mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 13:20:05 -04:00
Update to wgpu 29
This commit is contained in:
@@ -24,7 +24,10 @@ mod renderer;
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mod setup;
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pub use renderer::*;
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pub use setup::{NativeAdapterSelectorMethod, WgpuSetup, WgpuSetupCreateNew, WgpuSetupExisting};
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pub use setup::{
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EguiDisplayHandle, NativeAdapterSelectorMethod, WgpuSetup, WgpuSetupCreateNew,
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WgpuSetupExisting,
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};
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/// Helpers for capturing screenshots of the UI.
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#[cfg(feature = "capture")]
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@@ -191,6 +194,7 @@ impl RenderState {
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let (adapter, device, queue) = match config.wgpu_setup.clone() {
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WgpuSetup::CreateNew(WgpuSetupCreateNew {
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instance_descriptor: _,
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display_handle: _,
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power_preference,
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native_adapter_selector: _native_adapter_selector,
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device_descriptor,
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@@ -272,7 +276,58 @@ fn describe_adapters(adapters: &[wgpu::Adapter]) -> String {
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}
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}
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/// Specifies which action should be taken as consequence of a [`wgpu::SurfaceError`]
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/// Describes a surface error when acquiring a texture for rendering.
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///
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/// These correspond to the error variants of [`wgpu::CurrentSurfaceTexture`] — everything
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/// except `Success` and `Suboptimal`, which contain usable frames. This enum is passed to the
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/// [`WgpuConfiguration::on_surface_error`] callback so you can decide how to respond.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum SurfaceStatus {
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/// Timed out waiting for the next frame.
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///
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/// This is usually transient. Skip the current frame and try again next frame.
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Timeout,
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/// The surface configuration no longer matches the underlying display surface.
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///
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/// The surface should be reconfigured (egui will do this automatically if you return
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/// [`SurfaceErrorAction::RecreateSurface`]). This commonly happens after a window resize
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/// or display settings change.
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Outdated,
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/// The surface has been lost and must be recreated from scratch.
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///
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/// This is more severe than [`Self::Outdated`] — the entire surface is invalid. Return
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/// [`SurfaceErrorAction::RecreateSurface`] to recover.
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Lost,
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/// The window is not visible (e.g. minimized or fully behind another window).
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///
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/// Skip the current frame. There is nothing to render to.
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Occluded,
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/// A GPU validation error occurred.
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///
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/// This should not be reachable under normal circumstances, unless
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/// you wrap the [`winit::Painter::paint_and_update_textures`] in a wgpu
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/// error scope, and there is a validation error in the
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/// [`wgpu::Surface::get_current_texture`] call.
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Validation,
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}
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impl std::fmt::Display for SurfaceStatus {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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Self::Timeout => write!(f, "Surface timed out"),
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Self::Outdated => write!(f, "Surface outdated"),
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Self::Lost => write!(f, "Surface lost"),
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Self::Occluded => write!(f, "Surface occluded"),
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Self::Validation => write!(f, "Surface validation error"),
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}
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}
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}
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/// Specifies which action should be taken as consequence of a [`SurfaceStatus`]
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pub enum SurfaceErrorAction {
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/// Do nothing and skip the current frame.
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SkipFrame,
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@@ -300,7 +355,7 @@ pub struct WgpuConfiguration {
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pub wgpu_setup: WgpuSetup,
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/// Callback for surface errors.
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pub on_surface_error: Arc<dyn Fn(wgpu::SurfaceError) -> SurfaceErrorAction + Send + Sync>,
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pub on_surface_error: Arc<dyn Fn(SurfaceStatus) -> SurfaceErrorAction + Send + Sync>,
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}
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#[test]
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@@ -333,9 +388,11 @@ impl Default for WgpuConfiguration {
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Self {
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present_mode: wgpu::PresentMode::AutoVsync,
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desired_maximum_frame_latency: None,
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wgpu_setup: Default::default(),
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// No display handle available at this point — callers should replace this with
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// `WgpuSetup::from_display_handle(...)` before creating the instance if one is available.
