image.size[0] / size.0 as f32;
let scaling_y = image.size[1] / size.1 as f32;
for fragment in fragments {
let allocation = &fragment.allocation;
let [x, y] = image.position;
let (fragment_x, fragment_y) = fragment.position;
let (fragment_width, fragment_height) = allocation.size();
let position = [
x + fragment_x as f32 * scaling_x,
y + fragment_y as f32 * scaling_y,
];
let size = [
fragment_width as f32 * scaling_x,
fragment_height as f32 * scaling_y,
];
add_instance(position, size, allocation, instances);
}
}
}
}
#[inline]
fn add_instance(
position: [f32; 2],
size: [f32; 2],
allocation: &atlas::Allocation,
instances: &mut Vec<Instance>,
) {
let (x, y) = allocation.position();
let (width, height) = allocation.size();
let layer = allocation.layer();
let instance = Instance {
_position: position,
_size: size,
_position_in_atlas: [
(x as f32 + 0.5) / atlas::SIZE as f32,
(y as f32 + 0.5) / atlas::SIZE as f32,
],
_size_in_atlas: [
(width as f32 - 1.0) / atlas::SIZE as f32,
(height as f32 - 1.0) / atlas::SIZE as f32,
],
_layer: layer as u32,
};
instances.push(instance);
}

361
wgpu/src/image/atlas.rs Normal file
View file

@ -0,0 +1,361 @@
pub mod entry;
mod allocation;
mod allocator;
mod layer;
pub use allocation::Allocation;
pub use entry::Entry;
pub use layer::Layer;
use allocator::Allocator;
pub const SIZE: u32 = 2048;
#[derive(Debug)]
pub struct Atlas {
texture: wgpu::Texture,
texture_view: wgpu::TextureView,
layers: Vec<Layer>,
}
impl Atlas {
pub fn new(device: &wgpu::Device) -> Self {
let extent = wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 2,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::COPY_SRC
| wgpu::TextureUsage::SAMPLED,
});
let texture_view = texture.create_default_view();
Atlas {
texture,
texture_view,
layers: vec![Layer::Empty, Layer::Empty],
}
}
pub fn view(&self) -> &wgpu::TextureView {
&self.texture_view
}
pub fn layer_count(&self) -> usize {
self.layers.len()
}
pub fn upload<C>(
&mut self,
width: u32,
height: u32,
data: &[C],
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
) -> Option<Entry>
where
C: Copy + 'static,
{
let entry = {
let current_size = self.layers.len();
let entry = self.allocate(width, height)?;
// We grow the internal texture after allocating if necessary
let new_layers = self.layers.len() - current_size;
self.grow(new_layers, device, encoder);
entry
};
log::info!("Allocated atlas entry: {:?}", entry);
let buffer = device
.create_buffer_mapped(data.len(), wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(data);
match &entry {
Entry::Contiguous(allocation) => {
self.upload_allocation(
&buffer,
width,
height,
0,
&allocation,
encoder,
);
}
Entry::Fragmented { fragments, .. } => {
for fragment in fragments {
let (x, y) = fragment.position;
let offset = (y * width + x) as usize * 4;
self.upload_allocation(
&buffer,
width,
height,
offset,
&fragment.allocation,
encoder,
);
}
}
}
log::info!("Current atlas: {:?}", self);
Some(entry)
}
pub fn remove(&mut self, entry: &Entry) {
log::info!("Removing atlas entry: {:?}", entry);
match entry {
Entry::Contiguous(allocation) => {
self.deallocate(allocation);
}
Entry::Fragmented { fragments, .. } => {
for fragment in fragments {
self.deallocate(&fragment.allocation);
}
}
}
}
fn allocate(&mut self, width: u32, height: u32) -> Option<Entry> {
// Allocate one layer if texture fits perfectly
if width == SIZE && height == SIZE {
let mut empty_layers = self
.layers
.iter_mut()
.enumerate()
.filter(|(_, layer)| layer.is_empty());
if let Some((i, layer)) = empty_layers.next() {
*layer = Layer::Full;
return Some(Entry::Contiguous(Allocation::Full { layer: i }));
}
self.layers.push(Layer::Full);
return Some(Entry::Contiguous(Allocation::Full {
layer: self.layers.len() - 1,
}));
}
// Split big textures across multiple layers
if width > SIZE || height > SIZE {
let mut fragments = Vec::new();
let mut y = 0;
while y < height {
let height = std::cmp::min(height - y, SIZE);
let mut x = 0;
while x < width {
let width = std::cmp::min(width - x, SIZE);
let allocation = self.allocate(width, height)?;
if let Entry::Contiguous(allocation) = allocation {
fragments.push(entry::Fragment {
position: (x, y),
allocation,
});
}
x += width;
}
y += height;
}
return Some(Entry::Fragmented {
size: (width, height),
fragments,
});
}
// Try allocating on an existing layer
for (i, layer) in self.layers.iter_mut().enumerate() {
match layer {
Layer::Empty => {
let mut allocator = Allocator::new(SIZE);
if let Some(region) = allocator.allocate(width, height) {
*layer = Layer::Busy(allocator);
return Some(Entry::Contiguous(Allocation::Partial {
region,
layer: i,
}));
}
}
Layer::Busy(allocator) => {
if let Some(region) = allocator.allocate(width, height) {
return Some(Entry::Contiguous(Allocation::Partial {
region,
layer: i,
}));
}
}
_ => {}
}
}
// Create new layer with atlas allocator
let mut allocator = Allocator::new(SIZE);
if let Some(region) = allocator.allocate(width, height) {
self.layers.push(Layer::Busy(allocator));
return Some(Entry::Contiguous(Allocation::Partial {
region,
layer: self.layers.len() - 1,
}));
}
// We ran out of memory (?)
None
}
fn deallocate(&mut self, allocation: &Allocation) {
log::info!("Deallocating atlas: {:?}", allocation);
match allocation {
Allocation::Full { layer } => {
self.layers[*layer] = Layer::Empty;
}
Allocation::Partial { layer, region } => {
let layer = &mut self.layers[*layer];
if let Layer::Busy(allocator) = layer {
allocator.deallocate(region);
if allocator.is_empty() {
*layer = Layer::Empty;
}
}
}
}
}
fn upload_allocation(
&mut self,
buffer: &wgpu::Buffer,
image_width: u32,
image_height: u32,
offset: usize,
allocation: &Allocation,
encoder: &mut wgpu::CommandEncoder,
) {
let (x, y) = allocation.position();
let (width, height) = allocation.size();
let layer = allocation.layer();
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer,
offset: offset as u64,
row_pitch: 4 * image_width,
image_height,
},
wgpu::TextureCopyView {
texture: &self.texture,
array_layer: layer as u32,
mip_level: 0,
origin: wgpu::Origin3d {
x: x as f32,
y: y as f32,
z: 0.0,
},
},
extent,
);
}
fn grow(
&mut self,
amount: usize,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
) {
if amount == 0 {
return;
}
let new_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth: 1,
},
array_layer_count: self.layers.len() as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::COPY_SRC
| wgpu::TextureUsage::SAMPLED,
});
let amount_to_copy = self.layers.len() - amount;
for (i, layer) in
self.layers.iter_mut().take(amount_to_copy).enumerate()
{
if layer.is_empty() {
continue;
}
encoder.copy_texture_to_texture(
wgpu::TextureCopyView {
texture: &self.texture,
array_layer: i as u32,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::TextureCopyView {
texture: &new_texture,
array_layer: i as u32,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth: 1,
},
);
}
self.texture = new_texture;
self.texture_view = self.texture.create_default_view();
}
}

