mirror of
https://github.com/rust-mobile/android-activity.git
synced 2026-07-04 05:47:26 +00:00
examples: winit simplifications
* Since we can rely on `Resumed` events for all platforms with Winit 0.27 we can remove the alternative `NewEvents` path for initializing state. * Removes some unnecessary abstraction for the app state. * Bumps agdk-egui to egui 0.19 (Winit 0.27)
This commit is contained in:
@@ -11,21 +11,15 @@ log = "0.4"
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winit = "0.27"
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wgpu = "0.13.0"
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pollster = "0.2"
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egui = "0.18"
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egui-wgpu = { version = "0.18", features = [ "winit" ] }
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egui-winit = { version = "0.18", default-features = false }
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egui_demo_lib = "0.18"
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egui = "0.19"
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egui-wgpu = { version = "0.19", features = [ "winit" ] }
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egui-winit = { version = "0.19", default-features = false }
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egui_demo_lib = "0.19"
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[patch.crates-io]
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winit = { git = "https://github.com/rib/winit", branch = "android-activity-0.27" }
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#winit = { path="../../../winit" }
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egui = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
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egui-wgpu = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
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egui-winit = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
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egui_extras = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
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egui_demo_lib = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
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#egui = { git = "https://github.com/emilk/egui" }
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#egui-wgpu = { git = "https://github.com/emilk/egui" }
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#egui-winit = { git = "https://github.com/emilk/egui" }
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@@ -1,10 +1,7 @@
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use log::Level;
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use winit::event_loop::{EventLoop, EventLoopBuilder, EventLoopWindowTarget};
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#[cfg(target_os = "android")]
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use android_activity::AndroidApp;
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#[cfg(target_os = "android")]
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use winit::platform::android::EventLoopBuilderExtAndroid;
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use winit::event_loop::ControlFlow;
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@@ -87,15 +84,7 @@ fn _main(event_loop: EventLoop<Event>) {
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let mut window: Option<winit::window::Window> = None;
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let mut egui_demo_windows = egui_demo_lib::DemoWindows::default();
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// On most platforms we can immediately create a winit window. On Android we manage
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// window + surface state according to Resumed/Paused events.
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#[cfg(not(target_os = "android"))]
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{
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window = Some(create_window(&event_loop, &mut state, &mut painter));
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}
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event_loop.run(move |event, event_loop, control_flow| match event {
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#[cfg(target_os = "android")]
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Resumed => match window {
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None => {
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window = Some(create_window(event_loop, &mut state, &mut painter));
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@@ -105,12 +94,9 @@ fn _main(event_loop: EventLoop<Event>) {
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window.request_redraw();
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}
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},
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#[cfg(target_os = "android")]
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Suspended => {
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window = None;
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}
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RedrawRequested(..) => {
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if let Some(window) = window.as_ref() {
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let raw_input = state.take_egui_input(window);
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@@ -154,10 +140,13 @@ fn _main(event_loop: EventLoop<Event>) {
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});
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}
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#[allow(dead_code)]
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#[cfg(target_os = "android")]
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#[no_mangle]
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fn android_main(app: AndroidApp) {
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android_logger::init_once(android_logger::Config::default().with_min_level(Level::Trace));
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use winit::platform::android::EventLoopBuilderExtAndroid;
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android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace));
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let event_loop = EventLoopBuilder::with_user_event()
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.with_android_app(app)
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@@ -165,6 +154,7 @@ fn android_main(app: AndroidApp) {
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_main(event_loop);
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}
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#[allow(dead_code)]
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#[cfg(not(target_os = "android"))]
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fn main() {
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env_logger::builder()
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+159
-192
@@ -1,9 +1,6 @@
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use std::borrow::Cow;
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use std::ops::Deref;
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use std::sync::{Arc, RwLock};
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use log::trace;
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use log::Level;
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use wgpu::TextureFormat;
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use wgpu::{Adapter, Device, Instance, PipelineLayout, Queue, RenderPipeline, ShaderModule};
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@@ -15,8 +12,6 @@ use winit::{
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#[cfg(target_os = "android")]
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use android_activity::AndroidApp;
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#[cfg(target_os = "android")]
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use winit::platform::android::EventLoopBuilderExtAndroid;
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struct RenderState {
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device: Device,
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@@ -32,228 +27,202 @@ struct SurfaceState {
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surface: wgpu::Surface,
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}
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struct AppInner {
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struct App {
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instance: Instance,
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adapter: Option<Adapter>,
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surface_state: Option<SurfaceState>,
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render_state: Option<RenderState>,
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}
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struct App {
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inner: Arc<RwLock<AppInner>>,
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}
