ZIm/gpui/src/platform/mac/renderer.rs
Nathan Sobo 77b6a29f5f Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:03:00 -06:00

861 lines
31 KiB
Rust

use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
use crate::{
color::ColorU,
geometry::{
rect::RectF,
vector::{vec2f, vec2i, Vector2F},
},
platform,
scene::Layer,
Scene,
};
use anyhow::{anyhow, Result};
use cocoa::foundation::NSUInteger;
use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
use shaders::{ToFloat2 as _, ToUchar4 as _};
use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, sync::Arc};
const SHADERS_METALLIB: &'static [u8] =
include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
pub struct Renderer {
device: metal::Device,
sprite_cache: SpriteCache,
path_atlases: AtlasAllocator,
quad_pipeline_state: metal::RenderPipelineState,
shadow_pipeline_state: metal::RenderPipelineState,
sprite_pipeline_state: metal::RenderPipelineState,
path_stencil_pipeline_state: metal::RenderPipelineState,
unit_vertices: metal::Buffer,
instances: metal::Buffer,
}
struct PathSprite {
layer_id: usize,
atlas_id: usize,
shader_data: shaders::GPUISprite,
}
impl Renderer {
pub fn new(
device: metal::Device,
pixel_format: metal::MTLPixelFormat,
fonts: Arc<dyn platform::FontSystem>,
) -> Result<Self> {
let library = device
.new_library_with_data(SHADERS_METALLIB)
.map_err(|message| anyhow!("error building metal library: {}", message))?;
let unit_vertices = [
(0., 0.).to_float2(),
(1., 0.).to_float2(),
(0., 1.).to_float2(),
(0., 1.).to_float2(),
(1., 0.).to_float2(),
(1., 1.).to_float2(),
];
let unit_vertices = device.new_buffer_with_data(
unit_vertices.as_ptr() as *const c_void,
(unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
MTLResourceOptions::StorageModeManaged,
);
let instances = device.new_buffer(
INSTANCE_BUFFER_SIZE as u64,
MTLResourceOptions::StorageModeManaged,
);
let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
let path_atlases = build_path_atlas_allocator(pixel_format, &device);
let quad_pipeline_state = build_pipeline_state(
&device,
&library,
"quad",
"quad_vertex",
"quad_fragment",
pixel_format,
)?;
let shadow_pipeline_state = build_pipeline_state(
&device,
&library,
"shadow",
"shadow_vertex",
"shadow_fragment",
pixel_format,
)?;
let sprite_pipeline_state = build_pipeline_state(
&device,
&library,
"sprite",
"sprite_vertex",
"sprite_fragment",
pixel_format,
)?;
let path_stencil_pipeline_state = build_stencil_pipeline_state(
&device,
&library,
"path_winding",
"path_winding_vertex",
"path_winding_fragment",
pixel_format,
)?;
Ok(Self {
device,
sprite_cache,
path_atlases: path_atlases,
quad_pipeline_state,
shadow_pipeline_state,
sprite_pipeline_state,
path_stencil_pipeline_state,
unit_vertices,
instances,
})
}
pub fn render(
&mut self,
scene: &Scene,
drawable_size: Vector2F,
command_buffer: &metal::CommandBufferRef,
output: &metal::TextureRef,
) {
let mut offset = 0;
let stencils = self.render_path_stencils(scene, &mut offset, command_buffer);
self.render_layers(
scene,
stencils,
&mut offset,
drawable_size,
command_buffer,
output,
);
}
fn render_path_stencils(
&mut self,
scene: &Scene,
offset: &mut usize,
command_buffer: &metal::CommandBufferRef,
) -> Vec<PathSprite> {
self.path_atlases.clear();
let mut stencils = Vec::new();
let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
let mut current_atlas_id = None;
for (layer_id, layer) in scene.layers().iter().enumerate() {
for path in layer.paths() {
// Push a PathStencil struct for use later when sampling from the atlas as we draw the content of the layers
let origin = path.bounds.origin() * scene.scale_factor();
let size = (path.bounds.size() * scene.scale_factor()).ceil();
let (atlas_id, atlas_origin) =
self.path_atlases.allocate(size.ceil().to_i32()).unwrap();
let atlas_origin = atlas_origin.to_f32();
stencils.push(PathSprite {
layer_id,
atlas_id,
shader_data: shaders::GPUISprite {
origin: origin.floor().to_float2(),
size: size.to_float2(),
atlas_origin: atlas_origin.to_float2(),
color: path.color.to_uchar4(),
compute_winding: 1,
},
});
if current_atlas_id.map_or(false, |current_atlas_id| atlas_id != current_atlas_id) {
self.render_path_stencils_for_atlas(
offset,
&vertices,
atlas_id,
command_buffer,
);
vertices.clear();
}
current_atlas_id = Some(atlas_id);
// Populate the vertices by translating them to their appropriate location in the atlas.
for vertex in &path.vertices {
let xy_position =
(vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
vertices.push(shaders::GPUIPathVertex {
xy_position: (atlas_origin + xy_position).to_float2(),
st_position: vertex.st_position.to_float2(),
});
}
}
}
if let Some(atlas_id) = current_atlas_id {
self.render_path_stencils_for_atlas(offset, &vertices, atlas_id, command_buffer);
}
stencils
}
fn render_path_stencils_for_atlas(
&mut self,
offset: &mut usize,
vertices: &[shaders::GPUIPathVertex],
atlas_id: usize,
command_buffer: &metal::CommandBufferRef,
) {
align_offset(offset);
let next_offset = *offset + vertices.len() * mem::size_of::<shaders::GPUIPathVertex>();
assert!(
next_offset <= INSTANCE_BUFFER_SIZE,
"instance buffer exhausted"
);
let render_pass_descriptor = metal::RenderPassDescriptor::new();
let color_attachment = render_pass_descriptor
.color_attachments()
.object_at(0)
.unwrap();
let texture = self.path_atlases.texture(atlas_id).unwrap();
color_attachment.set_texture(Some(texture));
color_attachment.set_load_action(metal::MTLLoadAction::Clear);
color_attachment.set_store_action(metal::MTLStoreAction::Store);
color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
let winding_command_encoder =
command_buffer.new_render_command_encoder(render_pass_descriptor);
winding_command_encoder.set_render_pipeline_state(&self.path_stencil_pipeline_state);
winding_command_encoder.set_vertex_buffer(
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexVertices as u64,
Some(&self.instances),
*offset as u64,
);
winding_command_encoder.set_vertex_bytes(
shaders::GPUIPathWindingVertexInputIndex_GPUIPathWindingVertexInputIndexAtlasSize
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,
);
let buffer_contents = unsafe {
(self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
};
for (ix, vertex) in vertices.iter().enumerate() {
unsafe {
*buffer_contents.add(ix) = *vertex;
}
}
self.instances.did_modify_range(NSRange {
location: *offset as u64,
length: (next_offset - *offset) as u64,
});
*offset = next_offset;
winding_command_encoder.draw_primitives(
metal::MTLPrimitiveType::Triangle,
0,
vertices.len() as u64,
);
winding_command_encoder.end_encoding();
}
fn render_layers(
&mut self,
scene: &Scene,
path_sprites: Vec<PathSprite>,
offset: &mut usize,
drawable_size: Vector2F,
command_buffer: &metal::CommandBufferRef,
output: &metal::TextureRef,
) {
let render_pass_descriptor = metal::RenderPassDescriptor::new();
let color_attachment = render_pass_descriptor
.color_attachments()
.object_at(0)
.unwrap();
color_attachment.set_texture(Some(output));
color_attachment.set_load_action(metal::MTLLoadAction::Clear);
color_attachment.set_store_action(metal::MTLStoreAction::Store);
color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
command_encoder.set_viewport(metal::MTLViewport {
originX: 0.0,
originY: 0.0,
width: drawable_size.x() as f64,
height: drawable_size.y() as f64,
znear: 0.0,
zfar: 1.0,
});
let mut path_sprites = path_sprites.into_iter().peekable();
for (layer_id, layer) in scene.layers().iter().enumerate() {
self.clip(scene, layer, drawable_size, command_encoder);
self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
self.render_quads(scene, layer, offset, drawable_size, command_encoder);
self.render_path_sprites(
layer_id,
&mut path_sprites,
offset,
drawable_size,
command_encoder,
);
self.render_glyph_sprites(scene, layer, offset, drawable_size, command_encoder);
}
command_encoder.end_encoding();
}
fn clip(
&mut self,
scene: &Scene,
layer: &Layer,
drawable_size: Vector2F,
command_encoder: &metal::RenderCommandEncoderRef,
) {
let clip_bounds = layer.clip_bounds().unwrap_or(RectF::new(
vec2f(0., 0.),
drawable_size / scene.scale_factor(),
)) * scene.scale_factor();
command_encoder.set_scissor_rect(metal::MTLScissorRect {
x: clip_bounds.origin_x() as NSUInteger,
y: clip_bounds.origin_y() as NSUInteger,
width: clip_bounds.width() as NSUInteger,
height: clip_bounds.height() as NSUInteger,
});
}
fn render_shadows(
&mut self,
scene: &Scene,
layer: &Layer,
offset: &mut usize,
drawable_size: Vector2F,
command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.shadows().is_empty() {
return;
}
align_offset(offset);
let next_offset = *offset + layer.shadows().len() * mem::size_of::<shaders::GPUIShadow>();
assert!(
next_offset <= INSTANCE_BUFFER_SIZE,
"instance buffer exhausted"
);
command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
command_encoder.set_vertex_buffer(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
Some(&self.unit_vertices),
0,
);
command_encoder.set_vertex_buffer(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
Some(&self.instances),
*offset as u64,
);
command_encoder.set_vertex_bytes(
shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
mem::size_of::<shaders::GPUIUniforms>() as u64,
[shaders::GPUIUniforms {
viewport_size: drawable_size.to_float2(),
}]
.as_ptr() as *const c_void,
);
let buffer_contents = unsafe {
(self.instances.contents() as *mut u8).offset(*offset as isize)
as *mut shaders::GPUIShadow
};
for (ix, shadow) in layer.shadows().iter().enumerate() {
let shape_bounds = shadow.bounds * scene.scale_factor();
let shader_shadow = shaders::GPUIShadow {
origin: shape_bounds.origin().to_float2(),
size: shape_bounds.size().to_float2(),
corner_radius: shadow.corner_radius * scene.scale_factor(),
sigma: shadow.sigma,
color: shadow.color.to_uchar4(),
};
unsafe {
*(buffer_contents.offset(ix as isize)) = shader_shadow;
}
}
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,
layer.shadows().len() as u64,
);
}
fn render_quads(
&mut self,
scene: &Scene,
layer: &Layer,
offset: &mut usize,
drawable_size: Vector2F,
command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.quads().is_empty() {
return;
}
align_offset(offset);
let next_offset = *offset + layer.quads().len() * mem::size_of::<shaders::GPUIQuad>();
assert!(
next_offset <= INSTANCE_BUFFER_SIZE,
"instance buffer exhausted"
);
command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
command_encoder.set_vertex_buffer(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
Some(&self.unit_vertices),
0,
);
command_encoder.set_vertex_buffer(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
Some(&self.instances),
*offset as u64,
);
command_encoder.set_vertex_bytes(
shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
mem::size_of::<shaders::GPUIUniforms>() as u64,
[shaders::GPUIUniforms {
viewport_size: drawable_size.to_float2(),
}]
.as_ptr() as *const c_void,
);
let buffer_contents = unsafe {
(self.instances.contents() as *mut u8).offset(*offset as isize)
as *mut shaders::GPUIQuad
};
for (ix, quad) in layer.quads().iter().enumerate() {
let bounds = quad.bounds * scene.scale_factor();
let border_width = quad.border.width * scene.scale_factor();
let shader_quad = shaders::GPUIQuad {
origin: bounds.origin().to_float2(),
size: bounds.size().to_float2(),
background_color: quad
.background
.unwrap_or(ColorU::transparent_black())
.to_uchar4(),
border_top: border_width * (quad.border.top as usize as f32),
border_right: border_width * (quad.border.right as usize as f32),
border_bottom: border_width * (quad.border.bottom as usize as f32),
border_left: border_width * (quad.border.left as usize as f32),
border_color: quad
.border
.color
.unwrap_or(ColorU::transparent_black())
.to_uchar4(),
corner_radius: quad.corner_radius * scene.scale_factor(),
};
unsafe {
*(buffer_contents.offset(ix as isize)) = shader_quad;
}
}
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,
layer.quads().len() as u64,
);
}
fn render_glyph_sprites(
&mut self,
scene: &Scene,
layer: &Layer,
offset: &mut usize,
drawable_size: Vector2F,
command_encoder: &metal::RenderCommandEncoderRef,
) {
if layer.glyphs().is_empty() {
return;
}
let mut sprites_by_atlas = HashMap::new();
for glyph in layer.glyphs() {
if let Some(sprite) = self.sprite_cache.render_glyph(
glyph.font_id,
glyph.font_size,
glyph.id,
glyph.origin,
scene.scale_factor(),
) {
// 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
}
}
}