1use super::{atlas::AtlasAllocator, sprite_cache::SpriteCache};
2use crate::{
3 color::Color,
4 geometry::{
5 rect::RectF,
6 vector::{vec2f, vec2i, Vector2F},
7 },
8 platform,
9 scene::Layer,
10 Scene,
11};
12use cocoa::foundation::NSUInteger;
13use metal::{MTLPixelFormat, MTLResourceOptions, NSRange};
14use shaders::ToFloat2 as _;
15use std::{collections::HashMap, ffi::c_void, iter::Peekable, mem, sync::Arc, vec};
16
17const SHADERS_METALLIB: &'static [u8] =
18 include_bytes!(concat!(env!("OUT_DIR"), "/shaders.metallib"));
19const INSTANCE_BUFFER_SIZE: usize = 1024 * 1024; // This is an arbitrary decision. There's probably a more optimal value.
20
21pub struct Renderer {
22 sprite_cache: SpriteCache,
23 path_atlases: AtlasAllocator,
24 quad_pipeline_state: metal::RenderPipelineState,
25 shadow_pipeline_state: metal::RenderPipelineState,
26 sprite_pipeline_state: metal::RenderPipelineState,
27 path_atlas_pipeline_state: metal::RenderPipelineState,
28 unit_vertices: metal::Buffer,
29 instances: metal::Buffer,
30}
31
32struct PathSprite {
33 layer_id: usize,
34 atlas_id: usize,
35 shader_data: shaders::GPUISprite,
36}
37
38impl Renderer {
39 pub fn new(
40 device: metal::Device,
41 pixel_format: metal::MTLPixelFormat,
42 fonts: Arc<dyn platform::FontSystem>,
43 ) -> Self {
44 let library = device
45 .new_library_with_data(SHADERS_METALLIB)
46 .expect("error building metal library");
47
48 let unit_vertices = [
49 (0., 0.).to_float2(),
50 (1., 0.).to_float2(),
51 (0., 1.).to_float2(),
52 (0., 1.).to_float2(),
53 (1., 0.).to_float2(),
54 (1., 1.).to_float2(),
55 ];
56 let unit_vertices = device.new_buffer_with_data(
57 unit_vertices.as_ptr() as *const c_void,
58 (unit_vertices.len() * mem::size_of::<shaders::vector_float2>()) as u64,
59 MTLResourceOptions::StorageModeManaged,
60 );
61 let instances = device.new_buffer(
62 INSTANCE_BUFFER_SIZE as u64,
63 MTLResourceOptions::StorageModeManaged,
64 );
65
66 let sprite_cache = SpriteCache::new(device.clone(), vec2i(1024, 768), fonts);
67 let path_atlases = build_path_atlas_allocator(MTLPixelFormat::R8Unorm, &device);
68 let quad_pipeline_state = build_pipeline_state(
69 &device,
70 &library,
71 "quad",
72 "quad_vertex",
73 "quad_fragment",
74 pixel_format,
75 );
76 let shadow_pipeline_state = build_pipeline_state(
77 &device,
78 &library,
79 "shadow",
80 "shadow_vertex",
81 "shadow_fragment",
82 pixel_format,
83 );
84 let sprite_pipeline_state = build_pipeline_state(
85 &device,
86 &library,
87 "sprite",
88 "sprite_vertex",
89 "sprite_fragment",
90 pixel_format,
91 );
92 let path_atlas_pipeline_state = build_path_atlas_pipeline_state(
93 &device,
94 &library,
95 "path_atlas",
96 "path_atlas_vertex",
97 "path_atlas_fragment",
98 MTLPixelFormat::R8Unorm,
99 );
100 Self {
101 sprite_cache,
102 path_atlases,
103 quad_pipeline_state,
104 shadow_pipeline_state,
105 sprite_pipeline_state,
106 path_atlas_pipeline_state,
107 unit_vertices,
108 instances,
109 }
110 }
111
112 pub fn render(
113 &mut self,
114 scene: &Scene,
115 drawable_size: Vector2F,
116 command_buffer: &metal::CommandBufferRef,
117 output: &metal::TextureRef,
118 ) {
119 let mut offset = 0;
120 let path_sprites = self.render_path_atlases(scene, &mut offset, command_buffer);
121 self.render_layers(
122 scene,
123 path_sprites,
124 &mut offset,
125 drawable_size,
126 command_buffer,
127 output,
128 );
129 self.instances.did_modify_range(NSRange {
130 location: 0,
131 length: offset as NSUInteger,
132 });
133 }
134
135 fn render_path_atlases(
136 &mut self,
137 scene: &Scene,
138 offset: &mut usize,
139 command_buffer: &metal::CommandBufferRef,
