use crate::{window::SwapChain, Renderer, Settings, Target};
use iced_native::MouseCursor;
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,
}
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, Renderer) {
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
backends: wgpu::BackendBit::all(),
})
.expect("Request adapter");
let (mut device, queue) =
adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
limits: wgpu::Limits { max_bind_groups: 2 },
});
let renderer = Renderer::new(&mut device, settings);
(Backend { device, queue }, renderer)
}
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, 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],
) -> MouseCursor {
let (frame, viewport) = swap_chain.next_frame();
let mut encoder = self.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { todo: 0 },
);
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_cursor = renderer.draw(
&mut self.device,
&mut encoder,
Target {
texture: &frame.view,
viewport,
},
output,
scale_factor,
overlay,
);
self.queue.submit(&[encoder.finish()]);
mouse_cursor
}
}