reclaim wasm vertex/buffer memory, consolidate glow backends (#290)

* Complete wasm backend memory mgmt, extract common glow code

Similar to 3e8d2d7d, but for the wasm backend.

Also takes a pass at consolidating some of the common code between the
glow-native and glow-wasm backends. At this point, the backends just
diverge in their window handling, and the data types of their OpenGL
data types (e.g. vertex_buffer.id is WebBufferId vs. uint32 on native)

* glow impls share prerender innards

* coalesce vertex/buffer types

* minimize diff

* clarify module naming
This commit is contained in:
Michael Kirk 2020-08-20 15:58:51 -07:00 committed by GitHub
parent 3a10416e26
commit 5db0a7ad9d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 271 additions and 465 deletions

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@ -5,7 +5,7 @@ authors = ["Dustin Carlino <dabreegster@gmail.com>"]
edition = "2018"
[features]
default = ["glium-backend"]
default = ["glow-backend"]
glium-backend = ["glium", "glutin", "usvg/text"]
glow-backend = ["glow", "glutin", "usvg/text"]
wasm-backend = ["glow/stdweb", "instant/stdweb", "stdweb", "webgl_stdweb", "winit/stdweb"]

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@ -32,10 +32,10 @@ works in the browser using WebAssembly and
Why OpenGL? My requirements are super simple; I don't need the power of Vulkan
or other new stuff. I want something simple that runs everywhere. If you want to
make this work with WGPU or something else, it should be easy. The 3 backend
implementations ([glium](src/backend_glium.rs),
[glow on native](src/backend_glow.rs), [glow on wasm](src/backend_wasm.rs)) are
each about 300 lines.
make this work with WGPU or something else, it should be easy. The backends are
each about 300 lines — [Glium](src/backend_glium.rs) running on native OpenGL,
and [Glow](src/backend_glow.rs) running either [on
native](src/backend_glow_native.rs) or [on wasm](src/backend_glow_wasm.rs).
### 2D drawing

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@ -298,4 +298,8 @@ impl PrerenderInnards {
pub fn monitor_scale_factor(&self) -> f64 {
self.display.gl_window().window().scale_factor()
}
pub fn draw_finished(&self, gfx_ctx_innards: GfxCtxInnards) {
gfx_ctx_innards.finish()
}
}

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@ -4,90 +4,31 @@ use glow::HasContext;
use std::cell::Cell;
use std::rc::Rc;
pub fn setup(window_title: &str) -> (PrerenderInnards, winit::event_loop::EventLoop<()>) {
let event_loop = winit::event_loop::EventLoop::new();
let window = winit::window::WindowBuilder::new()
.with_title(window_title)
.with_maximized(true);
// TODO Need the same fallback as backend_glium
// multisampling: 2 looks bad, 4 looks fine
let context = glutin::ContextBuilder::new()
.with_multisampling(4)
.with_depth_buffer(2)
.build_windowed(window, &event_loop)
.unwrap();
let windowed_context = unsafe { context.make_current().unwrap() };
let gl =
glow::Context::from_loader_function(|s| windowed_context.get_proc_address(s) as *const _);
let program = unsafe { gl.create_program().expect("Cannot create program") };
#[cfg(feature = "glow-backend")]
pub use crate::backend_glow_native::setup;
unsafe {
let shaders = [
(glow::VERTEX_SHADER, include_str!("shaders/vertex_140.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("shaders/fragment_140.glsl"),
),
]
.iter()
.map(|(shader_type, source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect::<Vec<_>>();
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
);
}
(
PrerenderInnards {
gl: Rc::new(gl),
program,
windowed_context,
total_bytes_uploaded: Cell::new(0),
},
event_loop,
)
}
#[cfg(feature = "wasm-backend")]
pub use crate::backend_glow_wasm::setup;
// Represents one frame that's gonna be drawn
pub struct GfxCtxInnards<'a> {
gl: Rc<glow::Context>,
windowed_context: &'a glutin::WindowedContext<glutin::PossiblyCurrent>,
gl: &'a glow::Context,
program: &'a <glow::Context as glow::HasContext>::Program,
current_clip: Option<[i32; 4]>,
}
impl<'a> GfxCtxInnards<'a> {
pub fn new(
gl: &'a glow::Context,
program: &'a <glow::Context as glow::HasContext>::Program,
) -> Self {
GfxCtxInnards {
gl,
program,
current_clip: None,
}
}
pub fn clear(&mut self, color: Color) {
unsafe {
self.gl.clear_color(color.r, color.g, color.b, color.a);
@ -150,6 +91,7 @@ impl<'a> GfxCtxInnards<'a> {
pub fn take_clip(&mut self) -> Option<[i32; 4]> {
self.current_clip.take()
}
pub fn restore_clip(&mut self, clip: Option<[i32; 4]>) {
self.current_clip = clip;
if let Some(c) = clip {
@ -158,10 +100,6 @@ impl<'a> GfxCtxInnards<'a> {
}
}
}
pub fn finish(self) {
self.windowed_context.swap_buffers().unwrap();
}
}
// Something that's been sent to the GPU already.
@ -183,7 +121,7 @@ impl Drop for Drawable {
}
struct VertexArray {
id: u32,
id: <glow::Context as glow::HasContext>::VertexArray,
was_destroyed: bool,
}
@ -215,7 +153,7 @@ impl Drop for VertexArray {
}
struct Buffer {
id: u32,
id: <glow::Context as glow::HasContext>::Buffer,
was_destroyed: bool,
}
@ -244,9 +182,15 @@ impl Drop for Buffer {
}
}
#[cfg(feature = "wasm-backend")]
type WindowAdapter = crate::backend_glow_wasm::WindowAdapter;
#[cfg(feature = "glow-backend")]
type WindowAdapter = crate::backend_glow_native::WindowAdapter;
pub struct PrerenderInnards {
gl: Rc<glow::Context>,
windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
window_adapter: WindowAdapter,
program: <glow::Context as glow::HasContext>::Program,
// TODO Prerender doesn't know what things are temporary and permanent. Could make the API more
@ -255,6 +199,19 @@ pub struct PrerenderInnards {
}
impl PrerenderInnards {
pub fn new(
gl: glow::Context,
program: <glow::Context as glow::HasContext>::Program,
window_adapter: WindowAdapter,
) -> PrerenderInnards {
PrerenderInnards {
gl: Rc::new(gl),
program,
window_adapter,
total_bytes_uploaded: Cell::new(0),
}
}
pub fn actually_upload(&self, permanent: bool, batch: GeomBatch) -> Drawable {
let mut vertices: Vec<[f32; 6]> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
@ -346,56 +303,47 @@ impl PrerenderInnards {
}
}
fn window(&self) -> &winit::window::Window {
self.window_adapter.window()
}
pub fn request_redraw(&self) {
self.windowed_context.window().request_redraw();
self.window().request_redraw();
}
pub fn set_cursor_icon(&self, icon: winit::window::CursorIcon) {
self.windowed_context.window().set_cursor_icon(icon);
self.window().set_cursor_icon(icon);
}
pub fn draw_new_frame(&self) -> GfxCtxInnards {
GfxCtxInnards {
gl: self.gl.clone(),
windowed_context: &self.windowed_context,
program: &self.program,
current_clip: None,
}
GfxCtxInnards::new(&self.gl, &self.program)
}
pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {
let physical_size = winit::dpi::LogicalSize::from(new_size).to_physical(scale_factor);
self.windowed_context.resize(physical_size);
self.window_adapter.window_resized(new_size, scale_factor);
unsafe {
self.gl.viewport(
0,
0,
physical_size.width as i32,
physical_size.height as i32,
);
self.gl
.viewport(0, 0, physical_size.width, physical_size.height);
// I think it's safe to assume there's not a clip right now.
self.gl.scissor(
0,
0,
physical_size.width as i32,
physical_size.height as i32,
);
self.gl
.scissor(0, 0, physical_size.width, physical_size.height);
}
}
pub fn window_size(&self, scale_factor: f64) -> ScreenDims {
self.windowed_context
.window()
.inner_size()
.to_logical(scale_factor)
.into()
self.window().inner_size().to_logical(scale_factor).into()
}
pub fn set_window_icon(&self, icon: winit::window::Icon) {
self.windowed_context.window().set_window_icon(Some(icon));
self.window().set_window_icon(Some(icon));
}
pub fn monitor_scale_factor(&self) -> f64 {
self.windowed_context.window().scale_factor()
self.window().scale_factor()
}
pub fn draw_finished(&self, gfc_ctx_innards: GfxCtxInnards) {
self.window_adapter.draw_finished(gfc_ctx_innards)
}
}

