Enable Blade on MacOS via "macos-blade" feature (#7669)
Depends on https://github.com/zed-industries/font-kit/pull/2 and https://github.com/kvark/blade/pull/77 This change enables Blade to be also used on MacOS. It will also make it easier to use it on Windows. What works: most of the things. Zed loads as fast and appears equally responsive to the current renderer. <img width="306" alt="Screenshot 2024-02-11 at 12 09 15 AM" src="https://github.com/zed-industries/zed/assets/107301/66d82f45-5ea2-4e2b-86c6-5b3ed333c827"> Things missing: - [x] video streaming. ~~Requires a bit of plumbing on both Blade and Zed sides, but all fairly straightforward.~~ - verified with a local setup - [x] resize. ~~Not sure where exactly to hook up the reaction on the window size change. Once we know where, the fix is one line.~~ - [ ] fine-tune CA Layer - this isn't a blocker for merging the PR, but it would be a blocker if we wanted to switch to the new path by default - [ ] rebase on latest, get the dependency merged (need review/merge of https://github.com/zed-industries/font-kit/pull/2!) Update: I implemented resize support as well as "surface" rendering on the Blade path (which will be useful on Linux/Windows later on). I haven't tested the latter though - not sure how to get something streaming. Would appreciate some help! I don't think this should be a blocker to this PR, anyway. The only little piece that's missing for the Blade on MacOS path to be full-featured is fine-tuning the CALayer configuration. Zed does a lot of careful logic in configuring the layer, such as switching the "present with transaction" on/off intermittently, which Blade path doesn't have yet. Release Notes: - N/A --------- Co-authored-by: Mikayla <mikayla@zed.dev>
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23 changed files with 492 additions and 163 deletions
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@ -1,515 +0,0 @@
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// Doing `if let` gives you nice scoping with passes/encoders
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#![allow(irrefutable_let_patterns)]
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use super::{BladeBelt, BladeBeltDescriptor};
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use crate::{
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AtlasTextureKind, AtlasTile, BladeAtlas, Bounds, ContentMask, Hsla, MonochromeSprite, Path,
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PathId, PathVertex, PolychromeSprite, PrimitiveBatch, Quad, ScaledPixels, Scene, Shadow,
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Underline, PATH_TEXTURE_FORMAT,
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};
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use bytemuck::{Pod, Zeroable};
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use collections::HashMap;
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use blade_graphics as gpu;
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use std::{mem, sync::Arc};
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const SURFACE_FRAME_COUNT: u32 = 3;
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const MAX_FRAME_TIME_MS: u32 = 1000;
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct GlobalParams {
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viewport_size: [f32; 2],
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pad: [u32; 2],
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderQuadsData {
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globals: GlobalParams,
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b_quads: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderShadowsData {
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globals: GlobalParams,
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b_shadows: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderPathRasterizationData {
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globals: GlobalParams,
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b_path_vertices: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderPathsData {
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globals: GlobalParams,
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t_sprite: gpu::TextureView,
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s_sprite: gpu::Sampler,
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b_path_sprites: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderUnderlinesData {
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globals: GlobalParams,
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b_underlines: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderMonoSpritesData {
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globals: GlobalParams,
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t_sprite: gpu::TextureView,
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s_sprite: gpu::Sampler,
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b_mono_sprites: gpu::BufferPiece,
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}
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#[derive(blade_macros::ShaderData)]
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struct ShaderPolySpritesData {
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globals: GlobalParams,
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t_sprite: gpu::TextureView,
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s_sprite: gpu::Sampler,
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b_poly_sprites: gpu::BufferPiece,
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}
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#[derive(Clone, Debug, Eq, PartialEq)]
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#[repr(C)]
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struct PathSprite {
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bounds: Bounds<ScaledPixels>,
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color: Hsla,
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tile: AtlasTile,
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}
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struct BladePipelines {
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quads: gpu::RenderPipeline,
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shadows: gpu::RenderPipeline,
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path_rasterization: gpu::RenderPipeline,
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paths: gpu::RenderPipeline,
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underlines: gpu::RenderPipeline,
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mono_sprites: gpu::RenderPipeline,
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poly_sprites: gpu::RenderPipeline,