View file

@ -0,0 +1,35 @@
use crate::image::atlas::{self, allocator};
#[derive(Debug)]
pub enum Allocation {
Partial {
layer: usize,
region: allocator::Region,
},
Full {
layer: usize,
},
}
impl Allocation {
pub fn position(&self) -> (u32, u32) {
match self {
Allocation::Partial { region, .. } => region.position(),
Allocation::Full { .. } => (0, 0),
}
}
pub fn size(&self) -> (u32, u32) {
match self {
Allocation::Partial { region, .. } => region.size(),
Allocation::Full { .. } => (atlas::SIZE, atlas::SIZE),
}
}
pub fn layer(&self) -> usize {
match self {
Allocation::Partial { layer, .. } => *layer,
Allocation::Full { layer } => *layer,
}
}
}

View file

@ -0,0 +1,69 @@
use guillotiere::{AtlasAllocator, Size};
pub struct Allocator {
raw: AtlasAllocator,
allocations: usize,
}
impl Allocator {
pub fn new(size: u32) -> Allocator {
let raw = AtlasAllocator::new(Size::new(size as i32, size as i32));
Allocator {
raw,
allocations: 0,
}
}
pub fn allocate(&mut self, width: u32, height: u32) -> Option<Region> {
let allocation =
self.raw.allocate(Size::new(width as i32, height as i32))?;
self.allocations += 1;
Some(Region { allocation })
}
pub fn deallocate(&mut self, region: &Region) {
self.raw.deallocate(region.allocation.id);
self.allocations = self.allocations.saturating_sub(1);
}
pub fn is_empty(&self) -> bool {
self.allocations == 0
}
}
pub struct Region {
allocation: guillotiere::Allocation,
}
impl Region {
pub fn position(&self) -> (u32, u32) {
let rectangle = &self.allocation.rectangle;
(rectangle.min.x as u32, rectangle.min.y as u32)
}
pub fn size(&self) -> (u32, u32) {
let size = self.allocation.rectangle.size();
(size.width as u32, size.height as u32)
}
}
impl std::fmt::Debug for Allocator {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "Allocator")
}
}
impl std::fmt::Debug for Region {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Region")
.field("id", &self.allocation.id)
.field("rectangle", &self.allocation.rectangle)
.finish()
}
}

View file

@ -0,0 +1,26 @@
use crate::image::atlas;
#[derive(Debug)]
pub enum Entry {
Contiguous(atlas::Allocation),
Fragmented {
size: (u32, u32),
fragments: Vec<Fragment>,
},
}
impl Entry {
#[cfg(feature = "image")]
pub fn size(&self) -> (u32, u32) {
match self {
Entry::Contiguous(allocation) => allocation.size(),
Entry::Fragmented { size, .. } => *size,
}
}
}
#[derive(Debug)]
pub struct Fragment {
pub position: (u32, u32),
pub allocation: atlas::Allocation,
}

View file

@ -0,0 +1,17 @@
use crate::image::atlas::Allocator;
#[derive(Debug)]
pub enum Layer {
Empty,
Busy(Allocator),
Full,
}
impl Layer {
pub fn is_empty(&self) -> bool {
match self {
Layer::Empty => true,
_ => false,
}
}
}

View file

@ -1,17 +1,11 @@
use crate::image::atlas::{self, Atlas};
use iced_native::image;
use std::{
collections::{HashMap, HashSet},
rc::Rc,
};
use std::collections::{HashMap, HashSet};
#[derive(Debug)]
pub enum Memory {
Host(::image::ImageBuffer<::image::Bgra<u8>, Vec<u8>>),
Device {
bind_group: Rc<wgpu::BindGroup>,
width: u32,
height: u32,
},
Device(atlas::Entry),
NotFound,
Invalid,
}
@ -20,97 +14,11 @@ impl Memory {
pub fn dimensions(&self) -> (u32, u32) {
match self {
Memory::Host(image) => image.dimensions(),
Memory::Device { width, height, .. } => (*width, *height),
Memory::Device(entry) => entry.size(),
Memory::NotFound => (1, 1),
Memory::Invalid => (1, 1),
}
}
pub fn upload(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
texture_layout: &wgpu::BindGroupLayout,
) -> Option<Rc<wgpu::BindGroup>> {
match self {
Memory::Host(image) => {
let (width, height) = image.dimensions();
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::SAMPLED,
});
let temp_buf = {
let flat_samples = image.as_flat_samples();
let slice = flat_samples.as_slice();
device
.create_buffer_mapped(
slice.len(),
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(slice)
};
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
row_pitch: 4 * width as u32,
image_height: height as u32,
},
wgpu::TextureCopyView {
texture: &texture,
array_layer: 0,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
extent,
);
let bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&texture.create_default_view(),
),
}],
});
let bind_group = Rc::new(bind_group);
*self = Memory::Device {
bind_group: bind_group.clone(),
width,
height,
};
Some(bind_group)
}
Memory::Device { bind_group, .. } => Some(bind_group.clone()),
Memory::NotFound => None,
Memory::Invalid => None,
}
}
}
#[derive(Debug)]
@ -147,16 +55,66 @@ impl Cache {
Memory::Invalid
}
}
image::Data::Pixels {
width,
height,
pixels,
} => {
if let Some(image) = ::image::ImageBuffer::from_vec(
*width,
*height,
pixels.to_vec(),
) {
Memory::Host(image)
} else {
Memory::Invalid
}
}
};
self.insert(handle, memory);
self.get(handle).unwrap()
}
pub fn trim(&mut self) {
pub fn upload(
&mut self,
handle: &image::Handle,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
atlas: &mut Atlas,
) -> Option<&atlas::Entry> {
let memory = self.load(handle);
if let Memory::Host(image) = memory {
let (width, height) = image.dimensions();
let entry = atlas.upload(width, height, &image, device, encoder)?;
*memory = Memory::Device(entry);
}
if let Memory::Device(allocation) = memory {
Some(allocation)
} else {
None
}
}
pub fn trim(&mut self, atlas: &mut Atlas) {
let hits = &self.hits;
self.map.retain(|k, _| hits.contains(k));
self.map.retain(|k, memory| {
let retain = hits.contains(k);
if !retain {
if let Memory::Device(entry) = memory {
atlas.remove(entry);
}
}
retain
});
self.hits.clear();
}

