Allow iced_wgpu to render to any TextureView

This commit is contained in:
Héctor Ramón Jiménez 2020-02-09 03:25:13 +01:00
parent 95880ca74b
commit f1e20a61f1
13 changed files with 355 additions and 240 deletions

View file

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use crate::{window::SwapChain, Renderer, Settings, Target};
use iced_native::MouseCursor;
use raw_window_handle::HasRawWindowHandle;
#[derive(Debug)]
pub struct Backend {
device: wgpu::Device,
queue: wgpu::Queue,
}
impl iced_native::window::Backend for Backend {
type Settings = Settings;
type Renderer = Renderer;
type Surface = wgpu::Surface;
type SwapChain = SwapChain;
fn new(settings: Self::Settings) -> (Backend, Renderer) {
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
backends: wgpu::BackendBit::all(),
})
.expect("Request adapter");
let (mut device, queue) =
adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits { max_bind_groups: 2 },
});
let renderer = Renderer::new(settings, &mut device);
(Backend { device, queue }, renderer)
}
fn create_surface<W: HasRawWindowHandle>(
&mut self,
window: &W,
) -> wgpu::Surface {
wgpu::Surface::create(window)
}
fn create_swap_chain(
&mut self,
surface: &Self::Surface,
width: u32,
height: u32,
scale_factor: f64,
) -> SwapChain {
SwapChain::new(&self.device, surface, width, height, scale_factor)
}
fn draw<T: AsRef<str>>(
&mut self,
renderer: &mut Self::Renderer,
swap_chain: &mut SwapChain,
output: &<Self::Renderer as iced_native::Renderer>::Output,
overlay: &[T],
) -> MouseCursor {
let (frame, viewport) = swap_chain.next_frame();
let mut encoder = self.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { todo: 0 },
);
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
},
}],
depth_stencil_attachment: None,
});
let mouse_cursor = renderer.draw(
&mut self.device,
&mut encoder,
Target {
texture: &frame.view,
viewport,
},
output,
overlay,
);
self.queue.submit(&[encoder.finish()]);
mouse_cursor
}
}

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use crate::Viewport;
/// The rendering target of a window.
///
/// It represents a series of virtual framebuffers with a scale factor.
#[derive(Debug)]
pub struct SwapChain {
raw: wgpu::SwapChain,
viewport: Viewport,
}
impl SwapChain {}
impl SwapChain {
pub fn new(
device: &wgpu::Device,
surface: &wgpu::Surface,
width: u32,
height: u32,
scale_factor: f64,
) -> SwapChain {
SwapChain {
raw: new_swap_chain(surface, width, height, device),
viewport: Viewport::new(width, height, scale_factor),
}
}
pub fn next_frame(&mut self) -> (wgpu::SwapChainOutput<'_>, &Viewport) {
(self.raw.get_next_texture(), &self.viewport)
}
}
fn new_swap_chain(
surface: &wgpu::Surface,
width: u32,
height: u32,
device: &wgpu::Device,
) -> wgpu::SwapChain {
device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width,
height,
present_mode: wgpu::PresentMode::Vsync,
},
)
}