use crate::image::{TextureArray, ImageAllocation};
use iced_native::svg;
use std::{
collections::{HashMap, HashSet},
};
pub enum Svg {
Loaded(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),
}
}
}
impl std::fmt::Debug for Svg {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Svg::Loaded(_) => write!(f, "Svg::Loaded"),
Svg::NotFound => write!(f, "Svg::NotFound"),
}
}
}
pub struct Cache {
svgs: HashMap<u64, Svg>,
rasterized: HashMap<(u64, u32, u32), ImageAllocation>,
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,
texture_array: &mut TextureArray,
) -> Option<&ImageAllocation> {
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.contains_key(&(id, width, height)) {
let _ = self.svg_hits.insert(id);
let _ = self.rasterized_hits.insert((id, width, height));
return self.rasterized.get(&(id, width, height));
}
match self.load(handle) {
Svg::Loaded(tree) => {
if width == 0 || height == 0 {
return None;
}
// 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 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 allocation = texture_array.upload(&canvas, device, encoder);
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, texture_array: &mut TextureArray) {
let svg_hits = &self.svg_hits;
let rasterized_hits = &self.rasterized_hits;
for (k, allocation) in &self.rasterized {
if !rasterized_hits.contains(k) {
texture_array.deallocate(allocation);
}
}
self.svgs.retain(|k, _| svg_hits.contains(k));
self.rasterized.retain(|k, _| rasterized_hits.contains(k));
self.svg_hits.clear();
self.rasterized_hits.clear();
}
}
impl std::fmt::Debug for Cache {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "vector::Cache")
}
}