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use crate::{Backend, Color, Renderer, Settings};
use iced_graphics::Viewport;
use iced_native::{futures, mouse};
use raw_window_handle::HasRawWindowHandle;
#[derive(Debug)]
pub struct Compositor {
settings: Settings,
device: wgpu::Device,
queue: wgpu::Queue,
}
impl Compositor {
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,
})
}
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
}
}