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
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@ -1,4 +1,4 @@
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use super::sprite_cache::SpriteCache;
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use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
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use crate::{
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color::ColorU,
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geometry::{
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@ -11,7 +11,7 @@ use crate::{
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};
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use anyhow::{anyhow, Result};
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use cocoa::foundation::NSUInteger;
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use metal::{MTLResourceOptions, NSRange};
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use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
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use shaders::{ToFloat2 as _, ToUchar4 as _};
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use std::{collections::HashMap, ffi::c_void, mem, sync::Arc};
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@ -19,26 +19,29 @@ const SHADERS_METALLIB: &'static [u8] =
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include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
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const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
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struct RenderContext<'a> {
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drawable_size: Vector2F,
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command_encoder: &'a metal::RenderCommandEncoderRef,
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command_buffer: &'a metal::CommandBufferRef,
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}
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pub struct Renderer {
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device: metal::Device,
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command_buffer: metal::CommandBuffer,
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sprite_cache: SpriteCache,
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path_stencils: 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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path_winding_pipeline_state: metal::RenderPipelineState,
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path_stencil_pipeline_state: metal::RenderPipelineState,
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unit_vertices: metal::Buffer,
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instances: metal::Buffer,
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path_winding_texture: metal::Texture,
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}
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struct PathStencil {
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layer_id: usize,
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atlas_id: usize,
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sprite: shaders::GPUISprite,
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}
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impl Renderer {
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pub fn new(
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device: metal::Device,
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command_buffer: metal::CommandBuffer,
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pixel_format: metal::MTLPixelFormat,
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fonts: Arc<dyn platform::FontSystem>,
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) -> Result<Self> {
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@ -64,18 +67,19 @@ impl Renderer {
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MTLResourceOptions::StorageModeManaged,
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);
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let paths_texture_size = vec2f(2048., 2048.);
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let descriptor = metal::TextureDescriptor::new();
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descriptor.set_pixel_format(metal::MTLPixelFormat::Stencil8);
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descriptor.set_width(paths_texture_size.x() as u64);
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descriptor.set_height(paths_texture_size.y() as u64);
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descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
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descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let path_winding_texture = device.new_texture(&descriptor);
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let path_stencil_pixel_format = metal::MTLPixelFormat::Stencil8;
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let path_stencil_descriptor = metal::TextureDescriptor::new();
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path_stencil_descriptor.set_width(2048);
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path_stencil_descriptor.set_height(2048);
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path_stencil_descriptor.set_pixel_format(path_stencil_pixel_format);
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path_stencil_descriptor.set_usage(metal::MTLTextureUsage::RenderTarget);
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path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let atlas_size: Vector2I = vec2i(1024, 768);
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Ok(Self {
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sprite_cache: SpriteCache::new(device.clone(), atlas_size, fonts),
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device,
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command_buffer,
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sprite_cache: SpriteCache::new(device.clone(), vec2i(1024, 768), fonts),
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path_stencils: AtlasAllocator::new(device.clone(), path_stencil_descriptor),
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quad_pipeline_state: build_pipeline_state(
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&device,
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&library,
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@ -100,26 +104,152 @@ impl Renderer {
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"sprite_fragment",
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pixel_format,
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)?,
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path_winding_pipeline_state: build_stencil_pipeline_state(
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path_stencil_pipeline_state: build_stencil_pipeline_state(
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&device,
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&library,
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"path_winding",
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"path_winding_vertex",
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"path_winding_fragment",
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path_winding_texture.pixel_format(),
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path_stencil_pixel_format,
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)?,
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unit_vertices,
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instances,
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path_winding_texture,
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})
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}
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pub fn render(
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pub fn render(&mut self, scene: &Scene, drawable_size: Vector2F, output: &metal::TextureRef) {
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let mut offset = 0;
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self.render_path_stencils(scene, &mut offset, drawable_size);
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self.render_layers(scene, &mut offset, drawable_size, output);
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}
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fn render_path_stencils(
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&mut self,
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scene: &Scene,
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offset: &mut usize,
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drawable_size: Vector2F,
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) -> Vec<PathStencil> {
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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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for (layer_id, layer) in scene.layers().iter().enumerate() {
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for path in layer.paths() {
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// Push a PathStencil struct for use later when sampling from the atlas as we draw the content of the layers
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let size = path.bounds.size().ceil().to_i32();
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let (atlas_id, atlas_origin) = self.path_stencils.allocate(size).unwrap();
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stencils.push(PathStencil {
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layer_id,
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atlas_id,
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sprite: shaders::GPUISprite {
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origin: path.bounds.origin().to_float2(),
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size: size.to_float2(),
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atlas_origin: atlas_origin.to_float2(),
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color: path.color.to_uchar4(),
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},
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});
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if current_atlas_id.map_or(false, |current_atlas_id| atlas_id != current_atlas_id) {
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self.render_path_stencils_for_atlas(
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scene,
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offset,
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drawable_size,
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vertices.as_slice(),
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self.path_stencils.texture(atlas_id).unwrap(),
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);
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vertices.clear();
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}
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current_atlas_id = Some(atlas_id);
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// Populate the vertices by translating them to their appropriate location in the atlas.
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for vertex in &path.vertices {
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vertices.push(todo!());
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}
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}
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}
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if let Some(atlas_id) = current_atlas_id {
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self.render_path_stencils_for_atlas(
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scene,
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offset,
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drawable_size,
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vertices.as_slice(),
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self.path_stencils.texture(atlas_id).unwrap(),
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);
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}
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stencils
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}
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fn render_path_stencils_for_atlas(
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&mut self,
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scene: &Scene,
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offset: &mut usize,
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drawable_size: Vector2F,
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vertices: &[shaders::GPUIPathVertex],
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texture: &metal::TextureRef,
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) {
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// let render_pass_descriptor = metal::RenderPassDescriptor::new();
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// let stencil_attachment = render_pass_descriptor.stencil_attachment().unwrap();
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// stencil_attachment.set_texture(Some(&self.path_winding_texture));
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// stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
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// stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
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// let winding_command_encoder = self
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// .command_buffer
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// .new_render_command_encoder(render_pass_descriptor);
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// Dubious shit that may be valuable:
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// for path in scene.paths() {
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// winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
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// winding_command_encoder.set_vertex_buffer(
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// shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
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// as u64,
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// Some(&self.instances),
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// *offset as u64,
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// );
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// winding_command_encoder.set_vertex_bytes(
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// shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
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// as u64,
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// mem::size_of::<shaders::vector_float2>() as u64,
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// [drawable_size.to_float2()].as_ptr() as *const c_void,
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// );
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// let buffer_contents = unsafe {
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// (self.instances.contents() as *mut u8).offset(*offset as isize)
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// as *mut shaders::GPUIPathVertex
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// };
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// for (ix, vertex) in paths.iter().flat_map(|p| &p.vertices).enumerate() {
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// let shader_vertex = shaders::GPUIPathVertex {
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// xy_position: vertex.xy_position.to_float2(),
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// st_position: vertex.st_position.to_float2(),
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// };
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// unsafe {
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// *(buffer_contents.offset(ix as isize)) = shader_vertex;
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// }
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// }
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// self.instances.did_modify_range(NSRange {
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// location: *offset as u64,
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// length: (next_offset - *offset) as u64,
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// });
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// *offset = next_offset;
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// winding_command_encoder.draw_primitives(
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// metal::MTLPrimitiveType::Triangle,
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// 0,
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// vertex_count as u64,
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// );
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// winding_command_encoder.end_encoding();
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// }
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}
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fn render_layers(
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&mut self,
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scene: &Scene,
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offset: &mut usize,
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drawable_size: Vector2F,
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device: &metal::DeviceRef,
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command_buffer: &metal::CommandBufferRef,
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output: &metal::TextureRef,
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) {
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let render_pass_descriptor = metal::RenderPassDescriptor::new();
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@ -131,7 +261,9 @@ impl Renderer {
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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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color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
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let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
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let command_encoder = self
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.command_buffer
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.new_render_command_encoder(render_pass_descriptor);
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command_encoder.set_viewport(metal::MTLViewport {
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originX: 0.0,
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@ -142,30 +274,28 @@ impl Renderer {
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zfar: 1.0,
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});
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let ctx = RenderContext {
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drawable_size,
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command_encoder,
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command_buffer,
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};
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let mut offset = 0;
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for layer in scene.layers() {
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self.clip(scene, layer, &ctx);
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self.render_shadows(scene, layer, &mut offset, &ctx);
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self.render_quads(scene, layer, &mut offset, &ctx);
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self.render_paths(scene, layer, &mut offset, &ctx);
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self.render_sprites(scene, layer, &mut offset, &ctx);
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self.clip(scene, layer, drawable_size, command_encoder);
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self.render_shadows(scene, layer, &mut offset, drawable_size, command_encoder);
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self.render_quads(scene, layer, &mut offset, drawable_size, command_encoder);
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self.render_sprites(scene, layer, &mut offset, drawable_size, command_encoder);
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}
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command_encoder.end_encoding();
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}
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fn clip(&mut self, scene: &Scene, layer: &Layer, ctx: &RenderContext) {
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fn clip(
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&mut self,
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scene: &Scene,
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layer: &Layer,
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drawable_size: Vector2F,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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let clip_bounds = layer.clip_bounds().unwrap_or(RectF::new(
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vec2f(0., 0.),
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ctx.drawable_size / scene.scale_factor(),
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drawable_size / scene.scale_factor(),
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)) * scene.scale_factor();
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ctx.command_encoder.set_scissor_rect(metal::MTLScissorRect {
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command_encoder.set_scissor_rect(metal::MTLScissorRect {
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x: clip_bounds.origin_x() as NSUInteger,
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y: clip_bounds.origin_y() as NSUInteger,
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width: clip_bounds.width() as NSUInteger,
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@ -178,7 +308,8 @@ impl Renderer {
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scene: &Scene,
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layer: &Layer,
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offset: &mut usize,
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ctx: &RenderContext,
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drawable_size: Vector2F,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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if layer.shadows().is_empty() {
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return;
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@ -191,23 +322,22 @@ impl Renderer {
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"instance buffer exhausted"
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);
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ctx.command_encoder
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.set_render_pipeline_state(&self.shadow_pipeline_state);
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ctx.command_encoder.set_vertex_buffer(
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command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
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command_encoder.set_vertex_buffer(
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shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
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Some(&self.unit_vertices),
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0,
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);
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ctx.command_encoder.set_vertex_buffer(
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command_encoder.set_vertex_buffer(
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shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
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Some(&self.instances),
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*offset as u64,
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);
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ctx.command_encoder.set_vertex_bytes(
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command_encoder.set_vertex_bytes(
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shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
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mem::size_of::<shaders::GPUIUniforms>() as u64,
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[shaders::GPUIUniforms {
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viewport_size: ctx.drawable_size.to_float2(),
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viewport_size: drawable_size.to_float2(),
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}]
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.as_ptr() as *const c_void,
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);
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@ -236,7 +366,7 @@ impl Renderer {
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});
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*offset = next_offset;
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ctx.command_encoder.draw_primitives_instanced(
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command_encoder.draw_primitives_instanced(
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metal::MTLPrimitiveType::Triangle,
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0,
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6,
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@ -249,7 +379,8 @@ impl Renderer {
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scene: &Scene,
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layer: &Layer,
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offset: &mut usize,
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ctx: &RenderContext,
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drawable_size: Vector2F,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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if layer.quads().is_empty() {
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return;
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|
@ -261,23 +392,22 @@ impl Renderer {
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"instance buffer exhausted"
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);
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ctx.command_encoder
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.set_render_pipeline_state(&self.quad_pipeline_state);
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ctx.command_encoder.set_vertex_buffer(
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command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
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command_encoder.set_vertex_buffer(
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shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
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Some(&self.unit_vertices),
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0,
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);
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ctx.command_encoder.set_vertex_buffer(
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command_encoder.set_vertex_buffer(
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shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
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Some(&self.instances),
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*offset as u64,
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);
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ctx.command_encoder.set_vertex_bytes(
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command_encoder.set_vertex_bytes(
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shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
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mem::size_of::<shaders::GPUIUniforms>() as u64,
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[shaders::GPUIUniforms {
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viewport_size: ctx.drawable_size.to_float2(),
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viewport_size: drawable_size.to_float2(),
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}]
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.as_ptr() as *const c_void,
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);
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|
@ -318,7 +448,7 @@ impl Renderer {
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});
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*offset = next_offset;
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ctx.command_encoder.draw_primitives_instanced(
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command_encoder.draw_primitives_instanced(
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metal::MTLPrimitiveType::Triangle,
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0,
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6,
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|
@ -326,81 +456,13 @@ impl Renderer {
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);
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}
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fn render_paths(
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&mut self,
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scene: &Scene,
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layer: &Layer,
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offset: &mut usize,
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ctx: &RenderContext,
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) {
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for (color, paths) in layer.paths_by_color() {
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let winding_render_pass_descriptor = metal::RenderPassDescriptor::new();
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let stencil_attachment = winding_render_pass_descriptor.stencil_attachment().unwrap();
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stencil_attachment.set_texture(Some(&self.path_winding_texture));
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stencil_attachment.set_load_action(metal::MTLLoadAction::Clear);
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stencil_attachment.set_store_action(metal::MTLStoreAction::Store);
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let winding_command_encoder = ctx
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.command_buffer
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.new_render_command_encoder(winding_render_pass_descriptor);
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align_offset(offset);
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let vertex_count = paths.iter().map(|p| p.vertices.len()).sum::<usize>();
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let next_offset = *offset + vertex_count * mem::size_of::<shaders::GPUIPathVertex>();
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assert!(
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next_offset <= INSTANCE_BUFFER_SIZE,
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"instance buffer exhausted"
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);
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winding_command_encoder.set_render_pipeline_state(&self.path_winding_pipeline_state);
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winding_command_encoder.set_vertex_buffer(
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shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices
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as u64,
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Some(&self.instances),
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*offset as u64,
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);
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winding_command_encoder.set_vertex_bytes(
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shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexViewportSize
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as u64,
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mem::size_of::<shaders::vector_float2>() as u64,
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[ctx.drawable_size.to_float2()].as_ptr() as *const c_void,
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);
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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,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue