Update winit to 0.20
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parent
4e9e051caa
commit
fb4a7968ca
7 changed files with 92 additions and 71 deletions
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@ -92,7 +92,7 @@ impl Renderer {
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log::debug!("Drawing");
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let (width, height) = target.dimensions();
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let dpi = target.dpi();
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let scale_factor = target.scale_factor();
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let transformation = target.transformation();
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let frame = target.next_frame();
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@ -132,7 +132,13 @@ impl Renderer {
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self.draw_overlay(overlay, &mut layers);
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for layer in layers {
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self.flush(dpi, transformation, &layer, &mut encoder, &frame.view);
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self.flush(
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scale_factor,
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transformation,
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&layer,
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&mut encoder,
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&frame.view,
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);
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}
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self.queue.submit(&[encoder.finish()]);
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@ -330,19 +336,19 @@ impl Renderer {
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fn flush(
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&mut self,
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dpi: f32,
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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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) {
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let bounds = layer.bounds * dpi;
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let bounds = layer.bounds * scale_factor;
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if layer.meshes.len() > 0 {
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let translated = transformation
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* Transformation::translate(
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-(layer.offset.x as f32) * dpi,
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-(layer.offset.y as f32) * dpi,
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-(layer.offset.x as f32) * scale_factor,
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-(layer.offset.y as f32) * scale_factor,
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);
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self.triangle_pipeline.draw(
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@ -350,7 +356,7 @@ impl Renderer {
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encoder,
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target,
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translated,
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dpi,
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scale_factor,
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&layer.meshes,
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bounds,
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);
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@ -362,7 +368,7 @@ impl Renderer {
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encoder,
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&layer.quads,
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transformation,
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dpi,
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scale_factor,
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bounds,
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target,
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);
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@ -370,7 +376,7 @@ impl Renderer {
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if layer.images.len() > 0 {
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let translated_and_scaled = transformation
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* Transformation::scale(dpi, dpi)
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* Transformation::scale(scale_factor, scale_factor)
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* Transformation::translate(
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-(layer.offset.x as f32),
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-(layer.offset.y as f32),
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@ -383,7 +389,7 @@ impl Renderer {
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translated_and_scaled,
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bounds,
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target,
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dpi,
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scale_factor,
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);
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}
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@ -396,25 +402,25 @@ impl Renderer {
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// bit "jumpy". We may be able to do better once we improve
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// our text rendering/caching pipeline.
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screen_position: (
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(text.screen_position.0 * dpi).round(),
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(text.screen_position.1 * dpi).round(),
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(text.screen_position.0 * scale_factor).round(),
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(text.screen_position.1 * scale_factor).round(),
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),
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// TODO: Fix precision issues with some DPI factors.
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// TODO: Fix precision issues with some scale factors.
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//
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// The `ceil` here can cause some words to render on the
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// same line when they should not.
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//
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// Ideally, `wgpu_glyph` should be able to compute layout
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// using logical positions, and then apply the proper
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// DPI scaling. This would ensure that both measuring and
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// rendering follow the same layout rules.
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// scaling when rendering. This would ensure that both
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// measuring and rendering follow the same layout rules.
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bounds: (
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(text.bounds.0 * dpi).ceil(),
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(text.bounds.1 * dpi).ceil(),
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(text.bounds.0 * scale_factor).ceil(),
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(text.bounds.1 * scale_factor).ceil(),
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),
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scale: wgpu_glyph::Scale {
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x: text.scale.x * dpi,
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y: text.scale.y * dpi,
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x: text.scale.x * scale_factor,
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y: text.scale.y * scale_factor,
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},
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..*text
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};
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