140 ) -> Vec<PathSprite> {
141 self.path_atlases.clear();
142 let mut sprites = Vec::new();
143 let mut vertices = Vec::<shaders::GPUIPathVertex>::new();
144 let mut current_atlas_id = None;
145 for (layer_id, layer) in scene.layers().iter().enumerate() {
146 for path in layer.paths() {
147 let origin = path.bounds.origin() * scene.scale_factor();
148 let size = (path.bounds.size() * scene.scale_factor()).ceil();
149 let (atlas_id, atlas_origin) = self.path_atlases.allocate(size.to_i32()).unwrap();
150 let atlas_origin = atlas_origin.to_f32();
151 sprites.push(PathSprite {
152 layer_id,
153 atlas_id,
154 shader_data: shaders::GPUISprite {
155 origin: origin.floor().to_float2(),
156 target_size: size.to_float2(),
157 source_size: size.to_float2(),
158 atlas_origin: atlas_origin.to_float2(),
159 color: path.color.to_uchar4(),
160 compute_winding: 1,
161 },
162 });
163
164 if let Some(current_atlas_id) = current_atlas_id {
165 if atlas_id != current_atlas_id {
166 self.render_paths_to_atlas(
167 offset,
168 &vertices,
169 current_atlas_id,
170 command_buffer,
171 );
172 vertices.clear();
173 }
174 }
175
176 current_atlas_id = Some(atlas_id);
177
178 for vertex in &path.vertices {
179 let xy_position =
180 (vertex.xy_position - path.bounds.origin()) * scene.scale_factor();
181 vertices.push(shaders::GPUIPathVertex {
182 xy_position: (atlas_origin + xy_position).to_float2(),
183 st_position: vertex.st_position.to_float2(),
184 clip_rect_origin: atlas_origin.to_float2(),
185 clip_rect_size: size.to_float2(),
186 });
187 }
188 }
189 }
190
191 if let Some(atlas_id) = current_atlas_id {
192 self.render_paths_to_atlas(offset, &vertices, atlas_id, command_buffer);
193 }
194
195 sprites
196 }
197
198 fn render_paths_to_atlas(
199 &mut self,
200 offset: &mut usize,
201 vertices: &[shaders::GPUIPathVertex],
202 atlas_id: usize,
203 command_buffer: &metal::CommandBufferRef,
204 ) {
205 align_offset(offset);
206 let next_offset = *offset + vertices.len() * mem::size_of::<shaders::GPUIPathVertex>();
207 assert!(
208 next_offset <= INSTANCE_BUFFER_SIZE,
209 "instance buffer exhausted"
210 );
211
212 let render_pass_descriptor = metal::RenderPassDescriptor::new();
213 let color_attachment = render_pass_descriptor
214 .color_attachments()
215 .object_at(0)
216 .unwrap();
217 let texture = self.path_atlases.texture(atlas_id).unwrap();
218 color_attachment.set_texture(Some(texture));
219 color_attachment.set_load_action(metal::MTLLoadAction::Clear);
220 color_attachment.set_store_action(metal::MTLStoreAction::Store);
221 color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
222
223 let path_atlas_command_encoder =
224 command_buffer.new_render_command_encoder(render_pass_descriptor);
225 path_atlas_command_encoder.set_render_pipeline_state(&self.path_atlas_pipeline_state);
226 path_atlas_command_encoder.set_vertex_buffer(
227 shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexVertices as u64,
228 Some(&self.instances),
229 *offset as u64,
230 );
231 path_atlas_command_encoder.set_vertex_bytes(
232 shaders::GPUIPathAtlasVertexInputIndex_GPUIPathAtlasVertexInputIndexAtlasSize as u64,
233 mem::size_of::<shaders::vector_float2>() as u64,
234 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
235 as *const c_void,
236 );
237
238 let buffer_contents = unsafe {
239 (self.instances.contents() as *mut u8).add(*offset) as *mut shaders::GPUIPathVertex
240 };
241
242 for (ix, vertex) in vertices.iter().enumerate() {
243 unsafe {
244 *buffer_contents.add(ix) = *vertex;
245 }
246 }
247
248 path_atlas_command_encoder.draw_primitives(
249 metal::MTLPrimitiveType::Triangle,
250 0,
251 vertices.len() as u64,
252 );
253 path_atlas_command_encoder.end_encoding();
254 *offset = next_offset;
255 }
256
257 fn render_layers(
258 &mut self,
259 scene: &Scene,
260 path_sprites: Vec<PathSprite>,
261 offset: &mut usize,
262 drawable_size: Vector2F,
263 command_buffer: &metal::CommandBufferRef,
264 output: &metal::TextureRef,
265 ) {
266 let render_pass_descriptor = metal::RenderPassDescriptor::new();
267 let color_attachment = render_pass_descriptor
268 .color_attachments()
269 .object_at(0)
270 .unwrap();
271 color_attachment.set_texture(Some(output));
272 color_attachment.set_load_action(metal::MTLLoadAction::Clear);
273 color_attachment.set_store_action(metal::MTLStoreAction::Store);
274 color_attachment.set_clear_color(metal::MTLClearColor::new(0., 0., 0., 1.));
275 let command_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
276
277 command_encoder.set_viewport(metal::MTLViewport {
278 originX: 0.0,
279 originY: 0.0,
280 width: drawable_size.x() as f64,
281 height: drawable_size.y() as f64,
282 znear: 0.0,
283 zfar: 1.0,
284 });
285
286 let mut path_sprites = path_sprites.into_iter().peekable();
287
288 for (layer_id, layer) in scene.layers().iter().enumerate() {
289 self.clip(scene, layer, drawable_size, command_encoder);
290 self.render_shadows(scene, layer, offset, drawable_size, command_encoder);
291 self.render_quads(scene, layer, offset, drawable_size, command_encoder);
292 self.render_path_sprites(
293 layer_id,
294 &mut path_sprites,
295 offset,
296 drawable_size,
297 command_encoder,
298 );
299 self.render_sprites(scene, layer, offset, drawable_size, command_encoder);
300 }
301
302 command_encoder.end_encoding();
303 }
304
305 fn clip(
306 &mut self,
307 scene: &Scene,
308 layer: &Layer,
309 drawable_size: Vector2F,
310 command_encoder: &metal::RenderCommandEncoderRef,
311 ) {
312 let clip_bounds = (layer.clip_bounds().unwrap_or(RectF::new(
313 vec2f(0., 0.),
314 drawable_size / scene.scale_factor(),
315 )) * scene.scale_factor())
316 .round();
317 command_encoder.set_scissor_rect(metal::MTLScissorRect {
318 x: clip_bounds.origin_x() as NSUInteger,
319 y: clip_bounds.origin_y() as NSUInteger,
320 width: clip_bounds.width() as NSUInteger,
321 height: clip_bounds.height() as NSUInteger,
322 });
323 }
324
325 fn render_shadows(
326 &mut self,
327 scene: &Scene,
328 layer: &Layer,
329 offset: &mut usize,
330 drawable_size: Vector2F,
331 command_encoder: &metal::RenderCommandEncoderRef,
332 ) {
333 if layer.shadows().is_empty() {
334 return;
335 }
336
337 align_offset(offset);
338 let next_offset = *offset + layer.shadows().len() * mem::size_of::<shaders::GPUIShadow>();
339 assert!(
340 next_offset <= INSTANCE_BUFFER_SIZE,
341 "instance buffer exhausted"
342 );
343
344 command_encoder.set_render_pipeline_state(&self.shadow_pipeline_state);
345 command_encoder.set_vertex_buffer(
346 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexVertices as u64,
347 Some(&self.unit_vertices),
348 0,
349 );
350 command_encoder.set_vertex_buffer(
351 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexShadows as u64,
352 Some(&self.instances),
353 *offset as u64,
354 );
355 command_encoder.set_vertex_bytes(
356 shaders::GPUIShadowInputIndex_GPUIShadowInputIndexUniforms as u64,
357 mem::size_of::<shaders::GPUIUniforms>() as u64,
358 [shaders::GPUIUniforms {
359 viewport_size: drawable_size.to_float2(),
360 }]
361 .as_ptr() as *const c_void,
362 );
363
364 let buffer_contents = unsafe {
365 (self.instances.contents() as *mut u8).offset(*offset as isize)
366 as *mut shaders::GPUIShadow
367 };