View file

@ -1,18 +1,16 @@
use crate::image::atlas::{self, Atlas};
use iced_native::svg;
use std::{
collections::{HashMap, HashSet},
rc::Rc,
};
use std::collections::{HashMap, HashSet};
pub enum Svg {
Loaded { tree: resvg::usvg::Tree },
Loaded(resvg::usvg::Tree),
NotFound,
}
impl Svg {
pub fn viewport_dimensions(&self) -> (u32, u32) {
match self {
Svg::Loaded { tree } => {
Svg::Loaded(tree) => {
let size = tree.svg_node().size;
(size.width() as u32, size.height() as u32)
@ -22,16 +20,10 @@ impl Svg {
}
}
impl std::fmt::Debug for Svg {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "Svg")
}
}
#[derive(Debug)]
pub struct Cache {
svgs: HashMap<u64, Svg>,
rasterized: HashMap<(u64, u32, u32), Rc<wgpu::BindGroup>>,
rasterized: HashMap<(u64, u32, u32), atlas::Entry>,
svg_hits: HashSet<u64>,
rasterized_hits: HashSet<(u64, u32, u32)>,
}
@ -54,7 +46,7 @@ impl Cache {
let opt = resvg::Options::default();
let svg = match resvg::usvg::Tree::from_file(handle.path(), &opt.usvg) {
Ok(tree) => Svg::Loaded { tree },
Ok(tree) => Svg::Loaded(tree),
Err(_) => Svg::NotFound,
};
@ -69,8 +61,8 @@ impl Cache {
scale: f32,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
texture_layout: &wgpu::BindGroupLayout,
) -> Option<Rc<wgpu::BindGroup>> {
texture_atlas: &mut Atlas,
) -> Option<&atlas::Entry> {
let id = handle.id();
let (width, height) = (
@ -82,115 +74,78 @@ impl Cache {
// We currently rerasterize the SVG when its size changes. This is slow
// as heck. A GPU rasterizer like `pathfinder` may perform better.
// It would be cool to be able to smooth resize the `svg` example.
if let Some(bind_group) = self.rasterized.get(&(id, width, height)) {
if self.rasterized.contains_key(&(id, width, height)) {
let _ = self.svg_hits.insert(id);
let _ = self.rasterized_hits.insert((id, width, height));
return Some(bind_group.clone());
return self.rasterized.get(&(id, width, height));
}
match self.load(handle) {
Svg::Loaded { tree } => {
Svg::Loaded(tree) => {
if width == 0 || height == 0 {
return None;
}
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
// TODO: Optimize!
// We currently rerasterize the SVG when its size changes. This is slow
// as heck. A GPU rasterizer like `pathfinder` may perform better.
// It would be cool to be able to smooth resize the `svg` example.
let screen_size =
resvg::ScreenSize::new(width, height).unwrap();
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::SAMPLED,
});
let mut canvas =
resvg::raqote::DrawTarget::new(width as i32, height as i32);
let temp_buf = {
let screen_size =
resvg::ScreenSize::new(width, height).unwrap();
let mut canvas = resvg::raqote::DrawTarget::new(
width as i32,
height as i32,
);
resvg::backend_raqote::render_to_canvas(
&tree,
&resvg::Options::default(),
screen_size,
&mut canvas,
);
let slice = canvas.get_data();
device
.create_buffer_mapped(
slice.len(),
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(slice)
};
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
row_pitch: 4 * width as u32,
image_height: height as u32,
},
wgpu::TextureCopyView {
texture: &texture,
array_layer: 0,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
extent,
resvg::backend_raqote::render_to_canvas(
tree,
&resvg::Options::default(),
screen_size,
&mut canvas,
);
let bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&texture.create_default_view(),
),
}],
});
let bind_group = Rc::new(bind_group);
let _ = self
.rasterized
.insert((id, width, height), bind_group.clone());
let allocation = texture_atlas.upload(
width,
height,
canvas.get_data(),
device,
encoder,
)?;
let _ = self.svg_hits.insert(id);
let _ = self.rasterized_hits.insert((id, width, height));
let _ = self.rasterized.insert((id, width, height), allocation);
Some(bind_group)
self.rasterized.get(&(id, width, height))
}
Svg::NotFound => None,
}
}
pub fn trim(&mut self) {
pub fn trim(&mut self, atlas: &mut Atlas) {
let svg_hits = &self.svg_hits;
let rasterized_hits = &self.rasterized_hits;
self.svgs.retain(|k, _| svg_hits.contains(k));
self.rasterized.retain(|k, _| rasterized_hits.contains(k));
self.rasterized.retain(|k, entry| {
let retain = rasterized_hits.contains(k);
if !retain {
atlas.remove(entry);
}
retain
});
self.svg_hits.clear();
self.rasterized_hits.clear();
}
}
impl std::fmt::Debug for Svg {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Svg::Loaded(_) => write!(f, "Svg::Loaded"),
Svg::NotFound => write!(f, "Svg::NotFound"),
}
}
}