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impl App {
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fn new(instance: Instance) -> Self {
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Self {
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inner: Arc::new(RwLock::new(AppInner {
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instance,
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adapter: None,
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surface_state: None,
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render_state: None,
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})),
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instance,
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adapter: None,
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surface_state: None,
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render_state: None,
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}
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}
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}
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impl Deref for App {
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type Target = Arc<RwLock<AppInner>>;
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fn deref(&self) -> &Self::Target {
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&self.inner
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impl App {
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fn create_surface<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
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let window = winit::window::Window::new(&event_loop).unwrap();
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trace!("WGPU: creating surface for native window");
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let surface = unsafe { self.instance.create_surface(&window) };
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self.surface_state = Some(SurfaceState { window, surface });
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}
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}
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async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
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trace!("Initializing render state");
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async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
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trace!("Initializing render state");
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trace!("WGPU: requesting device");
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// Create the logical device and command queue
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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},
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None,
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)
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.await
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.expect("Failed to create device");
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trace!("WGPU: loading shader");
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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trace!("WGPU: creating pipeline layout");
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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trace!("WGPU: creating render pipeline");
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(target_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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RenderState {
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device,
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queue,
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_shader: shader,
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target_format,
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_pipeline_layout: pipeline_layout,
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render_pipeline,
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}
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}
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fn configure_surface_swapchain(render_state: &RenderState, surface_state: &SurfaceState) {
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let swapchain_format = render_state.target_format;
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let size = surface_state.window.inner_size();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: swapchain_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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//present_mode: wgpu::PresentMode::Fifo,
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};
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trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
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surface_state
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.surface
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.configure(&render_state.device, &config);
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}
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// We want to defer the initialization of our render state until
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// we have a surface so we can take its format into account.
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//
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// After we've initialized our render state once though we
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// expect all future surfaces will have the same format and we
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// so this stat will remain valid.
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async fn ensure_render_state_for_surface(app: &App, new_surface_state: &SurfaceState) {
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let mut app_guard = app.inner.write().unwrap();
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if app_guard.adapter.is_none() {
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trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
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let adapter = app_guard
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.instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&new_surface_state.surface),
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})
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trace!("WGPU: requesting device");
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// Create the logical device and command queue
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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},
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None,
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)
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.await
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.expect("Failed to find an appropriate adapter");
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.expect("Failed to create device");
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app_guard.adapter = Some(adapter);
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trace!("WGPU: loading shader");
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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trace!("WGPU: creating pipeline layout");
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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trace!("WGPU: creating render pipeline");
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(target_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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RenderState {
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device,
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queue,
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_shader: shader,
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target_format,
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_pipeline_layout: pipeline_layout,
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render_pipeline,
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}
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}
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let adapter = app_guard.adapter.as_ref().unwrap();
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if app_guard.render_state.is_none() {
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trace!("WGPU: finding supported swapchain format");
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let swapchain_format = new_surface_state.surface.get_supported_formats(&adapter)[0];
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// We want to defer the initialization of our render state until
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// we have a surface so we can take its format into account.
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//
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// After we've initialized our render state once though we
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// expect all future surfaces will have the same format and we
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// so this stat will remain valid.