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}
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impl BladePipelines {
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fn new(gpu: &gpu::Context, surface_format: gpu::TextureFormat) -> Self {
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use gpu::ShaderData as _;
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let shader = gpu.create_shader(gpu::ShaderDesc {
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source: include_str!("shaders.wgsl"),
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});
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shader.check_struct_size::<Quad>();
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shader.check_struct_size::<Shadow>();
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assert_eq!(
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mem::size_of::<PathVertex<ScaledPixels>>(),
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shader.get_struct_size("PathVertex") as usize,
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);
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shader.check_struct_size::<PathSprite>();
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shader.check_struct_size::<Underline>();
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shader.check_struct_size::<MonochromeSprite>();
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shader.check_struct_size::<PolychromeSprite>();
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Self {
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quads: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "quads",
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data_layouts: &[&ShaderQuadsData::layout()],
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vertex: shader.at("vs_quad"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_quad"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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shadows: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "shadows",
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data_layouts: &[&ShaderShadowsData::layout()],
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vertex: shader.at("vs_shadow"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_shadow"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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path_rasterization: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "path_rasterization",
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data_layouts: &[&ShaderPathRasterizationData::layout()],
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vertex: shader.at("vs_path_rasterization"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_path_rasterization"),
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color_targets: &[gpu::ColorTargetState {
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format: PATH_TEXTURE_FORMAT,
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blend: Some(gpu::BlendState::ADDITIVE),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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paths: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "paths",
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data_layouts: &[&ShaderPathsData::layout()],
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vertex: shader.at("vs_path"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_path"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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underlines: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "underlines",
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data_layouts: &[&ShaderUnderlinesData::layout()],
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vertex: shader.at("vs_underline"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_underline"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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mono_sprites: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "mono-sprites",
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data_layouts: &[&ShaderMonoSpritesData::layout()],
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vertex: shader.at("vs_mono_sprite"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_mono_sprite"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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poly_sprites: gpu.create_render_pipeline(gpu::RenderPipelineDesc {
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name: "poly-sprites",
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data_layouts: &[&ShaderPolySpritesData::layout()],
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vertex: shader.at("vs_poly_sprite"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_poly_sprite"),
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color_targets: &[gpu::ColorTargetState {
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format: surface_format,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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}
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}
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}
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pub struct BladeRenderer {
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gpu: Arc<gpu::Context>,
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command_encoder: gpu::CommandEncoder,
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last_sync_point: Option<gpu::SyncPoint>,
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pipelines: BladePipelines,
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instance_belt: BladeBelt,
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viewport_size: gpu::Extent,
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path_tiles: HashMap<PathId, AtlasTile>,
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atlas: Arc<BladeAtlas>,
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atlas_sampler: gpu::Sampler,
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}
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impl BladeRenderer {
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fn make_surface_config(size: gpu::Extent) -> gpu::SurfaceConfig {
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gpu::SurfaceConfig {
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size,
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usage: gpu::TextureUsage::TARGET,
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frame_count: SURFACE_FRAME_COUNT,
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//Note: this matches the original logic of the Metal backend,
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// but ultimaterly we need to switch to `Linear`.
