#[cfg(feature = "image")]
mod raster;
#[cfg(feature = "svg")]
mod vector;
#[cfg(feature = "image")]
use crate::image::raster::Memory;
use crate::Transformation;
use iced_native::{image, svg, Rectangle};
use std::{cell::RefCell, mem, rc::Rc};
use guillotiere::{Allocation, AtlasAllocator, Size};
#[derive(Debug)]
pub struct Pipeline {
#[cfg(feature = "image")]
raster_cache: RefCell<raster::Cache>,
#[cfg(feature = "svg")]
vector_cache: RefCell<vector::Cache>,
pipeline: wgpu::RenderPipeline,
uniforms: wgpu::Buffer,
vertices: wgpu::Buffer,
indices: wgpu::Buffer,
constants: wgpu::BindGroup,
texture_layout: wgpu::BindGroupLayout,
texture_array: TextureArray,
}
impl Pipeline {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::Always,
});
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let uniforms = Uniforms {
transform: Transformation::identity().into(),
};
let uniforms_buffer = device
.create_buffer_mapped(
1,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
)
.fill_from_slice(&[uniforms]);
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &constant_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniforms_buffer,
range: 0..std::mem::size_of::<Uniforms>() as u64,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
}],
});
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&constant_layout, &texture_layout],
});
let vs = include_bytes!("shader/image.vert.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
.expect("Read image vertex shader as SPIR-V"),
);
let fs = include_bytes!("shader/image.frag.spv");
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
.expect("Read image fragment shader as SPIR-V"),
);
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Cw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as u64,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[wgpu::VertexAttributeDescriptor {
shader_location: 0,
format: wgpu::VertexFormat::Float2,
offset: 0,
}],
},
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Instance>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
shader_location: 1,
format: wgpu::VertexFormat::Float2,
offset: 0,
},
wgpu::VertexAttributeDescriptor {
shader_location: 2,
format: wgpu::VertexFormat::Float2,
offset: 4 * 2,
},
wgpu::VertexAttributeDescriptor {
shader_location: 3,
format: wgpu::VertexFormat::Float2,
offset: 4 * 4,
},
wgpu::VertexAttributeDescriptor {
shader_location: 4,
format: wgpu::VertexFormat::Float2,
offset: 4 * 6,
},
wgpu::VertexAttributeDescriptor {
shader_location: 5,
format: wgpu::VertexFormat::Float,
offset: 4 * 8,
},
],
},
],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let vertices = device
.create_buffer_mapped(QUAD_VERTS.len(), wgpu::BufferUsage::VERTEX)
.fill_from_slice(&QUAD_VERTS);
let indices = device
.create_buffer_mapped(QUAD_INDICES.len(), wgpu::BufferUsage::INDEX)
.fill_from_slice(&QUAD_INDICES);
let texture_array = TextureArray::new(device);
Pipeline {
#[cfg(feature = "image")]
raster_cache: RefCell::new(raster::Cache::new()),
#[cfg(feature = "svg")]
vector_cache: RefCell::new(vector::Cache::new()),
pipeline,
uniforms: uniforms_buffer,
vertices,
indices,
constants: constant_bind_group,
texture_layout,
texture_array,
}
}
#[cfg(feature = "image")]
pub fn dimensions(&self, handle: &image::Handle) -> (u32, u32) {
let mut cache = self.raster_cache.borrow_mut();
let memory = cache.load(&handle);
memory.dimensions()
}
#[cfg(feature = "svg")]
pub fn viewport_dimensions(&self, handle: &svg::Handle) -> (u32, u32) {
let mut cache = self.vector_cache.borrow_mut();
let svg = cache.load(&handle);
svg.viewport_dimensions()
