Files
bezier_tool
clock
color_palette
counter
custom_widget
download_progress
events
game_of_life
geometry
iced
iced_core
iced_futures
iced_glow
iced_glutin
iced_graphics
iced_native
iced_style
iced_web
iced_wgpu
iced_winit
integration
pane_grid
pick_list
pokedex
progress_bar
solar_system
stopwatch
styling
svg
todos
tour
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
use crate::{Backend, Color, Renderer, Settings};

use iced_graphics::Viewport;
use iced_native::{futures, mouse};
use raw_window_handle::HasRawWindowHandle;

/// A window graphics backend for iced powered by `wgpu`.
#[derive(Debug)]
pub struct Compositor {
    settings: Settings,
    device: wgpu::Device,
    queue: wgpu::Queue,
}

impl Compositor {
    /// Requests a new [`Compositor`] with the given [`Settings`].
    ///
    /// Returns `None` if no compatible graphics adapter could be found.
    ///
    /// [`Compositor`]: struct.Compositor.html
    /// [`Settings`]: struct.Settings.html
    pub async fn request(settings: Settings) -> Option<Self> {
        let adapter = wgpu::Adapter::request(
            &wgpu::RequestAdapterOptions {
                power_preference: if settings.antialiasing.is_none() {
                    wgpu::PowerPreference::Default
                } else {
                    wgpu::PowerPreference::HighPerformance
                },
                compatible_surface: None,
            },
            wgpu::BackendBit::PRIMARY,
        )
        .await?;

        let (device, queue) = adapter
            .request_device(&wgpu::DeviceDescriptor {
                extensions: wgpu::Extensions {
                    anisotropic_filtering: false,
                },
                limits: wgpu::Limits { max_bind_groups: 2 },
            })
            .await;

        Some(Compositor {
            settings,
            device,
            queue,
        })
    }

    /// Creates a new rendering [`Backend`] for this [`Compositor`].
    ///
    /// [`Compositor`]: struct.Compositor.html
    /// [`Backend`]: struct.Backend.html
    pub fn create_backend(&self) -> Backend {
        Backend::new(&self.device, self.settings)
    }
}

impl iced_graphics::window::Compositor for Compositor {
    type Settings = Settings;
    type Renderer = Renderer;
    type Surface = wgpu::Surface;
    type SwapChain = wgpu::SwapChain;

    fn new(settings: Self::Settings) -> (Self, Renderer) {
        let compositor = futures::executor::block_on(Self::request(settings))
            .expect("Could not find a suitable graphics adapter");

        let backend = compositor.create_backend();

        (compositor, Renderer::new(backend))
    }

    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,
    ) -> Self::SwapChain {
        self.device.create_swap_chain(
            surface,
            &wgpu::SwapChainDescriptor {
                usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
                format: self.settings.format,
                width,
                height,
                present_mode: wgpu::PresentMode::Mailbox,
            },
        )
    }

    fn draw<T: AsRef<str>>(
        &mut self,
        renderer: &mut Self::Renderer,
        swap_chain: &mut Self::SwapChain,
        viewport: &Viewport,
        background_color: Color,
        output: &<Self::Renderer as iced_native::Renderer>::Output,
        overlay: &[T],
    ) -> mouse::Interaction {
        let frame = swap_chain.get_next_texture().expect("Next frame");

        let mut encoder = self.device.create_command_encoder(
            &wgpu::CommandEncoderDescriptor { label: None },
        );

        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: {
                    let [r, g, b, a] = background_color.into_linear();

                    wgpu::Color {
                        r: f64::from(r),
                        g: f64::from(g),
                        b: f64::from(b),
                        a: f64::from(a),
                    }
                },
            }],
            depth_stencil_attachment: None,
        });

        let mouse_interaction = renderer.backend_mut().draw(
            &mut self.device,
            &mut encoder,
            &frame.view,
            viewport,
            output,
            overlay,
        );

        self.queue.submit(&[encoder.finish()]);

        mouse_interaction
    }
}