kas_wgpu/draw/custom.rs
1// Licensed under the Apache License, Version 2.0 (the "License");
2// you may not use this file except in compliance with the License.
3// You may obtain a copy of the License in the LICENSE-APACHE file or at:
4// https://www.apache.org/licenses/LICENSE-2.0
5
6//! Custom draw pipes
7
8use super::DrawWindow;
9use kas::draw::PassId;
10use kas::geom::{Rect, Size};
11
12/// Allows use of the low-level graphics API
13///
14/// To use this, write an implementation of [`CustomPipe`], then pass the
15/// corresponding [`CustomPipeBuilder`] to `Runner::new_custom`.
16pub trait DrawCustom<CW: CustomWindow> {
17 /// Call a custom draw pipe
18 fn custom(&mut self, pass: PassId, rect: Rect, param: CW::Param);
19}
20
21/// Builder for a [`CustomPipe`]
22pub trait CustomPipeBuilder {
23 type Pipe: CustomPipe;
24
25 /// Request a device supporting these features and limits
26 ///
27 /// See [`wgpu::Adapter::request_device`] and [`wgpu::DeviceDescriptor`] doc.
28 fn device_descriptor() -> wgpu::DeviceDescriptor<'static> {
29 Default::default()
30 }
31
32 /// Build a pipe
33 ///
34 /// A "common" bind group with layout `bgl_common` is available, supplying
35 /// window sizing and theme lighting information (refer to existing pipes
36 /// and shaders for usage). Usage is optional.
37 ///
38 /// The given texture format should be used to construct a
39 /// compatible [`wgpu::RenderPipeline`].
40 fn build(
41 &mut self,
42 device: &wgpu::Device,
43 bgl_common: &wgpu::BindGroupLayout,
44 tex_format: wgpu::TextureFormat,
45 ) -> Self::Pipe;
46}
47
48/// A custom draw pipe
49///
50/// A "draw pipe" consists of draw primitives (usually triangles), resources
51/// (textures), shaders, and pipe configuration (e.g. blending mode).
52/// A custom pipe allows direct use of the `wgpu` graphics stack.
53///
54/// To use this, pass the corresponding [`CustomPipeBuilder`] to
55/// `Runner::new_custom`.
56///
57/// Note that `kas-wgpu` accepts only a single custom pipe. To use more than
58/// one custom graphics pipeline, you must implement your own multiplexer.
59pub trait CustomPipe: 'static {
60 /// Associated per-window state for the custom pipe
61 type Window: CustomWindow + Default;
62
63 /// Called whenever the window is resized
64 ///
65 /// This method is called on construction and after the window is resized.
66 fn resize(
67 &self,
68 window: &mut Self::Window,
69 device: &wgpu::Device,
70 queue: &wgpu::Queue,
71 size: Size,
72 ) {
73 let _ = (window, device, queue, size);
74 }
75
76 /// Per-frame updates
77 ///
78 /// This is called once per frame before rendering operations, and may for
79 /// example be used to prepare uniform and buffers.
80 ///
81 /// This method is optional; by default it does nothing.
82 fn prepare(
83 &self,
84 window: &mut Self::Window,
85 device: &wgpu::Device,
86 staging_belt: &mut wgpu::util::StagingBelt,
87 encoder: &mut wgpu::CommandEncoder,
88 ) {
89 let _ = (window, device, staging_belt, encoder);
90 }
91
92 /// Render (pass)
93 ///
94 /// Each item drawn is associated with a clip region, and each of these
95 /// with a pass. This method will be called once for each clip region in use
96 /// (possibly also for other clip regions). Drawing uses an existing texture
97 /// and occurs after most other draw operations, but before text.
98 ///
99 /// The "common" bind group supplies window scaling and theme lighting
100 /// information may optionally be set (see [`CustomPipeBuilder::build`]).
101 ///
102 /// This method is optional; by default it does nothing.
103 #[allow(unused)]
104 fn render_pass<'a>(
105 &'a self,
106 window: &'a mut Self::Window,
107 device: &wgpu::Device,
108 pass: usize,
109 rpass: &mut wgpu::RenderPass<'a>,
110 bg_common: &'a wgpu::BindGroup,
111 ) {
112 }
113
114 /// Render (final)
115 ///
116 /// This method is the last step in drawing a frame. Usually (including
117 /// in the default implementation) it does nothing.
118 #[allow(unused)]
119 fn render_final<'a>(
120 &'a self,
121 window: &'a mut Self::Window,
122 device: &wgpu::Device,
123 encoder: &mut wgpu::CommandEncoder,
124 frame_view: &wgpu::TextureView,
125 size: Size,
126 ) {
127 }
128}
129
130/// Per-window state for a custom draw pipe
131///
132/// One instance is constructed per window. Since the [`CustomPipe`] is not
133/// accessible during a widget's [`kas::Layout::draw`] calls, this struct must
134/// batch per-frame draw data.
135pub trait CustomWindow: 'static {
136 /// User parameter type
137 type Param;
138
139 /// Invoke user-defined custom routine
140 ///
141 /// Custom add-primitives / update function called from user code by
142 /// [`DrawCustom::custom`].
143 fn invoke(&mut self, pass: PassId, rect: Rect, param: Self::Param);
144}
145
146/// A dummy implementation (does nothing)
147impl CustomPipeBuilder for () {
148 type Pipe = ();
149 fn build(
150 &mut self,
151 _: &wgpu::Device,
152 _: &wgpu::BindGroupLayout,
153 _: wgpu::TextureFormat,
154 ) -> Self::Pipe {
155 }
156}
157
158pub enum Void {}
159
160/// A dummy implementation (does nothing)
161impl CustomPipe for () {
162 type Window = ();
163 fn resize(&self, _: &mut Self::Window, _: &wgpu::Device, _: &wgpu::Queue, _: Size) {}
164}
165
166/// A dummy implementation (does nothing)
167impl CustomWindow for () {
168 type Param = Void;
169 fn invoke(&mut self, _: PassId, _: Rect, _: Self::Param) {}
170}
171
172impl<CW: CustomWindow> DrawCustom<CW> for DrawWindow<CW> {
173 fn custom(&mut self, pass: PassId, rect: Rect, param: CW::Param) {
174 self.custom.invoke(pass, rect, param);
175 }
176}