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async fn ensure_render_state_for_surface(&mut self) {
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if let Some(surface_state) = &self.surface_state {
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if self.adapter.is_none() {
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trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
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let adapter = self
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.instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface_state.surface),
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})
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.await
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.expect("Failed to find an appropriate adapter");
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let rs = init_render_state(adapter, swapchain_format).await;
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app_guard.render_state = Some(rs);
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self.adapter = Some(adapter);
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}
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let adapter = self.adapter.as_ref().unwrap();
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if self.render_state.is_none() {
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trace!("WGPU: finding supported swapchain format");
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let swapchain_format = surface_state.surface.get_supported_formats(&adapter)[0];
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let rs = Self::init_render_state(adapter, swapchain_format).await;
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self.render_state = Some(rs);
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}
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}
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}
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fn configure_surface_swapchain(&mut self) {
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if let (Some(render_state), Some(surface_state)) = (&self.render_state, &self.surface_state) {
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let swapchain_format = render_state.target_format;
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let size = surface_state.window.inner_size();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: swapchain_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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//present_mode: wgpu::PresentMode::Fifo,
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};
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trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
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surface_state
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.surface
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.configure(&render_state.device, &config);
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}
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}
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fn queue_redraw(&self) {
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if let Some(surface_state) = &self.surface_state {
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trace!("Making Redraw Request");
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surface_state.window.request_redraw();
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}
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}
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fn resume<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
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trace!("Resumed, creating render state...");
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self.create_surface(event_loop);
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pollster::block_on(self.ensure_render_state_for_surface());
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self.configure_surface_swapchain();
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self.queue_redraw();
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}
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}
|
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fn create_surface<T>(app: &App, event_loop: &EventLoopWindowTarget<T>) -> SurfaceState {
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let window = winit::window::Window::new(&event_loop).unwrap();
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|
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trace!("WGPU: creating surface for native window");
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let guard = app.inner.read().unwrap();
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let surface = unsafe { guard.instance.create_surface(&window) };
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|
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SurfaceState { window, surface }
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}
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|
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fn resume<T>(app: &App, event_loop: &EventLoopWindowTarget<T>) {
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trace!("Resumed, creating render state...");
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let new_surface = create_surface(&app, event_loop);
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pollster::block_on(ensure_render_state_for_surface(&app, &new_surface));
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app.write().unwrap().surface_state = Some(new_surface);
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let guard = app.read().unwrap();
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let render_state = guard.render_state.as_ref().unwrap();
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let surface_state = guard.surface_state.as_ref().unwrap();
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configure_surface_swapchain(render_state, surface_state);
|
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|
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trace!("Making Redraw Request");
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surface_state.window.request_redraw();
|
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}
|
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|
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fn run(event_loop: EventLoop<()>, app: App) {
|
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//let mut running = false;
|
||||
|
||||
fn run(event_loop: EventLoop<()>) {
|
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trace!("Running mainloop...");
|
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|
||||
// doesn't need to be re-considered later
|
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let instance = wgpu::Instance::new(wgpu::Backends::all());
|
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//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
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//let instance = wgpu::Instance::new(wgpu::Backends::GL);
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|
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let mut app = App::new(instance);
|
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event_loop.run(move |event, event_loop, control_flow| {
|
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trace!("Received Winit event: {event:?}");
|
||||
|
||||
*control_flow = ControlFlow::Wait;
|
||||
match event {
|
||||
Event::NewEvents(winit::event::StartCause::Init) => {
|
||||
// Note: that because Winit doesn't currently support lifecycle events consistently
|
||||
// across platforms then we effectively issue a fake 'resume' on non-android
|
||||
// platforms...
|
||||
#[cfg(not(target_os = "android"))]
|
||||
resume(&app, event_loop)
|
||||
}
|
||||
Event::Resumed => {
|
||||
resume(&app, event_loop);
|
||||
app.resume(event_loop);
|
||||
}
|
||||
Event::Suspended => {
|
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trace!("Suspended, dropping render state...");
|
||||
let mut guard = app.write().unwrap();
|
||||
//guard.running = false;
|
||||
guard.render_state = None;
|
||||
app.render_state = None;
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Resized(_size),
|
||||
..
|
||||
} => {
|
||||
let guard = app.read().unwrap();
|
||||
if let Some(ref surface_state) = guard.surface_state {
|
||||
if let Some(ref render_state) = guard.render_state {
|
||||
configure_surface_swapchain(render_state, surface_state);
|
||||
|
||||
// Winit: doesn't currently implicitly request a redraw
|
||||
// for a resize which may be required on some platforms...
|
||||
surface_state.window.request_redraw();
|
||||
}
|
||||
}
|
||||
app.configure_surface_swapchain();
|
||||
// Winit: doesn't currently implicitly request a redraw
|
||||
// for a resize which may be required on some platforms...
|
||||
app.queue_redraw();
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
trace!("Handling Redraw Request");
|
||||
|
||||
let guard = app.read().unwrap();
|
||||
if let Some(ref surface_state) = guard.surface_state {
|
||||
if let Some(ref rs) = guard.render_state {
|
||||
if let Some(ref surface_state) = app.surface_state {
|
||||
if let Some(ref rs) = app.render_state {
|
||||
let frame = surface_state
|
||||
.surface
|
||||
.get_current_texture()
|
||||
@@ -300,26 +269,24 @@ fn run(event_loop: EventLoop<()>, app: App) {
|
||||
}
|
||||
|
||||
fn _main(event_loop: EventLoop<()>) {
|
||||
// We can decide on our graphics API / backend up-front and that
|
||||
// doesn't need to be re-considered later
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::GL);
|
||||
|
||||
let app = App::new(instance);
|
||||
|
||||
run(event_loop, app);
|
||||
run(event_loop);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[cfg(target_os = "android")]
|
||||
#[no_mangle]
|
||||
fn android_main(app: AndroidApp) {
|
||||
android_logger::init_once(android_logger::Config::default().with_min_level(Level::Trace));
|
||||
use winit::platform::android::EventLoopBuilderExtAndroid;
|
||||
|
||||
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace));
|
||||
|
||||
let event_loop = EventLoopBuilder::new().with_android_app(app).build();
|
||||
_main(event_loop);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[cfg(not(target_os = "android"))]
|
||||
fn main() {
|
||||
env_logger::builder()
|
||||
|
||||
+161
-197
@@ -1,9 +1,6 @@
|
||||
use std::borrow::Cow;
|
||||
use std::ops::Deref;
|
||||
use std::sync::{Arc, RwLock};
|
||||
|
||||
use log::trace;
|
||||
use log::Level;
|
||||
|
||||
use wgpu::TextureFormat;
|
||||
use wgpu::{Adapter, Device, Instance, PipelineLayout, Queue, RenderPipeline, ShaderModule};
|
||||
@@ -15,8 +12,6 @@ use winit::{
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
use android_activity::AndroidApp;
|
||||
#[cfg(target_os = "android")]
|
||||
use winit::platform::android::EventLoopBuilderExtAndroid;
|
||||
|
||||
struct RenderState {
|
||||
device: Device,
|
||||
@@ -32,231 +27,202 @@ struct SurfaceState {
|
||||
surface: wgpu::Surface,
|
||||
}
|
||||
|
||||
struct AppInner {
|
||||
struct App {
|
||||
instance: Instance,
|
||||
adapter: Option<Adapter>,
|
||||
surface_state: Option<SurfaceState>,
|
||||
render_state: Option<RenderState>,
|
||||
}
|
||||
|
||||
struct App {
|
||||
inner: Arc<RwLock<AppInner>>,
|
||||
}
|
||||
|
||||
impl App {
|
||||
fn new(instance: Instance) -> Self {
|
||||
Self {
|
||||
inner: Arc::new(RwLock::new(AppInner {
|
||||
instance,
|
||||
adapter: None,
|
||||
surface_state: None,
|
||||
render_state: None,
|
||||
})),
|
||||
instance,
|
||||
adapter: None,
|
||||
surface_state: None,
|
||||
render_state: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
impl Deref for App {
|
||||
type Target = Arc<RwLock<AppInner>>;
|
||||
fn deref(&self) -> &Self::Target {
|
||||
&self.inner
|
||||
|
||||
impl App {
|
||||
fn create_surface<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
|
||||
let window = winit::window::Window::new(&event_loop).unwrap();
|
||||
trace!("WGPU: creating surface for native window");
|
||||
let surface = unsafe { self.instance.create_surface(&window) };
|
||||
self.surface_state = Some(SurfaceState { window, surface });
|
||||
}
|
||||
}
|
||||
|
||||
async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
|
||||
trace!("Initializing render state");
|
||||