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@ -0,0 +1,90 @@
pub use crate::backend_glow::Drawable;
use crate::backend_glow::{GfxCtxInnards, PrerenderInnards};
use crate::ScreenDims;
use glow::HasContext;
pub fn setup(window_title: &str) -> (PrerenderInnards, winit::event_loop::EventLoop<()>) {
let event_loop = winit::event_loop::EventLoop::new();
let window = winit::window::WindowBuilder::new()
.with_title(window_title)
.with_maximized(true);
// TODO Need the same fallback as backend_glium
// multisampling: 2 looks bad, 4 looks fine
let context = glutin::ContextBuilder::new()
.with_multisampling(4)
.with_depth_buffer(2)
.build_windowed(window, &event_loop)
.unwrap();
let windowed_context = unsafe { context.make_current().unwrap() };
let gl =
glow::Context::from_loader_function(|s| windowed_context.get_proc_address(s) as *const _);
let program = unsafe { gl.create_program().expect("Cannot create program") };
unsafe {
let shaders = [
(glow::VERTEX_SHADER, include_str!("shaders/vertex_140.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("shaders/fragment_140.glsl"),
),
]
.iter()
.map(|(shader_type, source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect::<Vec<_>>();
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
);
}
(
PrerenderInnards::new(gl, program, WindowAdapter(windowed_context)),
event_loop,
)
}
pub struct WindowAdapter(glutin::WindowedContext<glutin::PossiblyCurrent>);
impl WindowAdapter {
pub fn window(&self) -> &winit::window::Window {
&self.0.window()
}
pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {
let physical_size = winit::dpi::LogicalSize::from(new_size).to_physical(scale_factor);
self.0.resize(physical_size);
}
pub fn draw_finished(&self, _gfc_ctx_innards: GfxCtxInnards) {
self.0.swap_buffers().unwrap();
}
}

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@ -0,0 +1,107 @@
pub use crate::backend_glow::Drawable;
use crate::backend_glow::{GfxCtxInnards, PrerenderInnards};
use crate::ScreenDims;
use glow::HasContext;
use stdweb::traits::INode;
use webgl_stdweb::WebGL2RenderingContext;
use winit::platform::web::WindowExtStdweb;
pub fn setup(window_title: &str) -> (PrerenderInnards, winit::event_loop::EventLoop<()>) {
stdweb::console!(log, "Setting up ezgui");
// This doesn't seem to work for the shader panics here, but later it does work. Huh.
std::panic::set_hook(Box::new(|info| {
stdweb::console!(log, "panicked: %s", format!("{}", info));
}));
let event_loop = winit::event_loop::EventLoop::new();
let size = {
// TODO Not sure how to get scrollbar dims
let scrollbars = 30;
let win = stdweb::web::window();
// `inner_width` corresponds to the browser's `self.innerWidth` function, which are in
// Logical, not Physical, pixels
winit::dpi::LogicalSize::new(
win.inner_width() - scrollbars,
win.inner_height() - scrollbars,
)
};
let window = winit::window::WindowBuilder::new()
.with_title(window_title)
.with_inner_size(size)
.build(&event_loop)
.unwrap();
let canvas = window.canvas();
let document = stdweb::web::document();
let body: stdweb::web::Node = document.body().expect("Get HTML body").into();
body.append_child(&canvas);
let webgl2_context: WebGL2RenderingContext = canvas.get_context().unwrap();
let gl = glow::Context::from_webgl2_context(webgl2_context);
let program = unsafe { gl.create_program().expect("Cannot create program") };
unsafe {
let shaders = [
(glow::VERTEX_SHADER, include_str!("shaders/vertex_300.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("shaders/fragment_300.glsl"),
),
]
.iter()
.map(|(shader_type, source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
stdweb::console!(log, "Shader error: %s", gl.get_shader_info_log(shader));
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect::<Vec<_>>();
gl.link_program(program);
if !gl.get_program_link_status(program) {
stdweb::console!(log, "Linking error: %s", gl.get_program_info_log(program));
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
);
}
(
PrerenderInnards::new(gl, program, WindowAdapter(window)),
event_loop,
)
}
pub struct WindowAdapter(winit::window::Window);
impl WindowAdapter {
pub fn window(&self) -> &winit::window::Window {
&self.0
}
pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {}
pub fn draw_finished(&self, _gfc_ctx_innards: GfxCtxInnards) {}
}

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@ -1,342 +0,0 @@
use crate::drawing::Uniforms;
use crate::{Canvas, Color, GeomBatch, ScreenDims, ScreenRectangle};
use glow::HasContext;
use std::cell::Cell;
use stdweb::traits::INode;
use webgl_stdweb::WebGL2RenderingContext;
use winit::platform::web::WindowExtStdweb;
pub fn setup(window_title: &str) -> (PrerenderInnards, winit::event_loop::EventLoop<()>) {
stdweb::console!(log, "Setting up ezgui");
// This doesn't seem to work for the shader panics here, but later it does work. Huh.
std::panic::set_hook(Box::new(|info| {
stdweb::console!(log, "panicked: %s", format!("{}", info));
}));
let event_loop = winit::event_loop::EventLoop::new();
let size = {
// TODO Not sure how to get scrollbar dims
let scrollbars = 30;
let win = stdweb::web::window();
// `inner_width` corresponds to the browser's `self.innerWidth` function, which are in
// Logical, not Physical, pixels
winit::dpi::LogicalSize::new(
win.inner_width() - scrollbars,
win.inner_height() - scrollbars,
)
};
let window = winit::window::WindowBuilder::new()
.with_title(window_title)
.with_inner_size(size)
.build(&event_loop)
.unwrap();
let canvas = window.canvas();
let document = stdweb::web::document();
let body: stdweb::web::Node = document.body().expect("Get HTML body").into();
body.append_child(&canvas);
let webgl2_context: WebGL2RenderingContext = canvas.get_context().unwrap();
let gl = glow::Context::from_webgl2_context(webgl2_context);
let program = unsafe { gl.create_program().expect("Cannot create program") };
unsafe {
let shaders = [
(glow::VERTEX_SHADER, include_str!("shaders/vertex_300.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("shaders/fragment_300.glsl"),
),
]
.iter()
.map(|(shader_type, source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
stdweb::console!(log, "Shader error: %s", gl.get_shader_info_log(shader));
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect::<Vec<_>>();
gl.link_program(program);
if !gl.get_program_link_status(program) {
stdweb::console!(log, "Linking error: %s", gl.get_program_info_log(program));
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
);
}
(
PrerenderInnards {
gl,
program,
window,
total_bytes_uploaded: Cell::new(0),
},
event_loop,
)
}
// Represents one frame that's gonna be drawn
pub struct GfxCtxInnards<'a> {
gl: &'a glow::Context,
program: &'a <glow::Context as glow::HasContext>::Program,
current_clip: Option<[i32; 4]>,
}
impl<'a> GfxCtxInnards<'a> {
pub fn clear(&mut self, color: Color) {
unsafe {
self.gl.clear_color(color.r, color.g, color.b, color.a);
self.gl.clear(glow::COLOR_BUFFER_BIT);
self.gl.clear_depth_f32(1.0);
self.gl.clear(glow::DEPTH_BUFFER_BIT);
}
}
pub fn redraw(&mut self, obj: &Drawable, uniforms: &Uniforms, _: &PrerenderInnards) {
unsafe {
let transform_loc = self
.gl
.get_uniform_location(*self.program, "transform")
.unwrap();
self.gl
.uniform_3_f32_slice(Some(&transform_loc), &uniforms.transform);
let window_loc = self
.gl
.get_uniform_location(*self.program, "window")
.unwrap();
self.gl
.uniform_3_f32_slice(Some(&window_loc), &uniforms.window);
self.gl.bind_vertex_array(Some(obj.vert_array));
self.gl
.draw_elements(glow::TRIANGLES, obj.num_indices, glow::UNSIGNED_INT, 0);
self.gl.bind_vertex_array(None);
}
}
pub fn enable_clipping(&mut self, rect: ScreenRectangle, scale_factor: f64, canvas: &Canvas) {
assert!(self.current_clip.is_none());
// The scissor rectangle is in units of physical pixles, as opposed to logical pixels
let left = (rect.x1 * scale_factor) as i32;
// Y-inversion
let bottom = ((canvas.window_height - rect.y2) * scale_factor) as i32;
let width = ((rect.x2 - rect.x1) * scale_factor) as i32;
let height = ((rect.y2 - rect.y1) * scale_factor) as i32;
unsafe {
self.gl.scissor(left, bottom, width, height);
}
self.current_clip = Some([left, bottom, width, height]);
}
pub fn disable_clipping(&mut self, scale_factor: f64, canvas: &Canvas) {
assert!(self.current_clip.is_some());
self.current_clip = None;
unsafe {
self.gl.scissor(
0,
0,
(canvas.window_width * scale_factor) as i32,
(canvas.window_height * scale_factor) as i32,
);
}
}
pub fn take_clip(&mut self) -> Option<[i32; 4]> {
self.current_clip.take()
}
pub fn restore_clip(&mut self, clip: Option<[i32; 4]>) {
self.current_clip = clip;
if let Some(c) = clip {
unsafe {
self.gl.scissor(c[0], c[1], c[2], c[3]);
}
}
}
pub fn finish(self) {}
}
// Something that's been sent to the GPU already.
// TODO Implement Drop; have to keep a reference to gl.
pub struct Drawable {
_vert_buffer: glow::WebBufferKey,
vert_array: glow::WebVertexArrayKey,
_elem_buffer: glow::WebBufferKey,
num_indices: i32,
}
pub struct PrerenderInnards {
gl: glow::Context,
window: winit::window::Window,
program: <glow::Context as glow::HasContext>::Program,
// TODO Prerender doesn't know what things are temporary and permanent. Could make the API more
// detailed.
pub total_bytes_uploaded: Cell<usize>,
}
impl PrerenderInnards {
pub fn actually_upload(&self, permanent: bool, batch: GeomBatch) -> Drawable {
let mut vertices: Vec<[f32; 6]> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
for (color, poly) in batch.consume() {
let idx_offset = vertices.len();
let (pts, raw_indices) = poly.raw_for_rendering();
for pt in pts {
let style = color.style(*pt);
vertices.push([
pt.x() as f32,
pt.y() as f32,
style[0],
style[1],
style[2],
style[3],
]);
}
for idx in raw_indices {
indices.push((idx_offset + *idx) as u32);
}
}
let (vert_buffer, vert_array, elem_buffer) = unsafe {
let vert_array = self.gl.create_vertex_array().unwrap();
let vert_buffer = self.gl.create_buffer().unwrap();
let elem_buffer = self.gl.create_buffer().unwrap();
self.gl.bind_vertex_array(Some(vert_array));
self.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vert_buffer));
self.gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
&vertices.align_to::<u8>().1,
// TODO Use permanent
glow::STATIC_DRAW,
);
self.gl
.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(elem_buffer));
self.gl.buffer_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
&indices.align_to::<u8>().1,
glow::STATIC_DRAW,
);
// TODO Can we have a single vertex array for everything, since there's an uber shader?
let stride = 6 * std::mem::size_of::<f32>() as i32;
// position is vec2
self.gl.enable_vertex_attrib_array(0);
self.gl
.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
// style is vec4
self.gl.enable_vertex_attrib_array(1);
self.gl.vertex_attrib_pointer_f32(
1,
4,
glow::FLOAT,
false,
stride,
2 * std::mem::size_of::<f32>() as i32,
);
// Safety?
self.gl.bind_vertex_array(None);
self.gl.bind_buffer(glow::ARRAY_BUFFER, None);
self.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
(vert_buffer, vert_array, elem_buffer)
};
let num_indices = indices.len() as i32;
if permanent {
/*self.total_bytes_uploaded.set(
self.total_bytes_uploaded.get()
+ vertex_buffer.get_size()
+ index_buffer.get_size(),
);*/
}
Drawable {
_vert_buffer: vert_buffer,
vert_array,
_elem_buffer: elem_buffer,
num_indices,
}
}
pub fn request_redraw(&self) {
self.window.request_redraw();
}
pub fn set_cursor_icon(&self, icon: winit::window::CursorIcon) {
self.window.set_cursor_icon(icon);
}
pub fn draw_new_frame(&self) -> GfxCtxInnards {
GfxCtxInnards {
gl: &self.gl,
program: &self.program,
current_clip: None,
}
}
pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {
let physical_size =
winit::dpi::LogicalSize::from(new_size).to_physical::<f64>(scale_factor);
unsafe {
self.gl.viewport(
0,
0,
physical_size.width as i32,
physical_size.height as i32,
);
// I think it's safe to assume there's not a clip right now.
self.gl.scissor(
0,
0,
physical_size.width as i32,
physical_size.height as i32,
);
}
}
pub fn window_size(&self, scale_factor: f64) -> ScreenDims {
self.window.inner_size().to_logical(scale_factor).into()
}
pub fn set_window_icon(&self, icon: winit::window::Icon) {
self.window.set_window_icon(Some(icon));
}
pub fn monitor_scale_factor(&self) -> f64 {
self.window.scale_factor()
}
}

View File

@ -184,7 +184,7 @@ impl<'a> LoadingScreen<'a> {
&draw,
);
g.inner.finish();
g.prerender.inner.draw_finished(g.inner);
}
}

View File

@ -27,10 +27,12 @@
mod assets;
#[cfg(feature = "glium-backend")]
mod backend_glium;
#[cfg(feature = "glow-backend")]
#[cfg(any(feature = "glow-backend", feature = "wasm-backend"))]
mod backend_glow;
#[cfg(feature = "glow-backend")]
mod backend_glow_native;
#[cfg(feature = "wasm-backend")]
mod backend_wasm;
mod backend_glow_wasm;
mod canvas;
mod color;
mod drawing;
@ -51,11 +53,8 @@ mod backend {
#[cfg(feature = "glium-backend")]
pub use crate::backend_glium::*;
#[cfg(feature = "glow-backend")]
#[cfg(any(feature = "glow-backend", feature = "wasm-backend"))]
pub use crate::backend_glow::*;
#[cfg(feature = "wasm-backend")]
pub use crate::backend_wasm::*;
}
pub use crate::backend::Drawable;

View File

@ -146,7 +146,7 @@ impl<G: GUI> State<G> {
);
}
g.inner.finish();
prerender.inner.draw_finished(g.inner);
naming_hint
}
}