use std::sync::{Arc, Mutex};
use dpi::PhysicalSize;
use iced::widget::shader::{self, Viewport};
use iced::{Rectangle, Size};
use crate::{Alignment, ContentFit, FilterMode, Frame};
#[derive(Clone, Copy, Debug, Default)]
pub struct WidgetBounds {
pub x: u32,
pub y: u32,
pub width: u32,
pub height: u32,
pub scale_factor: f32,
}
impl WidgetBounds {
pub fn size(&self) -> PhysicalSize<u32> {
PhysicalSize::new(self.width, self.height)
}
}
type BoundsInner = Arc<Mutex<Option<WidgetBounds>>>;
#[derive(Clone, Debug, Default)]
pub struct SizeRequestSlot(BoundsInner);
impl SizeRequestSlot {
pub fn new() -> Self {
Self::default()
}
pub fn bounds(&self) -> Option<WidgetBounds> {
*self.0.lock().unwrap()
}
fn set_bounds(&self, bounds: WidgetBounds) {
*self.0.lock().unwrap() = Some(bounds);
}
}
#[derive(Debug)]
pub struct FramePrimitive {
pub(crate) frame_slot: Arc<Mutex<Option<Frame>>>,
pub(crate) size_request: SizeRequestSlot,
pub(crate) logical_bounds: Size<f32>,
pub(crate) content_fit: ContentFit,
pub(crate) alignment: Alignment,
pub(crate) filter: FilterMode,
}
#[derive(Debug)]
pub struct FramePipeline {
device: wgpu::Device,
texture: wgpu::Texture,
bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
uv_buf: wgpu::Buffer,
bind_group: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
texture_size: (u32, u32),
texture_format: wgpu::TextureFormat,
filter: FilterMode,
}
impl FramePipeline {
fn create_texture(
device: &wgpu::Device,
width: u32,
height: u32,
format: wgpu::TextureFormat,
) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("iced_frame.texture"),
size: wgpu::Extent3d {
width: width.max(1),
height: height.max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
})
}
fn create_sampler(device: &wgpu::Device, filter: FilterMode) -> wgpu::Sampler {
let f = filter.to_wgpu();
device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("iced_frame.sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: f,
min_filter: f,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
})
}
fn build_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
texture: &wgpu::Texture,
sampler: &wgpu::Sampler,
uv_buf: &wgpu::Buffer,
) -> wgpu::BindGroup {
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("iced_frame.bind_group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: uv_buf.as_entire_binding(),
},
],
})
}
fn update_if_needed(&mut self, frame: &Frame, filter: FilterMode) {
let size_changed =
self.texture_size != (frame.width, frame.height) || self.texture_format != frame.format;
let filter_changed = self.filter != filter;
if !size_changed && !filter_changed {
return;
}
if size_changed {
self.texture =
Self::create_texture(&self.device, frame.width, frame.height, frame.format);
self.texture_format = frame.format;
self.texture_size = (frame.width, frame.height);
}
if filter_changed {
self.sampler = Self::create_sampler(&self.device, filter);
self.filter = filter;
}
self.bind_group = Self::build_bind_group(
&self.device,
&self.bind_group_layout,
&self.texture,
&self.sampler,
&self.uv_buf,
);
}
fn upload(&self, queue: &wgpu::Queue, frame: &Frame) {
let (w, h) = (frame.width, frame.height);
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &self.texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&frame.data,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(w * 4),
rows_per_image: Some(h),
},
wgpu::Extent3d {
width: w,
height: h,
depth_or_array_layers: 1,
},
);
}
}
impl shader::Pipeline for FramePipeline {