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wgpu_setup: WgpuSetup::without_display_handle(),
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on_surface_error: Arc::new(|err| {
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if err == wgpu::SurfaceError::Outdated {
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if err == SurfaceStatus::Outdated {
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// This error occurs when the app is minimized on Windows.
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// Silently return here to prevent spamming the console with:
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// "The underlying surface has changed, and therefore the swap chain must be updated"
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@@ -352,7 +352,10 @@ impl Renderer {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("egui_pipeline_layout"),
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bind_group_layouts: &[&uniform_bind_group_layout, &texture_bind_group_layout],
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bind_group_layouts: &[
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Some(&uniform_bind_group_layout),
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Some(&texture_bind_group_layout),
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],
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immediate_size: 0,
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});
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@@ -360,8 +363,8 @@ impl Renderer {
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.depth_stencil_format
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.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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depth_write_enabled: Some(false),
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depth_compare: Some(wgpu::CompareFunction::Always),
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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});
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@@ -968,7 +971,8 @@ impl Renderer {
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Primitive::Mesh(mesh) => {
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let size = mesh.indices.len() * std::mem::size_of::<u32>();
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let slice = index_offset..(size + index_offset);
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index_buffer_staging[slice.clone()]
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index_buffer_staging
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.slice(slice.clone())
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.copy_from_slice(bytemuck::cast_slice(&mesh.indices));
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self.index_buffer.slices.push(slice);
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index_offset += size;
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@@ -1011,7 +1015,8 @@ impl Renderer {
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Primitive::Mesh(mesh) => {
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let size = mesh.vertices.len() * std::mem::size_of::<Vertex>();
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let slice = vertex_offset..(size + vertex_offset);
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vertex_buffer_staging[slice.clone()]
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vertex_buffer_staging
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.slice(slice.clone())
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.copy_from_slice(bytemuck::cast_slice(&mesh.vertices));
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self.vertex_buffer.slices.push(slice);
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vertex_offset += size;
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@@ -1,5 +1,47 @@
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use std::sync::Arc;
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/// A cloneable display handle for use with [`wgpu::InstanceDescriptor`].
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///
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/// This trait exists so that a [`winit::event_loop::OwnedDisplayHandle`] (or similar platform
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/// display handle) can be stored, cloned, and later passed to wgpu.
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///
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/// wgpu requires an explicit display handle for GLES on some platforms (notably Wayland).
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/// Because [`wgpu::InstanceDescriptor`] contains a `Box<dyn WgpuHasDisplayHandle>` which is
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/// not cloneable, we wrap the handle in this trait so it can be cloned alongside the rest of
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/// the egui wgpu configuration.
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///
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/// This is automatically implemented for all types that satisfy the bounds (including
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/// [`winit::event_loop::OwnedDisplayHandle`]).
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pub trait EguiDisplayHandle:
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wgpu::rwh::HasDisplayHandle + std::fmt::Debug + Send + Sync + 'static
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{
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/// Clone this handle into a `Box<dyn WgpuHasDisplayHandle>` suitable for setting on
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/// [`wgpu::InstanceDescriptor::display`].
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fn clone_for_wgpu(&self) -> Box<dyn wgpu::wgt::WgpuHasDisplayHandle>;
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/// Clone this handle into a new `Box<dyn EguiDisplayHandle>`.
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fn clone_display_handle(&self) -> Box<dyn EguiDisplayHandle>;
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}
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impl Clone for Box<dyn EguiDisplayHandle> {
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fn clone(&self) -> Self {
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self.clone_display_handle()
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}
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}
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impl<T> EguiDisplayHandle for T
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where
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T: wgpu::rwh::HasDisplayHandle + Clone + std::fmt::Debug + Send + Sync + 'static,
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{
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fn clone_for_wgpu(&self) -> Box<dyn wgpu::wgt::WgpuHasDisplayHandle> {
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Box::new(self.clone())
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}
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fn clone_display_handle(&self) -> Box<dyn EguiDisplayHandle> {
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Box::new(self.clone())
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}
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}
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#[derive(Clone)]
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pub enum WgpuSetup {
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/// Construct a wgpu setup using some predefined settings & heuristics.
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@@ -22,9 +64,32 @@ pub enum WgpuSetup {
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Existing(WgpuSetupExisting),
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}
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impl Default for WgpuSetup {
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fn default() -> Self {
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Self::CreateNew(WgpuSetupCreateNew::default())
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impl WgpuSetup {
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/// Creates a new [`WgpuSetup::CreateNew`] with the given display handle.
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///
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/// This is the recommended constructor. Most platforms (Windows, macOS/iOS, Android, web)
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/// work fine without a display handle, but some (e.g. Wayland on Linux with GLES) require
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/// one. Providing it unconditionally ensures your app works everywhere.
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///
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/// If you don't have a display handle available, use [`Self::without_display_handle`]
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/// instead — it will still work on the majority of platforms.
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///
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/// With winit, pass [`EventLoop::owned_display_handle`](winit::event_loop::EventLoop::owned_display_handle).
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pub fn from_display_handle(display_handle: impl EguiDisplayHandle) -> Self {
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Self::CreateNew(WgpuSetupCreateNew::from_display_handle(display_handle))
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}
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/// Creates a new [`WgpuSetup::CreateNew`] without a display handle.
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///
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/// A display handle is not required for headless operation (offscreen rendering, tests,
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/// compute-only workloads). It also isn't needed on most platforms even when presenting
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/// to a window — only some configurations (e.g. Wayland on Linux with GLES) require one.
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///
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/// If you do have a display handle available, prefer [`Self::from_display_handle`] for
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/// maximum compatibility. With winit you can obtain one via
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/// [`EventLoop::owned_display_handle`](winit::event_loop::EventLoop::owned_display_handle).
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pub fn without_display_handle() -> Self {
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Self::CreateNew(WgpuSetupCreateNew::without_display_handle())
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}
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}
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@@ -65,8 +130,18 @@ impl WgpuSetup {
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}
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log::debug!("Creating wgpu instance with backends {backends:?}");
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wgpu::util::new_instance_with_webgpu_detection(&create_new.instance_descriptor)
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.await
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let desc = &create_new.instance_descriptor;
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let mut descriptor = wgpu::InstanceDescriptor {
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backends: desc.backends,
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flags: desc.flags,
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backend_options: desc.backend_options.clone(),
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memory_budget_thresholds: desc.memory_budget_thresholds,
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display: None,
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};
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if let Some(handle) = &create_new.display_handle {
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descriptor.display = Some(handle.clone_for_wgpu());
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}
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wgpu::util::new_instance_with_webgpu_detection(descriptor).await
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}
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Self::Existing(existing) => existing.instance.clone(),
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}
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@@ -98,9 +173,28 @@ pub type NativeAdapterSelectorMethod = Arc<
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/// Configuration for creating a new wgpu setup.
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///
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/// Used for [`WgpuSetup::CreateNew`].
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///
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/// Use [`Self::from_display_handle`] when you have a display handle available — this is the
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/// recommended constructor. With winit you can obtain one via
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/// [`EventLoop::owned_display_handle`](winit::event_loop::EventLoop::owned_display_handle).
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/// Most platforms (Windows, macOS/iOS, Android, web) work fine without one, but some
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/// (e.g. Wayland on Linux with GLES) require it. Providing it unconditionally ensures your
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/// app works everywhere.
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///
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/// If you don't have a display handle, use [`Self::without_display_handle`] — it will still
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/// work on the majority of platforms, and is appropriate for headless rendering, tests, or
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/// web targets.
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///
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/// Note: The [`wgpu::InstanceDescriptor::display`] field is always stored as `None` in
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/// [`Self::instance_descriptor`]. The display handle is stored separately so it can be cloned
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/// (since [`wgpu::InstanceDescriptor`] itself does not implement `Clone`), and is injected
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/// into the descriptor at instance creation time.
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pub struct WgpuSetupCreateNew {
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/// Instance descriptor for creating a wgpu instance.
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///
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/// The [`wgpu::InstanceDescriptor::display`] field should be left as `None`; use the
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/// [`Self::display_handle`] field instead (it will be injected when the instance is created).
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///
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/// The most important field is [`wgpu::InstanceDescriptor::backends`], which
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/// controls which backends are supported (wgpu will pick one of these).
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/// If you only want to support WebGL (and not WebGPU),
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@@ -110,6 +204,16 @@ pub struct WgpuSetupCreateNew {
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/// and only if you have enabled the `webgl` feature of crate `wgpu`.
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pub instance_descriptor: wgpu::InstanceDescriptor,
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/// The display handle to pass to wgpu when creating the instance.
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///
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/// Most platforms (Windows, macOS/iOS, Android, web) work without this, but some
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/// (e.g. Wayland on Linux with GLES) require it. If you have a display handle
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/// available, providing it ensures maximum compatibility.
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///
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/// When using winit, this is typically the
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/// [`winit::event_loop::OwnedDisplayHandle`] obtained from the event loop.
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pub display_handle: Option<Box<dyn EguiDisplayHandle>>,
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/// Power preference for the adapter if [`Self::native_adapter_selector`] is not set or targeting web.
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pub power_preference: wgpu::PowerPreference,
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@@ -128,32 +232,34 @@ pub struct WgpuSetupCreateNew {
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Arc<dyn Fn(&wgpu::Adapter) -> wgpu::DeviceDescriptor<'static> + Send + Sync>,
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}
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impl Clone for WgpuSetupCreateNew {
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fn clone(&self) -> Self {
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impl WgpuSetupCreateNew {
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/// Creates a new configuration with the given display handle.
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///
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/// This is the recommended constructor. Most platforms (Windows, macOS/iOS, Android, web)
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/// work fine without a display handle, but some (e.g. Wayland on Linux with GLES) require
|
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/// one. Providing it unconditionally ensures your app works everywhere.
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///
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/// If you don't have a display handle available, use [`Self::without_display_handle`]
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/// instead — it will still work on the majority of platforms.
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///
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/// With winit, pass [`EventLoop::owned_display_handle`](winit::event_loop::EventLoop::owned_display_handle).
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pub fn from_display_handle(display_handle: impl EguiDisplayHandle) -> Self {
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Self {
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instance_descriptor: self.instance_descriptor.clone(),
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power_preference: self.power_preference,
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native_adapter_selector: self.native_adapter_selector.clone(),
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device_descriptor: Arc::clone(&self.device_descriptor),
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display_handle: Some(Box::new(display_handle)),
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..Self::without_display_handle()
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}
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}
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}
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impl std::fmt::Debug for WgpuSetupCreateNew {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("WgpuSetupCreateNew")
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.field("instance_descriptor", &self.instance_descriptor)
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.field("power_preference", &self.power_preference)
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.field(
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"native_adapter_selector",
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&self.native_adapter_selector.is_some(),
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)
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.finish()
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}
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}
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impl Default for WgpuSetupCreateNew {
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fn default() -> Self {
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/// Creates a new configuration without a display handle.
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///
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/// A display handle is not required for headless operation (offscreen rendering, tests,
|
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/// compute-only workloads). It also isn't needed on most platforms even when presenting
|
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/// to a window — only some configurations (e.g. Wayland on Linux with GLES) require one.
|
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///
|
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/// If you do have a display handle available, prefer [`Self::from_display_handle`] for
|
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/// maximum compatibility. With winit you can obtain one via
|
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/// [`EventLoop::owned_display_handle`](winit::event_loop::EventLoop::owned_display_handle).
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pub fn without_display_handle() -> Self {
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Self {
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instance_descriptor: wgpu::InstanceDescriptor {
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// Add GL backend, primarily because WebGPU is not stable enough yet.
