pub struct SurtrRenderer {
pub headless_context: Option<HeadlessContext>,
pub telemetry: TelemetryData,
pub frame_budget: FrameBudget,
pub last_redraw_start: Instant,
pub last_frame_start: Instant,
pub redraw_requested: bool,
pub last_gpu_time_ns: u64,
/* private fields */
}Expand description
SurtrRenderer implements the high-performance GPU backend.
Fields§
§headless_context: Option<HeadlessContext>§telemetry: TelemetryData§frame_budget: FrameBudgetConfiguration for render-loop frame timing and degradation strategies.
last_redraw_start: InstantInstant at the start of the last redraw, used for measuring frame timings.
last_frame_start: InstantInstant at the start of the last frame, used for frame_time_ms calculation.
redraw_requested: boolWhether a redraw has been requested for the next frame.
last_gpu_time_ns: u64Implementations§
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub async fn forge(window: Arc<Window>) -> Self
pub async fn forge(window: Arc<Window>) -> Self
forge — Initializes the Surtr GPU renderer from a winit window.
This method performs the following:
- Negotiates a wgpu surface and adapter.
- Forges the Muspelheim multi-pass pipeline layouts.
- Initializes the Berserker state buffers and texture registries.
Sourcepub fn get_telemetry(&self) -> TelemetryData
pub fn get_telemetry(&self) -> TelemetryData
Get real-time performance telemetry.
Sourcepub fn resize(
&mut self,
window_id: WindowId,
width: u32,
height: u32,
scale_factor: f32,
)
pub fn resize( &mut self, window_id: WindowId, width: u32, height: u32, scale_factor: f32, )
resize — Reconfigures a specific surface and its internal textures.
Sourcepub fn begin_frame_headless(&mut self) -> CommandEncoder
pub fn begin_frame_headless(&mut self) -> CommandEncoder
begin_frame_headless — Strike the flaming sword to begin a new GPU frame for headless rendering.
Sourcepub fn begin_frame(&mut self, window_id: WindowId) -> CommandEncoder
pub fn begin_frame(&mut self, window_id: WindowId) -> CommandEncoder
begin_frame — Strike the flaming sword to begin a new GPU frame for a specific window.
Sourcepub fn register_window(&mut self, window: Arc<Window>)
pub fn register_window(&mut self, window: Arc<Window>)
register_window — Attaches a new OS window to the shared GPU context.
pub fn reset_time(&mut self)
Sourcepub fn reclaim_vram(&mut self)
pub fn reclaim_vram(&mut self)
reclaim_vram — Atomic recycling of the Mega-Atlas and all associated caches. This prevents OOM and silent failures by quenching the atlas when full.
Sourcepub fn fill_rect_with_mode(
&mut self,
rect: Rect,
color: [f32; 4],
mode: u32,
texture_id: Option<u32>,
)
pub fn fill_rect_with_mode( &mut self, rect: Rect, color: [f32; 4], mode: u32, texture_id: Option<u32>, )
fill_rect_with_mode — Specialized rectangle drawing with mode-specific shader logic.
Sourcepub fn end_frame(&mut self, encoder: CommandEncoder)
pub fn end_frame(&mut self, encoder: CommandEncoder)
end_frame — Quench the blade by submitting the full Muspelheim multi-pass effect.
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub fn load_image_to_atlas(&mut self, name: &str, data: &[u8])
pub fn load_image_to_atlas(&mut self, name: &str, data: &[u8])
load_image_to_atlas — Packs a raw asset into the Mega-Atlas. This is used for common icons to enable aggressive batching (1 draw call).
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub fn clear_event_handlers(&mut self)
pub fn clear_event_handlers(&mut self)
Clear all registered event handlers. Call at the start of each frame before re-rendering the component tree.
Sourcepub fn get_handlers(
&self,
event_type: &str,
) -> Option<&Vec<Arc<dyn Fn(Event) + Send + Sync>>>
pub fn get_handlers( &self, event_type: &str, ) -> Option<&Vec<Arc<dyn Fn(Event) + Send + Sync>>>
Get all registered event handlers for a specific event type.
pub fn stroke_path(&mut self, path: &Path, color: [f32; 4], stroke_width: f32)
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub fn submit_buckets(&mut self, buckets: &CommandBuckets)
pub fn submit_buckets(&mut self, buckets: &CommandBuckets)
Submit pre-routed draw command buckets from the cvkg-compositor.
Accepts CommandBuckets produced by CompositorEngine::flatten_and_route()
and submits draw calls in the correct pass order for the Backdrop Capture
Architecture:
- Scene commands (opaque) → Scene Capture pass
- Glass commands → Material Composite pass (samples blur pyramid)
- Overlay commands → Top-Level Foreground pass
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub fn load_svg(&mut self, name: &str, data: &[u8])
pub fn load_svg(&mut self, name: &str, data: &[u8])
load_svg — Parses an SVG file and tessellates its paths into GPU triangles.
Sourcepub fn draw_svg(
&mut self,
name: &str,
rect: Rect,
color: Option<[f32; 4]>,
mode: u32,
)
pub fn draw_svg( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, mode: u32, )
draw_svg — Renders a pre-loaded SVG icon at the specified logical rect.
Sourcepub async fn forge_headless(width: u32, height: u32) -> Self
pub async fn forge_headless(width: u32, height: u32) -> Self
forge_headless — Initializes Surtr without a window for visual regression testing.
Trait Implementations§
Source§impl Drop for SurtrRenderer
impl Drop for SurtrRenderer
Source§impl ElapsedTime for SurtrRenderer
impl ElapsedTime for SurtrRenderer
Source§fn delta_time(&self) -> f32
fn delta_time(&self) -> f32
Source§fn elapsed_time(&self) -> f32
fn elapsed_time(&self) -> f32
Source§impl FrameRenderer<CommandEncoder> for SurtrRenderer
impl FrameRenderer<CommandEncoder> for SurtrRenderer
fn begin_frame(&mut self) -> CommandEncoder
fn render_frame(&mut self)
fn end_frame(&mut self, encoder: CommandEncoder)
Source§impl Renderer for SurtrRenderer
impl Renderer for SurtrRenderer
Source§fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fill_rect — Standard rectangle drawing method.
Source§fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)
Renders a dynamic glowing hover boundary field around a hit target.
§Contract
Expands the bounding box of the visual target by radius to establish
a continuous proximity glow. Uses blending mode 18 (GPU drop shadow/glow)
to rasterize the glow with specialized radius-to-margin uv coordinate mappings.
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
measure_text — Calculates the dimensions of a text string without rendering.
Source§fn load_image(&mut self, name: &str, data: &[u8])
fn load_image(&mut self, name: &str, data: &[u8])
load_image — Proactively pushes a raw asset into the Mega-Atlas. load_image — Proactively pushes a raw asset into the Texture Array.
Source§fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
push_mjolnir_slice — Pushes a geometric clipping plane onto the stack. All subsequent draw calls will be sliced by this plane until it is popped.
Source§fn pop_mjolnir_slice(&mut self)
fn pop_mjolnir_slice(&mut self)
pop_mjolnir_slice — Removes the top-most geometric clipping plane from the stack.
Source§fn is_over_budget(&self) -> bool
fn is_over_budget(&self) -> bool
fn fill_rect(&mut self, rect: Rect, color: [f32; 4])
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4])
Source§fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
rect.Source§fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
rotation is [pitch, yaw, roll] in radians.Source§fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32)
fn bifrost(&mut self, rect: Rect, blur: f32, _saturation: f32, opacity: f32)
Source§fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)
fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32, )
Source§fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
rect.Source§fn draw_linear_gradient(
&mut self,
rect: Rect,
start_color: [f32; 4],
end_color: [f32; 4],
angle: f32,
)
fn draw_linear_gradient( &mut self, rect: Rect, start_color: [f32; 4], end_color: [f32; 4], angle: f32, )
Source§fn draw_radial_gradient(
&mut self,
rect: Rect,
inner_color: [f32; 4],
outer_color: [f32; 4],
)
fn draw_radial_gradient( &mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4], )
Source§fn draw_drop_shadow(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
blur: f32,
spread: f32,
)
fn draw_drop_shadow( &mut self, rect: Rect, radius: f32, color: [f32; 4], blur: f32, spread: f32, )
Source§fn stroke_dashed_rounded_rect(
&mut self,
rect: Rect,
radius: f32,
color: [f32; 4],
width: f32,
dash: f32,
gap: f32,
)
fn stroke_dashed_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], width: f32, dash: f32, gap: f32, )
Source§fn draw_9slice(
&mut self,
image_name: &str,
rect: Rect,
left: f32,
top: f32,
right: f32,
bottom: f32,
)
fn draw_9slice( &mut self, image_name: &str, rect: Rect, left: f32, top: f32, right: f32, bottom: f32, )
Source§fn draw_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
color: [f32; 4],
stroke_width: f32,
)
fn draw_line( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32, )
Source§fn draw_image(&mut self, image_name: &str, rect: Rect)
fn draw_image(&mut self, image_name: &str, rect: Rect)
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
fn shape_rich_text( &mut self, spans: &[TextSpan], max_width: Option<f32>, align: TextAlign, overflow: TextOverflow, ) -> Option<ShapedText>
fn draw_shaped_text(&mut self, shaped: &ShapedText, x: f32, y: f32)
Source§fn draw_texture(&mut self, texture_id: u32, rect: Rect)
fn draw_texture(&mut self, texture_id: u32, rect: Rect)
Source§fn push_clip_rect(&mut self, rect: Rect)
fn push_clip_rect(&mut self, rect: Rect)
rect.
Implementations that do not support clipping may ignore this call.Source§fn pop_clip_rect(&mut self)
fn pop_clip_rect(&mut self)
Source§fn current_clip_rect(&self) -> Rect
fn current_clip_rect(&self) -> Rect
Source§fn memoize(
&mut self,
_id: u64,
_data_hash: u64,
render_fn: &dyn Fn(&mut dyn Renderer),
)
fn memoize( &mut self, _id: u64, _data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer), )
id + data_hash match a previous run,
it may replay cached commands instead of executing the function.Source§fn push_opacity(&mut self, opacity: f32)
fn push_opacity(&mut self, opacity: f32)
pop_opacity is called. opacity is in [0.0, 1.0].Source§fn pop_opacity(&mut self)
fn pop_opacity(&mut self)
Source§fn push_shadow(&mut self, radius: f32, color: [f32; 4], offset: [f32; 2])
fn push_shadow(&mut self, radius: f32, color: [f32; 4], offset: [f32; 2])
Source§fn pop_shadow(&mut self)
fn pop_shadow(&mut self)
Source§fn push_transform(
&mut self,
translation: [f32; 2],
scale: [f32; 2],
rotation: f32,
)
fn push_transform( &mut self, translation: [f32; 2], scale: [f32; 2], rotation: f32, )
Source§fn push_affine(&mut self, transform: [f32; 6])
fn push_affine(&mut self, transform: [f32; 6])
Source§fn pop_transform(&mut self)
fn pop_transform(&mut self)
fn set_theme(&mut self, theme: ColorTheme)
fn set_rage(&mut self, rage: f32)
fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32)
fn set_scene_preset(&mut self, preset: u32)
Source§fn mjolnir_shatter(
&mut self,
rect: Rect,
pieces: u32,
force: f32,
color: [f32; 4],
)
fn mjolnir_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
fn mjolnir_fluid_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
Source§fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
Source§fn upload_data_texture(
&mut self,
id: &str,
data: &[f32],
width: u32,
height: u32,
)
fn upload_data_texture( &mut self, id: &str, data: &[f32], width: u32, height: u32, )
Source§fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str)
fn draw_heatmap(&mut self, texture_id: &str, rect: Rect, _palette: &str)
Source§fn set_z_index(&mut self, z: f32)
fn set_z_index(&mut self, z: f32)
Source§fn set_material(&mut self, material: DrawMaterial)
fn set_material(&mut self, material: DrawMaterial)
Source§fn current_material(&self) -> DrawMaterial
fn current_material(&self) -> DrawMaterial
Source§fn get_z_index(&self) -> f32
fn get_z_index(&self) -> f32
Source§fn request_redraw(&mut self)
fn request_redraw(&mut self)
Source§fn push_vnode(&mut self, rect: Rect, name: &'static str)
fn push_vnode(&mut self, rect: Rect, name: &'static str)
Source§fn register_handler(
&mut self,
event_type: &str,
handler: Arc<dyn Fn(Event) + Send + Sync>,
)
fn register_handler( &mut self, event_type: &str, handler: Arc<dyn Fn(Event) + Send + Sync>, )
Source§fn serialize_svg(&mut self, name: &str) -> Result<String, String>
fn serialize_svg(&mut self, name: &str) -> Result<String, String>
Source§fn apply_svg_filter(
&mut self,
name: &str,
filter_id: &str,
region: Rect,
) -> Result<String, String>
fn apply_svg_filter( &mut self, name: &str, filter_id: &str, region: Rect, ) -> Result<String, String>
Source§fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
Source§fn stroke_polygon(
&mut self,
_vertices: &[[f32; 2]],
_color: [f32; 4],
_stroke_width: f32,
)
fn stroke_polygon( &mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32, )
Source§fn get_pointer_position(&self) -> [f32; 2]
fn get_pointer_position(&self) -> [f32; 2]
fn set_berserker_mode(&mut self, _state: BerserkerMode)
Source§fn set_scene(&mut self, _scene: &str)
fn set_scene(&mut self, _scene: &str)
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
Source§fn set_key(&mut self, _key: &str)
fn set_key(&mut self, _key: &str)
Source§fn get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Source§fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
Source§fn set_debug_layout(&mut self, _enabled: bool)
fn set_debug_layout(&mut self, _enabled: bool)
Source§fn get_debug_layout(&self) -> bool
fn get_debug_layout(&self) -> bool
Source§fn mimir_intent(&self) -> [f32; 2]
fn mimir_intent(&self) -> [f32; 2]
Source§fn magnetic_warp(
&self,
pointer: [f32; 2],
anchor_rect: Rect,
strength: f32,
) -> [f32; 2]
fn magnetic_warp( &self, pointer: [f32; 2], anchor_rect: Rect, strength: f32, ) -> [f32; 2]
Source§fn mani_glow_intensity(
&self,
pointer: [f32; 2],
bounds: Rect,
radius: f32,
) -> f32
fn mani_glow_intensity( &self, pointer: [f32; 2], bounds: Rect, radius: f32, ) -> f32
Source§fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
Source§fn set_sdf_shape(&mut self, _shape: SdfShape)
fn set_sdf_shape(&mut self, _shape: SdfShape)
Auto Trait Implementations§
impl Freeze for SurtrRenderer
impl !RefUnwindSafe for SurtrRenderer
impl Send for SurtrRenderer
impl Sync for SurtrRenderer
impl Unpin for SurtrRenderer
impl UnsafeUnpin for SurtrRenderer
impl !UnwindSafe for SurtrRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
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