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use crate::wgpu_ext::*;
pub struct WGPURenderer<Device: WGPUDevice> {
weak_self: WGPURendererWeak<Device>,
wgpu_device: Device,
standard_res: StandardResources,
}
define_handles!(<WGPURenderer<T> where T: WGPUDevice>::weak_self,
pub WGPURendererHandle<T>, pub WGPURendererWeak<T>);
impl WGPURenderer<WindowWGPUDevice> {
pub fn new_from_window(window: &Window) -> Result<WGPURendererHandle<WindowWGPUDevice>> {
let wgpu_device = WindowWGPUDevice::new(window)?;
Self::new_from_device(wgpu_device)
}
}
impl<Device: WGPUDevice> WGPURenderer<Device> {
pub fn dimensions(&self) -> Vector2<f32> {
self.wgpu_device.viewport_dimensions()
}
pub fn begin_render(&self) -> Result<impl RenderContext + '_> {
let encoder = self.wgpu_device.with_device_info(|info| {
Ok(info
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }))
})?;
let target = SwapChainFrameTarget::new(self, self.dimensions());
BufferedRenderer::new(target, encoder)
}
pub(crate) fn standard_res(&self) -> &StandardResources {
&self.standard_res
}
pub fn wgpu_device(&self) -> &Device {
&self.wgpu_device
}
pub fn new_from_device(wgpu_device: Device) -> Result<WGPURendererHandle<Device>> {
let (default_shader, white_tex) = wgpu_device.with_device_info(|info| {
let vs = include_bytes!("../shaders/default.vert.spv");
let fs = include_bytes!("../shaders/default.frag.spv");
let sprite_shader = WGPUShader::from_readers(
info.device,
std::io::Cursor::new(&vs[..]),
std::io::Cursor::new(&fs[..]),
wgpu::PrimitiveTopology::TriangleList,
)?;
let mut white_img = image::Image::new(1, 1);
white_img.set_pixel(0, 0, Color::from([0xFF; 4]));
let white_tex = WGPUTexture::from_image(
info.device,
info.queue,
white_img,
FilterMode::Nearest,
FilterMode::Nearest,
TextureType::Plain,
)?;
Ok((sprite_shader, white_tex))
})?;
let standard_res = StandardResources {
default_shader,
white_tex,
};
Ok(WGPURendererHandle::new(|weak_self| Self {
weak_self,
wgpu_device,
standard_res,
}))
}
}
#[doc(hidden)]
#[derive(Clone)]
pub struct StandardResources {
pub(super) default_shader: WGPUShaderHandle,
pub(super) white_tex: WGPUTextureHandle,
}