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@@ -163,8 +269,11 @@ impl Default for WgpuSetupCreateNew {
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flags: wgpu::InstanceFlags::from_build_config().with_env(),
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backend_options: wgpu::BackendOptions::from_env_or_default(),
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memory_budget_thresholds: wgpu::MemoryBudgetThresholds::default(),
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display: None,
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},
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display_handle: None,
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power_preference: wgpu::PowerPreference::from_env()
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.unwrap_or(wgpu::PowerPreference::HighPerformance),
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@@ -192,6 +301,39 @@ impl Default for WgpuSetupCreateNew {
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}
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}
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impl Clone for WgpuSetupCreateNew {
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fn clone(&self) -> Self {
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let desc = &self.instance_descriptor;
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Self {
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instance_descriptor: wgpu::InstanceDescriptor {
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backends: desc.backends,
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flags: desc.flags,
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backend_options: desc.backend_options.clone(),
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memory_budget_thresholds: desc.memory_budget_thresholds,
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display: None,
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},
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display_handle: self.display_handle.clone(),
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power_preference: self.power_preference,
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native_adapter_selector: self.native_adapter_selector.clone(),
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device_descriptor: Arc::clone(&self.device_descriptor),
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}
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}
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}
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impl std::fmt::Debug for WgpuSetupCreateNew {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("WgpuSetupCreateNew")
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.field("instance_descriptor", &self.instance_descriptor)
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.field("display_handle", &self.display_handle)
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.field("power_preference", &self.power_preference)
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.field(
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"native_adapter_selector",
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&self.native_adapter_selector.is_some(),
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)
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||||
.finish()
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}
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||||
}
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||||
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/// Configuration for using an existing wgpu setup.
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||||
///
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||||
/// Used for [`WgpuSetup::Existing`].
|
||||
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@@ -3,7 +3,7 @@
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||||
#![expect(clippy::unwrap_used)] // TODO(emilk): avoid unwraps
|
||||
#![expect(unsafe_code)]
|
||||
|
||||
use crate::{RenderState, SurfaceErrorAction, WgpuConfiguration, renderer};
|
||||
use crate::{RenderState, SurfaceErrorAction, SurfaceStatus, WgpuConfiguration, renderer};
|
||||
use crate::{
|
||||
RendererOptions,
|
||||
capture::{CaptureReceiver, CaptureSender, CaptureState, capture_channel},
|
||||
@@ -368,7 +368,7 @@ impl Painter {
|
||||
hal_surface
|
||||
.render_layer()
|
||||
.lock()
|
||||
.set_presents_with_transaction(resizing);
|
||||
.setPresentsWithTransaction(resizing);
|
||||
|
||||
Self::configure_surface(
|
||||
state,
|
||||
@@ -501,16 +501,53 @@ impl Painter {
|
||||
};
|
||||
|
||||
let output_frame = match output_frame {
|
||||
Ok(frame) => frame,
|
||||
Err(err) => match (*self.configuration.on_surface_error)(err) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
return vsync_sec;
|
||||
wgpu::CurrentSurfaceTexture::Success(frame)
|
||||
| wgpu::CurrentSurfaceTexture::Suboptimal(frame) => frame,
|
||||
wgpu::CurrentSurfaceTexture::Timeout => {
|
||||
match (*self.configuration.on_surface_error)(SurfaceStatus::Timeout) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {}
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {
|
||||
return vsync_sec;
|
||||
return vsync_sec;
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Outdated => {
|
||||
match (*self.configuration.on_surface_error)(SurfaceStatus::Outdated) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {}
|
||||
}
|
||||
},
|
||||
return vsync_sec;
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Lost => {
|
||||
match (*self.configuration.on_surface_error)(SurfaceStatus::Lost) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {}
|
||||
}
|
||||
return vsync_sec;
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Occluded => {
|
||||
match (*self.configuration.on_surface_error)(SurfaceStatus::Occluded) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {}
|
||||
}
|
||||
return vsync_sec;
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Validation => {
|
||||
match (*self.configuration.on_surface_error)(SurfaceStatus::Validation) {
|
||||
SurfaceErrorAction::RecreateSurface => {
|
||||
Self::configure_surface(surface_state, render_state, &self.configuration);
|
||||
}
|
||||
SurfaceErrorAction::SkipFrame => {}
|
||||
}
|
||||
return vsync_sec;
|
||||
}
|
||||
};
|
||||
|
||||
let mut capture_buffer = None;
|
||||
|
||||
Reference in New Issue
Block a user