WIP: Render paths into stencil buffers
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
This commit is contained in:
parent
0b12779e62
commit
64af4c694a
5 changed files with 320 additions and 149 deletions
|
@ -1,6 +1,7 @@
|
|||
pub use pathfinder_geometry::*;
|
||||
|
||||
use super::scene::{Path, PathVertex};
|
||||
use crate::color::ColorU;
|
||||
pub use pathfinder_geometry::*;
|
||||
use rect::RectF;
|
||||
use vector::{vec2f, Vector2F};
|
||||
|
||||
pub struct PathBuilder {
|
||||
|
@ -8,6 +9,7 @@ pub struct PathBuilder {
|
|||
start: Vector2F,
|
||||
current: Vector2F,
|
||||
contour_count: usize,
|
||||
bounds: RectF,
|
||||
}
|
||||
|
||||
enum PathVertexKind {
|
||||
|
@ -22,6 +24,7 @@ impl PathBuilder {
|
|||
start: vec2f(0., 0.),
|
||||
current: vec2f(0., 0.),
|
||||
contour_count: 0,
|
||||
bounds: RectF::default(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,13 +54,20 @@ impl PathBuilder {
|
|||
self.current = point;
|
||||
}
|
||||
|
||||
pub fn build(self) -> Path {
|
||||
pub fn build(self, color: ColorU) -> Path {
|
||||
Path {
|
||||
bounds: self.bounds,
|
||||
color,
|
||||
vertices: self.vertices,
|
||||
}
|
||||
}
|
||||
|
||||
fn push_triangle(&mut self, a: Vector2F, b: Vector2F, c: Vector2F, kind: PathVertexKind) {
|
||||
if self.vertices.is_empty() {
|
||||
self.bounds = RectF::new(a, Vector2F::zero());
|
||||
}
|
||||
self.bounds = self.bounds.union_point(a).union_point(b).union_point(c);
|
||||
|
||||
match kind {
|
||||
PathVertexKind::Solid => {
|
||||
self.vertices.push(PathVertex {
|
||||
|
|
100
gpui/src/platform/mac/atlas.rs
Normal file
100
gpui/src/platform/mac/atlas.rs
Normal file
|
@ -0,0 +1,100 @@
|
|||
use crate::geometry::vector::vec2i;
|
||||
use crate::geometry::vector::Vector2I;
|
||||
use anyhow::anyhow;
|
||||
use etagere::BucketedAtlasAllocator;
|
||||
use metal::{self, Device, TextureDescriptor};
|
||||
|
||||
pub struct AtlasAllocator {
|
||||
device: Device,
|
||||
texture_descriptor: TextureDescriptor,
|
||||
atlasses: Vec<Atlas>,
|
||||
free_atlasses: Vec<Atlas>,
|
||||
}
|
||||
|
||||
impl AtlasAllocator {
|
||||
pub fn new(device: Device, texture_descriptor: TextureDescriptor) -> Self {
|
||||
let me = Self {
|
||||
device,
|
||||
texture_descriptor,
|
||||
atlasses: Vec::new(),
|
||||
free_atlasses: Vec::new(),
|
||||
};
|
||||
me.atlasses.push(me.new_atlas());
|
||||
me
|
||||
}
|
||||
|
||||
fn atlas_size(&self) -> Vector2I {
|
||||
vec2i(
|
||||
self.texture_descriptor.width() as i32,
|
||||
self.texture_descriptor.height() as i32,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn allocate(&mut self, requested_size: Vector2I) -> anyhow::Result<(usize, Vector2I)> {
|
||||
let atlas_size = self.atlas_size();
|
||||
if requested_size.x() > atlas_size.x() || requested_size.y() > atlas_size.y() {
|
||||
return Err(anyhow!(
|
||||
"requested size {:?} too large for atlas {:?}",
|
||||
requested_size,
|
||||
atlas_size
|
||||
));
|
||||
}
|
||||
|
||||
let origin = self
|
||||
.atlasses
|
||||
.last_mut()
|
||||
.unwrap()
|
||||
.allocate(requested_size)
|
||||
.unwrap_or_else(|| {
|
||||
let mut atlas = self.new_atlas();
|
||||
let origin = atlas.allocate(requested_size).unwrap();
|
||||
self.atlasses.push(atlas);
|
||||
origin
|
||||
});
|
||||
|
||||
Ok((self.atlasses.len() - 1, origin))
|
||||
}
|
||||
|
||||
pub fn clear(&mut self) {
|
||||
for atlas in &mut self.atlasses {
|
||||
atlas.clear();
|