}
pub fn draw(
&mut self,
device: &mut wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
images: &[Image],
transformation: Transformation,
bounds: Rectangle<u32>,
target: &wgpu::TextureView,
_scale: f32,
) {
let uniforms_buffer = device
.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
.fill_from_slice(&[Uniforms {
transform: transformation.into(),
}]);
encoder.copy_buffer_to_buffer(
&uniforms_buffer,
0,
&self.uniforms,
0,
std::mem::size_of::<Uniforms>() as u64,
);
let mut instances: Vec<Instance> = Vec::new();
for image in images {
match &image.handle {
Handle::Raster(_handle) => {
#[cfg(feature = "image")]
{
let mut raster_cache = self.raster_cache.borrow_mut();
if let Memory::Device(allocation) = raster_cache.upload(
_handle,
device,
encoder,
&mut self.texture_array,
) {
add_instances(
image,
allocation,
&mut instances,
);
}
}
}
Handle::Vector(_handle) => {
#[cfg(feature = "svg")]
{
let mut vector_cache = self.vector_cache.borrow_mut();
// Upload rasterized svg to texture atlas
if let Some(allocation) = vector_cache.upload(
_handle,
image.scale,
_scale,
device,
encoder,
&mut self.texture_array,
) {
add_instances(
image,
allocation,
&mut instances,
);
}
}
}
}
}
let texture = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&self.texture_array.texture.create_default_view(),
),
}],
});
let instances_buffer = device.create_buffer_mapped(
instances.len(),
wgpu::BufferUsage::VERTEX,
).fill_from_slice(&instances);
let mut render_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Load,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 0.0,
},
},
],
depth_stencil_attachment: None,
},
);
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.constants, &[]);
render_pass.set_bind_group(1, &texture, &[]);
render_pass.set_index_buffer(&self.indices, 0);
render_pass.set_vertex_buffers(
0,
&[(&self.vertices, 0), (&instances_buffer, 0)],
);
render_pass.set_scissor_rect(
bounds.x,
bounds.y,
bounds.width,
bounds.height,
);
render_pass.draw_indexed(
0..QUAD_INDICES.len() as u32,
0,
0..instances.len() as u32,
);
}
pub fn trim_cache(&mut self) {
#[cfg(feature = "image")]
self.raster_cache.borrow_mut().trim();
#[cfg(feature = "svg")]
self.vector_cache.borrow_mut().trim();
}
}
fn add_instances(
image: &Image,
allocation: &ImageAllocation,
instances: &mut Vec<Instance>,
) {
match allocation {
ImageAllocation::SingleAllocation(allocation) => {
add_instance(image.position, image.scale, allocation, instances);
}
ImageAllocation::MultipleAllocations { mappings, size } => {
let scaling_x = image.scale[0] / size.0 as f32;
let scaling_y = image.scale[1] / size.1 as f32;
for mapping in mappings {
let allocation = &mapping.allocation;
let mut position = image.position;
let mut scale = image.scale;
position[0] += mapping.src_pos.0 as f32 * scaling_x;
position[1] += mapping.src_pos.1 as f32 * scaling_y;
scale[0] = allocation.size().0 as f32 * scaling_x;
scale[1] = allocation.size().1 as f32 * scaling_y;
add_instance(position, scale, allocation, instances);
}
}
}
}
fn add_instance(
position: [f32; 2],
scale: [f32; 2],
allocation: &ArrayAllocation,
instances: &mut Vec<Instance>,
) {
let x = (allocation.position().0 as f32 + 0.5) / (ATLAS_SIZE as f32);
let y = (allocation.position().1 as f32 + 0.5) / (ATLAS_SIZE as f32);
let w = (allocation.size().0 as f32 - 0.5) / (ATLAS_SIZE as f32);
let h = (allocation.size().1 as f32 - 0.5) / (ATLAS_SIZE as f32);
let layer_index = allocation.layer_index() as f32;
let instance = Instance {
_position: position,
_scale: scale,
_position_in_atlas: [x, y],
_scale_in_atlas: [w, h],
_layer: layer_index,