368 for (ix, shadow) in layer.shadows().iter().enumerate() {
369 let shape_bounds = shadow.bounds * scene.scale_factor();
370 let shader_shadow = shaders::GPUIShadow {
371 origin: shape_bounds.origin().to_float2(),
372 size: shape_bounds.size().to_float2(),
373 corner_radius: shadow.corner_radius * scene.scale_factor(),
374 sigma: shadow.sigma,
375 color: shadow.color.to_uchar4(),
376 };
377 unsafe {
378 *(buffer_contents.offset(ix as isize)) = shader_shadow;
379 }
380 }
381
382 command_encoder.draw_primitives_instanced(
383 metal::MTLPrimitiveType::Triangle,
384 0,
385 6,
386 layer.shadows().len() as u64,
387 );
388 *offset = next_offset;
389 }
390
391 fn render_quads(
392 &mut self,
393 scene: &Scene,
394 layer: &Layer,
395 offset: &mut usize,
396 drawable_size: Vector2F,
397 command_encoder: &metal::RenderCommandEncoderRef,
398 ) {
399 if layer.quads().is_empty() {
400 return;
401 }
402 align_offset(offset);
403 let next_offset = *offset + layer.quads().len() * mem::size_of::<shaders::GPUIQuad>();
404 assert!(
405 next_offset <= INSTANCE_BUFFER_SIZE,
406 "instance buffer exhausted"
407 );
408
409 command_encoder.set_render_pipeline_state(&self.quad_pipeline_state);
410 command_encoder.set_vertex_buffer(
411 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexVertices as u64,
412 Some(&self.unit_vertices),
413 0,
414 );
415 command_encoder.set_vertex_buffer(
416 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexQuads as u64,
417 Some(&self.instances),
418 *offset as u64,
419 );
420 command_encoder.set_vertex_bytes(
421 shaders::GPUIQuadInputIndex_GPUIQuadInputIndexUniforms as u64,
422 mem::size_of::<shaders::GPUIUniforms>() as u64,
423 [shaders::GPUIUniforms {
424 viewport_size: drawable_size.to_float2(),
425 }]
426 .as_ptr() as *const c_void,
427 );
428
429 let buffer_contents = unsafe {
430 (self.instances.contents() as *mut u8).offset(*offset as isize)
431 as *mut shaders::GPUIQuad
432 };
433 for (ix, quad) in layer.quads().iter().enumerate() {
434 let bounds = quad.bounds * scene.scale_factor();
435 let border_width = quad.border.width * scene.scale_factor();
436 let shader_quad = shaders::GPUIQuad {
437 origin: bounds.origin().round().to_float2(),
438 size: bounds.size().round().to_float2(),
439 background_color: quad
440 .background
441 .unwrap_or(Color::transparent_black())
442 .to_uchar4(),
443 border_top: border_width * (quad.border.top as usize as f32),
444 border_right: border_width * (quad.border.right as usize as f32),
445 border_bottom: border_width * (quad.border.bottom as usize as f32),
446 border_left: border_width * (quad.border.left as usize as f32),
447 border_color: quad
448 .border
449 .color
450 .unwrap_or(Color::transparent_black())
451 .to_uchar4(),
452 corner_radius: quad.corner_radius * scene.scale_factor(),
453 };
454 unsafe {
455 *(buffer_contents.offset(ix as isize)) = shader_quad;
456 }
457 }
458
459 command_encoder.draw_primitives_instanced(
460 metal::MTLPrimitiveType::Triangle,
461 0,
462 6,
463 layer.quads().len() as u64,
464 );
465 *offset = next_offset;
466 }
467
468 fn render_sprites(
469 &mut self,
470 scene: &Scene,
471 layer: &Layer,
472 offset: &mut usize,
473 drawable_size: Vector2F,
474 command_encoder: &metal::RenderCommandEncoderRef,
475 ) {
476 if layer.glyphs().is_empty() && layer.icons().is_empty() {
477 return;
478 }
479
480 let mut sprites_by_atlas = HashMap::new();
481
482 for glyph in layer.glyphs() {
483 if let Some(sprite) = self.sprite_cache.render_glyph(
484 glyph.font_id,
485 glyph.font_size,
486 glyph.id,
487 glyph.origin,
488 scene.scale_factor(),
489 ) {
490 // Snap sprite to pixel grid.
491 let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
492 sprites_by_atlas
493 .entry(sprite.atlas_id)
494 .or_insert_with(Vec::new)
495 .push(shaders::GPUISprite {
496 origin: origin.to_float2(),
497 target_size: sprite.size.to_float2(),
498 source_size: sprite.size.to_float2(),
499 atlas_origin: sprite.atlas_origin.to_float2(),
500 color: glyph.color.to_uchar4(),
501 compute_winding: 0,
502 });
503 }
504 }
505
506 for icon in layer.icons() {
507 let origin = icon.bounds.origin() * scene.scale_factor();
508 let target_size = icon.bounds.size() * scene.scale_factor();
509 let source_size = (target_size * 2.).ceil().to_i32();
510
511 let sprite =
512 self.sprite_cache
513 .render_icon(source_size, icon.path.clone(), icon.svg.clone());
514
515 sprites_by_atlas
516 .entry(sprite.atlas_id)
517 .or_insert_with(Vec::new)
518 .push(shaders::GPUISprite {
519 origin: origin.to_float2(),
520 target_size: target_size.to_float2(),
521 source_size: sprite.size.to_float2(),
522 atlas_origin: sprite.atlas_origin.to_float2(),
523 color: icon.color.to_uchar4(),
524 compute_winding: 0,
525 });
526 }
527
528 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
529 command_encoder.set_vertex_buffer(
530 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
531 Some(&self.unit_vertices),
532 0,
533 );
534 command_encoder.set_vertex_bytes(
535 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
536 mem::size_of::<shaders::vector_float2>() as u64,
537 [drawable_size.to_float2()].as_ptr() as *const c_void,
538 );
539 command_encoder.set_vertex_bytes(
540 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
541 mem::size_of::<shaders::vector_float2>() as u64,
542 [self.sprite_cache.atlas_size().to_float2()].as_ptr() as *const c_void,
543 );
544
545 for (atlas_id, sprites) in sprites_by_atlas {
546 align_offset(offset);
547 let next_offset = *offset + sprites.len() * mem::size_of::<shaders::GPUISprite>();
548 assert!(
549 next_offset <= INSTANCE_BUFFER_SIZE,
550 "instance buffer exhausted"
551 );
552
553 command_encoder.set_vertex_buffer(
554 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
555 Some(&self.instances),
556 *offset as u64,
557 );
558
559 let texture = self.sprite_cache.atlas_texture(atlas_id).unwrap();
560 command_encoder.set_fragment_texture(
561 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
562 Some(texture),
563 );
564
565 unsafe {
566 let buffer_contents = (self.instances.contents() as *mut u8)
567 .offset(*offset as isize)
568 as *mut shaders::GPUISprite;
569 std::ptr::copy_nonoverlapping(sprites.as_ptr(), buffer_contents, sprites.len());
570 }
571
572 command_encoder.draw_primitives_instanced(
573 metal::MTLPrimitiveType::Triangle,
574 0,
575 6,
576 sprites.len() as u64,
577 );
578 *offset = next_offset;
579 }
580 }
581
582 fn render_path_sprites(
583 &mut self,
584 layer_id: usize,
585 sprites: &mut Peekable<vec::IntoIter<PathSprite>>,
586 offset: &mut usize,
587 drawable_size: Vector2F,
588 command_encoder: &metal::RenderCommandEncoderRef,
589 ) {
590 command_encoder.set_render_pipeline_state(&self.sprite_pipeline_state);
591 command_encoder.set_vertex_buffer(
592 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexVertices as u64,
593 Some(&self.unit_vertices),
594 0,
595 );
596 command_encoder.set_vertex_bytes(
597 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexViewportSize as u64,
598 mem::size_of::<shaders::vector_float2>() as u64,
599 [drawable_size.to_float2()].as_ptr() as *const c_void,
600 );
601
602 let mut atlas_id = None;
603 let mut atlas_sprite_count = 0;
604 align_offset(offset);
605
606 while let Some(sprite) = sprites.peek() {
607 if sprite.layer_id != layer_id {
608 break;
609 }
610
611 let sprite = sprites.next().unwrap();
612 if let Some(atlas_id) = atlas_id.as_mut() {
613 if sprite.atlas_id != *atlas_id {
614 self.render_path_sprites_for_atlas(
615 offset,
616 *atlas_id,
617 atlas_sprite_count,
618 command_encoder,
619 );
620
621 *atlas_id = sprite.atlas_id;
622 atlas_sprite_count = 0;
623 align_offset(offset);
624 }
625 } else {
626 atlas_id = Some(sprite.atlas_id);
627 }
628
629 unsafe {
630 let buffer_contents = (self.instances.contents() as *mut u8)
631 .offset(*offset as isize)
632 as *mut shaders::GPUISprite;
633 *buffer_contents.offset(atlas_sprite_count as isize) = sprite.shader_data;
634 }
635
636 atlas_sprite_count += 1;
637 }
638
639 if let Some(atlas_id) = atlas_id {
640 self.render_path_sprites_for_atlas(
641 offset,
642 atlas_id,
643 atlas_sprite_count,
644 command_encoder,
645 );
646 }
647 }
648
649 fn render_path_sprites_for_atlas(
650 &mut self,
651 offset: &mut usize,
652 atlas_id: usize,
653 sprite_count: usize,
654 command_encoder: &metal::RenderCommandEncoderRef,
655 ) {
656 let next_offset = *offset + sprite_count * mem::size_of::<shaders::GPUISprite>();
657 assert!(
658 next_offset <= INSTANCE_BUFFER_SIZE,
659 "instance buffer exhausted"
660 );
661 command_encoder.set_vertex_buffer(
662 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexSprites as u64,
663 Some(&self.instances),
664 *offset as u64,
665 );
666 let texture = self.path_atlases.texture(atlas_id).unwrap();
667 command_encoder.set_fragment_texture(
668 shaders::GPUISpriteFragmentInputIndex_GPUISpriteFragmentInputIndexAtlas as u64,
669 Some(texture),
670 );
671 command_encoder.set_vertex_bytes(
672 shaders::GPUISpriteVertexInputIndex_GPUISpriteVertexInputIndexAtlasSize as u64,
673 mem::size_of::<shaders::vector_float2>() as u64,
674 [vec2i(texture.width() as i32, texture.height() as i32).to_float2()].as_ptr()
675 as *const c_void,
676 );
677
678 command_encoder.draw_primitives_instanced(
679 metal::MTLPrimitiveType::Triangle,
680 0,
681 6,
682 sprite_count as u64,
683 );
684 *offset = next_offset;
685 }
686}
687
688fn build_path_atlas_allocator(
689 pixel_format: MTLPixelFormat,
690 device: &metal::Device,
691) -> AtlasAllocator {
692 let texture_descriptor = metal::TextureDescriptor::new();
693 texture_descriptor.set_width(2048);
694 texture_descriptor.set_height(2048);
695 texture_descriptor.set_pixel_format(pixel_format);
696 texture_descriptor
697 .set_usage(metal::MTLTextureUsage::RenderTarget | metal::MTLTextureUsage::ShaderRead);
698 texture_descriptor.set_storage_mode(metal::MTLStorageMode::Private);
699 let path_atlases = AtlasAllocator::new(device.clone(), texture_descriptor);
700 path_atlases
701}
702
703fn align_offset(offset: &mut usize) {
704 let r = *offset % 256;
705 if r > 0 {
706 *offset += 256 - r; // Align to a multiple of 256 to make Metal happy
707 }
708}
709
710fn build_pipeline_state(
711 device: &metal::DeviceRef,
712 library: &metal::LibraryRef,
713 label: &str,
714 vertex_fn_name: &str,
715 fragment_fn_name: &str,
716 pixel_format: metal::MTLPixelFormat,
717) -> metal::RenderPipelineState {
718 let vertex_fn = library
719 .get_function(vertex_fn_name, None)
720 .expect("error locating vertex function");
721 let fragment_fn = library
722 .get_function(fragment_fn_name, None)
723 .expect("error locating fragment function");
724
725 let descriptor = metal::RenderPipelineDescriptor::new();
726 descriptor.set_label(label);
727 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
728 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
729 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
730 color_attachment.set_pixel_format(pixel_format);
731 color_attachment.set_blending_enabled(true);
732 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
733 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
734 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::SourceAlpha);
735 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
736 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::OneMinusSourceAlpha);
737 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
738
739 device
740 .new_render_pipeline_state(&descriptor)
741 .expect("could not create render pipeline state")
742}
743
744fn build_path_atlas_pipeline_state(
745 device: &metal::DeviceRef,
746 library: &metal::LibraryRef,
747 label: &str,
748 vertex_fn_name: &str,
749 fragment_fn_name: &str,
750 pixel_format: metal::MTLPixelFormat,
751) -> metal::RenderPipelineState {
752 let vertex_fn = library
753 .get_function(vertex_fn_name, None)
754 .expect("error locating vertex function");
755 let fragment_fn = library
756 .get_function(fragment_fn_name, None)
757 .expect("error locating fragment function");
758
759 let descriptor = metal::RenderPipelineDescriptor::new();
760 descriptor.set_label(label);
761 descriptor.set_vertex_function(Some(vertex_fn.as_ref()));
762 descriptor.set_fragment_function(Some(fragment_fn.as_ref()));
763 let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
764 color_attachment.set_pixel_format(pixel_format);
765 color_attachment.set_blending_enabled(true);
766 color_attachment.set_rgb_blend_operation(metal::MTLBlendOperation::Add);
767 color_attachment.set_alpha_blend_operation(metal::MTLBlendOperation::Add);
768 color_attachment.set_source_rgb_blend_factor(metal::MTLBlendFactor::One);
769 color_attachment.set_source_alpha_blend_factor(metal::MTLBlendFactor::One);
770 color_attachment.set_destination_rgb_blend_factor(metal::MTLBlendFactor::One);
771 color_attachment.set_destination_alpha_blend_factor(metal::MTLBlendFactor::One);
772
773 device
774 .new_render_pipeline_state(&descriptor)
775 .expect("could not create render pipeline state")
776}
777
778mod shaders {
779 #![allow(non_upper_case_globals)]
780 #![allow(non_camel_case_types)]
781 #![allow(non_snake_case)]
782
783 use pathfinder_geometry::vector::Vector2I;
784
785 use crate::{color::Color, geometry::vector::Vector2F};
786 use std::mem;
787
788 include!(concat!(env!("OUT_DIR"), "/shaders.rs"));
789
790 pub trait ToFloat2 {
791 fn to_float2(&self) -> vector_float2;
792 }
793
794 impl ToFloat2 for (f32, f32) {
795 fn to_float2(&self) -> vector_float2 {
796 unsafe {
797 let mut output = mem::transmute::<_, u32>(self.1.to_bits()) as vector_float2;
798 output <<= 32;
799 output |= mem::transmute::<_, u32>(self.0.to_bits()) as vector_float2;
800 output
801 }
802 }
803 }
804
805 impl ToFloat2 for Vector2F {
806 fn to_float2(&self) -> vector_float2 {
807 unsafe {
808 let mut output = mem::transmute::<_, u32>(self.y().to_bits()) as vector_float2;
809 output <<= 32;
810 output |= mem::transmute::<_, u32>(self.x().to_bits()) as vector_float2;
811 output
812 }
813 }
814 }
815
816 impl ToFloat2 for Vector2I {
817 fn to_float2(&self) -> vector_float2 {
818 self.to_f32().to_float2()
819 }
820 }
821
822 impl Color {
823 pub fn to_uchar4(&self) -> vector_uchar4 {
824 let mut vec = self.a as vector_uchar4;
825 vec <<= 8;
826 vec |= self.b as vector_uchar4;
827 vec <<= 8;
828 vec |= self.g as vector_uchar4;
829 vec <<= 8;
830 vec |= self.r as vector_uchar4;
831 vec
832 }
833 }
834}