Encapsulate metal layer into Renderer

This commit is contained in:
Antonio Scandurra 2022-09-12 10:07:13 +02:00
parent e803dd9f72
commit f50c6af001
2 changed files with 79 additions and 84 deletions

View file

@ -8,12 +8,17 @@ use crate::{
platform,
scene::{Glyph, Icon, Image, ImageGlyph, Layer, Quad, Scene, Shadow, Underline},
};
use cocoa::foundation::NSUInteger;
use cocoa::{
base::{NO, YES},
foundation::{NSRect, NSUInteger},
quartzcore::AutoresizingMask,
};
use core_foundation::base::TCFType;
use foreign_types::ForeignTypeRef;
use log::warn;
use media::core_video::{self, CVMetalTextureCache};
use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
use metal::{CGFloat, CommandQueue, MTLPixelFormat, MTLResourceOptions, NSRange};
use objc::{self, msg_send, sel, sel_impl};
use shaders::ToFloat2 as _;
use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, ptr, sync::Arc, vec};
@ -21,6 +26,8 @@ const SHADERS_METALLIB: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/shader
const INSTANCE_BUFFER_SIZE: usize = 8192 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
pub struct Renderer {
layer: metal::MetalLayer,
command_queue: CommandQueue,
sprite_cache: SpriteCache,
image_cache: ImageCache,
path_atlases: AtlasAllocator,
@ -48,12 +55,30 @@ pub struct Surface {
}
impl Renderer {
pub fn new(
device: metal::Device,
pixel_format: metal::MTLPixelFormat,
scale_factor: f32,
fonts: Arc<dyn platform::FontSystem>,
) -> Self {
pub fn new(fonts: Arc<dyn platform::FontSystem>) -> Self {
const PIXEL_FORMAT: MTLPixelFormat = MTLPixelFormat::BGRA8Unorm;
let device: metal::Device = if let Some(device) = metal::Device::system_default() {
device
} else {
log::error!("unable to access a compatible graphics device");
std::process::exit(1);
};
let layer = metal::MetalLayer::new();
layer.set_device(&device);
layer.set_pixel_format(PIXEL_FORMAT);
layer.set_presents_with_transaction(true);
unsafe {
let _: () = msg_send![&*layer, setAllowsNextDrawableTimeout: NO];
let _: () = msg_send![&*layer, setNeedsDisplayOnBoundsChange: YES];
let _: () = msg_send![
&*layer,
setAutoresizingMask: AutoresizingMask::WIDTH_SIZABLE
| AutoresizingMask::HEIGHT_SIZABLE
];
}
let library = device
.new_library_with_data(SHADERS_METALLIB)
.expect("error building metal library");
@ -76,13 +101,8 @@ impl Renderer {
MTLResourceOptions::StorageModeManaged,
);
let sprite_cache = SpriteCache::new(
device.clone(),
vec2i(1024, 768),
scale_factor,
fonts.clone(),
);
let image_cache = ImageCache::new(device.clone(), vec2i(1024, 768), scale_factor, fonts);
let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), 1., fonts.clone());
let image_cache = ImageCache::new(device.clone(), vec2i(1024, 768), 1., fonts);
let path_atlases =
AtlasAllocator::new(device.clone(), build_path_atlas_texture_descriptor());
let quad_pipeline_state = build_pipeline_state(
@ -91,7 +111,7 @@ impl Renderer {
"quad",
"quad_vertex",
"quad_fragment",
pixel_format,
PIXEL_FORMAT,
);
let shadow_pipeline_state = build_pipeline_state(
&device,
@ -99,7 +119,7 @@ impl Renderer {
"shadow",
"shadow_vertex",
"shadow_fragment",
pixel_format,
PIXEL_FORMAT,
);
let sprite_pipeline_state = build_pipeline_state(
&device,
@ -107,7 +127,7 @@ impl Renderer {
"sprite",
"sprite_vertex",
"sprite_fragment",
pixel_format,
PIXEL_FORMAT,
);
let image_pipeline_state = build_pipeline_state(
&device,
@ -115,7 +135,7 @@ impl Renderer {
"image",
"image_vertex",
"image_fragment",
pixel_format,
PIXEL_FORMAT,
);
let surface_pipeline_state = build_pipeline_state(
&device,
@ -123,7 +143,7 @@ impl Renderer {
"surface",
"surface_vertex",
"surface_fragment",
pixel_format,
PIXEL_FORMAT,
);
let path_atlas_pipeline_state = build_path_atlas_pipeline_state(
&device,
@ -139,10 +159,12 @@ impl Renderer {
"underline",
"underline_vertex",
"underline_fragment",
pixel_format,
PIXEL_FORMAT,
);
let cv_texture_cache = CVMetalTextureCache::new(device.as_ptr()).unwrap();
Self {
layer,
command_queue: device.new_command_queue(),
sprite_cache,
image_cache,
path_atlases,
@ -159,13 +181,21 @@ impl Renderer {
}
}
pub fn render(
&mut self,
scene: &Scene,
drawable_size: Vector2F,
command_buffer: &metal::CommandBufferRef,
output: &metal::TextureRef,
) {
pub fn layer(&self) -> &metal::MetalLayerRef {
&*self.layer
}
pub fn render(&mut self, scene: &Scene) {
let layer = self.layer.clone();
let drawable = layer.next_drawable().unwrap();
let command_queue = self.command_queue.clone();
let command_buffer = command_queue.new_command_buffer();
let frame: NSRect = unsafe { msg_send![self.layer(), frame] };
let scale_factor: CGFloat = unsafe { msg_send![self.layer(), contentsScale] };
let drawable_size =
vec2f(frame.size.width as f32, frame.size.height as f32) * scale_factor as f32;
self.sprite_cache.set_scale_factor(scene.scale_factor());
self.image_cache.set_scale_factor(scene.scale_factor());
@ -178,13 +208,17 @@ impl Renderer {
&mut offset,
drawable_size,
command_buffer,
output,
drawable.texture(),
);
self.instances.did_modify_range(NSRange {
location: 0,
length: offset as NSUInteger,
});
self.image_cache.finish_frame();
command_buffer.commit();
command_buffer.wait_until_completed();
drawable.present();
}
fn render_path_atlases(