};
instances.push(instance);
}
pub struct Image {
pub handle: Handle,
pub position: [f32; 2],
pub scale: [f32; 2],
}
pub enum Handle {
Raster(image::Handle),
Vector(svg::Handle),
}
#[derive(Debug)]
pub struct ArrayAllocationMapping {
src_pos: (u32, u32),
allocation: ArrayAllocation,
}
#[derive(Debug)]
pub enum ImageAllocation {
SingleAllocation(ArrayAllocation),
MultipleAllocations {
mappings: Vec<ArrayAllocationMapping>,
size: (u32, u32),
},
}
impl ImageAllocation {
#[cfg(feature = "image")]
pub fn size(&self) -> (u32, u32) {
match self {
ImageAllocation::SingleAllocation(allocation) => {
allocation.size()
}
ImageAllocation::MultipleAllocations { size, .. } => {
*size
}
}
}
}
pub enum ArrayAllocation {
AtlasAllocation {
layer_index: usize,
layer: Rc<RefCell<TextureLayer>>,
allocation: Allocation,
},
WholeLayer {
layer_index: usize,
layer: Rc<RefCell<TextureLayer>>,
}
}
impl ArrayAllocation {
pub fn size(&self) -> (u32, u32) {
match self {
ArrayAllocation::AtlasAllocation { allocation, .. } => {
let size = allocation.rectangle.size();
(size.width as u32, size.height as u32)
}
ArrayAllocation::WholeLayer { .. } => (ATLAS_SIZE, ATLAS_SIZE)
}
}
pub fn position(&self) -> (u32, u32) {
match self {
ArrayAllocation::AtlasAllocation { allocation, .. } => {
let min = &allocation.rectangle.min;
(min.x as u32, min.y as u32)
}
ArrayAllocation::WholeLayer { .. } => (0, 0)
}
}
pub fn layer_index(&self) -> usize {
match self {
ArrayAllocation::AtlasAllocation { layer_index, .. } => *layer_index,
ArrayAllocation::WholeLayer { layer_index, .. } => *layer_index,
}
}
}
impl std::fmt::Debug for ArrayAllocation {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
ArrayAllocation::AtlasAllocation { layer_index, .. } => {
write!(f, "ArrayAllocation::AtlasAllocation {{ layer_index: {:} }}", layer_index)
},
ArrayAllocation::WholeLayer { layer_index, .. } => {
write!(f, "ArrayAllocation::WholeLayer {{ layer_index: {} }}", layer_index)
}
}
}
}
impl Drop for ArrayAllocation {
fn drop(&mut self) {
match self {
ArrayAllocation::WholeLayer { layer, .. } => {
let _ = layer.replace(TextureLayer::Whole);
}
ArrayAllocation::AtlasAllocation { allocation, layer, .. } => {
let mut layer = layer.borrow_mut();
if let Some(allocator) = layer.allocator_mut() {
allocator.deallocate(allocation.id);
let mut empty_allocator = true;
allocator.for_each_allocated_rectangle(|_, _| empty_allocator = false);
if empty_allocator {
*layer = TextureLayer::Empty;
}
}
}
}
}
}
pub enum TextureLayer {
Whole,
Atlas(AtlasAllocator),
Empty,
}
impl TextureLayer {
pub fn is_empty(&self) -> bool {
if let TextureLayer::Empty = self {
true
} else {
false
}
}
pub fn allocator_mut(&mut self) -> Option<&mut AtlasAllocator> {
match self {
TextureLayer::Atlas(allocator) => Some(allocator),
_ => None
}
}
}
impl std::fmt::Debug for TextureLayer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
TextureLayer::Whole => write!(f, "TextureLayer::Whole"),
TextureLayer::Atlas(_) => write!(f, "TextureLayer::Atlas"),
TextureLayer::Empty => write!(f, "TextureLayer::Empty"),
}
}
}
impl From<AtlasAllocator> for TextureLayer {
fn from(allocator: AtlasAllocator) -> Self {
TextureLayer::Atlas(allocator)
}
}
#[derive(Debug)]
pub struct TextureArray {
texture: wgpu::Texture,
texture_array_size: u32,
layers: Vec<Rc<RefCell<TextureLayer>>>,
}
impl TextureArray {
fn new(device: &wgpu::Device) -> Self {
let (width, height) = (ATLAS_SIZE, ATLAS_SIZE);
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: extent,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::COPY_SRC
| wgpu::TextureUsage::SAMPLED,
