231 lines
9.1 KiB
Rust
231 lines
9.1 KiB
Rust
use iris_core::{FrameParts, LinearRgba, Ui, UiRenderNode, util::Vec2};
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use pollster::FutureExt;
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use std::sync::Arc;
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use std::time::Instant;
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use wgpu::*;
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use winit::{dpi::PhysicalSize, window::Window};
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pub const CLEAR_COLOR: LinearRgba = LinearRgba::BLACK;
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pub struct UiRenderer {
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window: Arc<Window>,
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surface: Surface<'static>,
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device: Device,
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queue: Queue,
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config: SurfaceConfiguration,
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view_format: TextureFormat,
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encoder: CommandEncoder,
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pub ui: UiRenderNode,
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}
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impl UiRenderer {
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pub fn update(&mut self, ui: &mut Ui) {
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self.ui.update(&self.device, &self.queue, ui);
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}
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/// The two waits, so a desktop frame divides up the same way an
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/// Android one does -- see `AndroidRenderer::draw` for why the
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/// swapchain acquire is measured apart from the work.
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pub fn draw(&mut self) -> FrameParts {
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let acquire_start = Instant::now();
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let output = match self.surface.get_current_texture() {
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CurrentSurfaceTexture::Success(texture)
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| CurrentSurfaceTexture::Suboptimal(texture) => texture,
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// wgpu 30 turned this Result into an enum; every arm here was an
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// `Err` the previous `.unwrap()` panicked on, except `Occluded`,
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// which is new. Named rather than swallowed: a window that stops
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// presenting silently is the state this file's `pre_present_notify`
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// comment was written about.
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other => panic!("no surface texture to draw into: {other:?}"),
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};
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let acquire = acquire_start.elapsed();
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let view = output.texture.create_view(&TextureViewDescriptor {
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format: Some(self.view_format),
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..Default::default()
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});
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let mut encoder = std::mem::replace(&mut self.encoder, Self::create_encoder(&self.device));
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{
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let render_pass = &mut encoder.begin_render_pass(&RenderPassDescriptor {
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(CLEAR_COLOR.to_wgpu()),
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store: StoreOp::Store,
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},
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depth_slice: None,
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})],
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..Default::default()
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});
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self.ui.draw(render_pass);
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}
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let submit_start = Instant::now();
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self.queue.submit(std::iter::once(encoder.finish()));
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self.window.pre_present_notify();
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self.queue.present(output);
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FrameParts::waits(acquire, submit_start.elapsed())
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}
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pub fn resize(&mut self, size: &PhysicalSize<u32>) {
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self.config.width = size.width;
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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self.ui.resize(
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Vec2::new(size.width as f32, size.height as f32),
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&self.queue,
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);
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}
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fn create_encoder(device: &Device) -> CommandEncoder {
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device.create_command_encoder(&CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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})
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}
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pub fn new(window: Arc<Window>) -> Self {
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let size = window.inner_size();
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// `force-gles` on the desktop too, not just on Android: the
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// GLES backend has behaviour of its own (a one-layer array
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// texture is a `GL_TEXTURE_2D` -- see
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// `GpuTextures::create_array_texture`), and a machine with a
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// real GPU is where that is cheap to reproduce and screenshot.
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let mut backends = if cfg!(feature = "force-gles") {
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Backends::GL
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} else {
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Backends::PRIMARY
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};
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// The display handle comes from the window rather than being left
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// out: wgpu 30 asks for it whenever a GLES surface is going to be
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// presented on Wayland, which is exactly what the fallback below
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// produces on this machine.
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let mut instance = Instance::new(InstanceDescriptor {
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backends,
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..InstanceDescriptor::new_with_display_handle(Box::new(window.clone()))
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});
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if backends != Backends::GL && instance.enumerate_adapters(backends).block_on().is_empty() {
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log::warn!(
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"iris renderer: no {backends:?} adapter on this machine, falling back to GLES"
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);
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backends = Backends::GL;
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instance = Instance::new(InstanceDescriptor {
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backends,
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..InstanceDescriptor::new_with_display_handle(Box::new(window.clone()))
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});
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}
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let surface = instance
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.create_surface(window.clone())
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.expect("Could not create window surface!");
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let adapter = instance
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.request_adapter(&RequestAdapterOptions {
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power_preference: PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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..Default::default()
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})
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.block_on()
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.unwrap_or_else(|error| {
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panic!("No usable GPU adapter for backends {backends:?}: {error}")
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});
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{
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let info = adapter.get_info();
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log::info!(
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"iris renderer: {name} ({backend:?}, {driver}{driver_info}) on {backends:?}",
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name = info.name,
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backend = info.backend,
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driver = info.driver,
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driver_info = if info.driver_info.is_empty() {
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String::new()
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} else {
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format!(" {}", info.driver_info)
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},
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);
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}
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// No features beyond what wgpu asks for by default, and no
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// binding-array limits: the atlas is one texture_2d_array and a
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// standalone image is its own ordinary bind group, neither of which
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// needs descriptor indexing. See TEXTURES.md's "Recommended shape"
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// for why the old binding array asked for
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// VK_EXT_descriptor_indexing unconditionally and did not survive a
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// real share of Android GPUs. `iris_core::device_limits()` is
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// shared with the Android backend; see its own doc for why it is
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// not simply `Limits::default()`.
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_limits: iris_core::device_limits(),
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..Default::default()
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})
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.block_on()
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.expect("Could not get device!");
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let surface_caps = surface.get_capabilities(&adapter);
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let formats = iris_core::srgb_surface_format(&surface_caps)
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.expect("Could not select an sRGB iris surface format");
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log::info!(
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"iris renderer: surface={:?}, view={:?}, color_space=Srgb",
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formats.surface,
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formats.view,
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);
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let config = SurfaceConfiguration {
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usage: TextureUsages::RENDER_ATTACHMENT,
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format: formats.surface,
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// wgpu 30's new field; `Auto` is what every earlier version did.
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color_space: SurfaceColorSpace::Srgb,
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width: size.width,
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height: size.height,
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// Vsync, because a toolkit aiming at battery life must not present
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// frames a display will never show: AutoNoVsync accepts them as
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// fast as the GPU will take them, so a redraw burst costs whatever
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// the hardware can be made to do rather than one frame.
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// AutoVsync picks Fifo, which every backend supports.
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present_mode: PresentMode::AutoVsync,
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alpha_mode: surface_caps.alpha_modes[0],
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desired_maximum_frame_latency: 2,
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view_formats: (formats.view != formats.surface)
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.then_some(formats.view)
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.into_iter()
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.collect(),
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};
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surface.configure(&device, &config);
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let encoder = Self::create_encoder(&device);
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// Unlike the Android backend, the desktop backend has no on-screen
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// fallback to show a diagnostic through, so a renderer-creation
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// failure still panics here -- but now with wgpu's full "Caused
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// by:" chain as the message, since `UiRenderNode::new` returns it
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// rather than letting wgpu's own default handler panic first (see
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// that function's doc comment).
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// Physical size, the same units the swapchain, `WindowEvent::
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// Resized`, the pointer and the widget tree all use -- see
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// `desktop::content_scale` for why this backend stopped dividing
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// into a separate logical space, and what disagreed while it did.
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let physical_size = Vec2::new(size.width as f32, size.height as f32);
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let ui = UiRenderNode::new(&device, &queue, formats.view, physical_size)
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.expect("Could not create iris render node!");
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Self {
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surface,
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device,
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queue,
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config,
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view_format: formats.view,
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encoder,
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ui,
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window,
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}
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}
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pub fn window(&self) -> &Window {
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self.window.as_ref()
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}
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}
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