
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas. Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
861 lines
31 KiB
Rust
861 lines
31 KiB
Rust
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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rect::RectF,
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vector::{vec2f, vec2i, Vector2F},
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},
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platform,
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scene::Layer,
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Scene,
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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::{MTLPixelFormat, MTLResourceOptions, NSRange};
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use shaders::{ToFloat2 as _, ToUchar4 as _};
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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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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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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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unit_vertices: metal::Buffer,
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instances: metal::Buffer,
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}
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struct PathSprite {
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layer_id: usize,
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atlas_id: usize,
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shader_data: 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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pixel_format: metal::MTLPixelFormat,
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fonts: Arc<dyn platform::FontSystem>,
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) -> Result<Self> {
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let library = device
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.new_library_with_data(SHADERS_METALLIB)
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.map_err(|message| anyhow!("error building metal library: {}", message))?;
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let unit_vertices = [
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(0., 0.).to_float2(),
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(1., 0.).to_float2(),
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(0., 1.).to_float2(),
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(0., 1.).to_float2(),
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(1., 0.).to_float2(),
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(1., 1.).to_float2(),
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];
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let unit_vertices = device.new_buffer_with_data(
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unit_vertices.as_ptr() as *const c_void,
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(unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
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MTLResourceOptions::StorageModeManaged,
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);
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let instances = device.new_buffer(
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INSTANCE_BUFFER_SIZE as u64,
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MTLResourceOptions::StorageModeManaged,
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);
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let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
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let path_atlases = build_path_atlas_allocator(pixel_format, &device);
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let quad_pipeline_state = build_pipeline_state(
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&device,
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&library,
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"quad",
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"quad_vertex",
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"quad_fragment",
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pixel_format,
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)?;
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let shadow_pipeline_state = build_pipeline_state(
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&device,
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&library,
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"shadow",
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"shadow_vertex",
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"shadow_fragment",
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pixel_format,
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)?;
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let sprite_pipeline_state = build_pipeline_state(
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&device,
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&library,
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"sprite",
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"sprite_vertex",
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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_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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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: 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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unit_vertices,
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instances,
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})
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}
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pub fn render(
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&mut self,
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scene: &Scene,
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drawable_size: Vector2F,
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command_buffer: &metal::CommandBufferRef,
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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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self.render_layers(
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scene,
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stencils,
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&mut offset,
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drawable_size,
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command_buffer,
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output,
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);
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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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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 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) =
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self.path_atlases.allocate(size.ceil().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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layer_id,
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atlas_id,
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shader_data: shaders::GPUISprite {
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origin: origin.floor().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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compute_winding: 1,
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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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offset,
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&vertices,
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atlas_id,
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command_buffer,
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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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let xy_position =
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(vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
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vertices.push(shaders::GPUIPathVertex {
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xy_position: (atlas_origin + xy_position).to_float2(),
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st_position: vertex.st_position.to_float2(),
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});
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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(offset, &vertices, atlas_id, command_buffer);
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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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offset: &mut usize,
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vertices: &[shaders::GPUIPathVertex],
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atlas_id: usize,
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command_buffer: &metal::CommandBufferRef,
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) {
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align_offset(offset);
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let next_offset = *offset + vertices.len() * 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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let render_pass_descriptor = metal::RenderPassDescriptor::new();
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let color_attachment = render_pass_descriptor
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.color_attachments()
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.object_at(0)
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.unwrap();
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let texture = self.path_atlases.texture(atlas_id).unwrap();
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color_attachment.set_texture(Some(texture));
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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 winding_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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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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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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let buffer_contents = unsafe {
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(self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
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};
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for (ix, vertex) in vertices.iter().enumerate() {
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unsafe {
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*buffer_contents.add(ix) = *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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vertices.len() as u64,
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);
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winding_command_encoder.end_encoding();
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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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path_sprites: Vec<PathSprite>,
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offset: &mut usize,
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drawable_size: Vector2F,
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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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let color_attachment = render_pass_descriptor
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.color_attachments()
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.object_at(0)
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.unwrap();
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color_attachment.set_texture(Some(output));
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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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command_encoder.set_viewport(metal::MTLViewport {
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originX: 0.0,
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originY: 0.0,
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width: drawable_size.x() as f64,
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height: drawable_size.y() as f64,
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znear: 0.0,
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zfar: 1.0,
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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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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_quads(scene, layer, offset, drawable_size, command_encoder);
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self.render_path_sprites(
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layer_id,
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&mut path_sprites,
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offset,
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drawable_size,
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command_encoder,
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);
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self.render_glyph_sprites(scene, layer, 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(
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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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drawable_size / scene.scale_factor(),
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)) * scene.scale_factor();
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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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height: clip_bounds.height() as NSUInteger,
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});
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}
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fn render_shadows(
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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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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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}
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align_offset(offset);
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let next_offset = *offset + layer.shadows().len() * mem::size_of::<shaders::GPUIShadow>();
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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_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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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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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: 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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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::GPUIShadow
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};
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for (ix, shadow) in layer.shadows().iter().enumerate() {
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let shape_bounds = shadow.bounds * scene.scale_factor();
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let shader_shadow = shaders::GPUIShadow {
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origin: shape_bounds.origin().to_float2(),
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size: shape_bounds.size().to_float2(),
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corner_radius: shadow.corner_radius * scene.scale_factor(),
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sigma: shadow.sigma,
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color: shadow.color.to_uchar4(),
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};
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unsafe {
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*(buffer_contents.offset(ix as isize)) = shader_shadow;
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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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metal::MTLPrimitiveType::Triangle,
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0,
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6,
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layer.shadows().len() as u64,
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);
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}
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fn render_quads(
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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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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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}
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align_offset(offset);
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let next_offset = *offset + layer.quads().len() * mem::size_of::<shaders::GPUIQuad>();
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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_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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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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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: 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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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::GPUIQuad
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};
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for (ix, quad) in layer.quads().iter().enumerate() {
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let bounds = quad.bounds * scene.scale_factor();
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let border_width = quad.border.width * scene.scale_factor();
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let shader_quad = shaders::GPUIQuad {
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origin: bounds.origin().to_float2(),
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size: bounds.size().to_float2(),
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background_color: quad
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.background
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.unwrap_or(ColorU::transparent_black())
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.to_uchar4(),
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border_top: border_width * (quad.border.top as usize as f32),
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border_right: border_width * (quad.border.right as usize as f32),
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border_bottom: border_width * (quad.border.bottom as usize as f32),
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border_left: border_width * (quad.border.left as usize as f32),
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border_color: quad
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.border
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.color
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.unwrap_or(ColorU::transparent_black())
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.to_uchar4(),
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corner_radius: quad.corner_radius * scene.scale_factor(),
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};
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unsafe {
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*(buffer_contents.offset(ix as isize)) = shader_quad;
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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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metal::MTLPrimitiveType::Triangle,
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0,
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6,
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layer.quads().len() as u64,
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);
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}
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fn render_glyph_sprites(
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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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drawable_size: Vector2F,
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command_encoder: &metal::RenderCommandEncoderRef,
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) {
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if layer.glyphs().is_empty() {
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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 glyph in layer.glyphs() {
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if let Some(sprite) = self.sprite_cache.render_glyph(
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glyph.font_id,
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glyph.font_size,
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glyph.id,
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glyph.origin,
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scene.scale_factor(),
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) {
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|
// Snap sprite to pixel grid.
