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:
Robert Bragg
2022-08-14 12:01:37 +01:00
parent 58bc3f6de7
commit 11c3af686f
4 changed files with 329 additions and 414 deletions
+4 -10
View File
@@ -11,21 +11,15 @@ log = "0.4"
winit = "0.27"
wgpu = "0.13.0"
pollster = "0.2"
egui = "0.18"
egui-wgpu = { version = "0.18", features = [ "winit" ] }
egui-winit = { version = "0.18", default-features = false }
egui_demo_lib = "0.18"
egui = "0.19"
egui-wgpu = { version = "0.19", features = [ "winit" ] }
egui-winit = { version = "0.19", default-features = false }
egui_demo_lib = "0.19"
[patch.crates-io]
winit = { git = "https://github.com/rib/winit", branch = "android-activity-0.27" }
#winit = { path="../../../winit" }
egui = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
egui-wgpu = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
egui-winit = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
egui_extras = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
egui_demo_lib = { git = "https://github.com/budde25/egui", branch = "bump-winit" }
#egui = { git = "https://github.com/emilk/egui" }
#egui-wgpu = { git = "https://github.com/emilk/egui" }
#egui-winit = { git = "https://github.com/emilk/egui" }
+5 -15
View File
@@ -1,10 +1,7 @@
use log::Level;
use winit::event_loop::{EventLoop, EventLoopBuilder, EventLoopWindowTarget};
#[cfg(target_os = "android")]
use android_activity::AndroidApp;
#[cfg(target_os = "android")]
use winit::platform::android::EventLoopBuilderExtAndroid;
use winit::event_loop::ControlFlow;
@@ -87,15 +84,7 @@ fn _main(event_loop: EventLoop<Event>) {
let mut window: Option<winit::window::Window> = None;
let mut egui_demo_windows = egui_demo_lib::DemoWindows::default();
// On most platforms we can immediately create a winit window. On Android we manage
// window + surface state according to Resumed/Paused events.
#[cfg(not(target_os = "android"))]
{
window = Some(create_window(&event_loop, &mut state, &mut painter));
}
event_loop.run(move |event, event_loop, control_flow| match event {
#[cfg(target_os = "android")]
Resumed => match window {
None => {
window = Some(create_window(event_loop, &mut state, &mut painter));
@@ -105,12 +94,9 @@ fn _main(event_loop: EventLoop<Event>) {
window.request_redraw();
}
},
#[cfg(target_os = "android")]
Suspended => {
window = None;
}
RedrawRequested(..) => {
if let Some(window) = window.as_ref() {
let raw_input = state.take_egui_input(window);
@@ -154,10 +140,13 @@ fn _main(event_loop: EventLoop<Event>) {
});
}
#[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::with_user_event()
.with_android_app(app)
@@ -165,6 +154,7 @@ fn android_main(app: AndroidApp) {
_main(event_loop);
}
#[allow(dead_code)]
#[cfg(not(target_os = "android"))]
fn main() {
env_logger::builder()
+159 -192
View File
@@ -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,
@@ -32,228 +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: &[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,
}
}
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 supported swapchain format");
let swapchain_format = new_surface_state.surface.get_supported_formats(&adapter)[0];
// 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()
@@ -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
View File
@@ -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()