use crate::{window::SwapChain, Renderer, Settings, Target};
use iced_native::{futures, mouse};
use raw_window_handle::HasRawWindowHandle;
/// A window graphics backend for iced powered by `wgpu`.
#[derive(Debug)]
pub struct Backend {
device: wgpu::Device,
queue: wgpu::Queue,
format: wgpu::TextureFormat,
}
impl iced_native::window::Backend for Backend {
type Settings = Settings;
type Renderer = Renderer;
type Surface = wgpu::Surface;
type SwapChain = SwapChain;
fn new(settings: Self::Settings) -> Backend {
let (device, queue) = futures::executor::block_on(async {
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
.expect("Request adapter");
adapter
.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits { max_bind_groups: 2 },
})
.await
});
Backend {
device,
queue,
format: settings.format,
}
}
fn create_renderer(&mut self, settings: Settings) -> Renderer {
Renderer::new(crate::Backend::new(&mut self.device, settings))
}
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,
) -> SwapChain {
SwapChain::new(&self.device, surface, self.format, width, height)
}
fn draw<T: AsRef<str>>(
&mut self,
renderer: &mut Self::Renderer,
swap_chain: &mut SwapChain,
output: &<Self::Renderer as iced_native::Renderer>::Output,
scale_factor: f64,
overlay: &[T],
) -> mouse::Interaction {
let (frame, viewport) = swap_chain.next_frame().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: wgpu::Color {
r: 1.0,
g: 1.0,
b: 1.0,
a: 1.0,
},
}],
depth_stencil_attachment: None,
});
let mouse_interaction = renderer.backend_mut().draw(
&mut self.device,
&mut encoder,
Target {
texture: &frame.view,
viewport,
},
output,
scale_factor,
overlay,
);
self.queue.submit(&[encoder.finish()]);
mouse_interaction
}
}