});
TextureArray {
texture,
texture_array_size: 1,
layers: vec!(Rc::new(RefCell::new(TextureLayer::Empty))),
}
}
fn allocate(&mut self, size: Size) -> Option<ImageAllocation> {
// Allocate one layer if allocation fits perfectly
if size.width == ATLAS_SIZE as i32 && size.height == ATLAS_SIZE as i32 {
for (i, layer) in self.layers.iter_mut().enumerate() {
if layer.borrow().is_empty()
{
let _ = layer.replace(TextureLayer::Whole);
return Some(ImageAllocation::SingleAllocation(
ArrayAllocation::WholeLayer { layer: layer.clone(), layer_index: i }
));
}
}
let layer = Rc::new(RefCell::new(TextureLayer::Whole));
self.layers.push(layer.clone());
return Some(ImageAllocation::SingleAllocation(
ArrayAllocation::WholeLayer { layer, layer_index: self.layers.len() - 1 }
));
}
// Split big allocations across multiple layers
if size.width > ATLAS_SIZE as i32 || size.height > ATLAS_SIZE as i32 {
let mut mappings = Vec::new();
let mut y = 0;
while y < size.height {
let height = std::cmp::min(size.height - y, ATLAS_SIZE as i32);
let mut x = 0;
while x < size.width {
let width = std::cmp::min(size.width - x, ATLAS_SIZE as i32);
let allocation = self
.allocate(Size::new(width, height))
.expect("Allocating texture space");
if let ImageAllocation::SingleAllocation(allocation) = allocation {
let src_pos = (x as u32, y as u32);
mappings.push(ArrayAllocationMapping { src_pos, allocation });
}
x += width;
}
y += height;
}
return Some(ImageAllocation::MultipleAllocations {
mappings,
size: (size.width as u32, size.height as u32),
});
}
// Try allocating on an existing layer
for (i, layer) in self.layers.iter_mut().enumerate() {
if let Some(allocator) = layer.borrow_mut().allocator_mut() {
if let Some(allocation) = allocator.allocate(size.clone()) {
let array_allocation = ArrayAllocation::AtlasAllocation {
layer: layer.clone(),
layer_index: i,
allocation
};
return Some(ImageAllocation::SingleAllocation(array_allocation));
}
}
}
// Create new layer with atlas allocator
let mut allocator = AtlasAllocator::new(Size::new(ATLAS_SIZE as i32, ATLAS_SIZE as i32));
if let Some(allocation) = allocator.allocate(size) {
let layer = Rc::new(RefCell::new(allocator.into()));
self.layers.push(layer.clone());
return Some(ImageAllocation::SingleAllocation(
ArrayAllocation::AtlasAllocation {
layer,
layer_index: self.layers.len() - 1,
allocation,
}
));
}
// One of the above should have worked
None
}
fn upload<C, I>(
&mut self,
image: &I,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
) -> ImageAllocation
where
I: RawImageData<Chunk = C>,
C: Copy + 'static,
{
let size = Size::new(image.width() as i32, image.height() as i32);
let allocation = self.allocate(size).expect("Allocating texture space");
match &allocation {
ImageAllocation::SingleAllocation(allocation) => {
let data = image.data();
let buffer = device
.create_buffer_mapped(
data.len(),
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(data);
if allocation.layer_index() >= self.texture_array_size as usize {
self.grow(1, device, encoder);
}
self.upload_texture(
&buffer,
&allocation,
encoder,
);
}
ImageAllocation::MultipleAllocations { mappings, .. } => {
let chunks_per_pixel = 4 / std::mem::size_of::<C>();
let chunks_per_line = chunks_per_pixel * image.width() as usize;
let highest_layer = mappings
.iter()
.map(|m| m.allocation.layer_index() as u32)
.max()
.unwrap_or(0);
if highest_layer >= self.texture_array_size {
let grow_by = 1 + highest_layer - self.texture_array_size;
self.grow(grow_by, device, encoder);
}
for mapping in mappings {
let sub_width = mapping.allocation.size().0 as usize;
let sub_height = mapping.allocation.size().1 as usize;
let sub_line_start = mapping.src_pos.0 as usize * chunks_per_pixel;
let sub_line_end = (mapping.src_pos.0 as usize + sub_width) * chunks_per_pixel;
let mut sub_lines = image
.data()
.chunks(chunks_per_line)
.skip(mapping.src_pos.1 as usize)
.take(sub_height)
.map(|line| &line[sub_line_start..sub_line_end]);
let buffer = device
.create_buffer_mapped(
chunks_per_pixel * sub_width * sub_height,
wgpu::BufferUsage::COPY_SRC,
);
let mut buffer_lines = buffer.data.chunks_mut(sub_width * chunks_per_pixel);
while let (Some(buffer_line), Some(sub_line)) = (buffer_lines.next(), sub_lines.next()) {
buffer_line.copy_from_slice(sub_line);
}
self.upload_texture(
&buffer.finish(),
&mapping.allocation,
encoder,
);
}
}
}
allocation
}
fn upload_texture(
&mut self,
buffer: &wgpu::Buffer,
allocation: &ArrayAllocation,
encoder: &mut wgpu::CommandEncoder,
) {
let array_layer = allocation.layer_index() as u32;
let (width, height) = allocation.size();
let extent = wgpu::Extent3d {
width,
height,
depth: 1,
};
let (x, y) = allocation.position();
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer,
offset: 0,
row_pitch: 4 * width,
image_height: height,
},
wgpu::TextureCopyView {
texture: &self.texture,
array_layer,
mip_level: 0,
origin: wgpu::Origin3d {
x: x as f32,
y: y as f32,
z: 0.0,
},
},
extent,
);
}
fn grow(
&mut self,
grow_by: u32,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
) {
if grow_by == 0 {
return;
}
let old_texture_array_size = self.texture_array_size;
let new_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: ATLAS_SIZE,
height: ATLAS_SIZE,
depth: 1,
},
array_layer_count: old_texture_array_size + grow_by,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST
| wgpu::TextureUsage::COPY_SRC
| wgpu::TextureUsage::SAMPLED,
});
for (i, layer) in self.layers.iter_mut().enumerate() {
if i >= old_texture_array_size as usize {
break;
}
if layer.borrow().is_empty() {
continue;
}
encoder.copy_texture_to_texture(
wgpu::TextureCopyView {
texture: &self.texture,
array_layer: i as u32,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::TextureCopyView {
texture: &new_texture,
array_layer: i as u32,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::Extent3d {
width: ATLAS_SIZE,
height: ATLAS_SIZE,
depth: 1,
}
);
}
self.texture_array_size += grow_by;
self.texture = new_texture;
}
}
trait RawImageData {
type Chunk;
fn data(&self) -> &[Self::Chunk];
fn width(&self) -> u32;
fn height(&self) -> u32;
}
#[cfg(feature = "image")]
impl RawImageData for ::image::ImageBuffer<::image::Bgra<u8>, Vec<u8>> {
type Chunk = u8;
fn data(&self) -> &[Self::Chunk] {
&self
}
fn width(&self) -> u32 {
self.dimensions().0
}
fn height(&self) -> u32 {
self.dimensions().1
}
}
#[cfg(feature = "svg")]
impl RawImageData for resvg::raqote::DrawTarget {
type Chunk = u32;
fn data(&self) -> &[Self::Chunk] {
self.get_data()
}
fn width(&self) -> u32 {
self.width() as u32
}
fn height(&self) -> u32 {
self.height() as u32
}
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct Vertex {
_position: [f32; 2],
}
const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
const QUAD_VERTS: [Vertex; 4] = [
Vertex {
_position: [0.0, 0.0],
},
Vertex {
_position: [1.0, 0.0],
},
Vertex {
_position: [1.0, 1.0],
},
Vertex {
_position: [0.0, 1.0],
},
];
const ATLAS_SIZE: u32 = 4096;
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Instance {
_position: [f32; 2],
_scale: [f32; 2],
_position_in_atlas: [f32; 2],
_scale_in_atlas: [f32; 2],
_layer: f32,
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
}