Two majors, and the renderer is under everything else left to extract -- so it goes before the slices that would otherwise be written against wgpu 28 and then again against 30. `image` 0.25.6 -> 0.25.10 rides along. `winit` stays on 0.30.12, since 0.31 is only a prerelease and nothing here needs it; `parley` 0.11.1 is current. What the API asked for, beyond the version: - **An instance takes the display it will present on**, and GLES on Wayland needs it, so the window the surface is made from is handed over with it. That one matters for Android rather than for this machine. - **`get_current_texture` returns a status rather than a `Result`**, which replaced an `unwrap` that would have panicked on a resize or an occluded window: reconfigure when the surface is outdated, lost or suboptimal, and skip the frame when there is nothing to draw into. - **Presenting moved to the queue**, still after `pre_present_notify`. - **Bind group and vertex buffer layouts are sparse**, so each slot states `Some(layout)`. Verified the same way as #11: the tabs example with two runtime-added images, an image alone in a layer, and glyphs from a four-page atlas all render identically. `tests/draw_cost.rs` gives 33.6/167/587/2855 us per frame at 8/64/256/1024 layers, against 33.3/161/588/2903 on wgpu 28 -- no change. --------- Co-authored-by: iris <2+iris@noreply.localhost> Reviewed-on: iris/iris#13 Reviewed-by: iris <2+iris@noreply.localhost> Co-authored-by: AIris <4+iris-ai@noreply.localhost>
153 lines
4.8 KiB
Rust
153 lines
4.8 KiB
Rust
use iris_core::{UiData, UiRenderNode, UiRenderState};
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use pollster::FutureExt;
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use std::sync::Arc;
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use wgpu::*;
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use winit::{dpi::PhysicalSize, window::Window};
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pub const CLEAR_COLOR: Color = Color::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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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 UiData, render: &mut UiRenderState) {
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self.ui.update(&self.device, &self.queue, ui, render);
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}
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pub fn draw(&mut self) {
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let output = match self.surface.get_current_texture() {
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CurrentSurfaceTexture::Success(texture) => texture,
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CurrentSurfaceTexture::Suboptimal(texture) => {
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self.surface.configure(&self.device, &self.config);
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texture
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}
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CurrentSurfaceTexture::Outdated | CurrentSurfaceTexture::Lost => {
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self.surface.configure(&self.device, &self.config);
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return;
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}
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CurrentSurfaceTexture::Timeout
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| CurrentSurfaceTexture::Occluded
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| CurrentSurfaceTexture::Validation => return,
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};
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let view = output
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.texture
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.create_view(&TextureViewDescriptor::default());
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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),
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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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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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}
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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((size.width, size.height), &self.queue);
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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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let instance = Instance::new(InstanceDescriptor {
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backends: Backends::PRIMARY,
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display: Some(Box::new(window.clone())),
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..InstanceDescriptor::new_without_display_handle()
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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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apply_limit_buckets: false,
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})
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.block_on()
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.expect("Could not get adapter!");
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_limits: Limits {
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max_buffer_size: 1 << 30,
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..Default::default()
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},
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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 surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = SurfaceConfiguration {
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usage: TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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color_space: SurfaceColorSpace::Auto,
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width: size.width,
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height: size.height,
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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: vec![],
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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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let ui = UiRenderNode::new(&device, &config);
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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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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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