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, rasterized: HashMap<(u64, u32, u32), ImageAllocation>, svg_hits: HashSet, 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") } }