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color_space: gpu::ColorSpace::Srgb,
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}
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}
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pub fn new(gpu: Arc<gpu::Context>, size: gpu::Extent) -> Self {
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let surface_format = gpu.resize(Self::make_surface_config(size));
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let command_encoder = gpu.create_command_encoder(gpu::CommandEncoderDesc {
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name: "main",
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buffer_count: 2,
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});
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let pipelines = BladePipelines::new(&gpu, surface_format);
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let instance_belt = BladeBelt::new(BladeBeltDescriptor {
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memory: gpu::Memory::Shared,
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min_chunk_size: 0x1000,
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alignment: 0x40, // Vulkan `minStorageBufferOffsetAlignment` on Intel Xe
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});
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let atlas = Arc::new(BladeAtlas::new(&gpu));
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let atlas_sampler = gpu.create_sampler(gpu::SamplerDesc {
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name: "atlas",
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mag_filter: gpu::FilterMode::Linear,
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min_filter: gpu::FilterMode::Linear,
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..Default::default()
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});
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Self {
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gpu,
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command_encoder,
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last_sync_point: None,
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pipelines,
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instance_belt,
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viewport_size: size,
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path_tiles: HashMap::default(),
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atlas,
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atlas_sampler,
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}
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}
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fn wait_for_gpu(&mut self) {
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if let Some(last_sp) = self.last_sync_point.take() {
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if !self.gpu.wait_for(&last_sp, MAX_FRAME_TIME_MS) {
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panic!("GPU hung");
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}
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}
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}
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pub fn destroy(&mut self) {
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self.wait_for_gpu();
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self.atlas.destroy();
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self.instance_belt.destroy(&self.gpu);
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self.gpu.destroy_command_encoder(&mut self.command_encoder);
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}
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pub fn resize(&mut self, size: gpu::Extent) {
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self.wait_for_gpu();
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self.gpu.resize(Self::make_surface_config(size));
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self.viewport_size = size;
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}
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pub fn viewport_size(&self) -> gpu::Extent {
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self.viewport_size
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}
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pub fn atlas(&self) -> &Arc<BladeAtlas> {
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&self.atlas
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}
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fn rasterize_paths(&mut self, paths: &[Path<ScaledPixels>]) {
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self.path_tiles.clear();
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let mut vertices_by_texture_id = HashMap::default();
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for path in paths {
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let clipped_bounds = path.bounds.intersect(&path.content_mask.bounds);
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let tile = self
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.atlas
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.allocate(clipped_bounds.size.map(Into::into), AtlasTextureKind::Path);
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vertices_by_texture_id
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.entry(tile.texture_id)
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.or_insert(Vec::new())
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.extend(path.vertices.iter().map(|vertex| PathVertex {
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xy_position: vertex.xy_position - clipped_bounds.origin
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+ tile.bounds.origin.map(Into::into),
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st_position: vertex.st_position,
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content_mask: ContentMask {
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bounds: tile.bounds.map(Into::into),
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},
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}));
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self.path_tiles.insert(path.id, tile);
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}
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for (texture_id, vertices) in vertices_by_texture_id {
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let tex_info = self.atlas.get_texture_info(texture_id);
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let globals = GlobalParams {
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viewport_size: [tex_info.size.width as f32, tex_info.size.height as f32],
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pad: [0; 2],
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};
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let vertex_buf = unsafe { self.instance_belt.alloc_data(&vertices, &self.gpu) };
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let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
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colors: &[gpu::RenderTarget {
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view: tex_info.raw_view,
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init_op: gpu::InitOp::Clear(gpu::TextureColor::OpaqueBlack),
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finish_op: gpu::FinishOp::Store,