||||
}
|
||||
self.free_atlasses.extend(self.atlasses.drain(1..));
|
||||
}
|
||||
|
||||
fn new_atlas(&mut self) -> Atlas {
|
||||
self.free_atlasses.pop().unwrap_or_else(|| {
|
||||
Atlas::new(
|
||||
self.atlas_size(),
|
||||
self.device.new_texture(&self.texture_descriptor),
|
||||
)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
struct Atlas {
|
||||
allocator: BucketedAtlasAllocator,
|
||||
texture: metal::Texture,
|
||||
}
|
||||
|
||||
impl Atlas {
|
||||
fn new(size: Vector2I, texture: metal::Texture) -> Self {
|
||||
Self {
|
||||
allocator: BucketedAtlasAllocator::new(etagere::Size::new(size.x(), size.y())),
|
||||
texture,
|
||||
}
|
||||
}
|
||||
|
||||
fn allocate(&mut self, size: Vector2I) -> Option<Vector2I> {
|
||||
let origin = self
|
||||
.allocator
|
||||
.allocate(etagere::Size::new(size.x(), size.y()))?
|
||||
.rectangle
|
||||
.min;
|
||||
Some(vec2i(origin.x, origin.y))
|
||||
}
|
||||
|
||||
fn clear(&mut self) {
|
||||
self.allocator.clear();
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
mod app;
|
||||
mod atlas;
|
||||
mod dispatcher;
|
||||
mod event;
|
||||
mod fonts;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use super::sprite_cache::SpriteCache;
|
||||
use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
|
||||
use crate::{
|
||||
color::ColorU,
|
||||
geometry::{
|
||||
|
@ -11,7 +11,7 @@ use crate::{
|
|||
};
|
||||
use anyhow::{anyhow, Result};
|
||||
use cocoa::foundation::NSUInteger;
|
||||
use metal::{MTLResourceOptions, NSRange};
|
||||
use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
|
||||
use shaders::{ToFloat2 as _, ToUchar4 as _};
|
||||
use std::{collections::HashMap, ffi::c_void, mem, sync::Arc};
|
||||
|
||||
|
@ -19,26 +19,29 @@ const SHADERS_METALLIB: &'static [u8] =
|
|||
include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
|
||||
const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
|
||||
|
||||
struct RenderContext<'a> {
|
||||
drawable_size: Vector2F,
|
||||
command_encoder: &'a metal::RenderCommandEncoderRef,
|
||||
command_buffer: &'a metal::CommandBufferRef,
|
||||
}
|
||||
|
||||
pub struct Renderer {
|
||||
device: metal::Device,
|
||||
command_buffer: metal::CommandBuffer,
|
||||
sprite_cache: SpriteCache,
|
||||
path_stencils: AtlasAllocator,
|
||||
quad_pipeline_state: metal::RenderPipelineState,
|
||||
shadow_pipeline_state: metal::RenderPipelineState,
|
||||
sprite_pipeline_state: metal::RenderPipelineState,
|
||||
path_winding_pipeline_state: metal::RenderPipelineState,
|
||||
path_stencil_pipeline_state: metal::RenderPipelineState,
|
||||
unit_vertices: metal::Buffer,
|
||||
instances: metal::Buffer,
|
||||
path_winding_texture: metal::Texture,
|
||||
}
|
||||
|
||||
struct PathStencil {
|
||||
layer_id: usize,
|
||||
atlas_id: usize,
|
||||
sprite: shaders::GPUISprite,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
pub fn new(
|
||||
device: metal::Device,
|
||||
command_buffer: metal::CommandBuffer,
|
||||
pixel_format: metal::MTLPixelFormat,
|
||||
fonts: Arc<dyn platform::FontSystem>,
|
||||
) -> Result<Self> {
|
||||
|
@ -64,18 +67,19 @@ impl Renderer {
|
|||
MTLResourceOptions::StorageModeManaged,
|
||||
);
|
||||
|
||||
let paths_texture_size = vec2f(2048., 2048.);
|
||||
let descriptor = metal::TextureDescriptor::new();
|
||||
descriptor.set_pixel_format(metal::MTLPixelFormat::Stencil8);
|
||||
descriptor.set_width(paths_texture_size.x() as u64);
