use iced_native::svg;
use std::{
collections::{HashMap, HashSet},
};
use guillotiere::{Allocation, AtlasAllocator, Size};
use debug_stub_derive::*;
#[derive(DebugStub)]
pub enum Svg {
Loaded(
#[debug_stub="ReplacementValue"]
resvg::usvg::Tree
),
NotFound,
}
impl Svg {
pub fn viewport_dimensions(&self) -> (u32, u32) {
match self {
Svg::Loaded(tree) => {
let size = tree.svg_node().size;
(size.width() as u32, size.height() as u32)
}
Svg::NotFound => (1, 1),
}
}
}
#[derive(DebugStub)]
pub struct Cache {
svgs: HashMap<u64, Svg>,
#[debug_stub="ReplacementValue"]
rasterized: HashMap<(u64, u32, u32), Allocation>,
svg_hits: HashSet<u64>,
rasterized_hits: HashSet<(u64, u32, u32)>,
}
impl Cache {
pub fn new() -> Self {
Self {
svgs: HashMap::new(),
rasterized: HashMap::new(),
svg_hits: HashSet::new(),
rasterized_hits: HashSet::new(),
}
}
pub fn load(&mut self, handle: &svg::Handle) -> &Svg {
if self.svgs.contains_key(&handle.id()) {
return self.svgs.get(&handle.id()).unwrap();
}
let opt = resvg::Options::default();
let svg = match resvg::usvg::Tree::from_file(handle.path(), &opt.usvg) {
Ok(tree) => Svg::Loaded(tree),
Err(_) => Svg::NotFound,
};
let _ = self.svgs.insert(handle.id(), svg);
self.svgs.get(&handle.id()).unwrap()
}
pub fn upload(
&mut self,
handle: &svg::Handle,
[width, height]: [f32; 2],
scale: f32,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
allocator: &mut AtlasAllocator,
atlas: &mut wgpu::Texture,
) -> Option<&Allocation> {
let id = handle.id();
let (width, height) = (
(scale * width).round() as u32,
(scale * height).round() as u32,
);
// TODO: Optimize!
// We currently rerasterize the SVG when its size changes. This is slow
// as heck. A GPU rasterizer like `pathfinder` may perform better.
// It would be cool to be able to smooth resize the `svg` example.
if self.rasterized.get(&(id, width, height)).is_some() {
let _ = self.svg_hits.insert(id);
let _ = self.rasterized_hits.insert((id, width, height));
return self.rasterized.get(&(id, width, height));
}
let _ = self.load(handle);
match self.svgs.get(&handle.id()).unwrap() {
Svg::Loaded(tree) => {
if width == 0 || height == 0 {
return None;
}
let size = Size::new(width as i32, height as i32);
let old_atlas_size = allocator.size();
let allocation;
loop {
if let Some(a) = allocator.allocate(size) {
allocation = a;
break;
}
allocator.grow(allocator.size() * 2);
}
let new_atlas_size = allocator.size();
if new_atlas_size != old_atlas_size {
let new_atlas = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: new_atlas_size.width as u32,
height: new_atlas_size.height as u32,
depth: 1,
},
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,
});
encoder.copy_texture_to_texture(
wgpu::TextureCopyView {
texture: atlas,
array_layer: 0,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::TextureCopyView {
texture: &new_atlas,
array_layer: 0,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0.0,
y: 0.0,
z: 0.0,
},
},
wgpu::Extent3d {
width: old_atlas_size.width as u32,
height: old_atlas_size.height as u32,
depth: 1,
}
);
*atlas = new_atlas;
}
// TODO: Optimize!
// We currently rerasterize the SVG when its size changes. This is slow
// as heck. A GPU rasterizer like `pathfinder` may perform better.
// It would be cool to be able to smooth resize the `svg` example.
let temp_buf = {
let screen_size =
resvg::ScreenSize::new(width, height).unwrap();
let mut canvas = resvg::raqote::DrawTarget::new(
width as i32,
height as i32,
);
resvg::backend_raqote::render_to_canvas(
tree,
&resvg::Options::default(),
screen_size,
&mut canvas,
);
let slice = canvas.get_data();
device
.create_buffer_mapped(
slice.len(),
wgpu::BufferUsage::COPY_SRC,
)
.fill_from_slice(slice)
};
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &temp_buf,
offset: 0,
row_pitch: 4 * width as u32,
image_height: height as u32,
},
wgpu::TextureCopyView {
texture: atlas,
array_layer: 0,
mip_level: 0,
origin: wgpu::Origin3d {
x: allocation.rectangle.min.x as f32,
y: allocation.rectangle.min.y as f32,
z: 0.0,
},
},
wgpu::Extent3d {
width,
height,
depth: 1,
},
);
let _ = self.svg_hits.insert(id);
let _ = self.rasterized_hits.insert((id, width, height));
let _ = self
.rasterized
.insert((id, width, height), allocation);
self.rasterized.get(&(id, width, height))
}
Svg::NotFound => None
}
}
pub fn trim(&mut self, allocator: &mut AtlasAllocator) {
let svg_hits = &self.svg_hits;
let rasterized_hits = &self.rasterized_hits;
for (k, alloc) in &mut self.rasterized {
if !rasterized_hits.contains(&k) {
allocator.deallocate(alloc.id);
}
}
self.svgs.retain(|k, _| svg_hits.contains(k));
self.rasterized.retain(|k, _| rasterized_hits.contains(k));
self.svg_hits.clear();
self.rasterized_hits.clear();
}
}