Clear the path atlases on every frame and fix spelling
@as-cii you were right about the plural of "atlas" after all. Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
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8dabb15248
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3103d28285
3 changed files with 30 additions and 29 deletions
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@ -22,7 +22,7 @@ const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decisio
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pub struct Renderer {
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device: metal::Device,
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sprite_cache: SpriteCache,
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path_atlasses: AtlasAllocator,
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path_atlases: AtlasAllocator,
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quad_pipeline_state: metal::RenderPipelineState,
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shadow_pipeline_state: metal::RenderPipelineState,
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sprite_pipeline_state: metal::RenderPipelineState,
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@ -66,7 +66,7 @@ impl Renderer {
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);
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let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
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let path_atlasses = build_path_atlas_allocator(pixel_format, &device);
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let path_atlases = build_path_atlas_allocator(pixel_format, &device);
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let quad_pipeline_state = build_pipeline_state(
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&device,
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&library,
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@ -102,7 +102,7 @@ impl Renderer {
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Ok(Self {
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device,
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sprite_cache,
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path_atlasses,
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path_atlases: path_atlases,
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quad_pipeline_state,
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shadow_pipeline_state,
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sprite_pipeline_state,
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@ -137,6 +137,7 @@ impl Renderer {
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offset: &mut usize,
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command_buffer: &metal::CommandBufferRef,
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) -> Vec<PathSprite> {
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self.path_atlases.clear();
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let mut stencils = Vec::new();
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let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
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let mut current_atlas_id = None;
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@ -146,7 +147,7 @@ impl Renderer {
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let origin = path.bounds.origin() * scene.scale_factor();
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let size = (path.bounds.size() * scene.scale_factor()).ceil();
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let (atlas_id, atlas_origin) =
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self.path_atlasses.allocate(size.ceil().to_i32()).unwrap();
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self.path_atlases.allocate(size.ceil().to_i32()).unwrap();
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let atlas_origin = atlas_origin.to_f32();
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stencils.push(PathSprite {
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layer_id,
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@ -210,7 +211,7 @@ impl Renderer {
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.color_attachments()
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.object_at(0)
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.unwrap();
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let texture = self.path_atlasses.texture(atlas_id).unwrap();
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let texture = self.path_atlases.texture(atlas_id).unwrap();
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color_attachment.set_texture(Some(texture));
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color_attachment.set_load_action(metal::MTLLoadAction::Clear);
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color_attachment.set_store_action(metal::MTLStoreAction::Store);
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@ -618,7 +619,7 @@ impl Renderer {
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*offset as u64,
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);
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let texture = self.path_atlasses.texture(atlas_id).unwrap();
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let texture = self.path_atlases.texture(atlas_id).unwrap();
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command_encoder.set_vertex_bytes(
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
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mem::size_of::<shaders::vector_float2>() as u64,
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@ -663,8 +664,8 @@ fn build_path_atlas_allocator(
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path_stencil_descriptor
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.set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
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path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let path_atlasses = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
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path_atlasses
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let path_atlases = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
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path_atlases
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}
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fn align_offset(offset: &mut usize) {
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