|
||||
descriptor.set_height(paths_texture_size.y() as u64);
|
||||
descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
|
||||
descriptor.set_storage_mode(metal::MTLStorageMode::Private);
|
||||
let path_winding_texture = device.new_texture(&descriptor);
|
||||
let path_stencil_pixel_format = metal::MTLPixelFormat::Stencil8;
|
||||
let path_stencil_descriptor = metal::TextureDescriptor::new();
|
||||
path_stencil_descriptor.set_width(2048);
|
||||
path_stencil_descriptor.set_height(2048);
|
||||
path_stencil_descriptor.set_pixel_format(path_stencil_pixel_format);
|
||||
path_stencil_descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
|
||||
path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
|
||||
|
||||
let atlas_size: Vector2I = vec2i(1024, 768);
|
||||
Ok(Self {
|
||||
sprite_cache: SpriteCache::new(device.clone(), atlas_size, fonts),
|
||||
device,
|
||||
command_buffer,
|
||||
sprite_cache: SpriteCache::new(device.clone(), vec2i(1024, 768), fonts),
|
||||
path_stencils: AtlasAllocator::new(device.clone(), path_stencil_descriptor),
|
||||
quad_pipeline_state: build_pipeline_state(
|
||||
&device,
|
||||
&library,
|
||||
|
@ -100,26 +104,152 @@ impl Renderer {
|
|||
"sprite_fragment",
|
||||
pixel_format,
|
||||
)?,
|
||||
path_winding_pipeline_state: build_stencil_pipeline_state(
|
||||
path_stencil_pipeline_state: build_stencil_pipeline_state(
|
||||
&device,
|
||||
&library,
|
||||
"path_winding",
|
||||
"path_winding_vertex",
|
||||
"path_winding_fragment",
|
||||
path_winding_texture.pixel_format(),
|
||||
path_stencil_pixel_format,
|
||||
)?,
|
||||
unit_vertices,
|
||||
instances,
|
||||
path_winding_texture,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
pub fn render(&mut self, scene: &Scene, drawable_size: Vector2F, output: &metal::TextureRef) {
|
||||
let mut offset = 0;
|
||||
self.render_path_stencils(scene, &mut offset, drawable_size);
|
||||
self.render_layers(scene, &mut offset, drawable_size, output);
|
||||
}
|
||||
|
||||
fn render_path_stencils(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
offset: &mut usize,
|
||||
drawable_size: Vector2F,
|
||||
) -> Vec<PathStencil> {
|
||||
let mut stencils = Vec::new();
|
||||
let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
|
||||
let mut current_atlas_id = None;
|
||||
for (layer_id, layer) in scene.layers().iter().enumerate() {
|
||||
for path in layer.paths() {
|
||||
// Push a PathStencil struct for use later when sampling from the atlas as we draw the content of the layers
|
||||
let size = path.bounds.size().ceil().to_i32();
|
||||
let (atlas_id, atlas_origin) = self.path_stencils.allocate(size).unwrap();
|
||||
stencils.push(PathStencil {
|
||||
layer_id,
|
||||
atlas_id,
|
||||
sprite: shaders::GPUISprite {
|
||||
origin: path.bounds.origin().to_float2(),
|
||||
size: size.to_float2(),
|
||||
atlas_origin: atlas_origin.to_float2(),
|
||||
color: path.color.to_uchar4(),
|
||||
},
|
||||
});
|
||||
|
||||
if current_atlas_id.map_or(false, |current_atlas_id| atlas_id != current_atlas_id) {
|
||||
self.render_path_stencils_for_atlas(
|
||||
scene,
|
||||
offset,
|
||||
drawable_size,
|
||||
vertices.as_slice(),
|
||||
self.path_stencils.texture(atlas_id).unwrap(),
|
||||
);
|
||||
vertices.clear();
|
||||
}
|
||||
|
||||
current_atlas_id = Some(atlas_id);
|
||||
|
||||
// Populate the vertices by translating them to their appropriate location in the atlas.
