chore: refactor gui code

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-09-12 06:59:17 -03:00
parent 41bc4f7afe
commit 77af5453f0
2 changed files with 291 additions and 268 deletions

View File

@ -1,18 +1,19 @@
use egui::{ClippedPrimitive, Context, TextureId}; use egui::{Context, TextureId};
use egui_wgpu_backend::{BackendError, RenderPass, ScreenDescriptor}; use egui_wgpu_backend::{RenderPass, ScreenDescriptor};
use egui_winit_platform::Platform; use egui_winit_platform::Platform;
use wgpu::{ use wgpu::{
Adapter, CommandEncoder, Device, Extent3d, FilterMode, Instance, Queue, RequestDeviceError, Adapter, Backends, Color, CommandEncoder, Device, Extent3d, FilterMode, Instance, Queue,
Surface, SurfaceConfiguration, SurfaceTexture, Texture, TextureFormat, TextureUsages, RequestDeviceError, Surface, SurfaceConfiguration, Texture, TextureFormat, TextureUsages,
TextureView, TextureView, TextureViewDescriptor,
}; };
use winit::dpi::PhysicalSize;
use winit::error::OsError; use winit::error::OsError;
use winit::event::{ElementState, KeyboardInput}; use winit::event::{ElementState, Event, KeyboardInput};
use winit::event_loop::EventLoop; use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window; use winit::window::Window;
use crate::cpu::Cpu; use crate::cpu::Cpu;
use crate::{GB_HEIGHT, GB_WIDTH}; use crate::{emu, GB_HEIGHT, GB_WIDTH};
const EGUI_DIMENSIONS: (usize, usize) = (1280, 720); const EGUI_DIMENSIONS: (usize, usize) = (1280, 720);
const FILTER_MODE: FilterMode = FilterMode::Nearest; const FILTER_MODE: FilterMode = FilterMode::Nearest;
@ -20,219 +21,156 @@ const WINDOW_TITLE: &str = "DMG-01 Emulator";
const SCALE: f32 = 3.0; const SCALE: f32 = 3.0;
/// Holds GUI State pub struct Gui {
#[derive(Debug, Clone)] pub should_quit: bool,
pub struct GuiState {
/// When true, egui winit should exit the application
pub quit: bool,
pub title: String, pub title: String,
pub mode: EmuMode, pub mode: EmuMode,
window: Window,
platform: Platform,
surface: Surface,
device: Device,
queue: Queue,
surface_config: SurfaceConfiguration,
render_pass: RenderPass,
texture: Texture,
texture_size: Extent3d,
texture_id: TextureId,
} }
impl GuiState { impl Gui {
pub fn new(title: String) -> Self { pub fn new<T>(title: String, event_loop: &EventLoop<T>, cpu: &Cpu) -> Self {
Self { let window = build_window(event_loop).expect("build window");
title,
quit: Default::default(),
mode: EmuMode::Running,
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EmuMode {
Running,
StepFrame,
Stopped,
Step,
}
/// To avoid using an [Option<KeyboardInput>] to keep track of user input from winit,
/// we can use a "default" value. However, in order for this to work the chosen "default"
/// value must be an **unused** key, so that it is ignored by the emulator.
pub fn unused_key() -> KeyboardInput {
#![allow(deprecated)]
KeyboardInput {
scancode: Default::default(),
state: ElementState::Released,
virtual_keycode: Default::default(),
modifiers: Default::default(), // this argument is deprecated
}
}
pub fn build_window<T>(event_loop: &EventLoop<T>) -> Result<Window, OsError> {
use winit::dpi::PhysicalSize;
use winit::window::WindowBuilder;
WindowBuilder::new()
.with_decorations(true)
.with_resizable(true)
.with_transparent(false)
.with_title(WINDOW_TITLE)
.with_inner_size(PhysicalSize {
width: EGUI_DIMENSIONS.0 as f32,
height: EGUI_DIMENSIONS.1 as f32,
})
.build(event_loop)
}
pub fn create_surface(window: &Window) -> (Instance, Surface) {
use wgpu::Backends;
let instance = Instance::new(Backends::PRIMARY); let instance = Instance::new(Backends::PRIMARY);
let surface = unsafe { instance.create_surface(window) }; let surface = unsafe { instance.create_surface(&window) };
(instance, surface)
}
pub fn request_adapter(instance: &Instance, surface: &Surface) -> Option<Adapter> { let adapter = request_adapter(&instance, &surface).expect("request adaptor");
use wgpu::{PowerPreference, RequestAdapterOptions}; let (device, queue) = request_device(&adapter).expect("request device");
let texture_format = surface.get_supported_formats(&adapter)[0]; // First is preferred
pollster::block_on(instance.request_adapter(&RequestAdapterOptions { let surface_config = surface_config(&window, texture_format);
power_preference: PowerPreference::HighPerformance, surface.configure(&device, &surface_config);
force_fallback_adapter: false, // TODO: What do I want to do with this? let platform = platform(&window);
compatible_surface: Some(surface), let mut render_pass = RenderPass::new(&device, texture_format, 1);
}))
}
pub fn request_device(adapter: &Adapter) -> Result<(Device, Queue), RequestDeviceError> { let texture_size = texture_size();
use wgpu::{DeviceDescriptor, Features, Limits}; let texture = create_texture(&device, texture_size);
write_to_texture(&queue, &texture, emu::pixel_buf(&cpu), texture_size);
pollster::block_on(adapter.request_device( let view = texture.create_view(&TextureViewDescriptor::default());
&DeviceDescriptor { let texture_id = expose_texture_to_egui(&mut render_pass, &device, &view);
label: None,
features: Features::default(),
limits: Limits::default(),
},
None,
))
}
pub fn surface_config(window: &Window, format: TextureFormat) -> SurfaceConfiguration { Self {
use wgpu::PresentMode; should_quit: Default::default(),
title,
mode: EmuMode::Running,
let size = window.inner_size(); window,
SurfaceConfiguration { platform,
usage: TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width as u32,
height: size.height as u32,
present_mode: PresentMode::Mailbox,
}
}
pub fn platform_desc(window: &Window) -> Platform { surface,
use egui::FontDefinitions; device,
use egui_winit_platform::PlatformDescriptor; queue,
surface_config,
render_pass,
let size = window.inner_size();
Platform::new(PlatformDescriptor {
physical_width: size.width as u32,
physical_height: size.height as u32,
scale_factor: window.scale_factor(),
font_definitions: FontDefinitions::default(),
..Default::default()
})
}
pub fn texture_size() -> Extent3d {
Extent3d {
width: GB_WIDTH as u32,
height: GB_HEIGHT as u32,
..Default::default()
}
}
pub fn create_texture(device: &Device, size: Extent3d) -> Texture {
use wgpu::{TextureDescriptor, TextureDimension};
device.create_texture(&TextureDescriptor {
size,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING,
label: Some("gb_pixel_buffer"),
})
}
#[inline]
pub fn write_to_texture(
queue: &Queue,
texture: &Texture,
data: &[u8; GB_WIDTH * 4 * GB_HEIGHT],
size: Extent3d,
) {
use std::num::NonZeroU32;
use wgpu::{ImageCopyTexture, ImageDataLayout, Origin3d, TextureAspect};
queue.write_texture(
ImageCopyTexture {
texture, texture,
mip_level: 0, texture_size,
origin: Origin3d::ZERO, texture_id,
aspect: TextureAspect::All, }
},
data,
ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * GB_WIDTH as u32),
rows_per_image: NonZeroU32::new(GB_HEIGHT as u32),
},
size,
);
}
pub fn expose_texture_to_egui(
render_pass: &mut RenderPass,
device: &Device,
view: &TextureView,
) -> TextureId {
render_pass.egui_texture_from_wgpu_texture(device, view, FILTER_MODE)
}
#[inline]
pub fn create_view(frame: &SurfaceTexture) -> TextureView {
use wgpu::TextureViewDescriptor;
frame.texture.create_view(&TextureViewDescriptor::default())
}
#[inline]
pub fn create_command_encoder(device: &Device) -> CommandEncoder {
use wgpu::CommandEncoderDescriptor;
device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("encoder"),
})
}
#[inline]
pub fn create_screen_descriptor(
window: &Window,
config: &SurfaceConfiguration,
) -> ScreenDescriptor {
ScreenDescriptor {
physical_width: config.width,
physical_height: config.height,
scale_factor: window.scale_factor() as f32,
} }
}
#[inline] pub fn maybe_quit(self: &Self, cpu: &Cpu, control_flow: &mut ControlFlow) {
pub fn execute_render_pass( if self.should_quit {
render_pass: &mut RenderPass, emu::save_and_exit(cpu, control_flow);
encoder: &mut CommandEncoder, }
view: &TextureView, }
jobs: Vec<ClippedPrimitive>,
descriptor: &ScreenDescriptor,
) -> Result<(), BackendError> {
render_pass.execute(encoder, view, &jobs, descriptor, Some(wgpu::Color::BLACK))
}
#[inline] pub fn request_redraw(self: &Self) {
pub fn draw_egui(cpu: &Cpu, app: &mut GuiState, ctx: &Context, texture_id: TextureId) { self.window.request_redraw();
}
pub fn handle_event<T>(self: &mut Self, event: &Event<T>) {
self.platform.handle_event(event);
}
pub fn update_time(self: &mut Self, elapsed_seconds: f64) {
self.platform.update_time(elapsed_seconds);
}
pub fn resize(self: &mut Self, size: PhysicalSize<u32>) {
// See: https://github.com/rust-windowing/winit/issues/208
if size.width > 0 && size.height > 0 {
self.surface_config.width = size.width;
self.surface_config.height = size.height;
self.surface.configure(&self.device, &self.surface_config);
}
}
pub fn paint(self: &mut Self, cpu: &Cpu) {
use wgpu::SurfaceError;
let data = emu::pixel_buf(cpu);
write_to_texture(&self.queue, &self.texture, data, self.texture_size);
let output_frame = match self.surface.get_current_texture() {
Ok(frame) => frame,
Err(SurfaceError::Outdated) => return, // Occurs on minimization on Windows
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = output_frame
.texture
.create_view(&TextureViewDescriptor::default());
// Begin to draw Egui components
self.platform.begin_frame();
self.draw_egui(cpu, &self.platform.context(), self.texture_id);
// End the UI frame. We could now handle the output and draw the UI with the backend.
let full_output = self.platform.end_frame(Some(&self.window));
let paint_jobs = self.platform.context().tessellate(full_output.shapes);
let mut encoder = create_command_encoder(&self.device);
let screen_descriptor = create_screen_descriptor(&self.window, &self.surface_config);
let tdelta = full_output.textures_delta;
// Upload all resources for the GPU.
self.render_pass
.add_textures(&self.device, &self.queue, &tdelta)
.expect("add texture ok");
self.render_pass
.update_buffers(&self.device, &self.queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
self.render_pass
.execute(
&mut encoder,
&output_view,
&paint_jobs,
&screen_descriptor,
Some(Color::BLACK),
)
.expect("execute render pass");
// Submit the commands.
self.queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
self.render_pass
.remove_textures(tdelta)
.expect("remove texture delta");
}
#[inline]
pub fn draw_egui(self: &mut Self, cpu: &Cpu, ctx: &Context, texture_id: TextureId) {
use crate::{cpu, instruction, ppu}; use crate::{cpu, instruction, ppu};
fn selectable_text(ui: &mut egui::Ui, mut text: &str) -> egui::Response { fn selectable_text(ui: &mut egui::Ui, mut text: &str) -> egui::Response {
@ -242,11 +180,11 @@ pub fn draw_egui(cpu: &Cpu, app: &mut GuiState, ctx: &Context, texture_id: Textu
egui::TopBottomPanel::top("top_panel").show(ctx, |ui| { egui::TopBottomPanel::top("top_panel").show(ctx, |ui| {
ui.menu_button("File", |ui| { ui.menu_button("File", |ui| {
if ui.button("Quit").clicked() { if ui.button("Quit").clicked() {
app.quit = true; self.should_quit = true;
} }
}); });
egui::Window::new(&app.title).show(ctx, |ui| { egui::Window::new(&self.title).show(ctx, |ui| {
ui.image( ui.image(
texture_id, texture_id,
[GB_WIDTH as f32 * SCALE, GB_HEIGHT as f32 * SCALE], [GB_WIDTH as f32 * SCALE, GB_HEIGHT as f32 * SCALE],
@ -259,12 +197,12 @@ pub fn draw_egui(cpu: &Cpu, app: &mut GuiState, ctx: &Context, texture_id: Textu
egui::Window::new("Settings").show(ctx, |ui| { egui::Window::new("Settings").show(ctx, |ui| {
egui::ComboBox::from_label("Emulation Mode") egui::ComboBox::from_label("Emulation Mode")
.selected_text(format!("{:?}", app.mode)) .selected_text(format!("{:?}", self.mode))
.show_ui(ui, |ui| { .show_ui(ui, |ui| {
ui.selectable_value(&mut app.mode, EmuMode::Running, "Running"); ui.selectable_value(&mut self.mode, EmuMode::Running, "Running");
ui.selectable_value(&mut app.mode, EmuMode::Stopped, "Stopped"); ui.selectable_value(&mut self.mode, EmuMode::Stopped, "Stopped");
ui.selectable_value(&mut app.mode, EmuMode::StepFrame, "Step Frame"); ui.selectable_value(&mut self.mode, EmuMode::StepFrame, "Step Frame");
ui.selectable_value(&mut app.mode, EmuMode::Step, "Step"); ui.selectable_value(&mut self.mode, EmuMode::Step, "Step");
}) })
}); });
@ -348,6 +286,169 @@ pub fn draw_egui(cpu: &Cpu, app: &mut GuiState, ctx: &Context, texture_id: Textu
}) })
}) })
}); });
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EmuMode {
Running,
StepFrame,
Stopped,
Step,
}
/// To avoid using an [Option<KeyboardInput>] to keep track of user input from winit,
/// we can use a "default" value. However, in order for this to work the chosen "default"
/// value must be an **unused** key, so that it is ignored by the emulator.
pub fn unused_key() -> KeyboardInput {
#![allow(deprecated)]
KeyboardInput {
scancode: Default::default(),
state: ElementState::Released,
virtual_keycode: Default::default(),
modifiers: Default::default(), // this argument is deprecated
}
}
fn build_window<T>(event_loop: &EventLoop<T>) -> Result<Window, OsError> {
use winit::window::WindowBuilder;
WindowBuilder::new()
.with_decorations(true)
.with_resizable(true)
.with_transparent(false)
.with_title(WINDOW_TITLE)
.with_inner_size(PhysicalSize {
width: EGUI_DIMENSIONS.0 as f32,
height: EGUI_DIMENSIONS.1 as f32,
})
.build(event_loop)
}
fn request_adapter(instance: &Instance, surface: &Surface) -> Option<Adapter> {
use wgpu::{PowerPreference, RequestAdapterOptions};
pollster::block_on(instance.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::HighPerformance,
compatible_surface: Some(surface),
force_fallback_adapter: false, // TODO: What do I want to do with this?
}))
}
fn request_device(adapter: &Adapter) -> Result<(Device, Queue), RequestDeviceError> {
use wgpu::{DeviceDescriptor, Features, Limits};
pollster::block_on(adapter.request_device(
&DeviceDescriptor {
features: Features::default(),
limits: Limits::default(),
label: None,
},
None,
))
}
fn surface_config(window: &Window, format: TextureFormat) -> SurfaceConfiguration {
use wgpu::PresentMode;
let size = window.inner_size();
SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width as u32,
height: size.height as u32,
present_mode: PresentMode::Mailbox,
}
}
fn platform(window: &Window) -> Platform {
use egui::FontDefinitions;
use egui_winit_platform::PlatformDescriptor;
let size = window.inner_size();
Platform::new(PlatformDescriptor {
physical_width: size.width as u32,
physical_height: size.height as u32,
scale_factor: window.scale_factor(),
font_definitions: FontDefinitions::default(),
..Default::default()
})
}
fn texture_size() -> Extent3d {
Extent3d {
width: GB_WIDTH as u32,
height: GB_HEIGHT as u32,
..Default::default()
}
}
fn create_texture(device: &Device, size: Extent3d) -> Texture {
use wgpu::{TextureDescriptor, TextureDimension};
device.create_texture(&TextureDescriptor {
size,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
usage: TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING,
label: Some("gb_pixel_buffer"),
})
}
#[inline]
fn write_to_texture(
queue: &Queue,
texture: &Texture,
data: &[u8; GB_WIDTH * 4 * GB_HEIGHT],
size: Extent3d,
) {
use std::num::NonZeroU32;
use wgpu::{ImageCopyTexture, ImageDataLayout, Origin3d, TextureAspect};
queue.write_texture(
ImageCopyTexture {
texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
data,
ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * GB_WIDTH as u32),
rows_per_image: NonZeroU32::new(GB_HEIGHT as u32),
},
size,
);
}
fn expose_texture_to_egui(
render_pass: &mut RenderPass,
device: &Device,
view: &TextureView,
) -> TextureId {
render_pass.egui_texture_from_wgpu_texture(device, view, FILTER_MODE)
}
#[inline]
fn create_command_encoder(device: &Device) -> CommandEncoder {
use wgpu::CommandEncoderDescriptor;
device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("encoder"),
})
}
#[inline]
fn create_screen_descriptor(window: &Window, config: &SurfaceConfiguration) -> ScreenDescriptor {
ScreenDescriptor {
physical_width: config.width,
physical_height: config.height,
scale_factor: window.scale_factor() as f32,
}
} }
pub mod kbd { pub mod kbd {

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@ -1,14 +1,11 @@
use std::time::Instant; use std::time::Instant;
use clap::{crate_authors, crate_description, crate_name, crate_version, Arg, Command}; use clap::{crate_authors, crate_description, crate_name, crate_version, Arg, Command};
use egui_wgpu_backend::RenderPass; use gb::gui::{EmuMode, Gui};
use gb::gui::EmuMode;
use gb::{emu, gui}; use gb::{emu, gui};
use gilrs::Gilrs; use gilrs::Gilrs;
use gui::GuiState;
use rodio::{OutputStream, Sink}; use rodio::{OutputStream, Sink};
use tracing_subscriber::EnvFilter; use tracing_subscriber::EnvFilter;
use wgpu::TextureViewDescriptor;
use winit::event::{Event, WindowEvent}; use winit::event::{Event, WindowEvent};
use winit::event_loop::{EventLoop, EventLoopBuilder}; use winit::event_loop::{EventLoop, EventLoopBuilder};
@ -47,22 +44,7 @@ fn main() {
.with_env_filter(EnvFilter::from_default_env()) .with_env_filter(EnvFilter::from_default_env())
.init(); .init();
// --Here lies a lot of winit + wgpu Boilerplate-- // Init CPU
let event_loop: EventLoop<Event<()>> = EventLoopBuilder::with_user_event().build();
let window = gui::build_window(&event_loop).expect("build window");
let (instance, surface) = gui::create_surface(&window);
let adapter = gui::request_adapter(&instance, &surface).expect("request adaptor");
let (device, queue) = gui::request_device(&adapter).expect("request device");
let format = surface.get_supported_formats(&adapter)[0]; // First is preferred
let mut config = gui::surface_config(&window, format);
surface.configure(&device, &config);
let mut platform = gui::platform_desc(&window);
let mut render_pass = RenderPass::new(&device, format, 1);
// We interrupt your boiler plate to initialize the emulator so that
// we can copy it's empty pixel buffer to the GPU
let mut cpu = match m.value_of("boot") { let mut cpu = match m.value_of("boot") {
Some(path) => { Some(path) => {
tracing::info!("User-provided boot ROM"); tracing::info!("User-provided boot ROM");
@ -74,22 +56,12 @@ fn main() {
} }
}; };
// Set up the wgpu (and then EGUI) texture we'll be working with.
let texture_size = gui::texture_size();
let texture = gui::create_texture(&device, texture_size);
gui::write_to_texture(&queue, &texture, emu::pixel_buf(&cpu), texture_size);
let view = texture.create_view(&TextureViewDescriptor::default());
let texture_id = gui::expose_texture_to_egui(&mut render_pass, &device, &view);
// Load ROM if filepath was provided // Load ROM if filepath was provided
if let Some(path) = m.value_of("rom") { if let Some(path) = m.value_of("rom") {
tracing::info!("User-provided cartridge ROM"); tracing::info!("User-provided cartridge ROM");
emu::read_game_rom(&mut cpu, path).expect("read game rom from path"); emu::read_game_rom(&mut cpu, path).expect("read game rom from path");
} }
emu::load_save(&mut cpu); emu::load_save(&mut cpu);
let rom_title = emu::rom_title(&cpu).to_string(); let rom_title = emu::rom_title(&cpu).to_string();
tracing::info!("Initialize Gamepad"); tracing::info!("Initialize Gamepad");
@ -116,20 +88,20 @@ fn main() {
} }
// Set up state for the Immediate-mode GUI // Set up state for the Immediate-mode GUI
let mut app = GuiState::new(rom_title); let event_loop: EventLoop<Event<()>> = EventLoopBuilder::with_user_event().build();
let mut last_key = gui::unused_key();
let mut app = Gui::new(rom_title, &event_loop, &cpu);
let mut last_key = gui::unused_key(); // TODO: Fix this awful impl
// used for egui animations // used for egui animations
let start_time = Instant::now(); let start_time = Instant::now();
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
platform.handle_event(&event); app.handle_event(&event);
match event { match event {
Event::MainEventsCleared => { Event::MainEventsCleared => {
if app.quit { app.maybe_quit(&cpu, control_flow);
emu::save_and_exit(&cpu, control_flow);
}
match app.mode { match app.mode {
EmuMode::Running => emu::run_frame(&mut cpu, &mut gamepad, last_key), EmuMode::Running => emu::run_frame(&mut cpu, &mut gamepad, last_key),
@ -145,64 +117,14 @@ fn main() {
// Input has been consumed, reset it // Input has been consumed, reset it
last_key = gui::unused_key(); last_key = gui::unused_key();
window.request_redraw(); app.request_redraw();
} }
Event::RedrawRequested(..) => { Event::RedrawRequested(..) => {
platform.update_time(start_time.elapsed().as_secs_f64()); app.update_time(start_time.elapsed().as_secs_f64());
let data = emu::pixel_buf(&cpu);
gui::write_to_texture(&queue, &texture, data, texture_size);
let output_frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = gui::create_view(&output_frame);
// Begin to draw Egui components
platform.begin_frame();
gui::draw_egui(&cpu, &mut app, &platform.context(), texture_id);
// End the UI frame. We could now handle the output and draw the UI with the backend.
let full_output = platform.end_frame(Some(&window));
let paint_jobs = platform.context().tessellate(full_output.shapes);
let mut encoder = gui::create_command_encoder(&device);
let screen_descriptor = gui::create_screen_descriptor(&window, &config);
let tdelta = full_output.textures_delta;
// Upload all resources for the GPU.
render_pass
.add_textures(&device, &queue, &tdelta)
.expect("add texture ok");
render_pass.update_buffers(&device, &queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
gui::execute_render_pass(
&mut render_pass,
&mut encoder,
&output_view,
paint_jobs,
&screen_descriptor,
)
.expect("record render passes");
// Submit the commands.
queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
} }
Event::WindowEvent { event, .. } => match event { Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => { WindowEvent::Resized(size) => app.resize(size),
config.width = size.width; WindowEvent::CloseRequested => emu::save_and_exit(&cpu, control_flow),
config.height = size.height;
surface.configure(&device, &config);
}
WindowEvent::CloseRequested => {
emu::save_and_exit(&cpu, control_flow);
}
WindowEvent::KeyboardInput { input, .. } => last_key = input, WindowEvent::KeyboardInput { input, .. } => last_key = input,
_ => {} _ => {}
}, },