fn new(device: &wgpu::Device, _queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("iced_frame.shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("primitive.wgsl").into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("iced_frame.bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("iced_frame.pipeline_layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("iced_frame.render_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: Some("vs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: Some("fs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let default_format = wgpu::TextureFormat::Rgba8Unorm;
let default_filter = FilterMode::default();
let texture = Self::create_texture(device, 1, 1, default_format);
let sampler = Self::create_sampler(device, default_filter);
let uv_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("iced_frame.uv_transform"),
size: 16,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group =
Self::build_bind_group(device, &bind_group_layout, &texture, &sampler, &uv_buf);
Self {
device: device.clone(),
texture,
bind_group_layout,
sampler,
uv_buf,
bind_group,
pipeline,
texture_size: (1, 1),
texture_format: default_format,
filter: default_filter,
}
}
}
impl shader::Primitive for FramePrimitive {
type Pipeline = FramePipeline;
fn prepare(
&self,
pipeline: &mut Self::Pipeline,
_device: &wgpu::Device,
queue: &wgpu::Queue,
bounds: &Rectangle,
viewport: &Viewport,
) {
let scale = viewport.scale_factor();
let widget_w = (self.logical_bounds.width * scale).round().max(1.0) as u32;
let widget_h = (self.logical_bounds.height * scale).round().max(1.0) as u32;
self.size_request.set_bounds(WidgetBounds {
x: (bounds.x * scale).round() as u32,
y: (bounds.y * scale).round() as u32,
width: widget_w,
height: widget_h,
scale_factor: scale,
});
if let Some(frame) = self.frame_slot.lock().unwrap().take() {
pipeline.update_if_needed(&frame, self.filter);
pipeline.upload(queue, &frame);
}
let transform = compute_uv_transform(
pipeline.texture_size,
widget_w,
widget_h,
self.content_fit,
self.alignment,
);
queue.write_buffer(
&pipeline.uv_buf,
0,
&transform.map(f32::to_ne_bytes).concat(),
);
}
fn draw(&self, pipeline: &Self::Pipeline, render_pass: &mut wgpu::RenderPass<'_>) -> bool {
render_pass.set_pipeline(&pipeline.pipeline);
render_pass.set_bind_group(0, &pipeline.bind_group, &[]);
render_pass.draw(0..6, 0..1);
true
}
}
fn compute_uv_transform(
tex: (u32, u32),
ww: u32,
wh: u32,
fit: ContentFit,
align: Alignment,
) -> [f32; 4] {
let tw = tex.0.max(1) as f32;
let th = tex.1.max(1) as f32;
let ww = ww.max(1) as f32;
let wh = wh.max(1) as f32;
let uv_scale = match fit {
ContentFit::Fill => [1.0_f32, 1.0_f32],
ContentFit::Contain => {
let r = (ww / tw).min(wh / th);
[ww / (tw * r), wh / (th * r)]
}
ContentFit::Cover => {
let r = (ww / tw).max(wh / th);
[ww / (tw * r), wh / (th * r)]
}
ContentFit::FitWidth => {
let r = ww / tw;
[1.0, wh / (th * r)]
}
ContentFit::FitHeight => {
let r = wh / th;
[ww / (tw * r), 1.0]
}
ContentFit::None => [ww / tw, wh / th],
};
let extra_x = 1.0 - uv_scale[0];
let extra_y = 1.0 - uv_scale[1];
let (ox, oy) = match align {
Alignment::TopLeft => (0.0, 0.0),
Alignment::TopCenter => (extra_x / 2.0, 0.0),
Alignment::TopRight => (extra_x, 0.0),
Alignment::CenterLeft => (0.0, extra_y / 2.0),
Alignment::Center => (extra_x / 2.0, extra_y / 2.0),
Alignment::CenterRight => (extra_x, extra_y / 2.0),
Alignment::BottomLeft => (0.0, extra_y),
Alignment::BottomCenter => (extra_x / 2.0, extra_y),
Alignment::BottomRight => (extra_x, extra_y),
};
let uv_offset = [ox, oy];
[uv_scale[0], uv_scale[1], uv_offset[0], uv_offset[1]]
}