Files
iris/src/default/render.rs
T
iris-aiandiris 00d2230b84 Build on wgpu 30 (#13)
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which replaced an `unwrap` that would have panicked on a resize or an occluded window: reconfigure when the surface is outdated, lost or suboptimal, and skip the frame when there is nothing to draw into.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>
2026-09-13 19:07:47 -04:00

153 lines
4.8 KiB
Rust

use iris_core::{UiData, UiRenderNode, UiRenderState};
use pollster::FutureExt;
use std::sync::Arc;
use wgpu::*;
use winit::{dpi::PhysicalSize, window::Window};
pub const CLEAR_COLOR: Color = Color::BLACK;
pub struct UiRenderer {
window: Arc<Window>,
surface: Surface<'static>,
device: Device,
queue: Queue,
config: SurfaceConfiguration,
encoder: CommandEncoder,
pub ui: UiRenderNode,
}
impl UiRenderer {
pub fn update(&mut self, ui: &mut UiData, render: &mut UiRenderState) {
self.ui.update(&self.device, &self.queue, ui, render);
}
pub fn draw(&mut self) {
let output = match self.surface.get_current_texture() {
CurrentSurfaceTexture::Success(texture) => texture,
CurrentSurfaceTexture::Suboptimal(texture) => {
self.surface.configure(&self.device, &self.config);
texture
}
CurrentSurfaceTexture::Outdated | CurrentSurfaceTexture::Lost => {
self.surface.configure(&self.device, &self.config);
return;
}
CurrentSurfaceTexture::Timeout
| CurrentSurfaceTexture::Occluded
| CurrentSurfaceTexture::Validation => return,
};
let view = output
.texture
.create_view(&TextureViewDescriptor::default());
let mut encoder = std::mem::replace(&mut self.encoder, Self::create_encoder(&self.device));
{
let render_pass = &mut encoder.begin_render_pass(&RenderPassDescriptor {
color_attachments: &[Some(RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: Operations {
load: LoadOp::Clear(CLEAR_COLOR),
store: StoreOp::Store,
},
depth_slice: None,
})],
..Default::default()
});
self.ui.draw(render_pass);
}
self.queue.submit(std::iter::once(encoder.finish()));
self.window.pre_present_notify();
self.queue.present(output);
}
pub fn resize(&mut self, size: &PhysicalSize<u32>) {
self.config.width = size.width;
self.config.height = size.height;
self.surface.configure(&self.device, &self.config);
self.ui.resize((size.width, size.height), &self.queue);
}
fn create_encoder(device: &Device) -> CommandEncoder {
device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("Render Encoder"),
})
}
pub fn new(window: Arc<Window>) -> Self {
let size = window.inner_size();
let instance = Instance::new(InstanceDescriptor {
backends: Backends::PRIMARY,
display: Some(Box::new(window.clone())),
..InstanceDescriptor::new_without_display_handle()
});
let surface = instance
.create_surface(window.clone())
.expect("Could not create window surface!");
let adapter = instance
.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
apply_limit_buckets: false,
})
.block_on()
.expect("Could not get adapter!");
let (device, queue) = adapter
.request_device(&DeviceDescriptor {
required_limits: Limits {
max_buffer_size: 1 << 30,
..Default::default()
},
..Default::default()
})
.block_on()
.expect("Could not get device!");
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
color_space: SurfaceColorSpace::Auto,
width: size.width,
height: size.height,
present_mode: PresentMode::AutoVsync,
alpha_mode: surface_caps.alpha_modes[0],
desired_maximum_frame_latency: 2,
view_formats: vec![],
};
surface.configure(&device, &config);
let encoder = Self::create_encoder(&device);
let ui = UiRenderNode::new(&device, &config);
Self {
surface,
device,
queue,
config,
encoder,
ui,
window,
}
}
pub fn window(&self) -> &Window {
self.window.as_ref()
}
}