View file

@ -30,7 +30,6 @@ pub mod triangle;
pub mod widget;
pub mod window;
mod image;
mod primitive;
mod quad;
mod renderer;
@ -51,6 +50,8 @@ pub use viewport::Viewport;
#[doc(no_inline)]
pub use widget::*;
pub(crate) use self::image::Image;
pub(crate) use quad::Quad;
pub(crate) use transformation::Transformation;
#[cfg(any(feature = "image", feature = "svg"))]
mod image;

View file

@ -78,7 +78,18 @@ pub enum Primitive {
origin: Point,
/// The vertex and index buffers of the mesh
buffers: Arc<triangle::Mesh2D>,
buffers: triangle::Mesh2D,
},
/// A cached primitive.
///
/// This can be useful if you are implementing a widget where primitive
/// generation is expensive.
Cached {
/// The origin of the coordinate system of the cached primitives
origin: Point,
/// The cached primitive
cache: Arc<Primitive>,
},
}

View file

@ -14,7 +14,10 @@ pub struct Pipeline {
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device) -> Pipeline {
pub fn new(
device: &mut wgpu::Device,
format: wgpu::TextureFormat,
) -> Pipeline {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
@ -79,7 +82,7 @@ impl Pipeline {
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,

View file

@ -1,12 +1,15 @@
use crate::{
image, quad, text, triangle, Defaults, Image, Primitive, Quad, Settings,
Target, Transformation,
quad, text, triangle, Defaults, Primitive, Quad, Settings, Target,
Transformation,
};
#[cfg(any(feature = "image", feature = "svg"))]
use crate::image::{self, Image};
use iced_native::{
layout, Background, Color, Layout, MouseCursor, Point, Rectangle, Vector,
Widget,
};
use std::sync::Arc;
mod widget;
@ -16,29 +19,33 @@ mod widget;
#[derive(Debug)]
pub struct Renderer {
quad_pipeline: quad::Pipeline,
image_pipeline: image::Pipeline,
text_pipeline: text::Pipeline,
triangle_pipeline: crate::triangle::Pipeline,
triangle_pipeline: triangle::Pipeline,
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline: image::Pipeline,
}
struct Layer<'a> {
bounds: Rectangle<u32>,
offset: Vector<u32>,
quads: Vec<Quad>,
images: Vec<Image>,
meshes: Vec<(Point, Arc<triangle::Mesh2D>)>,
meshes: Vec<(Point, &'a triangle::Mesh2D)>,
text: Vec<wgpu_glyph::Section<'a>>,
#[cfg(any(feature = "image", feature = "svg"))]
images: Vec<Image>,
}
impl<'a> Layer<'a> {
pub fn new(bounds: Rectangle<u32>, offset: Vector<u32>) -> Self {
pub fn new(bounds: Rectangle<u32>) -> Self {
Self {
bounds,
offset,
quads: Vec::new(),
images: Vec::new(),
text: Vec::new(),
meshes: Vec::new(),
#[cfg(any(feature = "image", feature = "svg"))]
images: Vec::new(),
}
}
}
@ -48,17 +55,25 @@ impl Renderer {
///
/// [`Renderer`]: struct.Renderer.html
pub fn new(device: &mut wgpu::Device, settings: Settings) -> Self {
let text_pipeline = text::Pipeline::new(device, settings.default_font);
let quad_pipeline = quad::Pipeline::new(device);
let image_pipeline = crate::image::Pipeline::new(device);
let triangle_pipeline =
triangle::Pipeline::new(device, settings.antialiasing);
let text_pipeline =
text::Pipeline::new(device, settings.format, settings.default_font);
let quad_pipeline = quad::Pipeline::new(device, settings.format);
let triangle_pipeline = triangle::Pipeline::new(
device,
settings.format,
settings.antialiasing,
);
#[cfg(any(feature = "image", feature = "svg"))]
let image_pipeline = image::Pipeline::new(device, settings.format);
Self {
quad_pipeline,
image_pipeline,
text_pipeline,
triangle_pipeline,
#[cfg(any(feature = "image", feature = "svg"))]
image_pipeline,
}
}
@ -85,17 +100,14 @@ impl Renderer {
let mut layers = Vec::new();
layers.push(Layer::new(
Rectangle {
x: 0,
y: 0,
width: u32::from(width),
height: u32::from(height),
},
Vector::new(0, 0),
));
layers.push(Layer::new(Rectangle {
x: 0,
y: 0,
width: u32::from(width),
height: u32::from(height),
}));
self.draw_primitive(primitive, &mut layers);
self.draw_primitive(Vector::new(0.0, 0.0), primitive, &mut layers);
self.draw_overlay(overlay, &mut layers);
for layer in layers {
@ -111,6 +123,7 @@ impl Renderer {
);
}
#[cfg(any(feature = "image", feature = "svg"))]
self.image_pipeline.trim_cache();
*mouse_cursor
@ -118,17 +131,16 @@ impl Renderer {
fn draw_primitive<'a>(
&mut self,
translation: Vector,
primitive: &'a Primitive,
layers: &mut Vec<Layer<'a>>,
) {
let layer = layers.last_mut().unwrap();
match primitive {
Primitive::None => {}
Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?)
for primitive in primitives {
self.draw_primitive(primitive, layers)
self.draw_primitive(translation, primitive, layers)
}
}
Primitive::Text {
@ -160,12 +172,11 @@ impl Renderer {
}
};
let layer = layers.last_mut().unwrap();
layer.text.push(wgpu_glyph::Section {
text: &content,
screen_position: (
x - layer.offset.x as f32,
y - layer.offset.y as f32,
),
screen_position: (x + translation.x, y + translation.y),
bounds: (bounds.width, bounds.height),
scale: wgpu_glyph::Scale { x: *size, y: *size },
color: color.into_linear(),
@ -203,11 +214,13 @@ impl Renderer {
border_width,
border_color,
} => {
// TODO: Move some of this computations to the GPU (?)
let layer = layers.last_mut().unwrap();
// TODO: Move some of these computations to the GPU (?)
layer.quads.push(Quad {
position: [
bounds.x - layer.offset.x as f32,
bounds.y - layer.offset.y as f32,
bounds.x + translation.x,
bounds.y + translation.y,
],
scale: [bounds.width, bounds.height],
color: match background {
@ -218,54 +231,81 @@ impl Renderer {
border_color: border_color.into_linear(),
});
}
Primitive::Image { handle, bounds } => {
layer.images.push(Image {
handle: image::Handle::Raster(handle.clone()),
position: [bounds.x, bounds.y],
scale: [bounds.width, bounds.height],
});
}
Primitive::Svg { handle, bounds } => {
layer.images.push(Image {
handle: image::Handle::Vector(handle.clone()),
position: [bounds.x, bounds.y],
scale: [bounds.width, bounds.height],
});
}
Primitive::Mesh2D { origin, buffers } => {
layer.meshes.push((*origin, buffers.clone()));
let layer = layers.last_mut().unwrap();
layer.meshes.push((*origin + translation, buffers));
}
Primitive::Clip {
bounds,
offset,
content,
} => {
let x = bounds.x - layer.offset.x as f32;
let y = bounds.y - layer.offset.y as f32;
let width = (bounds.width + x).min(bounds.width);
let height = (bounds.height + y).min(bounds.height);
let layer = layers.last_mut().unwrap();
// Only draw visible content on-screen
// TODO: Also, check for parent layer bounds to avoid further
// drawing in some circumstances.
if width > 0.0 && height > 0.0 {
let clip_layer = Layer::new(
Rectangle {
x: x.max(0.0).floor() as u32,
y: y.max(0.0).floor() as u32,
width: width.ceil() as u32,
height: height.ceil() as u32,
},
layer.offset + *offset,
);
let layer_bounds: Rectangle<f32> = layer.bounds.into();
let new_layer = Layer::new(layer.bounds, layer.offset);
let clip = Rectangle {
x: bounds.x + translation.x,
y: bounds.y + translation.y,
..*bounds
};
// Only draw visible content
if let Some(clip_bounds) = layer_bounds.intersection(&clip) {
let clip_layer = Layer::new(clip_bounds.into());
let new_layer = Layer::new(layer.bounds);
layers.push(clip_layer);
self.draw_primitive(content, layers);
self.draw_primitive(
translation
- Vector::new(offset.x as f32, offset.y as f32),
content,
layers,
);
layers.push(new_layer);
}
}
Primitive::Cached { origin, cache } => {
self.draw_primitive(
translation + Vector::new(origin.x, origin.y),
&cache,
layers,
);
}
#[cfg(feature = "image")]
Primitive::Image { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image {
handle: image::Handle::Raster(handle.clone()),
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
});
}
#[cfg(not(feature = "image"))]
Primitive::Image { .. } => {}
#[cfg(feature = "svg")]
Primitive::Svg { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image {
handle: image::Handle::Vector(handle.clone()),
position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height],
});
}
#[cfg(not(feature = "svg"))]
Primitive::Svg { .. } => {}
}
}
@ -275,7 +315,7 @@ impl Renderer {
layers: &mut Vec<Layer<'a>>,
) {
let first = layers.first().unwrap();
let mut overlay = Layer::new(first.bounds, Vector::new(0, 0));
let mut overlay = Layer::new(first.bounds);
let font_id = self.text_pipeline.overlay_font();
let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
@ -317,12 +357,8 @@ impl Renderer {
let bounds = layer.bounds * scale_factor;
if layer.meshes.len() > 0 {
let translated = transformation
* Transformation::scale(scale_factor, scale_factor)
* Transformation::translate(
-(layer.offset.x as f32),
-(layer.offset.y as f32),
);
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.triangle_pipeline.draw(
device,
@ -330,7 +366,7 @@ impl Renderer {
target,
target_width,
target_height,
translated,
scaled,
&layer.meshes,
bounds,
);
@ -348,23 +384,22 @@ impl Renderer {
);
}
if layer.images.len() > 0 {
let translated_and_scaled = transformation
* Transformation::scale(scale_factor, scale_factor)
* Transformation::translate(
-(layer.offset.x as f32),
-(layer.offset.y as f32),
);
#[cfg(any(feature = "image", feature = "svg"))]
{
if layer.images.len() > 0 {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
self.image_pipeline.draw(
device,
encoder,
&layer.images,
translated_and_scaled,
bounds,
target,
scale_factor,
);
self.image_pipeline.draw(
device,
encoder,
&layer.images,
scaled,
bounds,
target,
scale_factor,
);
}
}
if layer.text.len() > 0 {

