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(&mut self.device, settings) } fn create_surface( &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>( &mut self, renderer: &mut Self::Renderer, swap_chain: &mut SwapChain, output: &::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.draw( &mut self.device, &mut encoder, Target { texture: &frame.view, viewport, }, output, scale_factor, overlay, ); self.queue.submit(&[encoder.finish()]); mouse_interaction } }