|
||||
for vertex in &path.vertices {
|
||||
vertices.push(todo!());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(atlas_id) = current_atlas_id {
|
||||
self.render_path_stencils_for_atlas(
|
||||
scene,
|
||||
offset,
|
||||
drawable_size,
|
||||
vertices.as_slice(),
|
||||
self.path_stencils.texture(atlas_id).unwrap(),
|
||||
);
|
||||
}
|
||||
|
||||
stencils
|
||||
}
|
||||
|
||||
fn render_path_stencils_for_atlas(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
offset: &mut usize,
|
||||
drawable_size: Vector2F,
|
||||
vertices: &[shaders::GPUIPathVertex],
|
||||
texture: &metal::TextureRef,
|
||||
) {
|
||||
// let render_pass_descriptor = metal::RenderPassDescriptor::new();
|
||||
// let stencil_attachment = render_pass_descriptor.stencil_attachment().unwrap();
|
||||
// stencil_attachment.set_texture(Some(&self.path_winding_texture));
|
||||
// stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
|
||||
// stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
|
||||
// let winding_command_encoder = self
|
||||
// .command_buffer
|
||||
// .new_render_command_encoder(render_pass_descriptor);
|
||||
|
||||
// Dubious shit that may be valuable:
|
||||
|
||||
// for path in scene.paths() {
|
||||
// winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
|
||||
// winding_command_encoder.set_vertex_buffer(
|
||||
// shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
|
||||
// as u64,
|
||||
// Some(&self.instances),
|
||||
// *offset as u64,
|
||||
// );
|
||||
// winding_command_encoder.set_vertex_bytes(
|
||||
// shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
|
||||
// as u64,
|
||||
// mem::size_of::<shaders::vector_float2>() as u64,
|
||||
// [drawable_size.to_float2()].as_ptr() as *const c_void,
|
||||
// );
|
||||
|
||||
// let buffer_contents = unsafe {
|
||||
// (self.instances.contents() as *mut u8).offset(*offset as isize)
|
||||
// as *mut shaders::GPUIPathVertex
|
||||
// };
|
||||
|
||||
// for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
|
||||
// let shader_vertex = shaders::GPUIPathVertex {
|
||||
// xy_position: vertex.xy_position.to_float2(),
|
||||
// st_position: vertex.st_position.to_float2(),
|
||||
// };
|
||||
// unsafe {
|
||||
// *(buffer_contents.offset(ix as isize)) = shader_vertex;
|
||||
// }
|
||||
// }
|
||||
|
||||
// self.instances.did_modify_range(NSRange {
|
||||
// location: *offset as u64,
|
||||
// length: (next_offset - *offset) as u64,
|
||||
// });
|
||||
// *offset = next_offset;
|
||||
|
||||
// winding_command_encoder.draw_primitives(
|
||||
// metal::MTLPrimitiveType::Triangle,
|
||||
// 0,
|
||||
// vertex_count as u64,
|
||||
// );
|
||||
// winding_command_encoder.end_encoding();
|
||||
// }
|
||||
}
|
||||
|
||||
fn render_layers(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
offset: &mut usize,
|
||||
drawable_size: Vector2F,
|
||||
device: &metal::DeviceRef,
|
||||
command_buffer: &metal::CommandBufferRef,
|
||||
output: &metal::TextureRef,
|
||||
) {
|
||||
let render_pass_descriptor = metal::RenderPassDescriptor::new();
|
||||
|
@ -131,7 +261,9 @@ impl Renderer {
|
|||
color_attachment.set_load_action(metal::MTLLoadAction::Clear);
|
||||
color_attachment.set_store_action(metal::MTLStoreAction::Store);
|
||||
color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
|
||||
let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
|
||||
let command_encoder = self
|
||||
.command_buffer
|
||||
.new_render_command_encoder(render_pass_descriptor);