|
|
let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
|
|
sprites_by_atlas
|
|
.entry(sprite.atlas_id)
|
|
.or_insert_with(Vec::new)
|
|
.push(shaders::GPUISprite {
|
|
origin: origin.to_float2(),
|
|
size: sprite.size.to_float2(),
|
|
atlas_origin: sprite.atlas_origin.to_float2(),
|
|
color: glyph.color.to_uchar4(),
|
|
compute_winding: 0,
|
|
});
|
|
}
|
|
}
|
|
|
|
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,
|
|
);
|
|
command_encoder.set_vertex_bytes(
|
|
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
|
|
mem::size_of::<shaders::vector_float2>() as u64,
|
|
[drawable_size.to_float2()].as_ptr() as *const c_void,
|
|
);
|
|
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,
|
|
);
|
|
|
|
for (atlas_id, sprites) in sprites_by_atlas {
|
|
align_offset(offset);
|
|
let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
|
|
assert!(
|
|
next_offset <= INSTANCE_BUFFER_SIZE,
|
|
"instance buffer exhausted"
|
|
);
|
|
|
|
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();
|
|
command_encoder.set_fragment_texture(
|
|
shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
|
|
Some(texture),
|
|
);
|
|
|
|
unsafe {
|
|
let buffer_contents = (self.instances.contents() as *mut u8)
|
|
.offset(*offset as isize)
|
|
as *mut shaders::GPUISprite;
|
|
std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
|
|
}
|
|
self.instances.did_modify_range(NSRange {
|
|
location: *offset as u64,
|
|
length: (next_offset - *offset) as u64,
|
|
});
|
|
*offset = next_offset;
|
|
|
|
command_encoder.draw_primitives_instanced(
|
|
metal::MTLPrimitiveType::Triangle,
|
|
0,
|
|
6,
|
|
sprites.len() as u64,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn render_path_sprites<'a>(
|
|
&mut self,
|
|
layer_id: usize,
|
|
sprites: &mut Peekable<impl Iterator<Item = PathSprite>>,
|
|
offset: &mut usize,
|
|
drawable_size: Vector2F,
|
|
command_encoder: &metal::RenderCommandEncoderRef,
|
|
) {
|
|
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,
|
|
);
|
|
command_encoder.set_vertex_bytes(
|
|
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
|
|
mem::size_of::<shaders::vector_float2>() as u64,
|
|
[drawable_size.to_float2()].as_ptr() as *const c_void,
|
|
);
|
|
|
|
let mut atlas_id = None;
|
|
let mut atlas_sprite_count = 0;
|
|
align_offset(offset);
|
|
|
|
while let Some(sprite) = sprites.peek() {
|
|
if sprite.layer_id != layer_id {
|
|
break;
|
|
}
|
|
|
|
let sprite = sprites.next().unwrap();
|
|
if let Some(atlas_id) = atlas_id.as_mut() {
|
|
if sprite.atlas_id != *atlas_id {
|
|
self.render_path_sprites_for_atlas(
|
|
offset,
|
|
*atlas_id,
|
|
atlas_sprite_count,
|
|
command_encoder,
|
|
);
|
|
|
|
*atlas_id = sprite.atlas_id;
|
|
atlas_sprite_count = 0;
|
|
align_offset(offset);
|
|
}
|
|
} else {
|
|
atlas_id = Some(sprite.atlas_id);
|
|
}
|
|
|
|
unsafe {
|
|
let buffer_contents = (self.instances.contents() as *mut u8)
|
|
.offset(*offset as isize)
|
|
as *mut shaders::GPUISprite;
|
|
*buffer_contents.offset(atlas_sprite_count as isize) = sprite.shader_data;
|
|
}
|
|
|
|
atlas_sprite_count += 1;
|
|
}
|
|
|
|
if let Some(atlas_id) = atlas_id {
|
|
self.render_path_sprites_for_atlas(
|
|
offset,
|
|
atlas_id,
|
|
atlas_sprite_count,
|
|
command_encoder,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn render_path_sprites_for_atlas<'a>(
|
|
&mut self,
|
|
offset: &mut usize,
|
|
atlas_id: usize,
|
|
sprite_count: usize,
|
|
command_encoder: &metal::RenderCommandEncoderRef,
|
|
) {
|
|
let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
|
|
assert!(
|
|
next_offset <= INSTANCE_BUFFER_SIZE,
|
|
"instance buffer exhausted"
|
|
);
|
|
command_encoder.set_vertex_buffer(
|
|
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
|
|
Some(&self.instances),
|
|
*offset as u64,
|
|
);
|
|
let texture = self.path_atlases.texture(atlas_id).unwrap();
|
|
command_encoder.set_fragment_texture(
|
|
shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
|
|
Some(texture),
|
|
);
|
|
command_encoder.set_vertex_bytes(
|
|
shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
|
|
mem::size_of::<shaders::vector_float2>() as u64,
|
|
[vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
|
|
as *const c_void,
|
|
);
|
|
|
|
self.instances.did_modify_range(NSRange {
|
|
location: *offset as u64,
|
|
length: (next_offset - *offset) as u64,
|
|
});
|
|
*offset = next_offset;
|
|
|
|
command_encoder.draw_primitives_instanced(
|
|
metal::MTLPrimitiveType::Triangle,
|
|
0,
|
|
6,
|
|
sprite_count as u64,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn build_path_atlas_allocator(
|
|
pixel_format: MTLPixelFormat,
|
|
device: &metal::Device,
|
|
) -> AtlasAllocator {
|
|
let path_stencil_descriptor = metal::TextureDescriptor::new();
|
|
path_stencil_descriptor.set_width(2048);
|
|
path_stencil_descriptor.set_height(2048);
|
|
path_stencil_descriptor.set_pixel_format(pixel_format);
|
|
path_stencil_descriptor
|
|
.set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
|
|
path_stencil_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
|
|
let path_atlases = AtlasAllocator::new(device.clone(), path_stencil_descriptor);
|
|
path_atlases
|
|
}
|
|
|
|
fn align_offset(offset: &mut usize) {
|
|
let r = *offset % 256;
|
|
if r > 0 {
|
|
*offset += 256 - r; // Align to a multiple of 256 to make Metal happy
|
|
}
|
|
}
|
|
|
|
fn build_pipeline_state(
|
|
device: &metal::DeviceRef,
|
|
library: &metal::LibraryRef,
|
|
label: &str,
|
|
vertex_fn_name: &str,
|
|
fragment_fn_name: &str,
|
|
pixel_format: metal::MTLPixelFormat,
|
|
) -> Result<metal::RenderPipelineState> {
|
|
let vertex_fn = library
|
|
.get_function(vertex_fn_name, None)
|
|
.map_err(|message| anyhow!("error locating vertex function: {}", message))?;
|
|
let fragment_fn = library
|
|
.get_function(fragment_fn_name, None)
|
|
.map_err(|message| anyhow!("error locating fragment function: {}", message))?;
|
|
|
|
let descriptor = metal::RenderPipelineDescriptor::new();
|
|
descriptor.set_label(label);
|
|
descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
|
|
descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
|
|
let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
|
|
color_attachment.set_pixel_format(pixel_format);
|
|
color_attachment.set_blending_enabled(true);
|
|
color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
|
|
color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
|
|
color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
|
|
color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::SourceAlpha);
|
|
color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
|
|
color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
|
|
|
|
device
|
|
.new_render_pipeline_state(&descriptor)
|
|
.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
|
|
}
|
|
|
|
fn build_stencil_pipeline_state(
|
|
device: &metal::DeviceRef,
|
|
library: &metal::LibraryRef,
|
|
label: &str,
|
|
vertex_fn_name: &str,
|
|
fragment_fn_name: &str,
|
|
pixel_format: metal::MTLPixelFormat,
|
|
) -> Result<metal::RenderPipelineState> {
|
|
let vertex_fn = library
|
|
.get_function(vertex_fn_name, None)
|
|
.map_err(|message| anyhow!("error locating vertex function: {}", message))?;
|
|
let fragment_fn = library
|
|
.get_function(fragment_fn_name, None)
|
|
.map_err(|message| anyhow!("error locating fragment function: {}", message))?;
|
|
|
|
let descriptor = metal::RenderPipelineDescriptor::new();
|
|
descriptor.set_label(label);
|
|
descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
|
|
descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
|
|
let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
|
|
color_attachment.set_pixel_format(pixel_format);
|
|
color_attachment.set_blending_enabled(true);
|
|
color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
|
|
color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
|
|
color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::One);
|
|
color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
|
|
color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::One);
|
|
color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
|
|
|
|
device
|
|
.new_render_pipeline_state(&descriptor)
|
|
.map_err(|message| anyhow!("could not create render pipeline state: {}", message))
|
|
}
|
|
|
|
// fn build_stencil_pipeline_state(
|
|
// device: &metal::DeviceRef,
|
|
// library: &metal::LibraryRef,
|
|
// label: &str,
|
|
// vertex_fn_name: &str,
|
|
// fragment_fn_name: &str,
|
|
// pixel_format: metal::MTLPixelFormat,
|
|
// ) -> Result<metal::RenderPipelineState> {
|
|
// let vertex_fn = library
|
|
// .get_function(vertex_fn_name, None)
|
|
// .map_err(|message| anyhow!("error locating vertex function: {}", message))?;
|
|
// let fragment_fn = library
|
|
// .get_function(fragment_fn_name, None)
|
|
// .map_err(|message| anyhow!("error locating fragment function: {}", message))?;
|
|
|
|
// let descriptor = metal::RenderPipelineDescriptor::new();
|
|
// descriptor.set_label(label);
|
|
// descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
|
|
// descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
|
|
// descriptor.set_stencil_attachment_pixel_format(pixel_format);
|
|
|
|
// device
|
|
// .new_render_pipeline_state(&descriptor)
|
|
// .map_err(|message| anyhow!("could not create render pipeline state: {}", message))
|
|
// }
|
|
|
|
mod shaders {
|
|
#![allow(non_upper_case_globals)]
|
|
#![allow(non_camel_case_types)]
|
|
#![allow(non_snake_case)]
|
|
|
|
use pathfinder_geometry::vector::Vector2I;
|
|
|
|
use crate::{color::ColorU, geometry::vector::Vector2F};
|
|
use std::mem;
|
|
|
|
include!(concat!(env!("OUT_DIR"), "/shaders.rs"));
|
|
|
|
pub trait ToFloat2 {
|
|
fn to_float2(&self) -> vector_float2;
|
|
}
|
|
|
|
pub trait ToUchar4 {
|
|
fn to_uchar4(&self) -> vector_uchar4;
|
|
}
|
|
|
|
impl ToFloat2 for (f32, f32) {
|
|
fn to_float2(&self) -> vector_float2 {
|
|
unsafe {
|
|
let mut output = mem::transmute::<_, u32>(self.1.to_bits()) as vector_float2;
|
|
output <<= 32;
|
|
output |= mem::transmute::<_, u32>(self.0.to_bits()) as vector_float2;
|
|
output
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ToFloat2 for Vector2F {
|
|
fn to_float2(&self) -> vector_float2 {
|
|
unsafe {
|
|
let mut output = mem::transmute::<_, u32>(self.y().to_bits()) as vector_float2;
|
|
output <<= 32;
|
|
output |= mem::transmute::<_, u32>(self.x().to_bits()) as vector_float2;
|
|
output
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ToFloat2 for Vector2I {
|
|
fn to_float2(&self) -> vector_float2 {
|
|
self.to_f32().to_float2()
|
|
}
|
|
}
|
|
|
|
impl ToUchar4 for ColorU {
|
|
fn to_uchar4(&self) -> vector_uchar4 {
|
|
let mut vec = self.a as vector_uchar4;
|
|
vec <<= 8;
|
|
vec |= self.b as vector_uchar4;
|
|
vec <<= 8;
|
|
vec |= self.g as vector_uchar4;
|
|
vec <<= 8;
|
|
vec |= self.r as vector_uchar4;
|
|
vec
|
|
}
|
|
}
|
|
}
|