Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas. Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
This commit is contained in:
parent
4cdce070c4
commit
77b6a29f5f
2 changed files with 88 additions and 58 deletions
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@ -3,7 +3,7 @@ use crate::{
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color::ColorU,
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color::ColorU,
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geometry::{
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geometry::{
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rect::RectF,
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rect::RectF,
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vector::{vec2f, vec2i, Vector2F, Vector2I},
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vector::{vec2f, vec2i, Vector2F},
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},
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},
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platform,
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platform,
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scene::Layer,
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scene::Layer,
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@ -13,7 +13,7 @@ use anyhow::{anyhow, Result};
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use cocoa::foundation::NSUInteger;
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use cocoa::foundation::NSUInteger;
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use metal::{MTLPixelFormat, 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 shaders::{ToFloat2 as _, ToUchar4 as _};
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use std::{collections::HashMap, ffi::c_void, mem, sync::Arc};
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use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, sync::Arc};
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const SHADERS_METALLIB: &'static [u8] =
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const SHADERS_METALLIB: &'static [u8] =
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include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
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include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
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@ -34,7 +34,7 @@ pub struct Renderer {
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struct PathSprite {
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struct PathSprite {
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layer_id: usize,
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layer_id: usize,
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atlas_id: usize,
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atlas_id: usize,
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sprite: shaders::GPUISprite,
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shader_data: shaders::GPUISprite,
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}
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}
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impl Renderer {
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impl Renderer {
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@ -152,7 +152,7 @@ impl Renderer {
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stencils.push(PathSprite {
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stencils.push(PathSprite {
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layer_id,
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layer_id,
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atlas_id,
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atlas_id,
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sprite: shaders::GPUISprite {
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shader_data: shaders::GPUISprite {
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origin: origin.floor().to_float2(),
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origin: origin.floor().to_float2(),
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size: size.to_float2(),
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size: size.to_float2(),
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atlas_origin: atlas_origin.to_float2(),
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atlas_origin: atlas_origin.to_float2(),
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@ -286,15 +286,15 @@ impl Renderer {
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zfar: 1.0,
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zfar: 1.0,
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});
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});
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let mut path_sprites = path_sprites.into_iter().peekable();
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for (layer_id, layer) in scene.layers().iter().enumerate() {
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for (layer_id, layer) in scene.layers().iter().enumerate() {
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self.clip(scene, layer, drawable_size, command_encoder);
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self.clip(scene, layer, drawable_size, command_encoder);
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self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
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self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
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self.render_quads(scene, layer, offset, drawable_size, command_encoder);
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self.render_quads(scene, layer, offset, drawable_size, command_encoder);
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// TODO: Pass sprites relevant to this layer in a more efficient manner.
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self.render_path_sprites(
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self.render_path_sprites(
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scene,
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layer_id,
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layer,
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&mut path_sprites,
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path_sprites.iter().filter(|s| s.layer_id == layer_id),
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offset,
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offset,
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drawable_size,
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drawable_size,
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command_encoder,
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command_encoder,
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@ -573,26 +573,12 @@ impl Renderer {
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fn render_path_sprites<'a>(
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fn render_path_sprites<'a>(
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&mut self,
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&mut self,
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scene: &Scene,
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layer_id: usize,
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layer: &Layer,
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sprites: &mut Peekable<impl Iterator<Item = PathSprite>>,
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sprites: impl Iterator<Item = &'a PathSprite>,
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offset: &mut usize,
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offset: &mut usize,
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drawable_size: Vector2F,
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drawable_size: Vector2F,
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command_encoder: &metal::RenderCommandEncoderRef,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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) {
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let mut sprites = sprites.peekable();
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if sprites.peek().is_none() {
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return;
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}
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let mut sprites_by_atlas = HashMap::new();
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for sprite in sprites {
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sprites_by_atlas
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.entry(sprite.atlas_id)
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.or_insert_with(Vec::new)
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.push(sprite.sprite);
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}
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command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
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command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
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command_encoder.set_vertex_buffer(
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command_encoder.set_vertex_buffer(
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
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@ -605,52 +591,95 @@ impl Renderer {
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[drawable_size.to_float2()].as_ptr() as *const c_void,
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[drawable_size.to_float2()].as_ptr() as *const c_void,
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);
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);
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for (atlas_id, sprites) in sprites_by_atlas {
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let mut atlas_id = None;
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align_offset(offset);
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let mut atlas_sprite_count = 0;
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let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
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align_offset(offset);
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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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command_encoder.set_vertex_buffer(
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while let Some(sprite) = sprites.peek() {
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
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if sprite.layer_id != layer_id {
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Some(&self.instances),
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break;
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*offset as u64,
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}
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);
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let texture = self.path_atlases.texture(atlas_id).unwrap();
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let sprite = sprites.next().unwrap();
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command_encoder.set_vertex_bytes(
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if let Some(atlas_id) = atlas_id.as_mut() {
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
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if sprite.atlas_id != *atlas_id {
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mem::size_of::<shaders::vector_float2>() as u64,
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self.render_path_sprites_for_atlas(
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[vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
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offset,
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as *const c_void,
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*atlas_id,
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);
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atlas_sprite_count,
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command_encoder.set_fragment_texture(
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command_encoder,
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shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
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);
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Some(texture),
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);
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*atlas_id = sprite.atlas_id;
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atlas_sprite_count = 0;
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align_offset(offset);
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}
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} else {
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atlas_id = Some(sprite.atlas_id);
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}
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unsafe {
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unsafe {
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let buffer_contents = (self.instances.contents() as *mut u8)
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let buffer_contents = (self.instances.contents() as *mut u8)
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.offset(*offset as isize)
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.offset(*offset as isize)
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as *mut shaders::GPUISprite;
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as *mut shaders::GPUISprite;
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std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
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*buffer_contents.offset(atlas_sprite_count as isize) = sprite.shader_data;
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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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command_encoder.draw_primitives_instanced(
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atlas_sprite_count += 1;
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metal::MTLPrimitiveType::Triangle,
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}
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0,
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6,
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if let Some(atlas_id) = atlas_id {
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sprites.len() as u64,
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self.render_path_sprites_for_atlas(
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offset,
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atlas_id,
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atlas_sprite_count,
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command_encoder,
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);
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);
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}
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}
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}
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}
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fn render_path_sprites_for_atlas<'a>(
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&mut self,
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offset: &mut usize,
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atlas_id: usize,
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sprite_count: usize,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
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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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command_encoder.set_vertex_buffer(
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shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
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Some(&self.instances),
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*offset as u64,
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);
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let texture = self.path_atlases.texture(atlas_id).unwrap();
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command_encoder.set_fragment_texture(
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shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
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Some(texture),
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);
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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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[vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
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as *const c_void,
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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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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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sprite_count as u64,
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);
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}
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}
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}
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fn build_path_atlas_allocator(
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fn build_path_atlas_allocator(
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@ -1076,6 +1076,7 @@ impl BufferView {
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}
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}
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fn blink_cursors(&mut self, epoch: usize, ctx: &mut ViewContext<Self>) {
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fn blink_cursors(&mut self, epoch: usize, ctx: &mut ViewContext<Self>) {
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return;
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if epoch == self.blink_epoch && self.focused && !self.blinking_paused {
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if epoch == self.blink_epoch && self.focused && !self.blinking_paused {
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self.cursors_visible = !self.cursors_visible;
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self.cursors_visible = !self.cursors_visible;
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ctx.notify();
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ctx.notify();
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