async fn init_render_state(adapter: &Adapter, target_format: TextureFormat) -> RenderState {
|
||||
trace!("Initializing render state");
|
||||
|
||||
trace!("WGPU: requesting device");
|
||||
// Create the logical device and command queue
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
|
||||
limits: wgpu::Limits::downlevel_webgl2_defaults()
|
||||
.using_resolution(adapter.limits()),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.await
|
||||
.expect("Failed to create device");
|
||||
|
||||
trace!("WGPU: loading shader");
|
||||
// Load the shaders from disk
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: None,
|
||||
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
|
||||
});
|
||||
|
||||
trace!("WGPU: creating pipeline layout");
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
trace!("WGPU: creating render pipeline");
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: None,
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[target_format.into()],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
RenderState {
|
||||
device,
|
||||
queue,
|
||||
_shader: shader,
|
||||
target_format,
|
||||
_pipeline_layout: pipeline_layout,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
fn configure_surface_swapchain(render_state: &RenderState, surface_state: &SurfaceState) {
|
||||
let swapchain_format = render_state.target_format;
|
||||
let size = surface_state.window.inner_size();
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: swapchain_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Mailbox,
|
||||
//present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
|
||||
surface_state
|
||||
.surface
|
||||
.configure(&render_state.device, &config);
|
||||
}
|
||||
|
||||
// We want to defer the initialization of our render state until
|
||||
// we have a surface so we can take its format into account.
|
||||
//
|
||||
// After we've initialized our render state once though we
|
||||
// expect all future surfaces will have the same format and we
|
||||
// so this stat will remain valid.
|
||||
async fn ensure_render_state_for_surface(app: &App, new_surface_state: &SurfaceState) {
|
||||
let mut app_guard = app.inner.write().unwrap();
|
||||
|
||||
if app_guard.adapter.is_none() {
|
||||
trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
|
||||
let adapter = app_guard
|
||||
.instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
force_fallback_adapter: false,
|
||||
// Request an adapter which can render to our surface
|
||||
compatible_surface: Some(&new_surface_state.surface),
|
||||
})
|
||||
trace!("WGPU: requesting device");
|
||||
// Create the logical device and command queue
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
|
||||
limits: wgpu::Limits::downlevel_webgl2_defaults()
|
||||
.using_resolution(adapter.limits()),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.await
|
||||
.expect("Failed to find an appropriate adapter");
|
||||
.expect("Failed to create device");
|
||||
|
||||
app_guard.adapter = Some(adapter);
|
||||
trace!("WGPU: loading shader");
|
||||
// Load the shaders from disk
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: None,
|
||||
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
|
||||
});
|
||||
|
||||
trace!("WGPU: creating pipeline layout");
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
trace!("WGPU: creating render pipeline");
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: None,
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(target_format.into())],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
RenderState {
|
||||
device,
|
||||
queue,
|
||||
_shader: shader,
|
||||
target_format,
|
||||
_pipeline_layout: pipeline_layout,
|
||||
render_pipeline,
|
||||
}
|
||||
}
|
||||
let adapter = app_guard.adapter.as_ref().unwrap();
|
||||
|
||||
if app_guard.render_state.is_none() {
|
||||
trace!("WGPU: finding preferred swapchain format");
|
||||
let swapchain_format = new_surface_state
|
||||
.surface
|
||||
.get_preferred_format(&adapter)
|
||||
.unwrap();
|
||||
// We want to defer the initialization of our render state until
|
||||
// we have a surface so we can take its format into account.