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}],
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depth_stencil: None,
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});
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let mut encoder = pass.with(&self.pipelines.path_rasterization);
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encoder.bind(
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0,
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&ShaderPathRasterizationData {
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globals,
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b_path_vertices: vertex_buf,
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},
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);
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encoder.draw(0, vertices.len() as u32, 0, 1);
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}
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}
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pub fn draw(&mut self, scene: &Scene) {
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let frame = self.gpu.acquire_frame();
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self.command_encoder.start();
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self.command_encoder.init_texture(frame.texture());
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self.atlas.before_frame(&mut self.command_encoder);
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self.rasterize_paths(scene.paths());
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let globals = GlobalParams {
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viewport_size: [
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self.viewport_size.width as f32,
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self.viewport_size.height as f32,
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],
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pad: [0; 2],
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};
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|
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if let mut pass = self.command_encoder.render(gpu::RenderTargetSet {
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colors: &[gpu::RenderTarget {
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view: frame.texture_view(),
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init_op: gpu::InitOp::Clear(gpu::TextureColor::TransparentBlack),
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finish_op: gpu::FinishOp::Store,
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}],
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depth_stencil: None,
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}) {
|
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for batch in scene.batches() {
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match batch {
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PrimitiveBatch::Quads(quads) => {
|
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let instance_buf =
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unsafe { self.instance_belt.alloc_data(quads, &self.gpu) };
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let mut encoder = pass.with(&self.pipelines.quads);
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encoder.bind(
|
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0,
|
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&ShaderQuadsData {
|
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globals,
|
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b_quads: instance_buf,
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},
|
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);
|
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encoder.draw(0, 4, 0, quads.len() as u32);
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}
|
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PrimitiveBatch::Shadows(shadows) => {
|
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let instance_buf =
|
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unsafe { self.instance_belt.alloc_data(shadows, &self.gpu) };
|
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let mut encoder = pass.with(&self.pipelines.shadows);
|
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encoder.bind(
|
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0,
|
||||
&ShaderShadowsData {
|
||||
globals,
|
||||
b_shadows: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, shadows.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::Paths(paths) => {
|
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let mut encoder = pass.with(&self.pipelines.paths);
|
||||
//todo!(linux): group by texture ID
|
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for path in paths {
|
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let tile = &self.path_tiles[&path.id];
|
||||
let tex_info = self.atlas.get_texture_info(tile.texture_id);
|
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let origin = path.bounds.intersect(&path.content_mask.bounds).origin;
|
||||
let sprites = [PathSprite {
|
||||
bounds: Bounds {
|
||||
origin: origin.map(|p| p.floor()),
|
||||
size: tile.bounds.size.map(Into::into),
|
||||
},
|
||||
color: path.color,
|
||||
tile: (*tile).clone(),
|
||||
}];
|
||||
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(&sprites, &self.gpu) };
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderPathsData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_path_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
}
|
||||
PrimitiveBatch::Underlines(underlines) => {
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(underlines, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.underlines);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderUnderlinesData {
|
||||
globals,
|
||||
b_underlines: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, underlines.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::MonochromeSprites {
|
||||
texture_id,
|
||||
sprites,
|
||||
} => {
|
||||
let tex_info = self.atlas.get_texture_info(texture_id);
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(sprites, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.mono_sprites);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderMonoSpritesData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_mono_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::PolychromeSprites {
|
||||
texture_id,
|
||||
sprites,
|
||||
} => {
|
||||
let tex_info = self.atlas.get_texture_info(texture_id);
|
||||
let instance_buf =
|
||||
unsafe { self.instance_belt.alloc_data(sprites, &self.gpu) };
|
||||
let mut encoder = pass.with(&self.pipelines.poly_sprites);
|
||||
encoder.bind(
|
||||
0,
|
||||
&ShaderPolySpritesData {
|
||||
globals,
|
||||
t_sprite: tex_info.raw_view,
|
||||
s_sprite: self.atlas_sampler,
|
||||
b_poly_sprites: instance_buf,
|
||||
},
|
||||
);
|
||||
encoder.draw(0, 4, 0, sprites.len() as u32);
|
||||
}
|
||||
PrimitiveBatch::Surfaces { .. } => {
|
||||
unimplemented!()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.command_encoder.present(frame);
|
||||
let sync_point = self.gpu.submit(&mut self.command_encoder);
|
||||
|
||||
self.instance_belt.flush(&sync_point);
|
||||
self.atlas.after_frame(&sync_point);
|
||||
self.atlas.clear_textures(AtlasTextureKind::Path);
|
||||
|
||||
self.wait_for_gpu();
|
||||
self.last_sync_point = Some(sync_point);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue