Set up the underlying graphics API with WGPU, render into the queue with
skia, present with WGPU. Opens path to importing wgpu textures, provided
that we synchronize them (i.e. pipeline barriers/transitions if needed).
The `require_wgpu_24` function accepts either a fully setup WGPU, or one
can configure individual aspects such as features/limits.
The wgpu_texture example uses this to add push constants to the required
features and thus eliminates the need for uniform buffers.
If CAMetalLayer decides to do double buffering for a long time, we'll keep increasing the age of the third buffer that we may have seen. We store that as u8, and this can overflow. Handle that case gracefully.
(This was introduced with commit d9404d4063)
This makes it possible to debug partial rendering with macOS easily.
Also, disable triple buffering when partial rendering is enabled,
as the partial renderer only supports two buffers.
On macOS we should default to the Meta renderer, similar `renderer-skia` defaults to D3D on Windows. Unfortunately commit 0d36f88152 broke this by forgetting
that None with the requested graphics API means: Go for with what we have, nothing special requested.
This also fixes the terminal output "Failed to initialize Skia GPU renderer: Requested non-Metal rendering with Metal renderer . Falling back to software rendering" (and similar on Windows).
Based on API review, PlatformBuilder becomes BackendSelector with
a slightly smaller API surface but more options, such as selecting
Metal or Vulkan rendering.
Commit 1e450abc9c originally fixed this. Meanwhile, after many refactorings, this doesn't work anymore for the FemtoVG renderer. That's because the contents placement (or layer's contents gravity) is set before the hidden layer NSOpenGLContext creates is associated with the view.
For the Skia GL surface that already works, but for clarify the code is moved into the same location.
For Skia Metal rendering, apply the same on the metal layer (through the view). For this to work the contents scale also needs to be applied. To avoid further visual effects, the scale needs to be applied as early as possible, so apply it right after creating the
surface and latest at rendering time.
Fixes#5258
Updated the version from 1.1 to 1.2
Renamed the header to "Slint Royalty-free Desktop, Mobile, and Web Applications License"
Added definition of "Mobile Application" and grant of right
Moved "Limitations" to 3rd section and "License Conditions - Attributions" to 2nd section
Added flexibility to choose between showing "MadeWithSlint" as a dialog/splash screen or on a public webpage
Moved the para on copyright notices to section under "Limitations"
Move this back out of render() again and make it stateful in the renderer. Reduces the amount of book-keeping required and it's always the same callback anyway.
The crate is an internal crate until the API has been polished and
documented, after which we can call slint-renderer-skia for example.
This also duplicates a little bit of the glutin setup code, because
that would otherwise have to go into another shared crate.
2022-12-09 17:04:54 +01:00
Renamed from internal/backends/winit/renderer/skia/metal_surface.rs (Browse further)