WIP: Render paths into stencil buffers

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
This commit is contained in:
Nathan Sobo 2021-03-29 22:46:26 -06:00
parent 0b12779e62
commit 64af4c694a
5 changed files with 320 additions and 149 deletions

View file

@ -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,