pub struct SurtrRenderer {
pub ai_material_rx: Option<Receiver<Result<CompiledMaterial, GeneratorError>>>,
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 bloom_enabled: bool,
pub volumetric_enabled: bool,
pub color_blind_mode: ColorBlindMode,
pub color_blind_intensity: f32,
pub last_gpu_time_ns: u64,
/* private fields */
}Expand description
P1-1 fix: configurable SurtrRenderer parameters.
The 5220-line SurtrRenderer monolith hardcoded six LRU cache sizes
plus the Mega-Heim atlas dimensions. This struct extracts those
into a single configuration object so that callers can tune the
renderer for different working sets (high-end desktop vs. mid-tier
mobile vs. low-VRAM embedded) without modifying the source.
P1-1 (phase 6): SurtrConfig has been moved to its own module
at crate::subsystems::config::SurtrConfig. The re-export at
crate::SurtrConfig (from cvkg_runic_text re-exports in
lib.rs) preserves backward compatibility.
SurtrRenderer implements the high-performance GPU backend.
Fields§
§ai_material_rx: Option<Receiver<Result<CompiledMaterial, GeneratorError>>>§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.
bloom_enabled: boolBloom post-processing enabled flag.
volumetric_enabled: boolDynamic toggle to enable or disable the volumetric raymarching pass, which handles fog and light shaft simulations.
color_blind_mode: ColorBlindModeColor blindness simulation mode (Normal = disabled).
color_blind_intensity: f32Color blindness effect intensity (0.0–1.0).
last_gpu_time_ns: u64Implementations§
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 clear_text_cache(&mut self)
pub fn clear_text_cache(&mut self)
Phase 2.1: clear the text shaping cache at the start of each frame.
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 hologram_instances(&self) -> &[HologramInstance]
pub fn hologram_instances(&self) -> &[HologramInstance]
Access the hologram instances submitted this frame.
Sourcepub fn set_quality_level(&mut self, level: QualityLevel)
pub fn set_quality_level(&mut self, level: QualityLevel)
P1-10: set the rendering quality level. Affects MSAA sample count and (in the future) other adaptive rendering settings like blur mip levels and effect complexity. Must be called before the next frame’s render pass setup; mid-frame changes will only take effect on subsequent frames.
Quality levels:
High: MSAA 4x (default, matches previous behavior)Medium: MSAA 2x (mobile, mid-tier GPUs)Low: MSAA 1x (low-end GPUs, Adreno 3xx, etc.)
Sourcepub fn set_config(&mut self, config: SurtrConfig)
pub fn set_config(&mut self, config: SurtrConfig)
P1-1: replace the renderer configuration at runtime.
Note: changes to cache sizes only affect FUTURE inserts; the existing LRU caches keep their original capacity. To resize existing caches, you must restart the renderer. This is a pragmatic limitation – resizing LRU caches atomically would require copying the entire cache, which is expensive.
Changes to atlas dimensions and other one-shot values take effect on the next frame.
Sourcepub fn config(&self) -> &SurtrConfig
pub fn config(&self) -> &SurtrConfig
P1-1: read the current configuration.
Sourcepub fn quality_level(&self) -> QualityLevel
pub fn quality_level(&self) -> QualityLevel
P1-10: get the current rendering quality level.
Sourcepub fn update_mouse(&mut self, mouse: [f32; 2], velocity: [f32; 2])
pub fn update_mouse(&mut self, mouse: [f32; 2], velocity: [f32; 2])
Update cursor pointer uniforms for tactile hover shader interactions.
§Contract
mouserepresents logical window coordinates.velocityis the change in logical coordinates per second.
Sourcepub fn invalidate_material_cache(&mut self)
pub fn invalidate_material_cache(&mut self)
P1-9 fix: notify the renderer that the material set has changed (e.g. a material was added, removed, or its WGSL output was recompiled). Increments the material_compilation_hash so the graph plan cache will be invalidated on the next frame.
Without this hook, a material change would silently reuse a stale cached plan with mismatched shader bindings.
Sourcepub fn invalidate_all_caches(&mut self) -> usize
pub fn invalidate_all_caches(&mut self) -> usize
P1-19: invalidate all asset caches atomically.
The renderer maintains 5 separate LRU caches and a hash map:
- text: TextSubsystem (engine + glyph_cache + shaped_cache)
- svg: SvgSubsystem (model_cache + tree_cache + filter_batches)
- image_uv_registry
- texture_registry + texture_views
- shared_elements
When the asset set changes (e.g., theme change, hot-reload, memory pressure), callers previously had to coordinate invalidation across all of them. This method provides a single point of coordinated invalidation.
P1-19 caveat: this is a coarse-grained clear. A future improvement would be a unified registry with refcounted entries that can selectively invalidate only the entries affected by a change. The current implementation clears everything, which is correct but over-aggressive.
Returns the number of entries that were cleared across all caches, useful for logging/instrumentation.
Sourcepub fn prewarm_text_cache(&mut self, labels: &[(&str, f32)])
pub fn prewarm_text_cache(&mut self, labels: &[(&str, f32)])
Phase 2.3: Pre-shape static text labels to warm the shaped text cache.
Called once at init time with the set of labels that are known to be rendered every frame (menu titles, dock labels, overlay labels, etc.). This avoids the first-frame HarfBuzz shaping cost for these strings, which would otherwise cause a visible stutter on the first rendered frame.
The cache entries persist across frames (cleared only on theme change
via invalidate_all_caches), so pre-shaped labels are reused for the
lifetime of the renderer.
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 begin_frame_reuse(&mut self, window_id: WindowId) -> CommandEncoder
pub fn begin_frame_reuse(&mut self, window_id: WindowId) -> CommandEncoder
Begin a frame without resetting per-frame state. Used when reusing the previous frame’s draw calls (view unchanged).
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-Heim and all associated caches. This prevents OOM and silent failures by quenching the heim when full.
Sourcepub fn fill_rect_with_mode(
&mut self,
rect: Rect,
color: [f32; 4],
material_id: u32,
texture_id: Option<u32>,
)
pub fn fill_rect_with_mode( &mut self, rect: Rect, color: [f32; 4], material_id: 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)
Pass 1: Clear scene+depth, draw atmosphere, draw opaque geometry. end_frame – Quench the blade by submitting the full Muspelheim multi-pass effect.
Since the Renderer 3.0 migration, the pass sequence is driven by a Kvasir dependency graph rather than hardcoded ordering. The graph is built each frame (cheap – just node/edge allocation), validated (cycle detection, input satisfiability), then executed. Conditional passes (glass, bloom, accessibility) are automatically eliminated when not needed.
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]>,
material_id: u32,
)
pub fn draw_svg( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, )
draw_svg – Renders a pre-loaded SVG icon at the specified logical rect. animation_time_offset shifts the animation phase for this instance, allowing multiple draws of the same SVG to animate independently.
pub fn draw_svg_with_offset( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, animation_time_offset: f32, )
pub fn draw_svg_with_order( &mut self, name: &str, rect: Rect, color: Option<[f32; 4]>, material_id: u32, animation_time_offset: f32, draw_order: i32, )
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.
Source§impl SurtrRenderer
impl SurtrRenderer
Sourcepub fn load_image_to_heim(&mut self, name: &str, data: &[u8])
pub fn load_image_to_heim(&mut self, name: &str, data: &[u8])
load_image_to_heim – Packs a raw asset into the Mega-Heim. This is used for common icons to enable aggressive batching (1 draw call).
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 fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)
fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)
Fill a rounded rect with glass material for frosted backdrop effect. This is the proper way to render glass cards that need macOS Tahoe-style blur. The blur_radius controls the intensity of the backdrop blur. The glass_intensity controls overall glass effect strength (0.0 = solid, 1.0 = full glass). For Tahoe parity, this registers the rect as a portal region for per-element isolated backdrop blur when z_index != 0.
Source§fn fill_glass_rect_with_intensity(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
glass_intensity: f32,
)
fn fill_glass_rect_with_intensity( &mut self, rect: Rect, radius: f32, blur_radius: f32, glass_intensity: f32, )
Fill a rounded rect with glass material with explicit intensity control.
glass_intensity ranges from 0.0 (solid, no glass effect) to 1.0 (full glass).
This allows per-component control over glass strength.
Source§fn fill_glass_rect_with_tint(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
tint_color: [f32; 4],
glass_intensity: f32,
)
fn fill_glass_rect_with_tint( &mut self, rect: Rect, radius: f32, blur_radius: f32, tint_color: [f32; 4], glass_intensity: f32, )
Fill a rounded rect with glass material with explicit tint color and intensity.
tint_color is the glass base color (RGBA). glass_intensity controls effect strength.
Source§fn set_default_background_color(&mut self, color: [f32; 4])
fn set_default_background_color(&mut self, color: [f32; 4])
Set the default background color for the canvas.
This color is used when the app does not draw its own background.
Default: [0.02, 0.02, 0.05, 1.0] (Deep Void).
Source§fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])
fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])
Fill a squircle (superellipse) for Apple-style icon silhouettes.
n controls the squareness: 2.0 = rounded rect, 4.0 = classic squircle, higher = more square.
Source§fn stroke_squircle(
&mut self,
rect: Rect,
n: f32,
color: [f32; 4],
stroke_width: f32,
)
fn stroke_squircle( &mut self, rect: Rect, n: f32, color: [f32; 4], stroke_width: f32, )
Stroke a squircle (superellipse) outline.
Source§fn draw_focus_ring(
&mut self,
rect: Rect,
radius: f32,
offset: f32,
width: f32,
color: [f32; 4],
)
fn draw_focus_ring( &mut self, rect: Rect, radius: f32, offset: f32, width: f32, color: [f32; 4], )
Draw a focus ring around a rect (for keyboard navigation accessibility).
offset is the gap between the rect and the ring, width is the ring thickness.
Source§fn gungnir_soft(
&mut self,
rect: Rect,
color: [f32; 4],
radius: f32,
intensity: f32,
)
fn gungnir_soft( &mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32, )
Soft glow variant – half the intensity of gungnir(). Use for hover highlights, non-critical indicators.
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 the drop shadow/glow SDF material
to rasterize the glow with specialized radius-to-margin uv coordinate mappings.
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-Heim. 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 render_scene_node_3d(
&mut self,
position: [f32; 3],
rotation: [f32; 4],
scale: [f32; 3],
color: [f32; 4],
meshes: &[Mesh],
)
fn render_scene_node_3d( &mut self, position: [f32; 3], rotation: [f32; 4], scale: [f32; 3], color: [f32; 4], meshes: &[Mesh], )
Render a 3D scene graph node using the GPU backend.
§Contract
PBR lighting and opacity are computed using base color, metallic (0.0), and roughness (0.5) to support standard matte opaque 3D meshes.
Source§fn enter_portal(&mut self, z_index: i32)
fn enter_portal(&mut self, z_index: i32)
Begin rendering into the portal root layer instead of the inline tree.
All draw calls between enter_portal and exit_portal are collected
into a separate buffer that is composited AFTER the main tree.
WHY separate buffer: The main tree may have clipping, transforms, or opacity that should NOT affect overlays. The portal layer renders on top of everything, ignoring the local coordinate system.
z_index controls the layer ordering for portal content.
Source§fn exit_portal(&mut self)
fn exit_portal(&mut self)
Exit the portal layer and return to inline rendering.
The portal content collected since enter_portal is now sealed –
no more draw calls will be appended to it.
Source§fn draw_svg_with_order(&mut self, name: &str, rect: Rect, draw_order: i32)
fn draw_svg_with_order(&mut self, name: &str, rect: Rect, draw_order: i32)
Draw SVG content with explicit draw_order for z-sorting within the same pass. Use draw_order=200 for SVG content that should render above UI chrome (draw_order=0).
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
Phase 2.1: text shaping cache lookup.
Uses text.shaped_cache which stores Arc
Source§fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
Phase 2.2: Override draw_text to use the shaped text cache.
The default trait implementation calls shape_rich_text every frame.
This override checks the shaped_cache first, avoiding redundant HarfBuzz shaping.
Uses Arc
Source§fn is_over_budget(&self) -> bool
fn is_over_budget(&self) -> bool
Source§fn text_scale_factor(&self) -> f32
fn text_scale_factor(&self) -> f32
Source§fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
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_glass_rect_with_pressure(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
pressure: f32,
)
fn fill_glass_rect_with_pressure( &mut self, rect: Rect, radius: f32, blur_radius: f32, pressure: f32, )
pressure ranges from 0.0 (no touch) to 1.0 (full pressure).
When pressure > 0, refraction distortion is scaled by pressure amount.
Desktop stub: pressure is always 1.0 for mouse clicks, 0.0 otherwise.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 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 snapshot_render_state(&self) -> RenderStateSnapshot
fn snapshot_render_state(&self) -> RenderStateSnapshot
RenderStateSnapshot::default(),
which is safe but does nothing useful – backends with stack state
must override this to record their actual depths.Source§fn restore_render_state(&mut self, snap: RenderStateSnapshot)
fn restore_render_state(&mut self, snap: RenderStateSnapshot)
ErrorBoundary to recover from mid-render
panics so sibling views don’t inherit leaked clip/opacity/transform
state. Idempotent: a no-op if stacks are already at or below the
snapshot depths. Default implementation is a no-op for backends
that have no stack state.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)
Source§fn set_fireball_pos(&mut self, pos: [f32; 2])
fn set_fireball_pos(&mut self, pos: [f32; 2])
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], )
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
Source§fn dispatch_particles(
&mut self,
origin: [f32; 2],
count: u32,
effect_type: &str,
color: [f32; 4],
)
fn dispatch_particles( &mut self, origin: [f32; 2], count: u32, effect_type: &str, color: [f32; 4], )
Source§fn draw_hologram(&mut self, rect: Rect, hologram_id: &str, time: f32)
fn draw_hologram(&mut self, rect: Rect, hologram_id: &str, time: f32)
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 draw_mesh_3d(
&mut self,
mesh: &Mesh,
material: &Material3D,
transform: &Transform3D,
)
fn draw_mesh_3d( &mut self, mesh: &Mesh, material: &Material3D, transform: &Transform3D, )
Source§fn set_camera_3d(&mut self, camera: &Camera3D)
fn set_camera_3d(&mut self, camera: &Camera3D)
Source§fn push_transform_3d(&mut self, transform: &Transform3D)
fn push_transform_3d(&mut self, transform: &Transform3D)
pop_transform_3d.Source§fn pop_transform_3d(&mut self)
fn pop_transform_3d(&mut self)
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 draw_svg_with_offset(
&mut self,
name: &str,
rect: Rect,
animation_time_offset: f32,
)
fn draw_svg_with_offset( &mut self, name: &str, rect: Rect, animation_time_offset: f32, )
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 draw_background_image(&mut self, image_name: &str, rect: Rect)
fn draw_background_image(&mut self, image_name: &str, rect: Rect)
draw_image for the common case
of a full-rect background. The image must have been pre-warmed via
prewarm_vram before the first frame.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 measure_text_baseline(&mut self, text: &str, size: f32) -> f32
fn measure_text_baseline(&mut self, text: &str, size: f32) -> 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)
Source§fn set_scene_by_name(&mut self, name: &str)
fn set_scene_by_name(&mut self, name: &str)
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
fn set_aria_valuemin(&mut self, _min: f32)
fn set_aria_valuemax(&mut self, _max: f32)
fn set_aria_valuenow(&mut self, _now: f32)
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: KvasirId) -> Option<Rect>
fn query_layout(&self, _node_id: KvasirId) -> 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)
Source§fn viewport_size(&self) -> Rect
fn viewport_size(&self) -> Rect
Source§fn announce(&mut self, _message: &str, _priority: AnnouncementPriority)
fn announce(&mut self, _message: &str, _priority: AnnouncementPriority)
Auto Trait Implementations§
impl !Freeze for SurtrRenderer
impl !RefUnwindSafe for SurtrRenderer
impl !Sync for SurtrRenderer
impl !UnwindSafe for SurtrRenderer
impl Send for SurtrRenderer
impl Unpin for SurtrRenderer
impl UnsafeUnpin for SurtrRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more