View file

@ -2,6 +2,7 @@ mod button;
mod checkbox;
mod column;
mod container;
mod pane_grid;
mod progress_bar;
mod radio;
mod row;

View file

@ -0,0 +1,92 @@
use crate::{Primitive, Renderer};
use iced_native::{
pane_grid::{self, Axis, Pane},
Element, Layout, MouseCursor, Point, Rectangle, Vector,
};
impl pane_grid::Renderer for Renderer {
fn draw<Message>(
&mut self,
defaults: &Self::Defaults,
content: &[(Pane, Element<'_, Message, Self>)],
dragging: Option<Pane>,
resizing: Option<Axis>,
layout: Layout<'_>,
cursor_position: Point,
) -> Self::Output {
let pane_cursor_position = if dragging.is_some() {
// TODO: Remove once cursor availability is encoded in the type
// system
Point::new(-1.0, -1.0)
} else {
cursor_position
};
let mut mouse_cursor = MouseCursor::OutOfBounds;
let mut dragged_pane = None;
let mut panes: Vec<_> = content
.iter()
.zip(layout.children())
.enumerate()
.map(|(i, ((id, pane), layout))| {
let (primitive, new_mouse_cursor) =
pane.draw(self, defaults, layout, pane_cursor_position);
if new_mouse_cursor > mouse_cursor {
mouse_cursor = new_mouse_cursor;
}
if Some(*id) == dragging {
dragged_pane = Some((i, layout));
}
primitive
})
.collect();
let primitives = if let Some((index, layout)) = dragged_pane {
let pane = panes.remove(index);
let bounds = layout.bounds();
// TODO: Fix once proper layering is implemented.
// This is a pretty hacky way to achieve layering.
let clip = Primitive::Clip {
bounds: Rectangle {
x: cursor_position.x - bounds.width / 2.0,
y: cursor_position.y - bounds.height / 2.0,
width: bounds.width + 0.5,
height: bounds.height + 0.5,
},
offset: Vector::new(0, 0),
content: Box::new(Primitive::Cached {
origin: Point::new(
cursor_position.x - bounds.x - bounds.width / 2.0,
cursor_position.y - bounds.y - bounds.height / 2.0,
),
cache: std::sync::Arc::new(pane),
}),
};
panes.push(clip);
panes
} else {
panes
};
(
Primitive::Group { primitives },
if dragging.is_some() {
MouseCursor::Grabbing
} else if let Some(axis) = resizing {
match axis {
Axis::Horizontal => MouseCursor::ResizingVertically,
Axis::Vertical => MouseCursor::ResizingHorizontally,
}
} else {
mouse_cursor
},
)
}
}

View file

@ -58,14 +58,14 @@ impl scrollable::Renderer for Renderer {
style_sheet: &Self::Style,
(content, mouse_cursor): Self::Output,
) -> Self::Output {
let clip = Primitive::Clip {
bounds,
offset: Vector::new(0, offset),
content: Box::new(content),
};
(
if let Some(scrollbar) = scrollbar {
let clip = Primitive::Clip {
bounds,
offset: Vector::new(0, offset),
content: Box::new(content),
};
let style = if state.is_scroller_grabbed() {
style_sheet.dragging()
} else if is_mouse_over_scrollbar {
@ -115,7 +115,7 @@ impl scrollable::Renderer for Renderer {
primitives: vec![clip, scrollbar, scroller],
}
} else {
clip
content
},
if is_mouse_over_scrollbar || state.is_scroller_grabbed() {
MouseCursor::Idle

View file

@ -5,8 +5,13 @@
/// The settings of a [`Renderer`].
///
/// [`Renderer`]: ../struct.Renderer.html
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Settings {
/// The output format of the [`Renderer`].
///
/// [`Renderer`]: ../struct.Renderer.html
pub format: wgpu::TextureFormat,
/// The bytes of the font that will be used by default.
///
/// If `None` is provided, a default system font will be chosen.
@ -16,6 +21,16 @@ pub struct Settings {
pub antialiasing: Option<Antialiasing>,
}
impl Default for Settings {
fn default() -> Settings {
Settings {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
default_font: None,
antialiasing: None,
}
}
}
/// An antialiasing strategy.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Antialiasing {

View file

@ -1,12 +1,12 @@
#version 450
layout(location = 0) in vec2 v_Uv;
layout(location = 0) in vec3 v_Uv;
layout(set = 0, binding = 1) uniform sampler u_Sampler;
layout(set = 1, binding = 0) uniform texture2D u_Texture;
layout(set = 1, binding = 0) uniform texture2DArray u_Texture;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
o_Color = texture(sampler2DArray(u_Texture, u_Sampler), v_Uv);
}

Binary file not shown.

View file

@ -0,0 +1,27 @@
#version 450
layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec2 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout(location = 3) in vec2 i_Atlas_Pos;
layout(location = 4) in vec2 i_Atlas_Scale;
layout(location = 5) in uint i_Layer;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
};
layout(location = 0) out vec3 o_Uv;
void main() {
o_Uv = vec3(v_Pos * i_Atlas_Scale + i_Atlas_Pos, i_Layer);
mat4 i_Transform = mat4(
vec4(i_Scale.x, 0.0, 0.0, 0.0),
vec4(0.0, i_Scale.y, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(i_Pos, 0.0, 1.0)
);
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
}

Binary file not shown.

View file

@ -22,7 +22,11 @@ pub struct Pipeline {
}
impl Pipeline {
pub fn new(device: &mut wgpu::Device, default_font: Option<&[u8]>) -> Self {
pub fn new(
device: &mut wgpu::Device,
format: wgpu::TextureFormat,
default_font: Option<&[u8]>,
) -> Self {
// TODO: Font customization
let font_source = font::Source::new();
@ -54,7 +58,7 @@ impl Pipeline {
let draw_brush = brush_builder
.initial_cache_size((2048, 2048))
.build(device, wgpu::TextureFormat::Bgra8UnormSrgb);
.build(device, format);
Pipeline {
draw_brush: RefCell::new(draw_brush),

View file

@ -1,7 +1,7 @@
//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_native::{Point, Rectangle};
use std::{mem, sync::Arc};
use std::mem;
mod msaa;
@ -61,6 +61,7 @@ impl<T> Buffer<T> {
impl Pipeline {
pub fn new(
device: &mut wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let constant_layout =
@ -127,7 +128,7 @@ impl Pipeline {
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
@ -169,7 +170,7 @@ impl Pipeline {
Pipeline {
pipeline,
blit: antialiasing.map(|a| msaa::Blit::new(device, a)),
blit: antialiasing.map(|a| msaa::Blit::new(device, format, a)),
constants: constant_bind_group,
uniforms_buffer: constants_buffer,
vertex_buffer: Buffer::new(
@ -193,7 +194,7 @@ impl Pipeline {
target_width: u32,
target_height: u32,
transformation: Transformation,
meshes: &Vec<(Point, Arc<Mesh2D>)>,
meshes: &[(Point, &Mesh2D)],
bounds: Rectangle<u32>,
) {
// This looks a bit crazy, but we are just counting how many vertices
@ -247,7 +248,7 @@ impl Pipeline {
&vertex_buffer,
0,
&self.vertex_buffer.raw,
last_vertex as u64,
(std::mem::size_of::<Vertex2D>() * last_vertex) as u64,
(std::mem::size_of::<Vertex2D>() * mesh.vertices.len()) as u64,
);
@ -255,7 +256,7 @@ impl Pipeline {
&index_buffer,
0,
&self.index_buffer.raw,
last_index as u64,
(std::mem::size_of::<u32>() * last_index) as u64,
(std::mem::size_of::<u32>() * mesh.indices.len()) as u64,
);
@ -312,26 +313,34 @@ impl Pipeline {
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
for (i, (vertex_offset, index_offset, indices)) in
offsets.drain(..).enumerate()
offsets.into_iter().enumerate()
{
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(
0,
&self.constants,
&[(std::mem::size_of::<Uniforms>() * i) as u64],
);
render_pass
.set_index_buffer(&self.index_buffer.raw, index_offset);
render_pass.set_index_buffer(
&self.index_buffer.raw,
index_offset * std::mem::size_of::<u32>() as u64,
);
render_pass.set_vertex_buffers(
0,
&[(&self.vertex_buffer.raw, vertex_offset)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
&[(
&self.vertex_buffer.raw,
vertex_offset * std::mem::size_of::<Vertex2D>() as u64,
)],
);
render_pass.draw_indexed(0..indices as u32, 0, 0..1);

View file

@ -2,6 +2,7 @@ use crate::settings;
#[derive(Debug)]
pub struct Blit {
format: wgpu::TextureFormat,
pipeline: wgpu::RenderPipeline,
constants: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
@ -12,6 +13,7 @@ pub struct Blit {
impl Blit {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
antialiasing: settings::Antialiasing,
) -> Blit {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
@ -93,7 +95,7 @@ impl Blit {
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
@ -115,6 +117,7 @@ impl Blit {
});
Blit {
format,
pipeline,
constants: constant_bind_group,
texture_layout: texture_layout,
@ -133,6 +136,7 @@ impl Blit {
None => {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
@ -143,6 +147,7 @@ impl Blit {
if targets.width != width || targets.height != height {
self.targets = Some(Targets::new(
&device,
self.format,
&self.texture_layout,
self.sample_count,
width,
@ -204,6 +209,7 @@ struct Targets {
impl Targets {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
texture_layout: &wgpu::BindGroupLayout,
sample_count: u32,
width: u32,
@ -221,7 +227,7 @@ impl Targets {
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
@ -231,7 +237,7 @@ impl Targets {
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
});

View file

@ -10,6 +10,7 @@
pub mod button;
pub mod checkbox;
pub mod container;
pub mod pane_grid;
pub mod progress_bar;
pub mod radio;
pub mod scrollable;
@ -23,6 +24,8 @@ pub use checkbox::Checkbox;
#[doc(no_inline)]
pub use container::Container;
#[doc(no_inline)]
pub use pane_grid::PaneGrid;
#[doc(no_inline)]
pub use progress_bar::ProgressBar;
#[doc(no_inline)]
pub use radio::Radio;

View file

@ -20,6 +20,7 @@ mod drawable;
mod fill;
mod frame;
mod stroke;
mod text;
pub use drawable::Drawable;
pub use fill::Fill;
@ -27,6 +28,7 @@ pub use frame::Frame;
pub use layer::Layer;
pub use path::Path;
pub use stroke::{LineCap, LineJoin, Stroke};
pub use text::Text;
/// A widget capable of drawing 2D graphics.
///
@ -121,9 +123,9 @@ impl<'a, Message> Widget<Message, Renderer> for Canvas<'a> {
primitives: self
.layers
.iter()
.map(|layer| Primitive::Mesh2D {
.map(|layer| Primitive::Cached {
origin,
buffers: layer.draw(size),
cache: layer.draw(size),
})
.collect(),
},

View file

@ -1,8 +1,8 @@
use iced_native::{Point, Size, Vector};
use iced_native::{Point, Rectangle, Size, Vector};
use crate::{
canvas::{Fill, Path, Stroke},
triangle,
canvas::{Fill, Path, Stroke, Text},
triangle, Primitive,
};
/// The frame of a [`Canvas`].
@ -13,6 +13,7 @@ pub struct Frame {
width: f32,
height: f32,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
primitives: Vec<Primitive>,
transforms: Transforms,
}
@ -40,6 +41,7 @@ impl Frame {
width,
height,
buffers: lyon::tessellation::VertexBuffers::new(),
primitives: Vec::new(),
transforms: Transforms {
previous: Vec::new(),
current: Transform {
@ -154,6 +156,52 @@ impl Frame {
let _ = result.expect("Stroke path");
}
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
/// them with the given color.
///
/// __Warning:__ Text currently does not work well with rotations and scale
/// transforms! The position will be correctly transformed, but the
/// resulting glyphs will not be rotated or scaled properly.
///
/// Additionally, all text will be rendered on top of all the layers of
/// a [`Canvas`]. Therefore, it is currently only meant to be used for
/// overlays, which is the most common use case.
///
/// Support for vectorial text is planned, and should address all these
/// limitations.
///
/// [`Text`]: struct.Text.html
/// [`Frame`]: struct.Frame.html
pub fn fill_text(&mut self, text: Text) {
use std::f32;
let position = if self.transforms.current.is_identity {
text.position
} else {
let transformed = self.transforms.current.raw.transform_point(
lyon::math::Point::new(text.position.x, text.position.y),
);
Point::new(transformed.x, transformed.y)
};
// TODO: Use vectorial text instead of primitive
self.primitives.push(Primitive::Text {
content: text.content,
bounds: Rectangle {
x: position.x,
y: position.y,
width: f32::INFINITY,
height: f32::INFINITY,
},
color: text.color,
size: text.size,
font: text.font,
horizontal_alignment: text.horizontal_alignment,
vertical_alignment: text.vertical_alignment,
});
}
/// Stores the current transform of the [`Frame`] and executes the given
/// drawing operations, restoring the transform afterwards.
///
@ -209,13 +257,20 @@ impl Frame {
self.transforms.current.is_identity = false;
}
/// Produces the geometry that has been drawn on the [`Frame`].
/// Produces the primitive representing everything drawn on the [`Frame`].
///
/// [`Frame`]: struct.Frame.html
pub fn into_mesh(self) -> triangle::Mesh2D {
triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
pub fn into_primitive(mut self) -> Primitive {
self.primitives.push(Primitive::Mesh2D {
origin: Point::ORIGIN,
buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
},
});
Primitive::Group {
primitives: self.primitives,
}
}
}