|
||||
|
||||
command_encoder.set_viewport(metal::MTLViewport {
|
||||
originX: 0.0,
|
||||
|
@ -142,30 +274,28 @@ impl Renderer {
|
|||
zfar: 1.0,
|
||||
});
|
||||
|
||||
let ctx = RenderContext {
|
||||
drawable_size,
|
||||
command_encoder,
|
||||
command_buffer,
|
||||
};
|
||||
|
||||
let mut offset = 0;
|
||||
for layer in scene.layers() {
|
||||
self.clip(scene, layer, &ctx);
|
||||
self.render_shadows(scene, layer, &mut offset, &ctx);
|
||||
self.render_quads(scene, layer, &mut offset, &ctx);
|
||||
self.render_paths(scene, layer, &mut offset, &ctx);
|
||||
self.render_sprites(scene, layer, &mut offset, &ctx);
|
||||
self.clip(scene, layer, drawable_size, command_encoder);
|
||||
self.render_shadows(scene, layer, &mut offset, drawable_size, command_encoder);
|
||||
self.render_quads(scene, layer, &mut offset, drawable_size, command_encoder);
|
||||
self.render_sprites(scene, layer, &mut offset, drawable_size, command_encoder);
|
||||
}
|
||||
|
||||
command_encoder.end_encoding();
|
||||
}
|
||||
|
||||
fn clip(&mut self, scene: &Scene, layer: &Layer, ctx: &RenderContext) {
|
||||
fn clip(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
layer: &Layer,
|
||||
drawable_size: Vector2F,
|
||||
command_encoder: &metal::RenderCommandEncoderRef,
|
||||
) {
|
||||
let clip_bounds = layer.clip_bounds().unwrap_or(RectF::new(
|
||||
vec2f(0., 0.),
|
||||
ctx.drawable_size / scene.scale_factor(),
|
||||
drawable_size / scene.scale_factor(),
|
||||
)) * scene.scale_factor();
|
||||
ctx.command_encoder.set_scissor_rect(metal::MTLScissorRect {
|
||||
command_encoder.set_scissor_rect(metal::MTLScissorRect {
|
||||
x: clip_bounds.origin_x() as NSUInteger,
|
||||
y: clip_bounds.origin_y() as NSUInteger,
|
||||
width: clip_bounds.width() as NSUInteger,
|
||||
|
@ -178,7 +308,8 @@ impl Renderer {
|
|||
scene: &Scene,
|
||||
layer: &Layer,
|
||||
offset: &mut usize,
|
||||
ctx: &RenderContext,
|
||||
drawable_size: Vector2F,
|
||||
command_encoder: &metal::RenderCommandEncoderRef,
|
||||
) {
|
||||
if layer.shadows().is_empty() {
|
||||
return;
|
||||
|
@ -191,23 +322,22 @@ impl Renderer {
|
|||
"instance buffer exhausted"
|
||||
);
|
||||
|
||||
ctx.command_encoder
|
||||
.set_render_pipeline_state(&self.shadow_pipeline_state);
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
|
||||
Some(&self.unit_vertices),
|
||||
0,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
|
||||
Some(&self.instances),
|
||||
*offset as u64,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_bytes(
|
||||
command_encoder.set_vertex_bytes(
|
||||
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
|
||||
mem::size_of::<shaders::GPUIUniforms>() as u64,
|
||||
[shaders::GPUIUniforms {
|
||||
viewport_size: ctx.drawable_size.to_float2(),
|
||||
viewport_size: drawable_size.to_float2(),
|
||||
}]
|
||||
.as_ptr() as *const c_void,
|
||||
);
|
||||
|
@ -236,7 +366,7 @@ impl Renderer {
|
|||
});
|
||||
*offset = next_offset;
|
||||
|
||||
ctx.command_encoder.draw_primitives_instanced(
|
||||
command_encoder.draw_primitives_instanced(
|
||||
metal::MTLPrimitiveType::Triangle,
|
||||
0,
|
||||
6,
|
||||
|
@ -249,7 +379,8 @@ impl Renderer {
|
|||
scene: &Scene,
|
||||
layer: &Layer,
|
||||
offset: &mut usize,
|
||||
ctx: &RenderContext,
|
||||
drawable_size: Vector2F,
|
||||
command_encoder: &metal::RenderCommandEncoderRef,
|
||||
) {
|
||||
if layer.quads().is_empty() {
|
||||
return;
|
||||
|
@ -261,23 +392,22 @@ impl Renderer {
|
|||
"instance buffer exhausted"
|
||||
);
|
||||
|
||||
ctx.command_encoder
|
||||
.set_render_pipeline_state(&self.quad_pipeline_state);
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
|
||||
Some(&self.unit_vertices),
|
||||
0,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
|
||||
Some(&self.instances),
|
||||
*offset as u64,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_bytes(
|
||||
command_encoder.set_vertex_bytes(
|
||||
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
|
||||
mem::size_of::<shaders::GPUIUniforms>() as u64,
|
||||
[shaders::GPUIUniforms {
|
||||
viewport_size: ctx.drawable_size.to_float2(),
|
||||
viewport_size: drawable_size.to_float2(),
|
||||
}]
|
||||
.as_ptr() as *const c_void,
|
||||
);
|
||||
|
@ -318,7 +448,7 @@ impl Renderer {
|
|||
});
|
||||
*offset = next_offset;
|
||||
|
||||
ctx.command_encoder.draw_primitives_instanced(
|
||||
command_encoder.draw_primitives_instanced(
|
||||
metal::MTLPrimitiveType::Triangle,
|
||||
0,
|
||||
6,
|
||||
|
@ -326,81 +456,13 @@ impl Renderer {
|
|||
);
|
||||
}
|
||||
|
||||
fn render_paths(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
layer: &Layer,
|
||||
offset: &mut usize,
|
||||
ctx: &RenderContext,
|
||||
) {
|
||||
for (color, paths) in layer.paths_by_color() {
|
||||
let winding_render_pass_descriptor = metal::RenderPassDescriptor::new();
|
||||
let stencil_attachment = winding_render_pass_descriptor.stencil_attachment().unwrap();
|
||||
stencil_attachment.set_texture(Some(&self.path_winding_texture));
|
||||
stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
|
||||
stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
|
||||
let winding_command_encoder = ctx
|
||||
.command_buffer
|
||||
.new_render_command_encoder(winding_render_pass_descriptor);
|
||||
|
||||
align_offset(offset);
|
||||
let vertex_count = paths.iter().map(|p| p.vertices.len()).sum::<usize>();
|
||||
let next_offset = *offset + vertex_count * mem::size_of::<shaders::GPUIPathVertex>();
|
||||
assert!(
|
||||
next_offset <= INSTANCE_BUFFER_SIZE,
|
||||
"instance buffer exhausted"
|
||||
);
|
||||
|
||||
winding_command_encoder.set_render_pipeline_state(&self.path_winding_pipeline_state);
|
||||
winding_command_encoder.set_vertex_buffer(
|
||||
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
|
||||
as u64,
|
||||
Some(&self.instances),
|
||||
*offset as u64,
|
||||
);
|
||||
winding_command_encoder.set_vertex_bytes(
|
||||
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
|
||||
as u64,
|
||||
mem::size_of::<shaders::vector_float2>() as u64,
|
||||
[ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
|
||||
);
|
||||
|
||||
let buffer_contents = unsafe {
|
||||
(self.instances.contents() as *mut u8).offset(*offset as isize)
|
||||
as *mut shaders::GPUIPathVertex
|
||||
};
|
||||
|
||||
for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
|
||||
let shader_vertex = shaders::GPUIPathVertex {
|
||||
xy_position: vertex.xy_position.to_float2(),
|
||||
st_position: vertex.st_position.to_float2(),
|
||||
};
|
||||
unsafe {
|
||||
*(buffer_contents.offset(ix as isize)) = shader_vertex;
|
||||
}
|
||||
}
|
||||
|
||||
self.instances.did_modify_range(NSRange {
|
||||
location: *offset as u64,
|
||||
length: (next_offset - *offset) as u64,
|
||||
});
|
||||
*offset = next_offset;
|
||||
|
||||
winding_command_encoder.draw_primitives(
|
||||
metal::MTLPrimitiveType::Triangle,
|
||||
0,
|
||||
vertex_count as u64,
|
||||
);
|
||||
winding_command_encoder.end_encoding();
|
||||
}
|
||||
}
|
||||
|
||||
fn render_sprites(
|
||||
&mut self,
|
||||
scene: &Scene,
|
||||
layer: &Layer,
|
||||
offset: &mut usize,
|
||||
ctx: &RenderContext,
|
||||
drawable_size: Vector2F,
|
||||
command_encoder: &metal::RenderCommandEncoderRef,
|
||||
) {
|
||||
if layer.glyphs().is_empty() {
|
||||
return;
|
||||
|
@ -429,19 +491,18 @@ impl Renderer {
|
|||
}
|
||||
}
|
||||
|
||||
ctx.command_encoder
|
||||
.set_render_pipeline_state(&self.sprite_pipeline_state);
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
|
||||
Some(&self.unit_vertices),
|
||||
0,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_bytes(
|
||||
command_encoder.set_vertex_bytes(
|
||||
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
|
||||
mem::size_of::<shaders::vector_float2>() as u64,
|
||||
[ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
|
||||
[drawable_size.to_float2()].as_ptr() as *const c_void,
|
||||
);
|
||||
ctx.command_encoder.set_vertex_bytes(
|
||||
command_encoder.set_vertex_bytes(
|
||||
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
|
||||
mem::size_of::<shaders::vector_float2>() as u64,
|
||||
[self.sprite_cache.atlas_size().to_float2()].as_ptr() as *const c_void,
|
||||
|
@ -455,14 +516,14 @@ impl Renderer {
|
|||
"instance buffer exhausted"
|
||||
);
|
||||
|
||||
ctx.command_encoder.set_vertex_buffer(
|
||||
command_encoder.set_vertex_buffer(
|
||||
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
|
||||
Some(&self.instances),
|
||||
*offset as u64,
|
||||
);
|
||||
|
||||
let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
|
||||
ctx.command_encoder.set_fragment_texture(
|
||||
command_encoder.set_fragment_texture(
|
||||
shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
|
||||
Some(texture),
|
||||
);
|
||||
|
@ -479,7 +540,7 @@ impl Renderer {
|
|||
});
|
||||
*offset = next_offset;
|
||||
|
||||
ctx.command_encoder.draw_primitives_instanced(
|
||||
command_encoder.draw_primitives_instanced(
|
||||
metal::MTLPrimitiveType::Triangle,
|
||||
0,
|
||||
6,
|
||||
|
|
|
@ -16,7 +16,7 @@ pub struct Layer {
|
|||
quads: Vec<Quad>,
|
||||
shadows: Vec<Shadow>,
|
||||
glyphs: Vec<Glyph>,
|
||||
paths: Vec<(ColorU, Vec<Path>)>,
|
||||
paths: Vec<Path>,
|
||||
}
|
||||
|
||||
#[derive(Default, Debug)]
|
||||
|
@ -56,6 +56,8 @@ pub struct Border {
|
|||
|
||||
#[derive(Debug)]
|
||||
pub struct Path {
|
||||
pub bounds: RectF,
|
||||
pub color: ColorU,
|
||||
pub vertices: Vec<PathVertex>,
|
||||
}
|
||||
|
||||
|
@ -105,8 +107,8 @@ impl Scene {
|
|||
self.active_layer().push_glyph(glyph)
|
||||
}
|
||||
|
||||
pub fn push_path(&mut self, color: ColorU, path: Path) {
|
||||
self.active_layer().push_path(color, path);
|
||||
pub fn push_path(&mut self, path: Path) {
|
||||
self.active_layer().push_path(path);
|
||||
}
|
||||
|
||||
fn active_layer(&mut self) -> &mut Layer {
|
||||
|
@ -153,14 +155,11 @@ impl Layer {
|
|||
self.glyphs.as_slice()
|
||||
}
|
||||
|
||||
fn push_path(&mut self, color: ColorU, path: Path) {
|
||||
match self.paths.binary_search_by_key(&color, |(c, path)| *c) {
|
||||
Err(i) => self.paths.insert(i, (color, vec![path])),
|
||||
Ok(i) => self.paths[i].1.push(path),
|
||||
}
|
||||
fn push_path(&mut self, path: Path) {
|
||||
self.paths.push(path);
|
||||
}
|
||||
|
||||
pub fn paths_by_color(&self) -> &[(ColorU, Vec<Path>)] {
|
||||
pub fn paths(&self) -> &[Path] {
|
||||
self.paths.as_slice()
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue