💄 naming
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3bd6b92244
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c525d7c712
3 changed files with 40 additions and 45 deletions
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@ -20,13 +20,12 @@ const SHADERS_METALLIB: &'static [u8] =
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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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pub struct Renderer {
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device: metal::Device,
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sprite_cache: SpriteCache,
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path_atlases: 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_stencil_pipeline_state: metal::RenderPipelineState,
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path_atlas_pipeline_state: metal::RenderPipelineState,
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unit_vertices: metal::Buffer,
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instances: metal::Buffer,
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}
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@ -91,22 +90,21 @@ impl Renderer {
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"sprite_fragment",
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pixel_format,
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)?;
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let path_stencil_pipeline_state = build_path_atlas_pipeline_state(
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let path_atlas_pipeline_state = build_path_atlas_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_atlas",
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"path_atlas_vertex",
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"path_atlas_fragment",
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pixel_format,
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)?;
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Ok(Self {
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device,
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sprite_cache,
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path_atlases,
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quad_pipeline_state,
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shadow_pipeline_state,
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sprite_pipeline_state,
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path_stencil_pipeline_state,
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path_atlas_pipeline_state,
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unit_vertices,
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instances,
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})
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@ -120,10 +118,10 @@ impl Renderer {
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output: &metal::TextureRef,
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) {
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let mut offset = 0;
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let stencils = self.render_path_stencils(scene, &mut offset, command_buffer);
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let path_sprites = self.render_path_atlases(scene, &mut offset, command_buffer);
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self.render_layers(
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scene,
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stencils,
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path_sprites,
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&mut offset,
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drawable_size,
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command_buffer,
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@ -135,24 +133,23 @@ impl Renderer {
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});
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}
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fn render_path_stencils(
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fn render_path_atlases(
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&mut self,
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scene: &Scene,
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offset: &mut usize,
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command_buffer: &metal::CommandBufferRef,
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) -> Vec<PathSprite> {
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self.path_atlases.clear();
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let mut stencils = Vec::new();
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let mut sprites = 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 origin = path.bounds.origin() * scene.scale_factor();
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let size = (path.bounds.size() * scene.scale_factor()).ceil();
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let (atlas_id, atlas_origin) = self.path_atlases.allocate(size.to_i32()).unwrap();
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let atlas_origin = atlas_origin.to_f32();
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stencils.push(PathSprite {
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sprites.push(PathSprite {
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layer_id,
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atlas_id,
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shader_data: shaders::GPUISprite {
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@ -166,7 +163,7 @@ impl Renderer {
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if let Some(current_atlas_id) = current_atlas_id {
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if atlas_id != current_atlas_id {
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self.render_path_stencils_for_atlas(
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self.render_paths_to_atlas(
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offset,
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&vertices,
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current_atlas_id,
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@ -178,7 +175,6 @@ impl Renderer {
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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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let xy_position =
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(vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
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@ -191,13 +187,13 @@ impl Renderer {
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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(offset, &vertices, atlas_id, command_buffer);
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self.render_paths_to_atlas(offset, &vertices, atlas_id, command_buffer);
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}
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stencils
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sprites
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}
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fn render_path_stencils_for_atlas(
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fn render_paths_to_atlas(
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&mut self,
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offset: &mut usize,
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vertices: &[shaders::GPUIPathVertex],
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@ -222,17 +218,16 @@ impl Renderer {
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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 winding_command_encoder =
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let path_atlas_command_encoder =
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command_buffer.new_render_command_encoder(render_pass_descriptor);
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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 as u64,
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path_atlas_command_encoder.set_render_pipeline_state(&self.path_atlas_pipeline_state);
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path_atlas_command_encoder.set_vertex_buffer(
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shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexVertices 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_GPUIPathWindingVertexInputIndexAtlasSize
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as u64,
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path_atlas_command_encoder.set_vertex_bytes(
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shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexAtlasSize 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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@ -248,12 +243,12 @@ impl Renderer {
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}
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}
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winding_command_encoder.draw_primitives(
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path_atlas_command_encoder.draw_primitives(
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metal::MTLPrimitiveType::Triangle,
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0,
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vertices.len() as u64,
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);
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winding_command_encoder.end_encoding();
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path_atlas_command_encoder.end_encoding();
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*offset = next_offset;
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}
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@ -668,14 +663,14 @@ fn build_path_atlas_allocator(
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pixel_format: MTLPixelFormat,
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device: &metal::Device,
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) -> AtlasAllocator {
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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(pixel_format);
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path_stencil_descriptor
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let texture_descriptor = metal::TextureDescriptor::new();
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texture_descriptor.set_width(2048);
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texture_descriptor.set_height(2048);
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texture_descriptor.set_pixel_format(pixel_format);
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texture_descriptor
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.set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
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path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let path_atlases = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
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texture_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
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let path_atlases = AtlasAllocator::new(device.clone(), texture_descriptor);
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path_atlases
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}
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@ -56,9 +56,9 @@ typedef struct {
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} GPUISprite;
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typedef enum {
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GPUIPathWindingVertexInputIndexVertices = 0,
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GPUIPathWindingVertexInputIndexAtlasSize = 1,
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} GPUIPathWindingVertexInputIndex;
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GPUIPathAtlasVertexInputIndexVertices = 0,
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GPUIPathAtlasVertexInputIndexAtlasSize = 1,
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} GPUIPathAtlasVertexInputIndex;
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typedef struct {
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vector_float2 xy_position;
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@ -218,26 +218,26 @@ fragment float4 sprite_fragment(
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return color;
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}
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struct PathWindingFragmentInput {
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struct PathAtlasFragmentInput {
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float4 position [[position]];
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float2 st_position;
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};
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vertex PathWindingFragmentInput path_winding_vertex(
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vertex PathAtlasFragmentInput path_atlas_vertex(
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uint vertex_id [[vertex_id]],
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constant GPUIPathVertex *vertices [[buffer(GPUIPathWindingVertexInputIndexVertices)]],
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constant float2 *atlas_size [[buffer(GPUIPathWindingVertexInputIndexAtlasSize)]]
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constant GPUIPathVertex *vertices [[buffer(GPUIPathAtlasVertexInputIndexVertices)]],
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constant float2 *atlas_size [[buffer(GPUIPathAtlasVertexInputIndexAtlasSize)]]
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) {
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GPUIPathVertex v = vertices[vertex_id];
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float4 device_position = to_device_position(v.xy_position, *atlas_size);
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return PathWindingFragmentInput {
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return PathAtlasFragmentInput {
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device_position,
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v.st_position,
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};
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}
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fragment float4 path_winding_fragment(
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PathWindingFragmentInput input [[stage_in]]
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fragment float4 path_atlas_fragment(
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PathAtlasFragmentInput input [[stage_in]]
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) {
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float2 dx = dfdx(input.st_position);
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float2 dy = dfdy(input.st_position);
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