mirror of
https://github.com/rust-mobile/android-activity.git
synced 2026-07-14 02:28:54 +00:00
11c3af686f
* 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)
300 lines
10 KiB
Rust
300 lines
10 KiB
Rust
use std::borrow::Cow;
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use log::trace;
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use wgpu::TextureFormat;
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use wgpu::{Adapter, Device, Instance, PipelineLayout, Queue, RenderPipeline, ShaderModule};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopWindowTarget},
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};
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#[cfg(target_os = "android")]
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use android_activity::AndroidApp;
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struct RenderState {
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device: Device,
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queue: Queue,
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_shader: ShaderModule,
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target_format: TextureFormat,
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_pipeline_layout: PipelineLayout,
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render_pipeline: RenderPipeline,
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}
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struct SurfaceState {
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window: winit::window::Window,
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surface: wgpu::Surface,
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}
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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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impl App {
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fn new(instance: Instance) -> Self {
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Self {
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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 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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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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// 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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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 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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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:?}");
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*control_flow = ControlFlow::Wait;
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match event {
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Event::Resumed => {
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app.resume(event_loop);
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}
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Event::Suspended => {
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trace!("Suspended, dropping render state...");
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app.render_state = None;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_size),
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..
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} => {
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app.configure_surface_swapchain();
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// Winit: doesn't currently implicitly request a redraw
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// for a resize which may be required on some platforms...
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app.queue_redraw();
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}
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Event::RedrawRequested(_) => {
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trace!("Handling Redraw Request");
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if let Some(ref surface_state) = app.surface_state {
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if let Some(ref rs) = app.render_state {
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let frame = surface_state
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.surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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rs.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: None,
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});
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{
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let mut rpass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&rs.render_pipeline);
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rpass.draw(0..3, 0..1);
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}
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rs.queue.submit(Some(encoder.finish()));
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frame.present();
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surface_state.window.request_redraw();
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}
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}
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}
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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}
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});
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}
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fn _main(event_loop: EventLoop<()>) {
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run(event_loop);
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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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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::new().with_android_app(app).build();
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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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.filter_level(log::LevelFilter::Warn) // Default Log Level
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.parse_default_env()
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.init();
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let event_loop = EventLoopBuilder::new().build();
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_main(event_loop);
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}
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