buffers: split out concrete surface and pixbuf implementations into a buffers module
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140
src/buffers.rs
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140
src/buffers.rs
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use crate::geometry::*;
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use crate::render::{Surface, Shader, Surfaces};
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use std::fmt::{Debug, Formatter};
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use std::rc::Rc;
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use std::cell::RefCell;
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use std::io;
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#[cfg(feature="threads")]
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use std::sync::{Arc, Mutex};
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#[derive(Debug)]
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pub struct ShaderBinding {
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shader: Option<Box<dyn Shader>>,
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rect: Rectangle<u8, Virtual>
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}
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#[derive(Clone)]
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pub struct BoundSurface<T> {
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pub binding: T
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}
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impl Debug for BoundSurface<Rc<RefCell<ShaderBinding>>> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("BoundSurface")
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.field("shader", &self.binding.borrow().shader)
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.finish()
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}
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}
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pub type SimpleSurface = BoundSurface<Rc<RefCell<ShaderBinding>>>;
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impl Default for BoundSurface<Rc<RefCell<ShaderBinding>>>{
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fn default() -> Self {
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Self {
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binding: Rc::new(RefCell::new(ShaderBinding {
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shader: None,
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rect: Rectangle::everything()
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})),
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}
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}
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}
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impl Surface for BoundSurface<Rc<RefCell<ShaderBinding>>> {
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fn rect(&self) -> Rectangle<u8, Virtual> {
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self.binding.borrow().rect.clone()
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}
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fn with_shader<F: FnMut(&dyn Shader)>(&self, mut f: F) {
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if let Some(ref shader) = self.binding.borrow().shader {
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f(shader.as_ref());
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}
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}
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fn set_shader(&mut self, shader: Box<dyn Shader>) {
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self.binding.borrow_mut().shader = Some(shader);
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}
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fn clear_shader(&mut self) {
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self.binding.borrow_mut().shader = None;
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}
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}
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#[cfg(feature="threads")]
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pub type SharedSurface = BoundSurface<Arc<Mutex<ShaderBinding>>>;
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#[cfg(feature="threads")]
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impl Default for BoundSurface<Arc<Mutex<ShaderBinding>>> {
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fn default() -> Self {
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Self {
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binding: Arc::new(Mutex::new(ShaderBinding {
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shader: None,
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rect: Rectangle::everything()
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})),
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}
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}
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}
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#[cfg(feature="threads")]
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impl Surface for BoundSurface<Arc<Mutex<ShaderBinding>>> {
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fn rect(&self) -> Rectangle<u8, Virtual> {
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let r = self.binding.lock().unwrap();
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r.rect.clone()
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//self.binding.lock().unwrap().rect.clone()
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}
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fn with_shader<F: FnMut(&dyn Shader)>(&self, mut f: F) {
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if let Some(ref shader) = self.binding.lock().unwrap().shader {
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f(shader.as_ref());
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}
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}
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fn set_shader(&mut self, shader: Box<dyn Shader>) {
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self.binding.lock().unwrap().shader = Some(shader);
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}
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fn clear_shader(&mut self) {
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self.binding.lock().unwrap().shader = None;
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}
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}
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#[cfg(feature="threads")]
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impl Debug for BoundSurface<Arc<Mutex<ShaderBinding>>> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("BoundSurface")
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.field("shader", &self.binding.lock().unwrap().shader)
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.finish()
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}
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}
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#[derive(Clone)]
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pub struct SurfacePool<S: Surface + Default> {
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surfaces: Vec<S>
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}
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impl<S: Surface + Debug> Debug for SurfacePool<S> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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self.surfaces.fmt(f)
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}
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}
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impl<S: Surface + Default> SurfacePool<S> {
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pub const fn new() -> Self {
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Self {
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surfaces: Vec::new()
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}
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}
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pub fn iter(&self) -> std::slice::Iter<S> {
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self.surfaces.iter()
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}
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}
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impl<S: Surface + Default> Surfaces<S> for SurfacePool<S> {
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fn new_surface(&mut self, _area: &Rectangle<u8, Virtual>) -> Result<S, io::Error> {
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let surface = S::default();
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self.surfaces.push(surface.clone());
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return Ok(surface);
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}
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}
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