|
||||
//
|
||||
// After we've initialized our render state once though we
|
||||
// expect all future surfaces will have the same format and we
|
||||
// so this stat will remain valid.
|
||||
async fn ensure_render_state_for_surface(&mut self) {
|
||||
if let Some(surface_state) = &self.surface_state {
|
||||
if self.adapter.is_none() {
|
||||
trace!("WGPU: requesting a suitable adapter (compatible with our surface)");
|
||||
let adapter = self
|
||||
.instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
force_fallback_adapter: false,
|
||||
// Request an adapter which can render to our surface
|
||||
compatible_surface: Some(&surface_state.surface),
|
||||
})
|
||||
.await
|
||||
.expect("Failed to find an appropriate adapter");
|
||||
|
||||
let rs = init_render_state(adapter, swapchain_format).await;
|
||||
app_guard.render_state = Some(rs);
|
||||
self.adapter = Some(adapter);
|
||||
}
|
||||
let adapter = self.adapter.as_ref().unwrap();
|
||||
|
||||
if self.render_state.is_none() {
|
||||
trace!("WGPU: finding supported swapchain format");
|
||||
let swapchain_format = surface_state.surface.get_supported_formats(&adapter)[0];
|
||||
|
||||
let rs = Self::init_render_state(adapter, swapchain_format).await;
|
||||
self.render_state = Some(rs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn configure_surface_swapchain(&mut self) {
|
||||
if let (Some(render_state), Some(surface_state)) = (&self.render_state, &self.surface_state) {
|
||||
let swapchain_format = render_state.target_format;
|
||||
let size = surface_state.window.inner_size();
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: swapchain_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Mailbox,
|
||||
//present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
trace!("WGPU: Configuring surface swapchain: format = {swapchain_format:?}, size = {size:?}");
|
||||
surface_state
|
||||
.surface
|
||||
.configure(&render_state.device, &config);
|
||||
}
|
||||
}
|
||||
|
||||
fn queue_redraw(&self) {
|
||||
if let Some(surface_state) = &self.surface_state {
|
||||
trace!("Making Redraw Request");
|
||||
surface_state.window.request_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
fn resume<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
|
||||
trace!("Resumed, creating render state...");
|
||||
self.create_surface(event_loop);
|
||||
pollster::block_on(self.ensure_render_state_for_surface());
|
||||
self.configure_surface_swapchain();
|
||||
self.queue_redraw();
|
||||
}
|
||||
}
|
||||
|
||||
fn create_surface<T>(app: &App, event_loop: &EventLoopWindowTarget<T>) -> SurfaceState {
|
||||
let window = winit::window::Window::new(&event_loop).unwrap();
|
||||
|
||||
trace!("WGPU: creating surface for native window");
|
||||
let guard = app.inner.read().unwrap();
|
||||
let surface = unsafe { guard.instance.create_surface(&window) };
|
||||
|
||||
SurfaceState { window, surface }
|
||||
}
|
||||
|
||||
fn resume<T>(app: &App, event_loop: &EventLoopWindowTarget<T>) {
|
||||
trace!("Resumed, creating render state...");
|
||||
|
||||
let new_surface = create_surface(&app, event_loop);
|
||||
|
||||
pollster::block_on(ensure_render_state_for_surface(&app, &new_surface));
|
||||
|
||||
app.write().unwrap().surface_state = Some(new_surface);
|
||||
|
||||
let guard = app.read().unwrap();
|
||||
let render_state = guard.render_state.as_ref().unwrap();
|
||||
let surface_state = guard.surface_state.as_ref().unwrap();
|
||||
configure_surface_swapchain(render_state, surface_state);
|
||||
|
||||
trace!("Making Redraw Request");
|
||||
surface_state.window.request_redraw();
|
||||
}
|
||||
|
||||
fn run(event_loop: EventLoop<()>, app: App) {
|
||||
//let mut running = false;
|
||||
|
||||
fn run(event_loop: EventLoop<()>) {
|
||||
trace!("Running mainloop...");
|
||||
|
||||
// doesn't need to be re-considered later
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::GL);
|
||||
|
||||
let mut app = App::new(instance);
|
||||
event_loop.run(move |event, event_loop, control_flow| {
|
||||
trace!("Received Winit event: {event:?}");
|
||||
|
||||
*control_flow = ControlFlow::Wait;
|
||||
match event {
|
||||
Event::NewEvents(winit::event::StartCause::Init) => {
|
||||
// Note: that because Winit doesn't currently support lifecycle events consistently
|
||||
// across platforms then we effectively issue a fake 'resume' on non-android
|
||||
// platforms...
|
||||
#[cfg(not(target_os = "android"))]
|
||||
resume(&app, event_loop)
|
||||
}
|
||||
Event::Resumed => {
|
||||
resume(&app, event_loop);
|
||||
app.resume(event_loop);
|
||||
}
|
||||
Event::Suspended => {
|
||||
trace!("Suspended, dropping render state...");
|
||||
let mut guard = app.write().unwrap();
|
||||
//guard.running = false;
|
||||
guard.render_state = None;
|
||||
app.render_state = None;
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Resized(_size),
|
||||
..
|
||||
} => {
|
||||
let guard = app.read().unwrap();
|
||||
if let Some(ref surface_state) = guard.surface_state {
|
||||
if let Some(ref render_state) = guard.render_state {
|
||||
configure_surface_swapchain(render_state, surface_state);
|
||||
|
||||
// Winit: doesn't currently implicitly request a redraw
|
||||
// for a resize which may be required on some platforms...
|
||||
surface_state.window.request_redraw();
|
||||
}
|
||||
}
|
||||
app.configure_surface_swapchain();
|
||||
// Winit: doesn't currently implicitly request a redraw
|
||||
// for a resize which may be required on some platforms...
|
||||
app.queue_redraw();
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
trace!("Handling Redraw Request");
|
||||
|
||||
let guard = app.read().unwrap();
|
||||
if let Some(ref surface_state) = guard.surface_state {
|
||||
if let Some(ref rs) = guard.render_state {
|
||||
if let Some(ref surface_state) = app.surface_state {
|
||||
if let Some(ref rs) = app.render_state {
|
||||
let frame = surface_state
|
||||
.surface
|
||||
.get_current_texture()
|
||||
@@ -273,14 +239,14 @@ fn run(event_loop: EventLoop<()>, app: App) {
|
||||
let mut rpass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
rpass.set_pipeline(&rs.render_pipeline);
|
||||
@@ -303,26 +269,24 @@ fn run(event_loop: EventLoop<()>, app: App) {
|
||||
}
|
||||
|
||||
fn _main(event_loop: EventLoop<()>) {
|
||||
// We can decide on our graphics API / backend up-front and that
|
||||
// doesn't need to be re-considered later
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::VULKAN);
|
||||
//let instance = wgpu::Instance::new(wgpu::Backends::GL);
|
||||
|
||||
let app = App::new(instance);
|
||||
|
||||
run(event_loop, app);
|
||||
run(event_loop);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[cfg(target_os = "android")]
|
||||
#[no_mangle]
|
||||
fn android_main(app: AndroidApp) {
|
||||
android_logger::init_once(android_logger::Config::default().with_min_level(Level::Trace));
|
||||
use winit::platform::android::EventLoopBuilderExtAndroid;
|
||||
|
||||
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace));
|
||||
|
||||
let event_loop = EventLoopBuilder::new().with_android_app(app).build();
|
||||
_main(event_loop);
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[cfg(not(target_os = "android"))]
|
||||
fn main() {
|
||||
env_logger::builder()
|
||||
|
||||
Reference in New Issue
Block a user