View file

@ -3,23 +3,23 @@ mod cache;
pub use cache::Cache;
use crate::triangle;
use crate::Primitive;
use iced_native::Size;
use std::sync::Arc;
/// A layer that can be presented at a [`Canvas`].
///
/// [`Canvas`]: ../struct.Canvas.html
pub trait Layer: std::fmt::Debug {
/// Draws the [`Layer`] in the given bounds and produces [`Mesh2D`] as a
/// result.
/// Draws the [`Layer`] in the given bounds and produces a [`Primitive`] as
/// a result.
///
/// The [`Layer`] may choose to store the produced [`Mesh2D`] locally and
/// The [`Layer`] may choose to store the produced [`Primitive`] locally and
/// only recompute it when the bounds change, its contents change, or is
/// otherwise explicitly cleared by other means.
///
/// [`Layer`]: trait.Layer.html
/// [`Mesh2D`]: ../../../triangle/struct.Mesh2D.html
fn draw(&self, bounds: Size) -> Arc<triangle::Mesh2D>;
/// [`Primitive`]: ../../../enum.Primitive.html
fn draw(&self, bounds: Size) -> Arc<Primitive>;
}

View file

@ -1,12 +1,10 @@
use crate::{
canvas::{Drawable, Frame, Layer},
triangle,
Primitive,
};
use iced_native::Size;
use std::cell::RefCell;
use std::marker::PhantomData;
use std::sync::Arc;
use std::{cell::RefCell, marker::PhantomData, sync::Arc};
/// A simple cache that stores generated geometry to avoid recomputation.
///
@ -21,12 +19,11 @@ pub struct Cache<T: Drawable> {
state: RefCell<State>,
}
#[derive(Debug)]
enum State {
Empty,
Filled {
mesh: Arc<triangle::Mesh2D>,
bounds: Size,
primitive: Arc<Primitive>,
},
}
@ -75,27 +72,40 @@ impl<'a, T> Layer for Bind<'a, T>
where
T: Drawable + std::fmt::Debug,
{
fn draw(&self, current_bounds: Size) -> Arc<triangle::Mesh2D> {
fn draw(&self, current_bounds: Size) -> Arc<Primitive> {
use std::ops::Deref;
if let State::Filled { mesh, bounds } =
if let State::Filled { bounds, primitive } =
self.cache.state.borrow().deref()
{
if *bounds == current_bounds {
return mesh.clone();
return primitive.clone();
}
}
let mut frame = Frame::new(current_bounds.width, current_bounds.height);
self.input.draw(&mut frame);
let mesh = Arc::new(frame.into_mesh());
let primitive = Arc::new(frame.into_primitive());
*self.cache.state.borrow_mut() = State::Filled {
mesh: mesh.clone(),
bounds: current_bounds,
primitive: primitive.clone(),
};
mesh
primitive
}
}
impl std::fmt::Debug for State {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
State::Empty => write!(f, "Empty"),
State::Filled { primitive, bounds } => f
.debug_struct("Filled")
.field("primitive", primitive)
.field("bounds", bounds)
.finish(),
}
}
}

View file

@ -0,0 +1,34 @@
use iced_native::{Color, Font, HorizontalAlignment, Point, VerticalAlignment};
/// A bunch of text that can be drawn to a canvas
#[derive(Debug, Clone)]
pub struct Text {
/// The contents of the text
pub content: String,
/// The position where to begin drawing the text (top-left corner coordinates)
pub position: Point,
/// The color of the text
pub color: Color,
/// The size of the text
pub size: f32,
/// The font of the text
pub font: Font,
/// The horizontal alignment of the text
pub horizontal_alignment: HorizontalAlignment,
/// The vertical alignment of the text
pub vertical_alignment: VerticalAlignment,
}
impl Default for Text {
fn default() -> Text {
Text {
content: String::new(),
position: Point::ORIGIN,
color: Color::BLACK,
size: 16.0,
font: Font::Default,
horizontal_alignment: HorizontalAlignment::Left,
vertical_alignment: VerticalAlignment::Top,
}
}
}

View file

@ -0,0 +1,17 @@
//! Let your users split regions of your application and organize layout dynamically.
//!
//! [![Pane grid - Iced](https://thumbs.gfycat.com/MixedFlatJellyfish-small.gif)](https://gfycat.com/mixedflatjellyfish)
use crate::Renderer;
pub use iced_native::pane_grid::{
Axis, Direction, DragEvent, Focus, KeyPressEvent, Pane, ResizeEvent, Split,
State,
};
/// A collection of panes distributed using either vertical or horizontal splits
/// to completely fill the space available.
///
/// [![Pane grid - Iced](https://thumbs.gfycat.com/MixedFlatJellyfish-small.gif)](https://gfycat.com/mixedflatjellyfish)
///
/// This is an alias of an `iced_native` pane grid with an `iced_wgpu::Renderer`.
pub type PaneGrid<'a, Message> = iced_native::PaneGrid<'a, Message, Renderer>;

View file

@ -8,6 +8,7 @@ use raw_window_handle::HasRawWindowHandle;
pub struct Backend {
device: wgpu::Device,
queue: wgpu::Queue,
format: wgpu::TextureFormat,
}
impl iced_native::window::Backend for Backend {
@ -37,7 +38,14 @@ impl iced_native::window::Backend for Backend {
let renderer = Renderer::new(&mut device, settings);
(Backend { device, queue }, renderer)
(
Backend {
device,
queue,
format: settings.format,
},
renderer,
)
}
fn create_surface<W: HasRawWindowHandle>(
@ -53,7 +61,7 @@ impl iced_native::window::Backend for Backend {
width: u32,
height: u32,
) -> SwapChain {
SwapChain::new(&self.device, surface, width, height)
SwapChain::new(&self.device, surface, self.format, width, height)
}
fn draw<T: AsRef<str>>(

View file

@ -18,11 +18,12 @@ impl SwapChain {
pub fn new(
device: &wgpu::Device,
surface: &wgpu::Surface,
format: wgpu::TextureFormat,
width: u32,
height: u32,
) -> SwapChain {
SwapChain {
raw: new_swap_chain(surface, width, height, device),
raw: new_swap_chain(surface, format, width, height, device),
viewport: Viewport::new(width, height),
}
}
@ -38,6 +39,7 @@ impl SwapChain {
fn new_swap_chain(
surface: &wgpu::Surface,
format: wgpu::TextureFormat,
width: u32,
height: u32,
device: &wgpu::Device,
@ -46,7 +48,7 @@ fn new_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
format,
width,
height,
present_mode: wgpu::PresentMode::Vsync,